PC Mode
Org Mobile Site
Forum > Rome: Total War > Rome: Total War > R:TW Modification > Forge >
Thread: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Page 1 of 4 1 234 Last
Seasoned Alcoholic 20:03 12-30-2005
Rome: Total Gameplay


RTG v1.0 EXE Installer @ FileFront

RTG v1.0 EXE Installer @ Megaupload

RTG v1.0 Self-Extracting ZIP @ FileFront

RTG v1.0 Self-Extracting ZIP @ Megaupload

README for RTG EXE Installer version

README for RTG Self-Extracting ZIP version

Introduction

Rome: Total Gameplay (RTG) strives to improve many aspects of vanilla RTW. The mod focuses on areas such as gameplay balancing and improved battlefield experiences. It also incorporates the talented work of many members of the TW community.

Summary of RTG Features



NB: Regarding units, historical accuracy has been sacrificed to improve gameplay from its current state in vanilla RTW v1.5. However, the campaign map has been modified in an attempt to relocate / rename vanilla settlements to their historical locations. In addition, new settlements / regions will be constructed to keep the campaign map interesting.

RTG News



Campaign Map

Here is the latest version of the campaign map and map_regions.tga:



You can download the RTG campaign map as a seperate download using this link. Depending upon whether you have night battles enabled in your own project or not, you may need to delete the NightBattleCapable traits from the accompanying descr_strat text file.

Developers Comments




This modification has been in progress since RTW v1.2, and has been continued since then. Its main aims are to improve single player campaign gameplay, and to provide some more variety to the original versions of RTW.

NB: These sections will be updated accordingly.

Rome: Total Gameplay (RTG) Credit Section

Modification Origins

Original Text File Structure & Related Files: The Creative Assembly
Concept: Seasoned Alcoholic
Creator & Developer: Seasoned Alcoholic

2D Artwork

Faction Symbols / Banners Research: Seasoned Alcoholic, Kaweh K
Faction Symbols, Buttons & Related Symbols: Kaweh K
Campaign Map Faction Banners: Kaweh K
Battlefield Banners & Standards:
Kaweh K, KALI, webbird
Unit Sprites: Seasoned Alcoholic
UI Cards: Marly, Professor Spatula, webbird, LAca
Campaign Minimaps Per Faction: Seasoned Alcoholic
Faction Leader Portraits: Seasoned Alcoholic

3D Unit Artwork

Modding Legions Full Pack v1.3b
Roman Models & Reskins: ferres, GODzilla, Pinarius

Realistic Horse Mod Project
Horse Models & Reskins: Pinarius

Numidian Project
Wide Variety Of Numidian Models & Reskins: LAca

Greek Project
Phalangite Models & Reskins: LAca
Argyraspid Phalangite & Legionary Models & Reskins: LAca

Parthian Project
Parthian Reskins Pack: KALI

Carthaginian Project
Wide Variety Of Models, Reskins & Research: maximusminimus, Gaius Julius, Asterix, spartan_warrior

Xmasbox Pack
Celtic & Barbarian Models & Reskins: webbird
Reskin Selection Overview: webbird, maximusminimus, Warspite, JP226, Burebista
Carthaginian Reskins: maximusminimus
Iberian Reskins: webbird
Dacian Reskins: webbird, Burebista
Eastern, Mercenary & Additional Reskins: Warspite
Selected Greek Models & Reskins: webbird
Ptolemaic Reskins: webbird

Scythian Project
Scythian Models: webbird, RTR Team, Caius Brittanicus, AnastasioTheGreat
Scythian Reskins: webbird

Additional Model & Reskin Contributions
Greek Hoplite Sword Model: Professor Spatula
Extensive Dacian Reskins: Professor Spatula
Selected Mercenary, Greek, Carthaginian, German, Numidian, Gallic, Iberian, Thracian, Macedonian & Mount Reskins: Professor Spatula
Miscellaneous Reskin Requests: Angel, Alexanderthefantastic / Byzantine Emperor

