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Rome Total war realism mod 5.0

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  • Rome Total war realism mod 5.0 kurdum oyunda single playerda yeni bir oyyun modu acıldı. Oyuna giriyorum orta asyada oynanabiliyor artık ve oyunda sehir sayısı iki uc katı oluyor. fena değil deneyebilirsiniz. yanlız eski oyunlar artık oynanamyor. Kurmak istiyorsanız http://www.strategyinformer.com bakabilirsiniz...



    < Bu mesaj bu kişi tarafından değiştirildi Balakgazi -- 3 Şubat 2005, 17:42:26 >



  • Nasıl yani save olan oyunlarmı?
  • quote:

    Orijinalden alıntı: BATYUS

    Nasıl yani save olan oyunlarmı?
    abi çok ii bilgi ellerine sağlık
  • quote:

    Orijinalden alıntı: Superior83

    abi çok ii bilgi ellerine sağlık

    Alıntıları Göster
    dostum çok saolasın vallaha daha bulabilrsen başka paketlerini yolla
  • quote:

    Orijinalden alıntı: Kieli

    dostum çok saolasın vallaha daha bulabilrsen başka paketlerini yolla

    Alıntıları Göster
    Bende realism 1.0 vardı. Onu kurunca oyunda bir cok değişiklik oluyordu. Oyuna bayagı bir zevk katıyor. Realism 5.0 cok daha ilginc tum orta asya oyuna dahil oluyor. Oyunda bir cok yeni özellik katıyor.

    http://www.rometotalrealism.com/

    Getirdiği yenilikler(o kadar cokki ceviremiyorum o yuzden oldugu gibi yapıştırdım)



    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;; GENERAL CHANGES & FIXES VERSION 5.0 ;;;;;;;;;;;;;
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    New Features:

    Bug fixes galore - basically any issue that was brought up on the forum and found to be valid was fixed.

    Streamlined, revamped, realistic combat - Implemented many ideas from the Total Combat mod, completely checked and redid most unit's stats, created a much more realistic and historically accurate combat system, no mismatches! The combat system is brand new- this took up the majority of the development time.

    Rome is unified - In vanilla RTW the Roman empire is divided into 4 satrapies run by hereditary monarchs. You simply cannot get more historically inaccurate then that- since the entire Roman republic was predicated on classical republicanism (http://en.wikipedia.org/wiki/Roman_republic), reaching an apex in the overthrowing of the monarch King Tarquin. The only reason they were divided into four states (which were based on families which didn't exist in the context the game places them, as for giant ethnic groups or tribes) in vanilla is so that the Romans can rapidly and unnaturally expand across the known world. This is the only reason the game was engineered like so. Did you know Carthage was also run by a senate and operated almost identically to Rome? That the Gauls were divided into dozens of tribes and only held a empire together for a short decade (later in the game's timeline)? Clearly, the historical and game mechanical aspects of the "Family" system is flawed and illogical. We have remedied this inaccuracy by making Rome unified, removing the brutii and scipii and renaming the julii "Romans." Although not exactly historically accurate, it is much more historically feasible then the retarded family system.

    NOTE: For whiners, we are offering a regular "Family" version along with the 5.1 patch, do not fear!

    New generals system- Adopted some ideas from Tommh's general mod 2.0, all general units are now custom tailored to that nation's culture and are historically accurate. Several new units were added to the game along with this mod- including greek hoplite bodyguards.

    New rams and Hellenic walls - New styles of siege rams and other war machines have been added to the game as well as proper Hellenic walls in all satrapies of the post-Alexandrian Hellenic world.

    Map expanded to the east - The RTR map now stretches from Scandia (Scandanavia) to Arachosia (modern day Pakistan). Many province names were changed to reflect historical realism, but this map was mostly adapted from Linedog.

    Historic Battles updated - to include RTR assets. Will be completely redone/expanded with the 1.2 patch, and probably a few more additions for the 5.1 patch.

    For more advanced/technical information about game changes:

    http://www.rometotalrealism.com/changelog/


    Known Issues:

    The greek general unit - The Greek general unit is a phalanx. Their ability to shift in and out of the phalanx is reserved by the rally ability. They enter combat by default in the phalanx. To change this, select them along with other phalanx units and press the phalanx button - then they will enter/exit the formation. There is currently no fix to this, its hard coded into the game.

    The senone slingers still make the arrow noise - this is a much more advanced issue then you would think, but will be fixed with 5.1.

    There is a odd bug with the settlement Locus Herulae up in the north east of the map. If you have the optional parameter -show err enabled a error whining about tile placement will be spat out when you exit the game. Without this parameter active, it will show no such error. The error seems to have no effect on the gameplay itself.


    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;; GENERAL CHANGES & FIXES VERSION 4.0 ;;;;;;;;;;;;;
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    - ZoR (Zone of Recruitability) has been entirely reworked. You are no longer limited by an invisible 'barrier' concerning in which provinces you can recruit troops, and which you can not. The way it works now, is as follows:

    Factions are now grouped into 'culture types' for barracks, 'cavalry types' for cavalry, and 'missile types' for missiles. An example of this would be the Greek culture type, so Macedon, Seleucid, Greece, Thrace, and Ptolemaic would be in this group. Another would be Barbarian, Roman, etc. If you capture a province from a similiar culture type, cavalry type, or missile type, you will be able to recruit your units from there right off the bat, as long as there was a Barracks or Equestrian Stables, etc, there before hand. If, alternatively, you capture a province from an unfamiliar culture type (say, as the Julii, you capture a Sarmatian province) you will NOT be able to build your native troops there until you construct your own type of Barracks, Equestrian Stables, etc. This is to simulate the differences in cultures, a time-based 'romanization' period, and provide a more flexible, robust, and dynamic implimentation of the ZoR system. You get to choose where, and in which direction, your faction settles and expands to, without being hemmed in by an inflexible, archaic ZoR system. The culture groups are based logically. As a Parthian, you can build and recruit Horse Archers in the lands of factions that are familiar with Horse archer units, such as Sarmatia, Numidia, and Armenia. As a Barbarian, you will be able to recruit Barbarian cavalry right off the bat in Barbaric lands (Britons, Gauls, Germans, Dacia). Iberia and Sarmatia are excluded from this group, as their cultures are different enough to warrant the change. Please refer to the ZoR_System.txt file for further, more in-depth, info.

    - A new late game concept has been introduced. In order to construct the larger scale stone buildings, you must have the resource Stone in your province, and construct a type of quarry in order to harvest it. If you do not, you must import it. To do this, you must collect a labour group, which takes a certain amount of time, costing a certain amount of money, and are built like a regular building. These labour groups come with a Population Growth penalty, to 'simulate' the outsource of people, and the deaths of slaves as they work. This also works to help limit the enormous sizes cities can become in the late game. To view if a province has the Stone resource or not, right click on the province, and it will say across from the province's name.

    - The pre-Marius Hastati, Principes, Triarii system has been reworked. Now, instead of building entirely new units at each barracks level, you will build the same unit, but with an experience upgrade. This now enables you to upgrade the units, and also to merge them. This eliminates the sometimes overwhelming micro-managing aspect of the previous system. After much thought, thi seems to be the easiest, and most elegant way to go about it.

    - Sprites have been put back in for all units, as it caused some to go mysteriously 'invisible' at a distance. This means, when zoomed out, they may change colours, and is, unfortunately, unavoidable until CA releases some kind of sprite editor.

    - Integrated NinjaCool's Historical Battles. There are a large number of them, and they are all very well done. Full credit goes to him. For further info, and future updates, visit:http://www.twcenter.net/forums/index.php?act=ST&f=45&t=10607

    - Redone the majority of the R:TR unit's unit cards.

    - Updated faction difficulty levels on the faction select screen.

