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  1. #1

    Default Re: ===SPQR Realism Project Ver.6=== Download!

    Yes it seems to, There are large stacks that form very quick. But it balances itself out real well without losing population.

    This mod has been play tested alot, and has been kept with the simple idea of Keep it simple!

    Lt
    LT_1956 Creator of SPQR: Total War


    SPQR:TW Mod forums

  2. #2

    Default Re: ===SPQR Realism Project Ver.6=== Download!

    Hi

    I was just wondering if this mod will cause desynchronization during multiplayer games... since this mod changes stats on several units will other computers without the mod accept these new changes or will they still follow the original game stats for the changed units?

  3. #3

    Default Re: ===SPQR Realism Project Ver.6=== Download!

    Hi

    I was wondering if this mod will cause desync during multiplayer games...Since this mod changes individual stats for some of the units will the unmodded opponent computes accept the changes or will they still follow the orginal stats of the modded units?

  4. #4

    Default Re: ===SPQR Realism Project Ver.6=== Download!

    Good question, I dont play MP so I am not sure if its host or client specific. I would give it a try and see what happens. Maybe you will win everytime. lol or maybe it wont allow you to play.. I dont know to be honest.

    Lt
    LT_1956 Creator of SPQR: Total War


    SPQR:TW Mod forums

  5. #5
    Spends his time on TWC Member Simetrical's Avatar
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    Default Re: ===SPQR Realism Project Ver.6=== Download!

    You'll probably want to have two versions of Rome installed—one vanilla, and one modded. Just copy your fresh vanilla installation. I strongly suspect that games will indeed desynchronize if the players are playing different versions.

    -Simetrical
    TWC Administrator

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  6. #6

    Default Re: ===SPQR Realism Project Ver.6=== Download!

    There is a Version 6 update that I posted that adds some ectra gameplay features for my mod. Its over in a thread at TWCenter.com

    Here is the thread and the extra things it adds to the mod.

    Lt_1956

    http://www.twcenter.net/forums/index...ic=17083&st=0&

    51. You can build 1st Legion Cohorts, its been in all my versions, just never mentioned. Lol
    52. Adjusted Chariots they are effective against infantry and will charge without stop go stop go. Cavalry is used to counter Chariots, Elephants, camels, or other chariots also work.
    53. Praetorian Guard and Cavalry are available to Senate at start of game.
    54. Upgrade in barracks will replace Early Cohorts with Later cohorts. Makes sense and doesn’t clutter the build queue.
    55. Barbarian units have been given regular square formation, but now have wider loose formation to start, this is more controllable for siege walls and also allows the AI to react better than in Horde formation.
    56. Phalanx units have been tightened up and now have less side spacing between them, more realistic and accurate.
    57. Carthage early units have been adjusted to make them stronger.
    58. Carthage has been given a full army in Sicily
    59. Civilized Nations have been given better garrisons to match Rome and now allows a little bit more of a challenge to start.
    60. Changed AI campaign relationships. Germany, Gaul, Greeks, Macedon, and Carthage are at WAR with Rome. So nations have peace relationships. This makes for a very interesting game and AI on the Roman side.
    61. Changed Germans to have Double hand Axemen with Bardic Circle. AI wasn’t utilizing the Temple scheme well.
    62. Removed Militia Hoplites from Macedon & Seleucid, reason they already have Levy Pikemen and the stats are almost the same. This allows a different unit look in beginning of game instead of all units using same units. Anyway it seemed redundant to have 2 units almost exactly the same. Greeks seemed to have better units faster due to this.
    63. Strengthened Pilum stats making them more effective, especially since they usually only get 1 throw. Now they disrupt units better.
    64. Body guards beefed up a little but not too over powered, hopefully the patch will fix the bodyguard bug.
    LT_1956 Creator of SPQR: Total War


    SPQR:TW Mod forums

  7. #7
    Member Member ah_dut's Avatar
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    Default Re: ===SPQR Realism Project Ver.6=== Download!

    Hello, do I need v1.1? because it doesn't work and I get a CTD, by the way I have done the prologue campaign

  8. #8

    Default Re: ===SPQR Realism Project Ver.6=== Download!

    The mod works, the crashes have been user related.

    Ok, lets take this in step and see if we can get you to have fun.

    1. What I would want you to do is uninstall the game, and then reinstall. This will make sure you have a clean start.
    2. Make sure you install the v 1.1 patch from CA, because this could overwrite a file or 2 of mine.
    3. Go to the prolog and then Exit it, you dont have to play all the way through the prolog.
    4. Download my mod either the 15mb or 6mb one, then download the update pack.
    5. Copy the Contents of the mod folder into your Rome total was directory. it will add to the data folder.
    6. The add the Update pack the same way.

    Now you should be ready to go!

    I think you may have had another mod or something installed if it crashed, or you crashed in Prolog. You cannot play Prolog or historical battles with this mod.

    Lt
    LT_1956 Creator of SPQR: Total War


    SPQR:TW Mod forums

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