Artwork Recommendations: Lusted, HunterKYA, The Spartan / The Lacedaemonian
CAS Model Lighting Effect Fixes: Lusted

Animations

Unit Animations Pack: SigniferOne

Battlefield AI

Battlefield AI Formations: Sinuhet, The New Trivium Organisation (NTO)

Battlefield Visuals

Skymod: Archer
Night Battles: DimeBagHo

Campaign Map

Modified Campaign Map & Related Files: Seasoned Alcoholic
New Regions & Related Coding: Seasoned Alcoholic
Regional Campaign Map Resources: Seasoned Alcoholic
Region Naming Convention & Settlement Placement: Seasoned Alcoholic
Advice For Alternate Campaign Map: IceTorque
Campaign Map Recommendations: GiantMonkeyMan, Professor Spatula, KonstantinosXI dragases1453, The Spartan / The Lacedaemonian, Carsten

ZOR / AOR Systems

Zone Of Recruitment (ZOR) System: Seasoned Alcoholic
Regional Mercenary Recruitment Pools / Area Of Recruitment (AOR): Seasoned Alcoholic

Unit Stat System Development

Modified Unit Stat Entries: Seasoned Alcoholic
Influences & Recommendations: Angel, The Spartan / The Lacedaemonian, Dukezer0, Dejan77

Faction Recruitment Capabilities

Reconstructed Faction Rosters: Seasoned Alcoholic
Recoded Rebel Armies: Seasoned Alcoholic

Faction Construction Capabilities

Extended Faction Construction Options: Seasoned Alcoholic

Siege Battles

Modified Siege & Wall Tower Aspects: Seasoned Alcoholic
Culture Specific Battering Rams: The Creative Assembly
Unlocked Culture Specific Battering Rams: Seasoned Alcoholic
Beta Testing: Seasoned Alcoholic
Recommendations: The Spartan / The Lacedaemonian

BI Style Victory Conditions

Modified Victory Conditions: Seasoned Alcoholic
Recommendations: Carsten

Movement Modifiers

Campaign Map Movement Modifiers: Seasoned Alcoholic
Battlefield Movement Modifiers: Seasoned Alcoholic
Beta Testers: Seasoned Alcoholic, The Spartan / The Lacedaemonian

Trait & Ancillary System

Original BI Traits & Ancillaries: The Creative Assembly
Modified RTW Traits & Ancillaries: Seasoned Alcoholic

Historical Battles

Modification: Seasoned Alcoholic
Recommendations & Testing: The Spartan / The Lacedaemonian

Battlefield Vegetation

Semi-Arid Palm Vegetation: Teleklos Archelaou, Shifty157

Marian Reforms Research

Marian Reforms Advice & Script Testing Recommendations: Ciaran
Script Elements Use For Beta Testing Purposes Only: Myrddraal, Epistolary Richard, player1

Naming Section

Renamed Factions: Seasoned Alcoholic
Renamed Units: Seasoned Alcoholic
Unit Name Recommendations: The Spartan / The Lacedaemonian

Modification Tools

X-Pak Extractor Tool: Vercingetorix (The Modding Godfather)
Trait & Ancillaries Validator: Malrubius
ExamDiff Comparison Tool: Monkwarrior
DDS Converter Tool: Kaweh K, lt1956

Historical Sources

Campaign Map: Wikipedia, Google
Historical References & Research: PseRamesses, Red Harvest, GiantMonkeyMan, The Spartan / The Lacedaemonian, Ciaran, Seasoned Alcoholic

Modification Support & Customisation

Minimod Author Of RTG: Angel

Testing

Beta Testers Including Extensive Analysis & Recommendations: Seasoned Alcoholic, The Spartan / The Lacedaemonian, Carsten, Murfios, Dukezer0, Angel, Cha0sMarin3, Dejan77

Additional Coding Areas: Seasoned Alcoholic

----------

All artwork featured in RTG is copyright of their respective owner(s). This artwork may not be re-used or distributed without the explicit written permission of the author(s).

