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Thread: Fantastic new mod: Rome Total History RTH_1.1 released

  1. #1

    Default Fantastic new mod: Rome Total History RTH_1.1 released

    Bridge the wait for RTW II with a new fantastic gaming experience!

    Finally you get a mod that lets you experience the Ancient World from one end to the other in all its splendour. Interaction from Spain to India, from Caledonia to Aethiopia drives the game in a scenario of unprecedented historic and geographic accuracy!

    After three years of intensive study, development and testing Philadelphos Productions proudly presents Rome Total History 1.1.


    Essential features:
    - Starting year 280 BC
    - New fantastic campaign map reaching from Scotland to Saba and India
    - Unprecedented accuracy on coastlines, mountains, roads, islands, resources and many more
    - 199 historic regions and cities researched with extreme accuracy and equilibrium
    - Functional road system with many historic roads
    - Many additional mountain passes for increased strategic options
    - Detailed islands and 100 land bridges for excellent computer performance
    - 20 playable factions representing over 30 nations
    - Extended family trees with over 900 historic characters
    - Over 100 minor settlements on campaign map with individual denomination for each faction
    - 195 accurately researched rebel nations
    - Over 300 new units available with AOR system, 100 mercenaries, high quality icons and skins
    - new polytheistic temple system and new buildings
    - improved trade system with four more tradeable resources
    - Pyrrhus' invasion and Celtic migration from 280 BC represented
    - a new name system for the Romans allowing names such as Publius Cornelius Scipio or Gaius Julius Caesar.


    Download the file RTH_1.1 at
    To install the game you need a vanilla version of Rome Total War upgraded to versions 1.3 and 1.5. Unzip the file with Win RAR and move the folder RTH into your Rome Total War folder besides the original Data folder. Do the same with the “Rome Total History mod” launcher and eventually open properties to correct the destination path. Use the launcher to start the game.
    This is a tested version. I’ve played it for months and it appears to be very stable. If you find any problems please report them to bor1900mg(at) .


    The main objective of this mod is a true representation of the ancient world in a highly improved campaign map for maximum playability.
    The political situation around the Mediterranean is the balance of powers from the year 280 BC. Unfortunately however our historical knowledge of the 3rd century BC is limited to the civilized parts of the world, while the situation of many Barbarian tribes at this early stage is completely unknown. With a deadline of 280 BC countries like Germany, Britain and many others would be entirely without towns and leaders. Some enter the historical radar only in the 1st century BC and some do it only for a very short moment. This is the reason why I have decided that time must be relative in this mod. So the political situation in the Hellenistic world is that of the years 300-275 BC, including the Celtic migration in the Balkans. But moving west and north, time shifts to a later period, with towns and leaders chosen from the 2nd or 1st century BC and eventually even the Christian era. Thus in the northern periphery each nation is represented in its moment of splendour with the rulers who achieved maximum glory.


    Rome Total History features a completely reworked campaign map going from Scotland to Aethiopia and India with unprecedented detail and historic accuracy. This regards cities, region borders, mountain passes, roads, rivers, rebel factions and many more features.
    As pointed out above, cities in Britain and Germany are from the 1st century BC or even the Christian era. Thus, there are cities in the game that didn’t exist as early as 280 BC, but became important later. The idea is to set the stage for the Roman conquest and therefore some of the most prominent colonies (Lugdunum, Burdigala) are still on the level of villages, so they need to be developed in any case.
    The limitation of 199 regions is another problem. I would have preferred to have 250 regions, but in the end it was a good incentive on staying focused. When it came to a necessary choice, I usually preferred the big and famous cities in the central areas of the map. Many other mods include tribes in the periphery of which we barely know the name. This is not my philosophy, because most of the historic action is supposed to take place in the Mediterranean. That's the reason why my map has five regions in Sicily and the Peloponnese each, which were the most crowded battle grounds of the era. The following picture shows Greece and the Aegean in beautiful detail:

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    Such a concentration would almost certainly result in a clumsy situation if it wasn’t for a number of countermeasures. The most important among these are additional mountain passes, islands and land bridges. The number of passages across the Alpes has been increased from 4 to 16 to guarantee a lot of strategic options.
    Moreover there are almost 100 land bridges for highly improved playability. Finally even the computer is able to manage an invasion across the strait of Messina or the Hellespont. In one test run the First Punic War between Rome and Carthage started exactly in 264 BC. The picture shows the situation in 263 BC. I played Macedon and the Romans had just declared war against Carthage, laying siege on the town of Panormus in Sicily.