    - 4.0 Features Jochem's new Roman faction skins and battlefield banners. They're very impressive, and full credit and thanks goes to him. Contact him at jochem_aardwolf@hotmail.com

    - Integrated Titus Marcellus Scato's blood soaked routing banners mod. To get ahold of him for further info or questions, follow this link:http://www.twcenter.net/forums/index.php?showuser=9793

    - Integrated tommh's changed General Bodyguards mod. The bodyguards are now more accurate for the seperate cultures. For example, all Roman factions now have, instead of Heavy Cav. bodyguards, infantry Praetorians. Numidians now have light cavalry, as they were famed for these troops. Thracians now have Companion cavalry as the bodyguard accompaniment, as many Companions went to Thrace following the death of Alexander. There is also a bug in the game that doesn't allow bodyguard units to be upgraded, and it has been (temporarily) resolved with this until CA releases a real fix. All generals now have 2 hit points.

    - Gallic Spear Auxilia no longer have a Carthaginian standard bearer.

    - Packed ALL front-end text files into the mod so that there is no garbled translation issues with foreign version of the R:TW game. Now, all text will display as english, instead of some english, some -insert language here-.

    - Integrated Prometheus TS' new Sarmatian skins.

    - Made a large number of assorted changes to different character traits to make them more realistic and at the same time, logical. For instance, it is now more difficult to gain the Good Commander stars, but when you do, on the third level and up, you also gain an "influence' bonus with the Senate. With the Xenophobia trait, before you only recieved a Public Security bonus, now you also recieve a trade penalty. With the Tactical Skill trait, you now also gain a Line of Sight bonus, instead of only an Ambush bonus. These are only a few of a multitiude of changes, and you can view what each trait does by hovering over it when your General acquires them.

    - Integrated spartan_warrior's new Greek skins. Hoplites built in Athens or Corinth now have different skins to reflect their coming from differing city states. Their stats remain the same as regular Hoplites. For more Greek skins by spartan_warior , check this thread:http://www.twcenter.net/forums/index.php?showtopic=13517&st=0 or contact him by e-mail at hey_its_garett@hotmail.com

    - 'Hoplites' now renamed to 'Greek hoplites'.

    - Prodromoi has been named back to Macedonian Cavalry, while Greek Militia Cavalry has been renamed to Prodromoi.

    - Renamed the province of 'Valencia' to 'Edetania'.

    - Renamed the province of 'Hispania' to 'Deitania'.

    - Renamed the city of 'Palma' to 'Ebysos'.

    - Fixed issue with the city of 'Vindelicorum' being difficult to reach with troops and reporting an error.

    - Strengthened the island of Hibernia to be more difficult to invade.

    - Renamed 'Praetorian cavalry' to 'Equites Singulares'. These troops were the emporer's bodyguard, and while 'slightly' out of the EARLY timeline, they are better suited as a viable unit than Praetorian cavalry.

    - Fixed issue with 'Longswordsmen's' swords shortening as you zoomed out.

    - 'Breton Chariots' now renamed to 'Brythonic Chariots'.

    - Fixed issue with Caledonian Highlanders skin not showing correctly.

    - Moved 'Gades' to its proper historical position on the campaign map.

    - All Barbarian factions now have the ability to construct basic stone walls at the last level of their tech. tree.

    - Legionary Cohorts now require a Urban Barracks to be built. This allows you to use the Early Legionary Cohort a little longer.

    - Farming Irrigation and Farming Latufundia now require an Academy, and a Scriptorium, respectively, tor eflect the need for higher intelligence for advanced farming practises.

    - Urban Cohorts are now only recruitable after the Marian Reforms.

    - Storms now happen every year. This is the most they can occur.

    - All Barbarian Archers/Slingers restored to square formation so as to increase their range and usefulness.

    - Increased all unit's pilum throwing range from 35 to 40. This will help them get a volley off before the enemy gets within range, but will not make it so they can constantly run out of range chucking pilums.

    - Fixed the massive bug where units with the 'very hardy' attribute were actually LESS hardy, and had LESS stamina, than the units WITHOUT a hardy attribute. Left hardy units the same, switched very_hardy units to blank, and blank units to very_hardy for accurate stat results.

    - You now gain a law bonus by building the different levels of Academies to simulate a more 'educated' populace. This cuts down on the late-game bloated city syndrome, where you must garrisson tons of men just so that it won't revolt every other turn. The bonus gained is still less than that of other, more specialized law bonus giving structures.

    - You now gain a 5% law bonus when you build an Army Barracks or Royal Barracks in a city.

    - New Roman faction buttons to better reflect the new skins. New banners for all Roman factions.

    - New banner for Iberia.

    - Imperial Palace now only requires the the Great Forum and Hard Stone QUarry to be built.

    - Some Greek provinces had higher than usual base farming levels. Adjusted these.

    {- Integrated some of Macroi's Total Combat changes...
    {- Raised all STONE slingers (this excludes Balearic and Rhodian Slingers) ranged attack value from 4, up to 5 to make them more useful.
    {- Lowered all javelin-armed cavalry's throwing range down from 50 to 40. They shouldn't be able to throw a javelin that much farther than a man on the ground who has the ability to plant his feet.
    {- Raised Cappadocian Cavalry and all Cataphract cavalry's spear attack values to 9 from 7.
    {- Removed Briton Longsword shield value, and raised the defence skill up to 7.

    - I had raised all Javilen damage that was below 12 +3 universally in 3.2. I've lowered the +3 to +2, so, for example, now a unit with javelin damage of 9, has 8. +3 made them overpowered.

    - Numidia now begins with a Stables in Tingi.

    - Fixed issues with certain faction's named characters not showing up correctly.

    - Gave Germanic Lancemen shorter spears, and made their formation looser.

    - Shrunk the Brythonic Light Chariots formation slightly, to be equal to the size of the Heavy Chariots, to make them less unwieldy.

    - Shrunk the Sarmatian Horse Archer formation, while keeping it in horde formation. They are more wieldy, and look much better now. Done the same for Head Hunting Maidens.

    - Ptolemaic Empire now has correct faction campaign map figures.

    - Replaced Gauls, and Germans Captain campaign map figure with newer, more unique, ones.

    - Town Militia now walk the streets in city view for Roman factions. For other factions, their specific 'town watch' equivalent unit patrols. For the Ptolemaics, there is a mixture of Egyptian natives, Greek citizens, and Machimoi patrolling the streets.

    - Lowered the number of horses in a unit for all Roman cavalry types (except Equites, as they'd been lowered in a previous version). Instead of 27, they are now 22.

    - Lowered Caledonian Highlanders Custom Battle recruit cost to 630.

    - Lowered the Praetorian Cavalry's spear and sword damage by 1, to 11 (from 12). Lowered the recruit cost to 830, and the upkeep cost to 215.

    - Raised the spear and sword attack of the Companion cavalry by 1 each.

    - Nubian Spearmen can no longer form a phalanx, and I expanded their formation slightly.

    - Roman Legionary cavalry and Equites Singulares now require the Marian Reforms before being recruitable.

    - Raised Hypaspist attack/defense values to 10,7 attack, and 8,6,5 defense.

    -Sarmatian Horse Archers now get a +1 experience bonus starting on the Militia Barracks level.

    - Ptolemaic's Agema unit size has been raised to 60. Their Attack has been lowered to 10,8 and their defense has been lowered to 6,6,5 to put them more in line with the Argyraspids.

    - All first level archers and slingers have had their charge bonus reduced from 2 to 1. This only includes the basic slingers and archers, not Chosen Archers, Rhodian Slingers, etc.

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;; New Buildings in v4.0 ;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    - CARPENTER & CARPENTER'S WORKSHOP: It is now necessary to construct a Woodworking building in a coastal province in order to build any type of port. The first two levels of port buildings require a Carpenter, and the last level requires a Carpenter's Workshop.