My thanks to all those involved in every possible means with the development and progression of the mod.

If you feel I have missed you out of the credit section, or a certain section is inaccurate, please PM me to let me know which area(s) you felt you contributed towards.

Disclaimer

Rome: Total Gameplay is not supported or endorsed in any way by The Creative Assembly, Activision or Sega. All of the work included with this modification is my own, and has not been taken, borrowed or stolen from anyone. Credit has been given when and where necessary. Note that any infringements present are purely unintentional.

If you wish to use any part of this modification (i.e. my own work, not that of The Creative Assembly) in your own projects, please contact me in the form of a Private Message. Additionally, the work of other modders is included with this modification, so you will need to be given specific permission from the author(s) if you wish to use their work in your own projects. Please do not take my work without asking, the most frustrating thing for any modder is to have their own work used without permission elsewhere. Bear in mind that many hours / days / weeks / months have been spent developing and improving this modification.

Reply
cunobelinus 21:01 12-30-2005
Lets hope this realeased soon looks good to me i would like to download and try it out.One thing you need to work on them unit cards.

Reply
Seasoned Alcoholic 21:50 12-30-2005
Originally Posted by littlegannon:
Lets hope this realeased soon looks good to me i would like to download and try it out.One thing you need to work on them unit cards.
Thanks, I'm aiming to get v1.0 out early in the new year. Yeah I know the unit cards aren't the best, but I haven't got Photoshop or Paint Shop Pro (which makes editing them more simple than with The GIMP ) They could be done using the GIMP, but it would involve manually erasing every little detail from the background, and this could take a long time .

I think the newer ones give a bit more atmosphere than the standard unit cards, but they do look a bit out of place compared to the originals. I'll post some more screenshots soon.

Reply
cunobelinus 15:55 01-01-2006
i will do the unit cards as i am getting photoshop this month if u wont me 2 .

Reply
Scias 13:39 01-02-2006
looking gd, finally a mod for rtw that meets my needs :) also is the gameplay going to be more like mtw/vi?

Reply
Seasoned Alcoholic 18:49 01-02-2006
Originally Posted by Scias:
looking gd, finally a mod for rtw that meets my needs :) also is the gameplay going to be more like mtw/vi?
Haven't played MTW & VI (still brand new & sitting on the shelf ), but I've played Shogun: Warlord's Edition. From the tests that have been conducted so far, battles do play out considerably longer in duration, and are in someways similar to how battles fared in Shogun. For example, it may take a few volleys / rounds before your missile units start to bring down the opposition. They no longer kill a handful of men at a time (unless they are unarmoured, facing away from the direction of the misiles etc).

Expect routed enemy units to rally more frequently if they are not completely driven off the battlefield / disposed of. They will hastily rejoin the action given the opportunity. The same applies with your own forces. This is with captains as the battlefield commanders btw, with generals (family members) units should typically fight it out for even longer depending on the general's command ability (and battlefield morale improving retinue members).

Reply
Seasoned Alcoholic 20:29 02-05-2006
Reconstructed Pannonia, Illyria and Dalmatia (resources will be relocated at a later date ):













Reply
Seasoned Alcoholic 20:31 02-05-2006
Reconstructed Mainland Greece (resources will be moved at a later date ):















Reply
Seasoned Alcoholic 19:06 02-06-2006
Added 2 regions for Moesia, tweaked Thrace / Paionia as a result:







Reply
Seasoned Alcoholic 23:11 02-08-2006
Reconstructed Parthia, Atropatene & Armenia:















Reply
Seasoned Alcoholic 15:44 02-09-2006
Reconstructed Dacia:





Reply
Seasoned Alcoholic 18:17 02-09-2006
Reconstructed Crete:



Reply
Seasoned Alcoholic 16:00 02-10-2006
Renamed and relocated German settlements & regions:

















Reply
Reenk Roink 18:44 02-10-2006
Looks nice so far.