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    It seems there was also a lot of naval warfare going on, but the superiority of the Carthaginians was of little use. A few years later the Romans had taken both Panormus and Lilybaeum. Then after a short pause the war started again in Spain where both factions clashed on the border between Saguntum and Tarraco.

    Warning: In some rare cases on the most tiny islands and land bridges battles won’t work. This happens, because on a limited ground the generator won’t find enough space to locate the troops of a large army. Therefore it will load the battle map, but then your computer will freeze and you’ll be forced to restart it. If this happens, you must choose to resolve the battle automatically. The same may happen if you want to bring a battling army reinforcements across a land bridge. Though annoying, at least, I think, it is quite realistic that this manoeuvre may fail.


    A new feature allowing to broaden the range of the game is the idea to combine several nations into one multi-area faction. This was already the case in Vanilla with the Greek Cities, but now it has been done with Epirus/Sicily, the Hellenic Kingdoms, the Illyrians/Thracians, the Getae/Goths, the Gauls/Galatians, the Britons/Belgae and most of all with the Eastern/Independent Kingdoms. This gives those nations a better chance of survival and a much improved range of interaction right from the start. Since interaction is the driving factor for playing fun, it has even been improved for the other nations, by giving them at least some diplomats allowing to observe the events in distant parts of the world. The Hellenistic epoch after 280 BC was indeed the period when diplomatic contact was established between Rome and Egypt or Macedon and the Mauryans.


    Family Trees:
    A lot of work has been concentrated on leaders. These are represented in family trees as close as possible to historic relations. As regards the Hellenistic dynasties, if it wasn’t for the limitations of the game (at maximum four children, no second or third marriage, no marriage between siblings), you might even pass a university exam studying from these family trees. The Republics like Rome and Carthage are organized by parties instead (Populares and Optimates). To have these families as complete as possible, it is again necessary to assume that time is relative, including some of the dynasty founders who were already dead by 280 BC. So please take note that the inclusion of Seleucus or Ptolemy in the game is not an error, but a deliberate choice.
    All in all there are almost thousand historic figures in the game, many with correct characterization (as known) and relatives, including parents, wives and children. People with no direct relationship have been “connected” into the “family” by “marriage”.
    If you encounter a particularly valid adversary you may consider to check Wikipedia to see what his actual feats have been. Of course, as the game goes on and new leaders are generated by random, the number of historic protagonists will diminish. But at the beginning every named leader is historic.


    Unit modding was guided by the need to cover the entire map with special forces for each nation. A lot of work has been concentrated on the diversification of the multi-national factions which ahve now a large range of different units available in specific areas of recruitment (AOR). Thus the Eastern Kingdoms recruit Bithynian or Greek troops in Asia Minor, Nabataean and Sabaean bedouins in Arabia and Bactrian or Indian troops in the East.
    The AOR-system extends on the whole map and applies also to traditional factions such as the Egyptians, who may recruit Greek units in their Aegean dominions, Levantine units in Syria and Nubian units down the Upper Nile. Similar diversifications have been implemented for many other factions, especially the Hellenic Kingdoms, Epirus/Syracuse, Illyria/Thrace, Gaul/Galatia and the Celts.
    Many units have been derived from the vanilla stock by changing uniform colours. Others have been taken from previous mods such as Extended Cultures (XC). But there are also very original new entries such as Bithynian Snake Hurlers, Scythian Police Archers, Steppe Hunters (with dogs), Caledonian Highlanders, Agrianian and Lydian Javelineers, Cadusian Skirmishers, Hyrcanian Woodcutters, Arabian Merchants, Leopard Warriors, Temple Robbers, Sutler Train, to name but a few. All skins and icons have been created to highest standard using vanilla colours for each faction and green to distinguish the mercenaries.
    The next screenshot shows the Sicilian units of the Epirot faction:

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    Regarding the building trees there are some essential novelties. The most prominent feature is the polytheistic temple system that allows to build at last four different temples contemporarily. If you build a sanctuary in a first moment this will not exclude that you build others later in the same town. Moreover it will open the possibility to build an additional shrine. Shrines are still working the old way, which means that building one you exclude all the others, but not the sanctuaries. After Marian reforms some nations get additional Cults. Most nations have now between ten and twenty gods with accurate descriptions adding new layers to each culture. Many known temples have been included in the game: Saturn and Vesta in Rome, Demeter in Syracuse, Hera in Agrigentum, Heracles and Castor and Pollux in Sparta, Asclepius in Argos (Epidauros), Zeus in Achaea, Parthenon in Athens, Helios in Rhodes, Aphrodite in Panticapaeum, Cybele in Phrygia, Ishtar in Babylon, Indra and Buddha in Taxila and Pattala, Astarte in Tyros, Jehova in Jerusalem, Dushara in Petra, Sun Temple in Saba and Aethiopia, Serapis in Alexandria, Seth in Memphis, Horus in Thebes, Zeus-Ammon in Siwa/Ammonion, Tanit in Carthage, Moritasgus in Alesia to name the most prominent.
    Among the new buildings you find also a Garrison that can be upgraded to a Citadel/Acropolis (adding better defenses to your walls). Among the more curious features are a Festival of Dionysos and a Lupanar/Hetairion/Harem. The execution square is now available for most nations and the Secret Police has been renamed to Tribunal/Basilica of Justice.
    On the strategy map the Watchtowers have been transformed into Minor Settlements with individual names for each faction. Thus the Romans and Epirotes may build Colonies or Castrums/Castles, the Carthaginians and Egyptians Emporiums or Citadels, the Macedonians Garrison Towns, the Seleucids Military Colonies, the Scythian Kurgans, the Numidians Oases, the Slaves Camps and so on. Between Minor Settlements and Forts about a hundred additional towns have been added to the game.


    Since the game aims at an equilibrium between the factions, diplomacy is essential to master the scenario. Be alert, however, because some nations are intended to break the equilibrium. Many situations are not easy to master, while other tasks may appear quite simple. Unfortunately the latter are necessary to make the game behave in in a certain direction regarding the expansion of the computer faction. Each faction has however a special challenge which is specified in the campaign description. For the problematic ones this may be a hint on how to survive and for the stronger ones it may be a way to increase the thrill.


    Factions list:
    The following is the faction list with these challenges and some essential advice for each nation:

    - Roman Republic
    Rome appears quite easy, but the problem is money. To make sure the computer faction does what it is supposed to do, the Romans have been giving lots of valid units right from the start. Thanks to their strength the computer usually unites Italy within 20 or 30 rounds and starts expanding into Gallia Transalpina. If you think that this is too easy, you might disband some of your units in order to spare your money, but beware of Pyrrhus who is waiting in Tarentum.
    CHALLENGE: If your expansion proceeds all to smoothly start a two frontier war against Pyrrhus and the Gauls contemporarily. That will surely increase the thrill.

    - Epirus/Syracuse
    Epirus is a difficult faction. Usually the computer loses Southern Italy within 30 rounds and when the Romans move into Sicily extinction is not far away. Thanks to Pyrrhus’ army you might revert this fate, but let some of the Romans live, because without them ancient history wouldn’t be the same. So you better secure Southern Italy and then move on to unite Sicily or conquer Macedon as Pyrrhus did.
    CHALLENGE: Resist the Romans without taking their cities. Try to unite Sicily following through with Pyrrhus' plans. Finally move your army back to Hellas to conquer Macedon. If you can reach Argos without being killed you really mastered it.

    - Hellenic Kingdoms (Sparta, Pergamum, Bosphoran Kingdom, Bactria)
    You may try to unite the Peloponnese under Spartan rule or Asia Minor under the Pergamese Attalids. The situation in Greece is quite complex and you shouldn’t push too hard here. Maybe you better go to conquer some islands such as Lesbos or Crete.
    Since each of the scattered territories needs its own army, these multi-national factions have a problem with the treasury. You need to increase your trade and conquer new regions to raise the cost of your defense. If that is not enough consider to disband your most expensive units.
    Due to large distances you also lose a lot of money and this is why you probably need to concentrate on one or two of your regional areas.
    CHALLENGE: Your huge armies are needed to defend your scattered territories, but they are far to costly. To avoid bankruptcy you need some quick conquest.

    - Greek Cities (Massilia, Agrigentum, Achaea, Athens, Rhodes, Byzantium, Chersonesus)
    The Greek Cities might stay peacefully caring their trade interests and probably nobody would harm them. But the programme of Aratus of Sicyon is to unite Hellas under Achaean leadership and this includes taking Argos and Corinth.
    CHALLENGE 1: Take Corinth and unite the Peloponnese.
    CHALLENGE 2: Somewhere in the Western Ocean the Massiliote explorer Pytheas is preparing to circumnavigate Britain and visit the island of Thule. Can you find it without cheating?

    - Carthage
    Carthage has a hard pressing neighbour in Numidia and the war might go either way. But sooner or later they will be pressed in Sicily by the Syracusans or more probably by the Romans. In the meantime it is good advice to strengthen your position in Spain, and then Hannibal may launch his famous attack on Italy.
    CHALLENGE: Long supply lines are a huge problem and you need more ports. Consolidate your position in Africa and Spain and then cross the Alpes into Italy.