    - SOFT STONE QUARRY & HARD STONE QUARRY: These quarries are necessary to construct in order to build many of the large scale stone projects in the game. These include Large Stone Walls, Epic Stone Walls, the Imperial Palace, the last two tiers of temples, and the Coliseum. They require your province to have the Stone resource. If it does not, you must collect a large enough labour force in order to import it from afar. Check the in-game tech. tree for any further information. Right click a province on the campaign map to check if it has the Stone resource.

    - LABOUR PARTY & LABOUR FORCE: These two 'buildings' are necessary in the case that your province doesn't have the stone necessary to construct the proper buildings. In this case, you must collect a large enough labour force in order to import the resources from a neighbouring province. They imbue a -.5% growth penalty, and a -1% growth penalty, respectively. See the in game tech. tree for any further information.

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;; NEW PROVINCES IN 4.0 ;;;;;;;;;;;;;;;;;;
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    - Added the province of 'Thynia' with the city of 'Anchialus' to Thrace's holdings.

    - Added the province of 'Sindia' with the city of 'Gorgippia' to the Rebels.

    - Added the province of 'Frisia' with the city of 'Frisiorum' to the Germans.

    - Added the province 'Turdetania' with the city of 'Merobriga' to the Rebels.

    - Added the province of 'Numidia Occidentis' with the city ' Icorium' to the Rebels.

    - Added the province of 'Pamphylia' with the city of 'Side' to the Rebels.

    - Added the province of 'Oretania' with the city of 'Baecula' to the Rebels.

    - Added the province of 'Novem Populi' with the city of 'Burgidala' to the Rebe;s.

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;; New Units in v4.0 ;;;;;;;;;;;;;;;;;;;;;
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    - SKIRMISHER WARBAND: Dacia now has a Skirmisher Warband unit with the same stats as the Gaulish Skirmisher Warband.

    - THUREOPHOROI: Macedon now has the ability to recruit its own Thureophoroi unit.

    - CANTABRIAN JINETES: This unit is exclusive to the Iberians. It is a mounted javelin unit much like the Gauls Leuce Epos. Its javelin attack is 10,2, its melee is 6,2 and its defense is 1,5,3, making it a slightly superior unit to the Leuce Epos. It is also hardy.

    - SCUTARII: Carthage now has the ability to build Scutarii units as a form of Heavy Infantry. The stats. are the same as the Spanish version.

    - UBIAN CAVALRY: These are an German exclusive unit. They have a very good attack (equivalent to the Chosen Cavalry) but lackluster defense (equivalent to the regular Light cavalry). They are quick, and their main selling point is their ability to frighten other mounted cavalry units.



    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;; GENERAL CHANGES & FIXES VERSION 3.2 ;;;;;;;;;;;;;
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    - Fixes bug where Germans could not build Germanic Lancemen.

    - Allows all non-Greek/Roman factions to be able to build Imperial Palaces.

    - Fixes bug where the game would crash when Legions attempted to switch into a testudo formation. Roman units no longer 'stab', as a result.

    - Gauls resource is no longer in beginning Julii provinces.

    - Removed +1 Command when attacking bonus gained from the Master Embalmer ancillary.

    - Lowered Egyptian Slinger recruit cost to 130 from 150. Egyptian Skirmisher cost stays at 170.

    - Gave Arab Infantry a combat bonus in deserts. (+2)

    - Made Arab Infantry recruitable for the Slave/Rebel faction.

    - Libyan Spearmen now have the phalanx abaility.

    - Judean Zealots now have a bonus when fighting in the desert.

    - Heartless Ruler trait now gives a +1 penalty to civic unrest.

    - Iberian Mercenaries now in a Square formation, instead of a Horde.

    - ZONE OF RECRUITABILITY (ZoR): A new concept has been introduced to the gameplay, Zone of Recruitability. What this means, is, unique units for each faction are now only recruitable in a surround 'radius' or 'zone' of their starting provinces. For instance, the furthest East that the Roman factions can construct Legionary troops is the province of Propontis. That is the limit to their ZoR in the east. Provinces outside of the ZoR, factions will only be able to recruit auxillia troops. By auxillia, I mean archers, peltasts, Gallic Mounted Auxillia, etc, along with hireable mercenaries. This attempts to replicate the difficulties in defending and maintaining a far flung empire. When attempting to conquer far away provinces, it is now more important think of logistics, and consider the importance of each unit (do you really want to potentially lose half of that Legionary unit, forcing you to truck more reinforcements in from all the way over in Byzacium? Will they arrive in time?) It also suggests a more varied, 'mercenary' centric army when dealing with far off encounters.

    - Extended the game end date until 180 AD, on the death of Marcus Aurelius.

    - Extended the map borders to the North to include modern day Scotland, Scandinavia, and more of north-eastern Europe.

    - Created and added province of 'Svionia' with the city of 'Sveaby'. This city belongs to the rebels.

    - Created and added province of 'Scania' with the city of 'Hervlia'. This city belongs to the rebel faction.

    - Created and added province of 'Tripolitania Inferior', owned by the Rebel faction. Renamed 'Tripolitania' to 'Tripolitania Superior'.

    - Created and added province of 'Lydia'. The town of Sardis is now in Lydia. Created the town of Smyrna, and it is now in Ionia, and belongs to the Rebel faction.

    - Created and added province of 'Lesbos' with the city of 'Mytilene'. This province belongs to the Macedonians. That big island was just begging for a province.

    - Created and added province of 'Valencia' with the city of 'Saguntum'. This province belongs to Iberian rebels, and the storming of this city is what kicked off the 2nd Punic War, historically.

    - Created and added province of 'Locus Aestui' with the village of 'Vicus Aestui'. This province belongs to the Rebels, and is to the North of Vicus Gepidae.

    - Edited the Corsica province. Made more room to fight, as well as added a second possible landing site. Moved harbour away from city so as not to look ugly when both are developed.

    - Moved Dalriada further North in the extended Caledonia province.

    - Moved Sinope to it's accurate historical position in Pontus province.

    - All v2.2 Roman skins have been updated with newer versions made by Sgt. Valenzuela. Many v2.2 Barbarian skins have been redone by webbird and myself.

    - Units equipped with the Gladius short sword (Hastati, Legions, most Roman infantry) now STAB when in combat instead of of making over head swings and jumping in mid-air.

    - Raised all Barbarian peasants attack to 3,2 (same as 'civilised' peasants) and left them with the same defence (3,1) 1 better than 'civilized' peasants. This makes the tough life of a barbarian peasant apparent.

    - Error where Ptolemaic Heavy Bowmen fought melee with their fists has been corrected, and they now show their proper weapons in combat.

    - Integrated Azurain's fix for sprite anomolies. This fixes the glitch, where when you zoom out, new units turn 'pale'. You may notice a slight performance hit, although it will not be very noticeable (even if only meeting min. system req.).

    - Accurate diplomatic treaties set up at the beginning of the campaign. Protectorates are,thus far, unable to create. Carthage allies w/ Numidia. Gauls allies w/ Britons. Gauls at war w/ Germans. Macedon allies w/ Greek Cities. Dacia allies w/ Sarmatia.

    - Fixed unit stat. mix ups that were not changed for version 2 (but were meant to be).

    - Macedonian Royal Pikemen renamed to Hypaspists and their primary weapon changed from long_pike to short_pike (represented as a short spear in-game).

    {- I have incorporated some of Macroi's changes to unit stats, with adjustments and modifications that I believe is a good middle ground. These are listed. {All javelin attacks have been raised universally by +3, unless the stats were already over 12. This will hopefully give a larger reason to have skirmishers {engaged in combat along with your heavy infantry.
    {- All Pre-Marian Roman troops have had their pilum attack raised to 12.
    {- Woad Warriors have been given an extra hit point (2 total) and the attributes frighten_foot and hide_long_grass. This makes them more of a speacility unit {for Briton, yet doesn't overpower them. Their recruit/upkeep has been raised accordingly.