Say, do you have any plans for a new faction or replacement?

Reply
Seasoned Alcoholic 20:32 02-10-2006
Originally Posted by Reenk Roink:
Looks nice so far.

Say, do you have any plans for a new faction or replacement?
To date I've renamed Spain to Iberia, and am thinking about renaming Egypt to the Ptolemaic Dynasty. I suppose the Roman factions could be renamed, the mods always open to suggestions

Reply
Reenk Roink 03:10 02-12-2006
I have two suggestions then:

(1) Less Provinces: I see on the campaign map that you have added some more provinces. I would advise against this unless it is necessary for historical accuracy, as more provinces means more meaningless battles and a repetitive game. Think RTW vs BI. Now in some areas of the map (Italy and the upper Balkans) it would be good to have more provinces, as these areas were historically difficult to control, and one battle wasn't enough to secure domination, but my suggestion would be not to split up places like Crete...

(2) This is more of a personal suggestion, but I would like to see a mod that begins 15-20 years before the vanilla start date. The reason for this is that there would be a more interesting situation at this time period with the diadochi. You could revamp Thrace into a hellenistic faction under Lysachimos, and include Epirus as a new faction. If you choose this road (I'm keeping my fingers crossed) I could be of help with the historical situation, and although my modding skills are elementary at best (I've only messed around with simple things like descr_strat, export_descr_unit, descr_names, etc...) I would try to help with some file editing and writing some descriptions.

Thanks for reading my suggestions .

Reply
Seasoned Alcoholic 18:44 03-02-2006
40 new regions have been added to the imperial campaign map, which are listed below. The names are in pairs: the ones on the left are the region names, and the ones on the right are the settlement names. Note that some factions’ original settlements have been given to the rebels. For more details, please refer to the latest version of the campaign map.

Rebels / Slaves
* Pamphylia Et Pisidia / Side
* Istria / Pola
* Northern Sardinia / Olbia
* Gallia Lugdunensis Secunda / Lutetia
* Raetia / Veldidena
* Tribus Helvetii / Aventicum
* Corsica / Aleria
* Tripolitania Prima / Oea
* Lydia / Sardis
* Caria / Halicarnassus
* Paphlagonia / Sinope
* Tribus Iceni / Venta Icenorum
* Tribus Cornovii / Deva Victrix
* Regnum Brigantes / Eboracum
* Damnii Valentia / Coria
* Mauretania / Cartenna
* Assyria Prima / Nineveh
* Sumer Et Akkad / Seleucia
* Arabia Petraea Secunda / Medeia
* Arabia Secunda / Dumah
* Scaneg / Scaneg
* Blecingaeg / Blecingaeg
* Dalmatia Prima / Scodra
* Lower Pannonia / Sirmium
* Northern Epirus / Dyrrhachium
* Boeotia Et Phocis / Thebes
* Illyria Prima / Vindonissa
* Moesia Prima / Sardica
* Moesia Secunda / Noviodunum
* Pontus Secunda / Trapezus
* Cappadocia Secunda / Melitene
* Astyages / Ecbatana
* Atropatene Prima / Gazaca
* Armenia Secunda / Thospia
* Crete Prima / Knossos
* Cyprus Prima / Paphos

Numidia
* Numidia Secunda / Lambaesis

Greek Cities
* Mysia / Pergamum

Dacia
* Dacia Prima / Sarmizegetusa

Seleucids
* Upper Mesopotamia / Thapsacus

Reply
WarHawk1953 02:31 03-04-2006
How soon will this MOD be completed? Looks interesting. This might make v1.5 patch worth loading. Only using 1.2 now.

Reply
Seasoned Alcoholic 17:39 03-05-2006
Originally Posted by WarHawk1953:
How soon will this MOD be completed? Looks interesting. This might make v1.5 patch worth loading. Only using 1.2 now.
Very soon I hope, there are a few more unit & unit info cards to be completed, and then that should be about that. I'm thinking of releasing the mod as an open beta because I don't really have the time to beta test the imperial campaign (after campaign map changes) in great depth.