    - Ptolemaic Egypt
    Egypt always looked quite isolated down in its angle, but this has notably changed in this game, since the Ptolemies have now a lot of interests in Greece and Asia Minor. Beware of the Seleucid, but even more of the Macedonians, who are chasing your son Ptolemy Keraunos in Thrace and threaten to break your hold over the Nesiote League in the Cyclades. Halicarnassus and Mytilene might be good additions to your naval empire. In Hellas you should use your diplomacy to weaken the Macedonians. If you have money to spare use it to help the Epirotes and whoever is pressed by his imperialistic neighbours.
    CHALLENGE: Create an island empire in the Aegean to prevent any other hegemony in Greece. Keep the Seleucids at bay and use your diplomacy to weaken the Macedonians. Contemporarily move south to conquer Nubia and Saba to get control of the profitable frankincense and spice trade from Hadramaut.

    - Seleucid
    Keeping together the vast territory conquered by Seleucus is a hard task since you are surrounded by enemies.
    CHALLENGE: Add Egypt to your domains or conquer India and the Arabian peninsula to put your hands on the frankincense and spice trade.

    - Macedon
    In 280 BC Macedon was on the verge of extinction due to civil war between several pretenders and a Celtic invasion in Greece. As a consequence this is a hard task. Moreover, your dynasty founders Antigonus the One-Eyed and Demetrius the Besieger are trapped in Asia Minor and your brother Demetrius the Handsome is on a desperate mission in Africa trying to take the Kingdom of Cyrene. Before these leaders go on the offensive you should think of saving Hellas from the Gauls and consolidate your position in Macedonia.
    The first place to conquer is Thebes to assure your connection with Corinth. But since the Thermopylae are a dangerous passage, you may consider sending your troops by ship. The next step would be to safeguard your northern border against the Dardanians. Be aware however that your most active enemy, though it may not seem, is probably Ptolemy who will use the Egyptian subsidies to weaken the Macedonian hold on Greece. Hellas itself is in equilibrium and it may not be a wise idea to destroy it deliberately. But surrounded by enemies, as you are, sooner or later you will be forced to make an imperialistic move in order to survive.
    CHALLENGE: Consolidate your position in Hellas and then move east like Alexander the Great.

    - Pontus
    Pontus looks quite isolated, but they can become an important player in Asia Minor. You may also try to invade the Chersonesus or the Aegean.
    CHALLENGE: Consolidate your position in Asia Minor and then move either north to conquer the Bosphoran Kingdom or west into Ionia and Greece like Mithridates did.

    - Armenia
    Armenia is a hard task, but isolation and difficult territory should help them to survive.
    CHALLENGE: To increase your thrill start a war with the Seleucids.

    - Parthia
    As a computer faction Parthia is doing quite well eating parts of the Seleucid empire. This is their task and it should not be too difficult, but beware of the Bactrians and Mauryans in the east.
    CHALLENGE: Keep the Bactrians at bay while you move west to conquer Mesopotamia.

    - Scythia
    The problem for Scythia are long supply lines. Your first task is to get your economy going and then don't forget to conquer.
    CHALLENGE: You can explore the vast steppes of Asia and Eastern Europe, but beware of the warlike Getans in their mountain range.

    - Germans
    Here you have a country to develop. Don’t get lost in the forest!
    CHALLENGE: When you have consolidated your territory try to meet the Roman consul Marius at Arausio.

    - Gauls (Gaul and Galatia)
    Due to their huge armies scattered over the Balkans, the Gauls will soon run out of money. Use your resources to strengthen your position in Galatia.
    CHALLENGE: Retreat your troops from Hellas trying to build a little kingdom along the Danubian. In the meantime unite Gaul and enlarge Galatia without going bankrupt.

    - Celtic Tribes (Britons, Belgae, Noricum and Tylis)
    The Celtic invasion of the Balkans has had some success and if the Celts manage to secure a connection between Noricum and Thrace they may create a huge empire. In the meantime they can try to unite all of Britain, but the Brigantes and the Picts won’t be easy to conquer. Make sure you don’t run out of money.
    CHALLENGE: Unite Britain and enlarge your kingdoms on the continent without going bankrupt.

    - Iberian Tribes
    The Iberians shouldn’t be fooled by their isolated position. In the south the Carthaginians are strong contenders and sooner or later the Gauls and Romans will try to invade their peninsula. So they better get united soon.
    CHALLENGE: Conquer Numantia and resist the Carthaginians. For more thrill start contemporary wars against the Gauls and the Romans.

