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  1. #1

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

    Hello,

    Here is the last version of my mod that was only available at TWcenter.net.

    Here is the Readme and the Links.

    Lt_1956

    Small download (no eyecandy) 6mb

    http://www.russiananimation.com/mods/lt/SPQR6s.zip

    Large Download (with eyecandy) 15mb

    http://www.russiananimation.com/mods/lt/SPQRv6.zip

    README:

    NOTE: Please make sure you play Prolog first before adding the mod, or game will crash. Mod is designed to be installed on a clean install of RTW.

    1. Trivium Mod files added to this mod.
    2. Lesser General Now rides with Cavalry instead of Centurion
    3. Centurion Added to Cohorts
    4. Macoi’s Shield Mod added to this Mod. +2 Small, +3 Medium, +4 Large Shields. This also has the effect of making cavalry less powerful, which is more accurate, Cavalry not changed.
    5. Building Times adjusted so certain buildings are built in a realistic amount of time, quicker.
    6. End date for the Game is now 180AD instead of 14AD
    7. Imperial Campaign still available with this Mod.
    8. ALL nations playable have been added to this mod.
    9. All units have no wait time, you can now build as many as you can afford in a turn, 9 units per city. This is more realistic since Each turn represents 6 Months. This doesn’t affect the AI except for larger armies. It has no adverse effect on draining AI populations, Populations still climb.
    10. All Units have had their Upkeep cost Halved. Ships, special units excluded this was done because it was increasingly hard to maintain decent armies in the field, you may have the money to build them, but couldn’t afford the upkeep. This does not effect the game except to allow you and the AI larger armies, They AI also tends to be more aggressive now with this adjustment.
    11. Reduced Pigs, and Dogs to 24 men and 48 Animals on Huge Setting.
    12. Siege Engineers have been set to 60 men on Huge Settings for all siege weapons.
    13. Pilum range increased to 45, this allows the pilum to be thrown quicker before the enemy engages.
    14. Chariots have increased charge adjustment, helps make them a little more effective.
    15. Spartans Morale increased to reflect never retreat, never surrender. Lol
    16. Head Hurlers have had their heads lowered to 1 hit point, and have Frighten foot, mounted added. Also increased Attack points.
    17. Gave all Spearmen Spear attribute to give bonus against cavalry charge, also Triarii have Phalanx now. This makes cavalry charges on Spearmen Suicide. And now Spearmen are useful cavalry counters.
    18. Removed Arcani, Druids, and Screaching Women from Campaign game, still available in Custom games.
    19. Certain Barbarian Units have had their Armour Lowered or removed because they are not wearing any. But this doesn’t make them easier to kill, other factors in attack may have been adjusted.
    20. Increased Number of Arrows for Archers to 40, 50 for slingers. This works since archers aren’t as powerful with the shield mod.
    21. Increased Ammunition for Siege Weapons.
    22. Made Assassins more effective to start with, this allows them to be more useful than originally.
    23. Fixed Egyptian axemen, lowered their stats to make them more balanced.
    24. Rams have been given increased Health and Flame resistance, this allows you to make it to the door. Lol
    25. AI has been tweaked to correctly use Hardy. Game was bugged and it was reversed. Wrong units tired.
    26. Flame Arrows have been adjusted to prevent Lag when used, less effects in the air. Sorry, But no Lag!
    27. Shipbuilding Times have been increased to prevent the AI from Building too many fleets.
    28. Urban Cohorts are now an upgrade for Town watch, they have been reduced, but are very strong. This is realistic since Urban cohorts were police and were never used in the field. Build a Royal Barracks and the Town watch is replaced by Urban Cohorts. J 160men Huge setting.
    29. Praetorian Cavalry and Cohort are now available to Senate only. This is realistic and makes Rome harder to Take Later on.
    30. Adjusted the Campaign AI each nation has been changed in how they treat you, improves gameplay. AI nations last longer and allows human player to conquer different cultures.
    31. Carthage, Cities_States, Macedon, Briton, and Gaul have been given more provinces that were Rebel.
    32. Forts and watchtowers are Cheaper for Romans cost 50D this reflects Legions building camps every night, and their engineering ability to use the local materials.
    33. Roman Cohorts 100 men, Archers 120 men , Velite & Javelin 140men, cavalry 80 men per unit. Body Guards 48. Barbarian Units increased in number Peasants Warband 240 men, Swords, Axes, naked fanatics 160 men etc., Barbarian Cavalry 100 men. Greek Units increased in Number Lower units increased to 200, Medium 140 Elite 100 Cav 100 men. Egyptians same thing as well as Eastern units. Lower quality units are higher in number to reflect their cheap sacrifice factor.
    34. Elephants added to Egypt, if they now own a province with that resource, they could build them.
    35. Elephants and Chariot unit size were reduced to reflect the new unit adjustments.
    36. Adjusted Happiness levels for certain buildings, this resolves Squalor problems.
    37. Changed Bodyguard to Praetorian for Romans, and Changed bodyguard for other nations to better units!
    38. Added Heat changes so units correctly get tired from heat, its was reversed, I finally added that. This is separate from the hardy bug.
    39. Added Experience chevrons to Taverns, Royal Barracks, and Academies. Building these gives more experience to troops.
    40. Triarii Can now be built when Principes can be built. Triarii before were never used because Marius reforms arriving to soon.
    41. Added Centurions to Siege weapons, and added standards or Officers to other nations units. Removed Centurions from Roman light units.
    42. Adjusted Ship hit points to allow ships to sink more often. Less armor points, greater attack points. Increased Mental stats.
    43. Adjusted Mental stats for all units, increased at different levels for different units, this allows them not to rout as quick, mind though that this is a small adjustment, so do not expect suicide units. Adjusted just enough to get more kills before routs. Routs are necessary since that is how MOST casualties were received in ancient times.
    44. Gave siege units more siege weapons, Scorpions 6, Ballista’s 4.
    45. Reduce the Number of Large Elephants Max number is now 12, instead of 24
    46. Reduced number of Chariots to 3, which means on huge settings 12 chariots.
    47. Law Bonus added to Governor, Pro consul and imperial Palaces. 1, 2, 3
    48. Urban, great amphitheatre added Unit experience bonus 1 and 2
    49. Happiness bonus added to Hippodrome, etc. 1,1,2
    50. Removed Missile unit attack bonuses on buildings.
    51. Removed Armour Bonuses, this is Unrealistic to get super armor. All bonus now relate to attack, or training.
    52. Tavern Experience Bonus Increased by 1.
    53. Added Linedog’s Extra Provinces something like 50 more!
    54. Reduced Wardog’s attack ratings to 8 instead of 14, also adjust the numbers to 48 animals, 24 handlers.