There are still some issues in the mod, basically because these are the issues in v1.5 of RTW, so things like the siege tower bug against large stone walls will exist.

Reply
Seasoned Alcoholic 11:41 03-06-2006
Code:
 ----------------------
#ROME: TOTAL GAMEPLAY#
----------------------

SHORT GUIDE TO RTG
Written By Seasoned Alcoholic

--------------------
--------------------

Rome: Total Gameplay (RTG) is a mod that attempts to improve several aspects of the original Rome: Total War (RTW).  These include:-

* Gameplay balancing, in particular to the AI.

* Improved battles versus the AI that will now last greater periods of time, require more utilisation of tactics and skill.

* Over 40 new, unlocked and replaced units to recruit.

* Various factions and cultures can now construct more buildings, in particular Barbarian factions.

* A modified campaign map, including 40 new regions. Many exisiting regions have been relocated to roughly their historical locations, and some have been renamed.

* Historical Battles now include the new / unlocked / replaced units accompanying this modification.

* Some relevant bug-fixes.

* Other general improvements.

There are many more adjustments, changes, fixes etc of various sizes that have been implemented in RTG.  For more details, please refer to the README text file.

----------

What to expect in RTG:-

* The gameplay has certainly changed from the vanilla (or unmodified) versions of RTW, you may need to spend time getting used to this feature.  I would suggest using Custom Battles to practice before jumping straight into a new imperial campaign.  Alternatively, try the Historical Battles, or Prologue (Sons Of Mars) provincial campaign.

* Battles will now last for longer periods of time, and you should expect to face more aggressive AI armies.  You may find that you spend more time engaged in battles than before, so remember to stay alert and watch the AI's manouveres closely.

* Even if you preferred to auto-calculate battles in RTW, I would urge you to take a look at the gameplay in RTG, as this is the main focus of the mod.  Auto-calc battles are useful when you have to fight many battles per turn, or when you have superior numbers to the AI.

* Many RTW gamers have complained about the inflexibility of phalanx-capable units.  With your phalanxes selected, try turning guard mode off.  You should now see your phalanxes shuffle forwards, backwards and from side-to-side to counter enemy attacks.

* Test results have shown that the player will now lose more units in combat than before, due to the extended length of melee.  In some RTW battles, players would be able to gain victory after victory without losing many men.

* Your units will fight less effectively when they are exhausted, you may need to move your troops out of melee and let them recover their stamina for a while.  Always keep fresh troops in reserve.

* You may experience more financially difficult situations than in RTW, such as near the start of a new campaign for example.  This makes you think more carefully about how you spend your precious denarii, be it to train new units, construct superior buildings, retrain existing units, recruit agents and so on.  Try increasing the tax rate early on if you are struggling for denarii.

* The AI should be more willing to cooperate with you in diplomatic negotiations.  Previously in RTW, default diplomatic stances towards other factions were usually hostile.  These have been changed in RTG to roughly neutral for most factions.

* Two of the default factions have been renamed.  Spain has been changed to Iberia, whilst Egypt has changed to The Ptolemaic Dynasty.

* As in RTW, pirate vessels are common in RTG.  This is in order to make naval battles more challenging.  It is usually harder at the start of a new campaign to defeat the pirate ships, remember to move your own navies to a nearby port before the turn ends.  However, as you progress though the campaign, you should gradually gain the upper hand over the pirates with your superior naval forces.

* Likewise, aggressive brigand / rebel armies are numerous at the start of a new campaign, again to make battles more challenging.  They should however become less of a threat as take control of more and more provinces.

* The imperial campaign map has undergone lengthy modification.  Take some time to learn where new settlements, regions and trade resources are located.  Also familiarise yourself with the new region names, as these play an important part in faction specific victory conditions.