    - CHANGES MADE TO ARCHERS: Archer unit numbers have been decreased on a per unit basis. All 'regular' foot archers (auxilia, warbands, etc) now have 30 men in a unit, instead of 40. All 'elite' archer units have 25 men in a unit, while all 'beyond' elite (Forester Warband, etc) have 20 men in a unit. This is one way to weaken archers, while reflecting the difficulty to master a bow, resulting in a smaller man per unit ratio. All archers have their quiver size decreased from 30 to 20. The more talented Eastern faction archers have their quiver size reduced to 30 from 40. Chariot archers quiver size has been reduced by 10. Elephant archers max arrows has been reduced to 50.

    - Integrated Romhille's model fixes so that post-Marian Roman units (Legionnaries, etc) now show their proper shoulder pauldrons in game.

    _ Fixed issue where rebels would spawn with bad units (druids, etc).

    - Fixed issue with Imperial Palace not actually requiring a Great Forum and Aqueduct to be built first. Now it does.

    - Pro-Consul's palace now requires a Forum to be built first.

    - Roman Legionary First Cohorts I&II are now buildable ONLY after Rome post-Marian reforms.

    - CHANGES TO SARMATIA: Sarmatian Light Cavalry have been given the 'hardy' attribute. Sarmatian Nobles have been given the 'hardy' attribute. Their melee sword attack has been raised to 12,4 from 10,4. Sarmatian Noble Archers ranged missle attack has been raised to 12,3 from 11,3. Sarmatian Horse Archers melee attack has been raised from 3,2 to 4,3.

    - Praetorian units are only recruitable in the beginning Roman provinces to reflect their 'elite' status.

    - Changed name of 'Ethnic Cavalry', 'Ethnic Axemen', 'Ethnic Bowmen', to 'Native Cavalry', etc.

    - Changed name of 'Sarmatian Mercenaries' to 'Sarmatian Mercenary Cavalry'.

    - 'Gallic Infantry' now renamed to 'Gallic Foot Auxillia' and 'Gallic Cavalry' now known as 'Gallic Mounted Auxillia' and 'Gallic Heavy Spearmen' now known as 'Gallic Spear Auxillia'.

    - Updated 'Greek Hoplite' skin.

    - Fixed issue with Alexandria and Memphis not being able to upgrade their government buildings.

    - Returned Libyan Spearmen to their original values, and their original build que.

    - Added Screeching Women to accompany select German warbands into battle like the Druids for Briton and Gaul.

    - Raised Ram health by 80% to try and help AI in sieges.

    - All special Carthaginian Gallic troops (Gallic Foot Auxilia, Gallic Mounted Auxilia, Gallic Spear Auxilia) are no longer exclusive to them. They are only buildable in and around the Gaul and Celt-Iberian territories, recruitable by all factions here.

    - Renamed 'Head Hunting Maidens' to 'Sarmatin Female Cavalry'.

    - Briton can now build Swordsmen at the same time as their Longshields (Muster Field). Longswordsmen have taken their place at the Militia Barracks level.

    - Added a Phalanx Formation. The phalanx formation allows you to form a large line, with no spaces. Replaced the cavalry 3 lines formation with the Phalanx one. Shift+7 is the shortcut, or, select the group formation button at the bottom right, and select the one called Phalanx Formation. For this to properly work right, you must drag your troops wide, or else they'll appear to be in a small 'file' like formation.

    - Phalanx units no longer have a standard bearer accompanying them so they can deploy into the new Phalanx formation correctly.

    - Weather is now much more varied. Added a modified version of DrJambo's descr_daytypes.txt. More of a chance for darker fog, more rain storms, worse blizzards, and harsher sand storms.

    - Changes made to grass height. The changes were slight, and shouldn't effect system performance. But, if you do notice your computer running slower, replace the new descr_grass.txt file with the old, original one. Simply paste the old file into your Rome - Total War/Data directory, and choose yes to over write.

    - Adjusted Senate mission rate AGAIN. This time they should hand out missions less often. For real. Honest.

    - Changed name of 'Silver Shield Pikemen' to 'Argyraspids'.

    - All diplomats now cost 350 recruit, instead of the regular 250. This is the same cost as a spy.

    - Starting movement points have been raised from 80 to 100. This allows you to move men further each turn. Any higher, and it enables you to make insta-sieges, bypass battles, encircle enemies without them being able to counter move, etc.

    - Replaced the Funditores unit card with a new one for all Roman factions.

    - Made small descriptive adjustments to various units. Renamed all 'Barbarian Peasants' to simply 'Peasants'.

    - Moved Scipii diplomat to begin next to Messana on Sicilia Romanus.

    - Changed 'Hillmen' to 'Spear Armed Hillmen', and gave them the 'spear' attribute for bonuses against cavalry, but penalties against infantry.

    - Changed 'Eastern Infantry' to 'Sparabara'.

    - Changed 'Persian Cavalry' to 'Persian National Cavalry'.

    - Gave the 'spear' attribute to most spear-armed troops. This gives them a bonus vs cavalry, but a penalty against infantry.

    - Falx units now have the armour piercing attribute.

    - Raised the charge value of Amazons. Any soldier seeing the strange site of charging Chariot Amazons would be a little afraid. Also raised their armour and defence skil by 1 apiece.

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;; NEW & ADDED UNITS V3.0 ;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    - BRITON LONGSWORDSMEN: This exclusive unit to Briton is armed with a long, armour piercing sword. They are not quite as effecient fighting in cramped forest areas as other Barbarian units (do not recieve Forest bonus). They have a high charge bonus (11/9), along with the armour piercing ability (cuts armour defence in half) and have a decent defence of (4/4/5). Recruit/Upkeep is 460/170.

    - CATAPHRACTS: Sarmatia now has a Cataphracts unit. These have the same stats as the other eastern faction Cataphract units.

    - SYRACUSIAN LIGHT ARCHERS: These are auxillia units only recrtuiable on Sicily. They have the same stats as most other archer units.

    - IBERIAN FOOT AUXILIA: These are auxilia units only recruitable on the Iberian peninsula (and Mauretania province). Stats are similiar, although slightly less, than regular Iberian troops.

    - SWORD ARMED HILLMEN: These troops compliment the Spear Armed Hillmen, and have similiar stats. They have less charge, more attack, and less defence. They are best used protecting the flanks of their spear armed brethren against infantry. Exclusive to Pontus, Armenia, and Parthia.

    - HUVAKA: These are Parthian exclusive cavalry. They are aristocrats, and are best used as initial shock horse. Their melee is not the best, but when sent in and withdrawn quickly, they can be quite effective.

    - CALEDONIAN HIGHLANDERS: These mercenary units are only recruitable in Britannia. They have an attack of 13,6 and a defence of 3,3,3 making them a formidable force, especially in the early game.

    - ARAB INFANTRY: These infantry units are recruitable throughout Arabia and sections of Asia Minor. They have a realtively strong attack, but light defence, and as a result are best used as light infantry.



    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;; GENERAL CHANGES & FIXES VERSION 2.2 ;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    _ Aleria now landable.

    - Reduced all ship building costs by 50% recruit AND upkeep. This will keep the AI from going bankrupt by building ships. The ship system is currently not that great, and this is the best that can be done.

    - Quadrireme description and unit icon issues fixed.

    - Updated faction AI patterns.

    - Fixed issue with Roman Funtidores appearing pale when zoomed at a distance.

    - Removed Screeching Women, War Dogs, Head Hurlers, etc, from the build que. They will now not show up at all.