    - Numidia
    Numidia looks quite isolated down in Western Africa, but they are a good challenge to the Carthaginians.
    CHALLENGE: Resist the Carthaginians and try to reach the famed Nigirian city of Thamondocana.

    - Illyria and Thrace
    Two nations in a central part of the map. Since the Balkans are crammed with rebels this task is not easy at all.
    CHALLENGE: Create a Balkan empire. It won't be easy, but if you get that impression start a war with Rome or Macedon.

    - Dacia
    A nice place to watch the world go round and see how other nations develop.
    You can also forget about the Dacians and play the Goths instead, moving south to build their empire on the shores of the Black Sea.
    CHALLENGE: Resist your imperialistic ambitions and keep defending your small territory.

    - Independent Kingdoms (Bithynia, Atropatene, Nabataea, Saba and Mauryan Empire)
    These may be played individually or as a whole. Together they might become the dominators of Asia. But you can also decide to play only one or two of the five nations. Then you can either put their cities in automatic or give them as a gift to other nations or simply wait for a slave revolt.
    Since each of the scattered territories needs its own army, these multi-national factions have a problem with the treasury, and this makes this faction a very hard task. You need to increase your trade and conquer new regions to raise the cost of your defense. If that is not enough consider to disband your most expensive units. Due to large distances between your cities you also lose a lot of money to corruption and this is why you probably need to concentrate on one or two of your regional areas.
    As for your expansion the first obvious targets would be Phrygia in Asia Minor, Corduene in Armenia, Gedrosia and Arachosia in India. Most profitable would be the addition of Hadramaut and Arabia with their frankincense and spice trade. Be prudent because in some of these regions you will encounter strong opposition.
    CHALLENGE: Conquering Hadramaut and Arabia won't be easy, but it is necessary and worth the try, because with these two regions you would control the entire spice route from Pattala to Petra to increase your income.


    This work is based on Activision’s original game Rome Total War as well as the work of a number of modders and I want to thank everybody who has made it possible. I have found a lot of valid ideas in other mods and of course it was not possible to reproduce everything by myself. So it is possible that some previous modders will find parts of their features here. This regards in particular the unit pool of RTW Extended Cultures, which has been used in order to cover the complete range of units needed for such a large map. I have been in contact with the XC developers thanks to Suppanut, to whom I have granted the use of my map. But I haven’t been able to ask permission from any single member of the team, and so I want to make up for that here. I particular I want to thank Suppanut, Anakarsis, eb, Ferres, Maraxus, Redfox, Subrosa, Webba and Zarax. When I have included units created by other modders this was meant with the highest esteem, but if anybody feels that I have infringed his intellectual property, please let me know and I will either grant you the use of an adequate part of my modding features or I will remove the units from my game and redo them from scratch. Other features taken from XC is the concept of minor settlements and the ingame maps.
    My special thanks go to Suppanut and Ahowl for their constant support and to Rarity for his work on the Bithynian Hurlers.

    The mod Rome Total History as a whole and every originally developed part of it are the intellectual property of Peter Weber. Nothing of it may be reproduced or reused without explicit permission. The use of any part of it for commercial purpose is prohibited. If you want you use parts of my work for non commercial purpose in your own mods, please feel free to ask my permission.

    © 2013


    Let me know if you enjoyed the game!
    Last edited by Philadelphos; 07-27-2013 at 12:31.

  2. #2

    Default Re: Fantastic new mod: Rome Total History RTH_1.1 released

    This is a screenshot of Britain:

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    Note the road system including Watling Street!

  3. #3

    Default Re: Fantastic new mod: Rome Total History RTH_1.1 released

    Attachment 10476This screenshot offers only a vague idea of the many ways to cross over the Alpes:

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    Have a look at the mighty Caucasus chain:

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    Last edited by Philadelphos; 07-27-2013 at 18:59.

  4. #4

    Default Re: Fantastic new mod: Rome Total History RTH_1.1 released

    New ship types available:

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    Moreover we have Penteconter, Lembus, Liburna, Hemiolia, Swan Ships (Gaul) and Dragon Ships (Germans).