    The Mod is designed to be played on Huge settings, But large will work, but units will be cut in half. This game is also advised to be played in Normal Setting as its already hard and a higher setting may overwhelm a player. Also is you use autocalc this will make the game easier, same with ANY exploits, cheats or Bugs. The modification was based on fighting the battles, for some reason the game tends to allow more units to survive than if the ACTUAL battle was fought.

    This mod has been seriously Beta tested and should cause NO problems with the game or crashes. Some bugs already in the game or Triggers have nothing to do with this mod and may occur while playing with this mod, there is nothing to fix this until the patch comes out. Other Mods may conflict with the game, please keep this in mind when adding other mod adjustments. Make sure you backup all files that this mod will replace, so you can play the game as it was originally released if you choose too.

    Final advice beware for the Northern Barbarians, The Romans will ALWAYS be outnumbered, in the beginning the Roman units aren’t the best, but later the better units will pay off. Start building your Legion quickly, and using auto-calc can help since the game gives you an advantage over field battles. Barbarian Armies can number more than 4000 men the Biggest Legions you can hope for are 2000. J The game has been tested and designed for the Roman players, I cannot say if its easier for the other nations, I believe it was CA intent to have this be played as ROME, since it is called ROME: Total war and not Nations Total war. I know this may be considered a narrow view, but to balance every nation to be hard would really be next to impossible and still have them be TRULY different. Barbarians have numbers and high attack, Greeks the phalanx, Egypt money, and Rome Even attack defend with good units. Its all a matter of how you play.

    Special thanks goes to Uwe, Userfriendly, Spartan, Trivium team, Macroi, meretrix, Linedog, And all the other Modders that have contributed to the forum and each other to make this mod and others possible. J
    Lt_1956
    LT_1956 Creator of SPQR: Total War


    SPQR:TW Mod forums

  2. #2

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

    I hope this is the right thread for a reply.

    Does the ai fully exploit the ability to do things like build up to nine units in a turn?

    One of the problems Rome Total Realism appears to have is that some additions are not used by the ai.

  3. #3

    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

  4. #4

    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?

  5. #5

    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?

  6. #6

    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

  7. #7
    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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