* New victory conditions have been created for each playable faction, make sure you know which settlements you must take and hold before undertaking lengthy and costly military campaigns.  Also, as a further challenge, you will now not be able to see how much time remains for you to complete your victory conditions (HINT: imperial campaign ends in Summer 50 AD at present).

* Be aware that certain units can now only be trained and recruited in specific locations on the campaign map.  You will no longer be able to retrain unit casualties in certain regions, bear this in mind before launching your campaigns.  Use the building browser scroll to view which units are available to recruit in each region.

* Mercenary recruitment pools are now more varied than before.  This should allow you to add more flexibility to your armies when it is most needed.  Also, mercenary regeneration times are now shorter than in RTW.  Watch out though, the AI-controlled factions (including rebels) will hire mercenaries frequently and use them against you!

* Certain infantry units (usually carrying spears) have their original mount bonus against mounted units.  This will vary depending on the quality of the unit.

* Cavalry, Camels, Elephants and Chariots are still at a disadvantage when fighting against spear / phalanx units, so remember to keep them well away.  Try repeated attacks to the rear of phalanx units, but don't let your mounted units become bogged-down by enemy spear infantry as they will be easy targets.

* Chariot generals were available for the Britons and Egypt in RTW.  In RTG, these units have been replaced with general's cavalry bodyguards before and after the Marius Reforms event.

* Your generals (IE family members), agents and admirals should now gain a wider variety of ancillary / retinue members depending upon a number of factors.


Reply
Seasoned Alcoholic 20:13 03-09-2006
SigniferOne's Animations Pack

SigniferOne has very kindly allowed me to use his fantastic Animation Pack in the RTG mod. I would like to give special thanks to him for generously contributing to the improvement of the RTG modification

Previously, I had only ever experienced vanilla animations that CA had built. Now, however, I am truly amazed by the great work done by SigniferOne in his animations mod because all of the included unit animations have completely changed the way melee and distance combat is undertaken. It really does add a completely new dimension to combat, and provides greater depth to the battlefield. You are drawn in by the mouth-watering combat as your units slug it out in a more historically realistic manner than previously experienced in vanilla RTW.

If you have not looked into SigniferOne's animation mod yet, I seriously recommend that you do to revolutionise your battlefield experiences. More info available here:

SigniferOne's Animations Pack

Reply
Seasoned Alcoholic 11:26 03-16-2006
New Campaign Descriptions, Faction Leader Portraits & Campaign Maps Per Faction

New campaign descriptions, faction leader portraits and campaign maps per faction have been created for all playable factions in RTG. Click the screens below for larger images (you may need to click the image to resize it):







































Reply
Seasoned Alcoholic 15:15 03-19-2006
Historical Battles now feature New / Replaced / Unlocked Units

The historical battles now feature the new / replaced / unlocked units accompanying RTG. Here are some screenshots from the movie intros for the Battle of Raphia, the Siege of Sparta, and the Battle of the Teutoburg Forests (click to enlarge):

The Battle of Raphia











The Siege of Sparta











The Battle of the Teutoburg Forests





















[EDIT:]These screenshots were taken before SigniferOne's animations were incorporated into RTG. Therefore, you should expect to see different animations in use than what is displayed above, EG hoplites will now use the overarm animations rather than the vanilla underarm ones.

Reply
Seasoned Alcoholic 00:53 03-22-2006
Modified Siege Battles

Siege Battles have been modified in some depth. The visuals may have remained pretty much the same as they were in vanilla (with exceptions, see below), but the actual mechanics have been tweaked. You may need to use Custom Battles to familiarise yourself with these changes, and this will help you to know what to expect when undertaking siege battles during a campaign.

Culture Specific Battering Rams

In terms of changes to the visuals, culture specific battering rams are now available in siege battles. These are as follows:-

* Roman & Greek culture


* Eastern, Carthaginian & Egyptian culture


* Barbarian culture


These should makes things a bit more realistic, rather than every culture utilising exactly the same type of ram as in vanilla RTW.