    - Fixed issue where Egypt could not build their Elephant units.

    - Got rid of Germania's starting Screeching Women units.

    - Discrepancies in the export_descr_unit.txt file fixed.

    - Added Rome: Total Realism version splash screen.

    - All post-Marian Roman Legions have a +1 added morale boost to simulate their discipline further.

    - The manner of a kill rate reduction has been changed. Swing rates have been to 0.75 of what theyw ere, so a -25 reduction, and there has been a +3 morale bonus given universally to all troops. This will, hopefully, stop the insta-routs that are known to happen quite often.

    - Made small adjustments to the descr_ship.txt file, such as beam, ram enabled, etc.

    - Ship added to Scipii near Capua. A few of Carthage's starting ships deleted, along with a few troops in their Hispania garrison.

    - All basic spearmen have a +1 anti-cavalry,chariot, and camel bonus (Town Militia, etc). All 'better' spearmen and basic phalanx units have a +2 bonus vs cavalry, chariots, camels. (Triarii, Auxillia, etc). All hoplite units have a +3 bonus vs cavalry,chariots, and camels. All 'weak' pikemen have a +4 bonus vs cavalry, chariots, and camels. (Levy Pikemen types). All 'elite' pikemen, such as Agema, Bronze Shields, etc, have a +5 vs cavalry, chariots, camels.

    - All barbarian units (except spear units, 'chosen' units, besides Chosen Axemen, and Skirmisher units) have been given the 'horde' formation.

    - To build the Imperial Palace, the city must now contain a Great Forum and an Aqueducts.

    - Changed character traits (Good Commander, etc) now show on screen the proper effects it gives.

    - Major changes made to the ship units. All attacks have been raised by 50%, and all defence ratings have been lowered by 50%. This keeps huge naval force sizes down, and makes ships actually sinkable.

    - Early and Late levels of pre-Marian legions now have numeral identifiers on their unit cards. Early units have a I, Middle units have nothing, Late units have a III.

    - Probability of a random Senate mission has been lowered even more.

    - Lowered ship unit sizes to a more manageable level, and to give more advanced ship types a larger purpose for being built. Scaled ship costs accordingly.

    - German Axemen now buildable before the German Spear Warband. The Spear Warband now has a 11,7 attack, while the Axemen now have a 9,8 attack.

    - Scipii town of Capua now begins with a port.

    - Many Barbarian faction units have been reskinned. Including Longshield Warbands, Barbarian Cavalry, Sword Warbands, Sarmatian Horse Archers, etc. A few skins were created by outside sources (such as thebigcheese). Thanks to everyone who help contribute.

    - Wardogs entirely removed. Not recruitable by any faction.

    - Druids have been removed from the game as a recruitable unit, although a Druidic type escorts troops onto the battlefield for the Gauls and Britons (like a General). They do not give any bonuses.

    - Incorporated Sgt. Venezuala's redone Roman textures for a more accurate portrayal of the legions. For more information, visit this thread:
    http://www.twcenter.net/forums/index.php?showtopic=11593

    - Lowered Carthage's Gallic Infantry defence to 1,4,2 and morale to 4. Raised Iberian Infantry morale to 6. Now, Gallic Infantry have a better attack, worse defence, while Iberian Infantry has weaker attack, better defence, and more morale.

    - Carthaginian Libyan Spearmen now recruitable at the Militia Barracks level. Defence has been lowered to 5,5,5 and upkeep raised to 200. Not capable of phalanx.

    - Created and added province of Caledonia and Settlement of Dalriada to the Briton posessions.

    - Created and added province of Corsica and settlement of Aleria to the Carthage posessions.

    - Created and added province of Raetia and settlement of Brigantium to the Rebels posession.

    - Scythia is now known as Sarmatia, as the correct civilization in the Rome:Total War time period is Sarmatia, and NOT Scythia. This also corrects some historical innaccuracies with the use of warrior women.

    - Incorporated a slightly modified version of jpinard's All Playable Factions MOD. Now, all factions are playable (except the Slaves). They all have descriptions, leader icons, and custom maps.

    - Germanic Spear Warbands are no longer capable of phalanx.

    - Changed name of German 'Skirmisher Warband' to 'Frameamen' and added +1 to their melee attack.

    - Poeni Infantry renamed to Poeni Citizen Infantry.

    - Numidian Mercenaries now renamed to Numidian Mercenary Cavalry.

    - Gaul Swordsmen are now buildable at the same time as the Warband. Defence has been lowered to 3,26, and recruit/upkeep has been lowered to 450/140.

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;; NEW & ADDED UNITS V2.2 ;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    - GALLIC HEAVY INFANTRY: These are heavy Gallic troops only available to Carthage. They are spear armed men with a defence of 7,3,5 and an attack of 5,7. They take the place of Libyan Spearmen on the third tier barracks.

    - GALLIC MERCENARY CAVALRY: These are cavalry troops exclusive to Carthage. They are spear armed, and a re a mix between Round Shield Cav. and Long Shield Cav.

    - VENETI BAGAUDAM: Gaul exclusive unit in the place of Swordsmen. 12,6 attack. 7 morale. 3,2,6 defence. 460/170 recruit/upkeep. These are a quick, ambushing unit.

    - ARCHERS: Carthage now has the ability to build Archers. The skins were already there, I simply enabled it. Same stats as the Numidian Archers. Buildable with an Archery Range.

    - GERMANIC LANCEMEN: These are an exclusive unit for Germania. They are recruitable on the Army Barracks level, and take the place of Spear Warband as the Germanic phalanx enabled unit. Attack is 10,10 and defence is 3,5,6.

    - ELEPHANTS, WAR ELEPHANTS, ARMOURED ELEPHANTS: These units are now buildable by The Ptolemaic Empire.

    - SENONE SLINGERS: Gaul now have the exclusive unit 'Senone Slingers'. They have the same stats. as the British slingers.

    - LEUCE EPOS: A Gaul exclusive unit. These are their version of light, javelin-armed cavalry. A ranged and melee attack of 6,2. A defence of 1,5,2. A morale of 6, and recruit/upkeep of 340/110. recruitable at the same time as regular Gallic Light Cavalry.



    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;; GENERAL CHANGES & FIXES VERSION 1.0;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    - Macedon and Pontus are now unlockable after a successful Imperial Campaign. They also have custom maps in the faction selection screen.

    - Egypt is now The Ptolemaic Empire. Spain is now Iberia.

    - Greek Royal Pikeman now use pikes, instead of simple spears. Thanks to Eldaran for creating this fix first!

    - Wardogs are now EXCLUSIVE to the Barbarian factions. Roman factions can no longer produce these animals.Added Wardogs ability to Hide In Long Grass and Run Amok. Changed Attack from 14 to 12. Changed cost of upkeep from 40 to 100 to replicate replacement of handlers costs, etc, while still not making them an impossible choice to train. Decreased handler/dog ratio to 8/24.

    - All buildings build times extended by 1 turn, except the basic level of wall defences.

    - CHANGES MADE TO CARTHAGE: Added Diplomat nearby to Carthago. Carthago Nova starts with a port & a Governor's Villa (Spain was big interest to Carthage, it must have had a damn port), upgraded Carthago's port to a Shipwright. Added a number of ships to bolster their sea defences. Increased 'Iberian infantry' Defensive Skill by 1, and rose attack by 1, and raised recruit cost to 280. Changed the Civ. type to Sailor Caesar. Added assorted buildings to different cities, to make them more technologically advanced. Changed Carthago's population to 7300. Gave the provinces of Numidia, Tripolitania, and Baetica to Carthage, as this was the correct state of the empire at the time of the first Punic War.