  5. #5
    Annoyingly awesome Member Booger Flick Champion, Run Sam Run Champion, Speed Cards Champion rickinator9's Avatar
    Join Date
    Dec 2011

    Default Re: Fantastic new mod: Rome Total History RTH_1.1 released

    The mod looks good. Will have to try this when I have the time.
    rickinator9 is either a cleverly "hidden in plain sight by jumping on the random bandwagon" scum or the ever-increasing in popularity "What the is going on?" townie. Either way I want to lynch him. - White Eyes

  6. #6
    Dark Lord of Sith Member Big Bird Hunting Champion, Squid Hunter Champion, Simpsons Shooter Champion, Fun Surfing Champion Darth Feather's Avatar
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    Jun 2012
    Long time ago in a galaxy far, far away

    Default Re: Fantastic new mod: Rome Total History RTH_1.1 released

    Sounds promising; downloading right now. (Even though I have barely any time to play it.)
    Spoiler Alert, click show to read: 
    Nathaniël of the mouse guard

    Spoiler Alert, click show to read: 
    "Death is lighter than a feather, duty is heavier than a mountain" - Robert Jordan

    Spoiler Alert, click show to read: 
    The writer of above message is not responsible for any mistakes in the reasoning of said message.

  7. #7

    Default Re: Fantastic new mod: Rome Total History RTH_1.1 released

    Here is a view of Egypt with a number of units from different AORs. Next to the officer is an Elite Peltast available in Hellenic towns like Alexandria or Naxos, then comes an Egyptian archer and fourth in line is a Levantine City Militia (based on Carthaginian militia) available in Tyros and Phoenicia, After that come some some Nubian and Ethiopian troops available south of Thebes.
    On the map you can see the beautiful city of Alexandria. the detailed Delta and Fayum, the Western Oases and the Canal to the Red Sea.

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    The next picture reveals a lot on Egyptian politics. I was playing Macedon and I found them as my hardest opponent, all the way intriguing and building coalitions. Here you can see that they have an alliance with almost anybody else but Macedon.
    Since I was just reading the story of Antigonos Gonatas and Aratus of Sicyon I thought that this was a perfect representation of historic facts. I would never had thought that the Egyptians could be involved in Hellenic affairs to such a degree, but now they are and until you decide to put an end to their Nesiote League you can have a lot of fun observing their efforts.
    After 20 years I finally decided that I had enough and took away Naxos, but in the meantime they had taken Halicarnassus and since my forces in Ephesus and Sardes are bound by a terrific sneak attack from Pontus I must still suffer Ptolrmy's presence in the Aegean causing a lot of trouble for my standing in Greece.

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    The city shown here is the town of Pessinus and you can clearly distinguish the polytheistic mix from different cultures. The first temple is that of the famous Phrygian mother Cybele (Eastern style). Then they were apparently conquered by Pergamum or the Seleucids who left a Greek temple and after that the Galatians took over building Barbarian temples of Toutatis, Belenus and Epona.
    Last edited by Philadelphos; 07-27-2013 at 23:02.

  8. #8

    Default Re: Fantastic new mod: Rome Total History RTH_1.1 released

    Look out for installment 1.2 ready in a few days.

    Here is a glimpse of the new level of accuracy:
    You can watch the Illyrian fleet moving from Cattaro to Iader and remaining all the time inside the Island Channel.

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    Many sea lanes are designed to reach just from one port to the next. In this case the Illyrian fleet will also use a protected route inside the channel and it all happens in automatic. Just click on your target and there they go safe and sound.
    But beware: if the enemy learns the trick he might use his knowledge to intercept your fleet. Although I don't think the AI is that smart. But if you play the Romans now you know where to chase the Illyrian pirates.

  9. #9

    Default Re: Fantastic new mod: Rome Total History RTH_1.1 released

    The new version RTW_1.4 is out with huge improvements.

    Here is the download link:

    Philadelphos Productions proudly presents Rome Total History 1.4.


    We are proud to annouce huge improvements in our groundbreaking mod Rome Total History.
    This is by far the best RTH so far, and the list below does not do it complete justice, because there have been many minor improvements in order to make the game more challenging. Just try it out!

    Adjustments in RTH 1.3:

    - Added 200 historic events using sources Livius, Polybius, Plutarch, Diodor, Athenaion and more
    - Added a negative effect of barracks on population happiness
    - Reduced happiness bonus on several buildings
    - Slightly reduced fighting values for most general's units
    - Added more Spanish Mercenaries in Sardinia and Sicily
    - AI characters changed for Egypt, Carthage, Pontus, Greek City League
    - More complex effects of building Tyranny
    - Map adjustments in Hellas (Arcadia, Argolis, Messenia), Lydia (more forest), Apulia (Garganus), Gaul (river Liger), Tarraconensis (now connected with Narbonensis), Tingitana (coast and ports)
    - Corrected building tree for temples with smoother introduction of early buildings
    - Corrected effects of many buildings reducing happiness effect for temples and wonders
    - Corrected pricing for many buildings and mercenary units
    - Reduced frequency for many mercenary units
    - Added new units: Syrian Elite Archers, Arcadian Mercenaries
    - Implemented Greek Archers and other units for slave faction
    - Added more officers to units including musicians (Roman Cornicen) and several female

    WARNING: Some battle scenes may present nudity. Do not download if you are of minor age or feel morally offended!