Reply
Seasoned Alcoholic 23:07 03-23-2006
Added a couple of new regions within Iberia, renamed & relocated another:







Reply
Seasoned Alcoholic 15:42 03-25-2006
Added another region into North Africa, my thanks to GiantMonkeyMan for the historical info!



Reply
Glaucus 01:40 03-28-2006
This mod is looking very nice. I like the split islands IE sardinia and crete. Makes it harder to control them, but if you have botht then you will double the trade of it right? two more ports on the aegean sea to generate money. Looking very nice. Forgive me, but do you have an estimate as to when this mod will be finished? I can hardly wait!

Reply
Seasoned Alcoholic 10:09 03-28-2006
Thanks for your interest Glaucus! The trade resources for every province on the campaign map (both new and existing) have been reconstructed. Many provinces in vanilla contained too many trade resources, and were able to rake in the trade income through sea exports. I've tried to balance income for each province, but at the same time vary the resources in each region as well.

As for a release date, I'm hoping to release an open beta of the mod in the near future, once a few more changes have been implemented.

Reply
Seasoned Alcoholic 10:48 04-02-2006
Professor Spatula's Skins / Sprites Pack

Professor Spatula has very kindly donated some of his exceptional unit skins to the mod. He has also donated several unit sprites that accompany the unit skins. I would like to take the opportunity to thank Professor Spatula for his skilled work, and these new additions can only improve the mod yet further

The new-look unit skins are displayed below:-

Dacian Unit Skin Overhaul

Barbarian Chosen Warlord


Barbarian Warlord


Warband


Falxmen


Naked Fanatics


Chosen Swordsmen


Archer Warband


Chosen Archer Warband


Barbarian Cavalry


Noble Cavalry


Dacian General Reskin


Dacian Lesser General Reskin


Dacian Standard Bearer Reskin


Greek Cities

Militia Hoplites


Hoplites


Germans

Reskinned Chosen Axemen


Barbarian Cavalry


Numidia

War Elephants


Gaul

Swordsmen


Iberia

Scutarii


Carthage

Carthaginian Infantry


Mercenaries

Mercenary Samnites


Mercenary Greek Hoplites


Barbarian Cavalry Mercenaries


Greek Cities:
Alternative Spartan skin.


Gauls:
Chosen Swordsman


Thrace:
Alternative Militia Hoplite skin.


Macedon:
Royal Pikeman / Hypaspist


Romans:
Updated Principes - Julii, Brutii, Scipii.


Parthia:
Indian War Elephants


Reply
Seasoned Alcoholic 10:21 04-08-2006
RTG Open Beta v0.1

RTG Open Beta v0.1 is now available to download! You can download it using the link below:

RTG Open Beta v0.1 @ Rapidshare

RTG Open Beta v0.1 @ Megaupload

The download is compressed in ZIP format, and is around 45MB in size. If you have broadband internet connection, the download time should'nt be too long. Although with slower connection speeds it may take a while, especially if the file hosting URL is busy

You'll need a ZIP extractor tool such as WINZIP to open the ZIP file, if you don't have this you can find out more (and download) below:

WINZIP

For vanilla RTW patches which are required for this mod to work properly, you can download them from TW.COM or say, DOWNLOAD.COM (use the search tool to find the RTW patches), here are links:

TW.COM Downloads

DOWNLOAD.COM

There should be 4 files included with the ZIP download, these include the RTG Open Beta v0.1 installer, installation instructions, a version of the RTG readme, and also a short RTG guide.

For more info on installation, please refer to the installation instructions included with the download.

For a list of changes, adjustments, fixes etc since RTW vanilla v1.5, please refer to the readme file.

For an overview of the mod, and what you're likely to expect, please refer to the short RTG guide.

I hope you enjoy the open beta, thanks!

Reply
Page 1 of 4 1 234 Last
Up
Single Sign On provided by vBSSO