    - CHANGES MADE TO EGYPT: Altered the Civ. faction type to religious mao. removed a number of buildings from Egypt's various cities, as they were EXTREMELY well advanced compared to nearby (and pretty much every other) factions. Removed many natural resources in their beginning territories. Lowered beginning population amount for each city.

    - CHANGES MADE TO NAVAL WARFARE: All ships take 60 population cost. All ships costs have been inflated. the Decere has been replaced with the Quadrireme, and the Corvus Quinquereme is now the best ship buildable. Boats are now named Warships, and Large Boats are named Large Warships. Warships are roughly equal to a Bireme, while Large Warships are only slightly weaker in defense than a Trireme.

    - CHANGES MADE TO THE GREEK CITIES: Families have been reworked, so, to replicate 2 seperate leagues, you can choose which families have power in the faction by choosing heirs and leaders. Syracuse is now rebel, along with Pergamum, & Apollonia now belongs to The Greek Cities.

    - CHANGES MADE TO THE ROMAN FACTIONS: Hastati, Principes, and Triarii are ALL recruitable with a Militia Barracks. They are now represented in three forms; Early, Contemporary, and Late. Early Hastati, Hastati, Late Hastati. The lowered stats reflect this. Early troops are available with the Militia Barracks. 'Normal' troops are available with City Barracks. Late troops are available with Army Barracks. The Late troops have the regular, CA supplied stats.

    - Reduced Base farm Fertility Levels across the whole entire board for a slower, more realistic population growth rate. This, in turn, extends the games longevity.

    - Adjusted character trait bonuses. The Good commander trait gives 1 less command bonus, but gives 1 Troop Morale Boost.

    - Diminished all cavalry's charge bonus to about 66% of what they once were. This will stop units from routing as easily, but not go as far as to make cavalry flanking negligible.

    - Equites stats have been lowered from a 7,4 attack, to 6,3. Defence has been lowered from 3,5,4 to 4,2,3. Previously they had the best defensive rating out of all early cavalry, and only 1 point lower than Long Shield Cavalry. All early Barbarian Cavalry defence has been raised by 1 point to 3,4,4. Equites unit number has been lowered from 27 to 18.

    - Praetorian Cohorts now have the same attack value as a Legionary Cohort, but have slightly improved armour levels to reflect their status of being elite, but not super human. Urban Cohorts have the same armour value as Praetorian Cohorts, but have an improved attack. Overall, though, this has been diminished slightly.

    - Macedonian and Egyptian family names have now been reworked and made correct.

    - Eastern war elephants now use the Indian model, and not the African.

    - Lowered the probablity of a Senate assigned mission. Lowered the reward money that you are given for a successful mission. All offices held durations have been shortened to 3 years. Pontifex Maximus can ONLY be held once by any single character.

    - Increased the probability of some natural disasters occuring. Storms can now happen over land as well as sea.

    - Diminished trade values of all resources by 1.

    - Changed the name of 'Pharoah's Bowmen' to 'Ptolemaic Heavy Bowmen'. Diminished stats to have less of an attack than Gaulish Huntsmen, but better defense and armour.

    - Libyan Spearman now have the ability 'Phalanx'.

    - Corinth is now stronger garrisoned to reflect its historical state as a 'frontier' town.

    - Velite Gladiator no longer trainable. Mirmillo & Samnite Gladiators no longer trainable, but recruitable as mercenaries.

    - Removed the 'Head Hurlers' unit.

    - Senate begins game with more units as not to be so much of a push over.

    - Syracuse is now a rebel city.

    - Reduced handler/incendiary pig ratio to 8/24 for both Roman and Greek factions.

    - Gave Belgica to the Rebels. The Britons only have their British provinces, and they will have to fight to expand. This is to make the major barbarian factions the Germanics and Gauls.

    - Added Centurions/Signiferis to the proper units.

    - Integrated adonys' 'Killing Rate Mod' for longer battles, and a slower kill rate. No unit attributes are changed with this, only the KILL RATE is slower. For a more in-depth explanation of this, please visit the following link:http://www.twcenter.net/forums/index.php?showtopic=9877

    - Integrated Apollonius' 'Movement Rate Mod' for a more realistic movement rate. For more information on this mod, please visit the following link:http://www.twcenter.net/forums/index.php?showtopic=9703

    - Edited the Barbarian Peasants to be a more logical choice. Raised attack to 2, charge bonus to 2, group size to 80, and lowered upkeep cost to 90. Compared to the more 'civiliszed' civilians, the barbarians were very weak. For instance, Carthaginian peasants have an attack of 3 and a charge bonus of 2. I left these at normal.

    - Removed the use of Arcani.

    - 'Gaesatae' are only available to the Gauls, as was true of history.

    - Removed the use of 'Egyptian Chariots' and 'Egyptian Chariot Archers'.

    - Removed the use of 'Screeching Women'.

    - Lowered Druids attack from 13 to 10 and charge bonus from 5 to 3, and lowered their recruit cost to 440, to make them more of a general back-up role, to accompany their troops mainly in a chant, and not to actually engage in combat.

    - Changed the name of 'Trier' to 'Treverum' for the German city.

    - Changed the name of Rome to Roma.

    - Changed the name of 'Corduba' to 'Gades'. Corduba was founded by Rome in 164 BC. Gades (Cadiz) was an ancient city belonging to Pheonicia, then Carthage.

    - Changed the name of Carthage to Carthago.

    - Renamed 'Bull Warriors' to 'Iberian Infantry'.

    - Changed the name of 'Naked Fantics' to 'Gaesatae'.

    - Changed the name of 'Heavy Peltast' to the proper name of 'Thureophoroi' for The Greek Cities.

    - Changed 'Macedonian Cavalry' to 'Prodromoi'.

    - Changed the name of 'Cataphract Camels' to 'Heavy Camels', as Cataphract sounds misleading.

    - Changed the name of 'Spanish Mercenaries' to 'Iberian Mercenaries'.

    - Changed the name of 'Nile Spearmen' to ' Machimoi'. Reskinned.

    - Changed the name of 'Desert cavalry' to 'Ethnic Cavalry'.

    - Changed the name of 'Pharoah's Guard' to 'Agema'.

    - Changed the name of 'Barbarian Peasants' for all factions to reflect their race. Gaulish Barbarian Peasants become Gallic Peasants, Dacian Barbarian Peasants become Dacian Peasants, British Barbarian Peasants become Breton Peasants, Scythian Barbarian Peasants become Scythian Peasants, and German Barbarian Peasants become Germanic Peasants.

    - Changed the name of 'Barbarian Cavalry' for all factions to reflect their race. Gaulish Barbarian Cavalry become Gallic Light Cavalry, Scythian Barbarian Cavalry becomes Scythian Light Cavalry, etc.

    - Changed the name of 'Barbarian Noble Cavalry' for each faction to reflect their race. Dacian Barbarian Noble cavalry becomes Dacian Noble Cavalry, etc.

    - Changed the name of 'Barbarian Warlord' for each faction to reflect their race. British Barbarian Warlord becomes Breton Warlord, etc.

    - Changed the name of 'British Light Chariots' and 'British Heavy Chariots' to 'Celtic Light Chariots' and 'Celtic Heavy Chariots'.

    - Changed name of 'Nile Cavalry' to 'Cleruch Cavalry'.

    - Faction AI settings have been changed. Full credits go to .Spartan
    http://www.twcenter.net/forums/index.php?showtopic=11196&st=20&

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;; NEW & ADDED UNITS V1.0 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    - GALLIC INFANTRY: These are gallic troops only available to Carthage to train. These soldiers contribute to a diverse Carthaginian army.

    - NUBIAN MERCENARIES: These are Nubian Spearmen, available to any faction for recruitment in the Nile Delta, Middle Edgypt, or Thebais.

    - FUNTIDORES: These are slingers for the Roman factions. In the time before the Marian reforms, the Romans made use of 'slingers', not archers.