    Adjustments in RTH 1.4:
    - Map adjustment in the Peloponnese and Crete ***
    - Reworked family tree for Germans, introducing correct tribes for each leader
    - Added more historic rebel leaders, especially in Germany and Italy (Samnites)
    - Added 200 historic events, using historic excerpts from Livius, Polybius, Plutarch and more
    - More forts in Sardinia and Corsica
    - Added a new custom battle: Caudine Forks


    To install the game you need a vanilla version of Rome Total War upgraded to versions 1.3 and 1.5. Unzip the file with Win RAR and move the folder RTH into your Rome Total War folder besides the original Data folder. Do the same with the “Rome Total History mod” launcher and eventually open properties to correct the destination path. Use the launcher to start the game.
    This is a tested version. I’ve played it for months and it appears to be very stable. If you find any problems please report them to here.

    Instructions for NON Steam users:
    1. Download RTH 1.4
    2. Extract the files using winrar to your Rome Total War directory
    3. Create a shortcut of your RTW.exe and move it to your desktop
    4. Rename the shortcut to "Rome Total History"
    5. Right click the shortcut and go to properties. In the target line after all quotations, add -show_err -mod:RTH

    Instructions for Steam users:
    1. Download RTH 1.4
    2. Extract the files using winrar to "programfiles(x86)/steam/steamapps/common/RomeTotalWarGold
    3. Go into your steam library and right click Rome Total War, then go to properties and click on "Set Launch Options"
    4. Put -show_err -mod:RTH
    5. Optional: Create a desktop shortcut



    Rome Total History is the most challenging and historically accurate mod of Rome Total War ever produced.

    General features:

    - Starting year 280 BC
    - New fantastic map with unprecedented details for completely different strategy and tactics
    - Over 30 nations represented, including Epirus, Achaea, Bithynia, Bactria, Nabataea and many more
    - Almost 1000 historic figures represented with exact character traits and family ties
    - Most mercenaries units are bribeable
    - Many new buildings and almost unlimited polytheism
    - 100 land bridges for excellent computer performance
    - Custom battles: Thermopylae, Ipsus, Delphi, Acrocorinth, Caudine Forks

  10. #10

    Default Re: Fantastic new mod: Rome Total History RTH_1.1 released

    Here are some screenshots.

    This is the starting page with the factions:

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    These are four views of the city of Syracuse.

    Syracuse from Ortygia:

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    The Great Harbor and Ortygia seen from the walls:

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    The city and the Great Harbour seen from Epipolai:

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    The famous Quarries with the Ear of Dionysius:

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    Next come three pictures from the Thermopylae.

    The narrow road seen from the Persian camp:

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    The battle ground:

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    Leonidas' Last Stand:

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    This is a campaign battle for Acrocorinth:

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    More to come ...

  11. #11

    Default Re: Fantastic new mod: Rome Total History RTH_1.1 released

    Philadelphos Productions proudly presents Rome Total History 1.5.

    Here is the download link:

    Enjoy and share the news!


    We are proud to annouce huge improvements in our groundbreaking mod Rome Total History.
    This is by far the best RTH so far, and the list below does not do it complete justice, because there have been many minor improvements in order to make the game more challenging. Just try it out!

    Adjustments in RTH 1.5:
    - Bug fix regarding missing texture for unit Tocharian Cavalry
    - Corrected missing description for Galatian Horseback
    - Corrected bugs in building trees
    - Minor map changes in Asia, Osroene, Cilicia, Pamphylia and Pisidia (lakes, road Sardes-Side)
    - Improved sea lanes around Crete
    - Important adjustments regarding trade benefits (more land trade, less sea trade)
    _ Improved trade for Massilia, reduced trade for Greece
    - Important adjustments regarding benefits from temples
    - Improved population loyalty in India and Asia in general
    - Reduced frequency of many mercenary units
    - Added rebel leaders in Mantineia, Media and Commagene
    - New forts in Etruria, Asia, Sophene, Osroene and Palmyrene
    - Historically matching temples in most regions
    - Added more specific temple gods (Hekate, Atargatis, Hadad, Zeus Stratios, Pontus, Men, Eros, Enyo, Ma, Bel, Reitia, Bonchar, Varsutina, Vertumnus, and more)
    - Added more Egyptian Gods (Ra, Ptah, Hathor, Bastet, Sobek, Hermanubis, Maat, Thoth,, Seshak, Khnum, Taweret, Apophis)
    - Learning programme for Egyptian gods (graphics from Wikipedia, users Jeff Dahl, Gunkarta, a.o.)
    - Added building Statue (Leonidas, Themistokles, Philipp II, Alexander, Seleucus, Ptolemy, Hanno, Brutus, Camillus, Buddha)
    - Added more specific buildings (Pergamon Altar, Apadana Palace, Temple of Planets, Statue of Nike, Slave Market, Aetolian League, Pentapolis, etc.)
    - Character changes (Scythia: trader genghis; Eastern Kingdoms: fortified napoleon; Germans: bureaucrat mao; Rebels: fortified smith)
    - Added more historic events
    - Hundreds of minor corrections and improvements

    The biggest work has been done regarding the temples. If you start a new game you will now find a specific temple in almost every region and town. In the civilized areas this will usually be the definite building as in 280 BC, and in the most prominent cities you 0even have more than one or two. In the developing areas you'll find a shrine that later became a famous temple, and in the Barbarian regions you'll see a stone to a god worshipped by the specific tribe in question. Often the description of these buildings will add interesting details to the history of the region/town/tribe. Thus your military campaign will also be a kind of sightseeing tour exploring many wonders and curiosities of the ancient world.
    Specific attention has been dedicated to the Egyptian pantheon which is now quite complete including the most prominent animal gods. There are pictures showing the attributes of each deity so that the Egyptian player will automatically learn the entire pantheon and a lot about their mythology.

    Version 1.5 is fully compatible with games started under the previous version 1.4.

  12. #12

    Default Re: Fantastic new mod: Rome Total History RTH_1.1 released

    A battle on the Orontes:


    22. A Massacre on the Orontes

    At Issus, where Alexander had first defeated Darius, Antigonos Gonatas offered his sacrifice to the Olympic Gods, begging their assistance in the forthcoming campaign. Then he moved forward on the coastal road into Syria. Reaching the port of Seleucia on the Orontes, he found a number of mercenaries ready to join his army, and with these reinforcements he finally came to Antiochia. His spies had already informed him, that the city had only a small garrison, and so he hoped to resolve the necessary siege before the Seleucid reinforcements arrived from the east.

    Antigonos had just started to prepare his siege equipment, when Alexander reached him with reinforcements, namely cavalry. But they hadn't even the time to discuss their plans for the assault, when the Seleucids sallied to attack them in large number. The Macedonian camp was on the western bank of the Orontes, with the city of Antiochia in near sight, beyond a wooden bridge, and it was there that the battle was fought.

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    Achaeus of Phrygia, the governor of Antiochia, had collected every soldier available, and the enemy arrived with two considerable armies plus the garrison from the city. The question was who dared to cross the bridge first. Considering that the enemy had only one of his armies ready in defense of the other side, Antigonos was ready to run the risk and sent forth his Aetolian mercenaries. But as soon as they entered the bridge the enemy did the same with his peasants and chariots.

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    In the battle on the bridge the Aetolians took many wounds and although none of them was killed, they were scared by the chariots and ran away. In the meantime however Antigonos had put two militia hoplites in position to defend the bridgehead. The peasants and chariots rushed into their spears and while they fell everybody else in the enemy army just followed.

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    The Macedonian skirmishers and archers meanwhile did their work from the sidelines.

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    Soon the planks became slippery from the blood, while the dead bodies piled up before the Macedonian line, ...

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    ... and many soldiers pushing from behind fell off the bridge into the water.

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    After the first Seleucid army had been sent to the Styx, the second stormed forward in the same manner ...

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    ... with exactly the same result.
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    When the militias couldn't stand it anymore, Antigonos replaced them with a unit of levy pikemen who left the enemy even less of a chance.

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    The last to end his life against the Macedonian sarissas ...

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    ... was Achaeus of Phrygia with his bodyguards.

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    Finally only a group of archers was left on the opposite bank of the river, ...

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    ... where they became an easy prey of the Paeonian cavalry.

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    The enemy was slain to the last man and the levy pikemen alone killed some 720 men on the bridgehead in little more than an hour!

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    Without defenders, the city of Antioch, visible in the background, surrendered without siege.

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    The massacre happened, because the Seleucid commanders were either in a rush or completely incompetent. It would have been enough to wait on their side, because the Macedonians were ready to cross the bridge by themselves, and in this case the battle would have been a completely different affair with a most uncertain outcome.
    Last edited by Philadelphos; 04-05-2014 at 12:29.

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