  • Buda 5.1'i

    *** GENERAL CHANGES & FIXES VERSION 5.1 ***

    Missing text/tga/descriptions fixed
    Combat balanced/made more realistic due to primary attack bug
    Combined duplicate temples of fertility (ceres)
    Combined duplicate temples of law (saturn)
    moved spartacus to 158, 91
    pushed back fertility temple farming level 2 to upgrade 3
    stone walls to antioch
    beefed up apollonia
    moved admiral julianus to 101, 64
    added Paestrum to the romans
    added stone walls to lilybaleum
    removed duplicate captain argeos from lesbos
    changed carth town milita to punic levies
    changed sacred band to sacred legion
    fixed dyrrhachium's ghost market
    fixed several borked barracks
    added macedon and seleucid general desc
    renamed persian national cavalry to persian cavalry
    removed non roman access to highways
    parthia can no longer build level 3 and 4 baths
    added paved road descs
    removed egyptian access to lvl 4 stables
    barb_scythian_chieftain_cavalry_scythian
    âdded missing health building tgas to egypt and eastern
    xp bonus to greek 3rd tier stables
    made Pela the macedonian capital
    added illyrian mercs to pannonia inferior
    Added new greek, macedon, seleucid and roman skins by Webbird
    text instances of 5.0 replaced by 5.1
    new faction screens by Nero666
    "UNUR" version avalible (un-unified rome)
    Various tweaks, bug fixes, CTD fixes

    For more advanced/technical information about game changes:

    http://www.rometotalrealism.com/changelog/

    *Known Issues*:

    There is a small pink blob near Armenia, this and some Black Sea graphical faults will be fixed by 5.2 (This was actually in 5.0)

    The greek general unit - The Greek general unit is a phalanx. Their ability to shift in and out of the phalanx is reserved by the rally ability. They enter combat by default in the phalanx. To change this, select them along with other phalanx units and press the phalanx button - then they will enter/exit the formation. There is currently no fix to this, its hard coded into the game.

    The senone slingers still make the arrow noise - this is a much more advanced issue then you would think, but will be fixed eventually.

    There is a odd bug with the settlement Locus Herulae up in the north east of the map. If you have the optional parameter -show err enabled a error whining about tile placement will be spat out when you exit the game. Without this parameter active, it will show no such error. The error seems to have no effect on the gameplay itself.


    *** GENERAL CHANGES & FIXES VERSION 5.0 ***

    *New Features*:

    Bug fixes galore - basically any issue that was brought up on the forum and found to be valid was fixed.

    Streamlined, revamped, realistic combat - Implemented many ideas from the Total Combat mod, completely checked and redid most unit's stats, created a much more realistic and historically accurate combat system, no mismatches! The combat system is brand new- this took up the majority of the development time.

    Rome is unified - In vanilla RTW the Roman empire is divided into 4 satrapies run by hereditary monarchs. You simply cannot get more historically inaccurate then that- since the entire Roman republic was predicated on classical republicanism (http://en.wikipedia.org/wiki/Roman_republic), reaching an apex in the overthrowing of the monarch King Tarquin. The only reason they were divided into four states (which were based on families which didn't exist in the context the game places them, as for giant ethnic groups or tribes) in vanilla is so that the Romans can rapidly and unnaturally expand across the known world. This is the only reason the game was engineered like so. Did you know Carthage was also run by a senate and operated almost identically to Rome? That the Gauls were divided into dozens of tribes and only held a empire together for a short decade (later in the game's timeline)? Clearly, the historical and game mechanical aspects of the "Family" system is flawed and illogical. We have remedied this inaccuracy by making Rome unified, removing the brutii and scipii and renaming the julii "Romans." Although not exactly historically accurate, it is much more historically feasible then the retarded family system.

    NOTE: For whiners, we are offering a regular "Family" version along with the 5.1 patch, do not fear!

    New generals system- Adopted some ideas from Tommh's general mod 2.0, all general units are now custom tailored to that nation's culture and are historically accurate. Several new units were added to the game along with this mod- including greek hoplite bodyguards.

    New rams and Hellenic walls - New styles of siege rams and other war machines have been added to the game as well as proper Hellenic walls in all satrapies of the post-Alexandrian Hellenic world.

    Map expanded to the east - The RTR map now stretches from Scandia (Scandanavia) to Arachosia (modern day Pakistan). Many province names were changed to reflect historical realism, but this map was mostly adapted from Linedog.

    Historic Battles updated - to include RTR assets. Will be completely redone/expanded with the 1.2 patch, and probably a few more additions for the 5.1 patch.

    For more advanced/technical information about game changes:

    http://www.rometotalrealism.com/changelog/


    *Known Issues*:

    The greek general unit - The Greek general unit is a phalanx. Their ability to shift in and out of the phalanx is reserved by the rally ability. They enter combat by default in the phalanx. To change this, select them along with other phalanx units and press the phalanx button - then they will enter/exit the formation. There is currently no fix to this, its hard coded into the game.

    The senone slingers still make the arrow noise - this is a much more advanced issue then you would think, but will be fixed with 5.1.

    There is a odd bug with the settlement Locus Herulae up in the north east of the map. If you have the optional parameter -show err enabled a error whining about tile placement will be spat out when you exit the game. Without this parameter active, it will show no such error. The error seems to have no effect on the gameplay itself.




  • quote:

    Orijinalden alıntı: Balakgazi

    Buda 5.1'i

    *** GENERAL CHANGES & FIXES VERSION 5.1 ***

    Missing text/tga/descriptions fixed
    Combat balanced/made more realistic due to primary attack bug
    Combined duplicate temples of fertility (ceres)
    Combined duplicate temples of law (saturn)
    moved spartacus to 158, 91
    pushed back fertility temple farming level 2 to upgrade 3
    stone walls to antioch
    beefed up apollonia
    moved admiral julianus to 101, 64
    added Paestrum to the romans
    added stone walls to lilybaleum
    removed duplicate captain argeos from lesbos
    changed carth town milita to punic levies
    changed sacred band to sacred legion
    fixed dyrrhachium's ghost market
    fixed several borked barracks
    added macedon and seleucid general desc
    renamed persian national cavalry to persian cavalry
    removed non roman access to highways
    parthia can no longer build level 3 and 4 baths
    added paved road descs
    removed egyptian access to lvl 4 stables
    barb_scythian_chieftain_cavalry_scythian
    âdded missing health building tgas to egypt and eastern
    xp bonus to greek 3rd tier stables
    made Pela the macedonian capital
    added illyrian mercs to pannonia inferior
    Added new greek, macedon, seleucid and roman skins by Webbird
    text instances of 5.0 replaced by 5.1
    new faction screens by Nero666
    "UNUR" version avalible (un-unified rome)
    Various tweaks, bug fixes, CTD fixes

    For more advanced/technical information about game changes:

    http://www.rometotalrealism.com/changelog/

    *Known Issues*:

    There is a small pink blob near Armenia, this and some Black Sea graphical faults will be fixed by 5.2 (This was actually in 5.0)

    The greek general unit - The Greek general unit is a phalanx. Their ability to shift in and out of the phalanx is reserved by the rally ability. They enter combat by default in the phalanx. To change this, select them along with other phalanx units and press the phalanx button - then they will enter/exit the formation. There is currently no fix to this, its hard coded into the game.

    The senone slingers still make the arrow noise - this is a much more advanced issue then you would think, but will be fixed eventually.

    There is a odd bug with the settlement Locus Herulae up in the north east of the map. If you have the optional parameter -show err enabled a error whining about tile placement will be spat out when you exit the game. Without this parameter active, it will show no such error. The error seems to have no effect on the gameplay itself.


    *** GENERAL CHANGES & FIXES VERSION 5.0 ***

    *New Features*:

    Bug fixes galore - basically any issue that was brought up on the forum and found to be valid was fixed.

    Streamlined, revamped, realistic combat - Implemented many ideas from the Total Combat mod, completely checked and redid most unit's stats, created a much more realistic and historically accurate combat system, no mismatches! The combat system is brand new- this took up the majority of the development time.

    Rome is unified - In vanilla RTW the Roman empire is divided into 4 satrapies run by hereditary monarchs. You simply cannot get more historically inaccurate then that- since the entire Roman republic was predicated on classical republicanism (http://en.wikipedia.org/wiki/Roman_republic), reaching an apex in the overthrowing of the monarch King Tarquin. The only reason they were divided into four states (which were based on families which didn't exist in the context the game places them, as for giant ethnic groups or tribes) in vanilla is so that the Romans can rapidly and unnaturally expand across the known world. This is the only reason the game was engineered like so. Did you know Carthage was also run by a senate and operated almost identically to Rome? That the Gauls were divided into dozens of tribes and only held a empire together for a short decade (later in the game's timeline)? Clearly, the historical and game mechanical aspects of the "Family" system is flawed and illogical. We have remedied this inaccuracy by making Rome unified, removing the brutii and scipii and renaming the julii "Romans." Although not exactly historically accurate, it is much more historically feasible then the retarded family system.

    NOTE: For whiners, we are offering a regular "Family" version along with the 5.1 patch, do not fear!

    New generals system- Adopted some ideas from Tommh's general mod 2.0, all general units are now custom tailored to that nation's culture and are historically accurate. Several new units were added to the game along with this mod- including greek hoplite bodyguards.

    New rams and Hellenic walls - New styles of siege rams and other war machines have been added to the game as well as proper Hellenic walls in all satrapies of the post-Alexandrian Hellenic world.

    Map expanded to the east - The RTR map now stretches from Scandia (Scandanavia) to Arachosia (modern day Pakistan). Many province names were changed to reflect historical realism, but this map was mostly adapted from Linedog.

    Historic Battles updated - to include RTR assets. Will be completely redone/expanded with the 1.2 patch, and probably a few more additions for the 5.1 patch.

    For more advanced/technical information about game changes:

    http://www.rometotalrealism.com/changelog/


    *Known Issues*:

    The greek general unit - The Greek general unit is a phalanx. Their ability to shift in and out of the phalanx is reserved by the rally ability. They enter combat by default in the phalanx. To change this, select them along with other phalanx units and press the phalanx button - then they will enter/exit the formation. There is currently no fix to this, its hard coded into the game.

    The senone slingers still make the arrow noise - this is a much more advanced issue then you would think, but will be fixed with 5.1.

    There is a odd bug with the settlement Locus Herulae up in the north east of the map. If you have the optional parameter -show err enabled a error whining about tile placement will be spat out when you exit the game. Without this parameter active, it will show no such error. The error seems to have no effect on the gameplay itself.
    arkadaşlar bunu kullanınca öteki İmperial campaing bölümü kapanıp yeni bir bölümmü açılıyor.Yoksa üzerine kurulunca ek olarakmı bölüm açılıyor....???????




  • quote:

    Orijinalden alıntı: BATYUS

    arkadaşlar bunu kullanınca öteki İmperial campaing bölümü kapanıp yeni bir bölümmü açılıyor.Yoksa üzerine kurulunca ek olarakmı bölüm açılıyor....???????

    Alıntıları Göster
    yaw dostum bu yüklrdiğim realisim paketinde türkler varmı??




  • quote:

    Orijinalden alıntı: Kieli

    yaw dostum bu yüklrdiğim realisim paketinde türkler varmı??

    Alıntıları Göster
    Yeni bir bolum açılıyor diğer bolumlerden farklı oalrak en altta....




  • quote:

    Orijinalden alıntı: Balakgazi

    Yeni bir bolum açılıyor diğer bolumlerden farklı oalrak en altta....

    Alıntıları Göster
    onu biliyorum indirmiştim ama bu indirdiğimde 5.1 de türkler varmı tüm orta asya diyodun kazakistan falan filan varmıı eskisinde yarısına kadar vardı orta asyanın?? onları soruyorum şimdi indirdim ama bakacak zamanım yok ondan sordum ok




  • quote:

    Orijinalden alıntı: Balakgazi

    Yeni bir bolum açılıyor diğer bolumlerden farklı oalrak en altta....

    Alıntıları Göster
    Bi kaç ana değişiklik şöyle...

    - Yenibir general sistemi..
    - Battery Ramlar Daha da buyutulmuş ve gercege yaklaştırılmış. Ve duvarlar da değiştirilmiş. Ayrıca Şehirlerde daha cok gercekci olmuş.
    - Harita doguya dogru genişletilmiş(Nerdeyse orta asyanın tamamı)
    - Historical Battles kısmı guncellenmiş.(Bakmadım daha)
    - Şehir Sayısı nerdeyse iki kat artırılmış..
  • quote:

    Orijinalden alıntı: Balakgazi

    Bi kaç ana değişiklik şöyle...

    - Yenibir general sistemi..
    - Battery Ramlar Daha da buyutulmuş ve gercege yaklaştırılmış. Ve duvarlar da değiştirilmiş. Ayrıca Şehirlerde daha cok gercekci olmuş.
    - Harita doguya dogru genişletilmiş(Nerdeyse orta asyanın tamamı)
    - Historical Battles kısmı guncellenmiş.(Bakmadım daha)
    - Şehir Sayısı nerdeyse iki kat artırılmış..

    Alıntıları Göster
    Yeni bir ırk yok oyunda.. Zaten oyundaki Selecuidler ve konum itibari ile parthianslar turk olma olası yuksek ama turk adı geçen bir ırk yok.




  • quote:

    Orijinalden alıntı: Balakgazi

    Yeni bir ırk yok oyunda.. Zaten oyundaki Selecuidler ve konum itibari ile parthianslar turk olma olası yuksek ama turk adı geçen bir ırk yok.

    Alıntıları Göster
    ya türk yok yaa insanın oynıyası gelmiyo yaa çekemiyolar bence ondan yapmadılar türk ırkı




  • quote:

    Orijinalden alıntı: Balakgazi

    Yeni bir ırk yok oyunda.. Zaten oyundaki Selecuidler ve konum itibari ile parthianslar turk olma olası yuksek ama turk adı geçen bir ırk yok.

    Alıntıları Göster
    mediewal varken bunu neden oynyorsunuz ki?
  • quote:

    Orijinalden alıntı: Edmond_Dantes

    mediewal varken bunu neden oynyorsunuz ki?

    Alıntıları Göster
    işte yaww mediewal de hiç olmassa türkler varr o çok güzell ama içeriği çok azz bunda dost kurma ne biliyim düşmanlarının sınırlarından geçebilme var onda düşmanın sınırına gittiğin savaş oluyoo o yönden kötü ama o oyun çook güzell ben o oyunu bi kaç kere bitirdim




  • quote:

    Orijinalden alıntı: Kieli

    işte yaww mediewal de hiç olmassa türkler varr o çok güzell ama içeriği çok azz bunda dost kurma ne biliyim düşmanlarının sınırlarından geçebilme var onda düşmanın sınırına gittiğin savaş oluyoo o yönden kötü ama o oyun çook güzell ben o oyunu bi kaç kere bitirdim

    Alıntıları Göster
    arkadaşlar 5.2 de yazmışlar ama çıkmışmı anlamadım......




  • quote:

    Orijinalden alıntı: BATYUS

    arkadaşlar 5.2 de yazmışlar ama çıkmışmı anlamadım......

    Alıntıları Göster
    MTW Gercekten mukemmel bir oyun. ilk cıkacagını okudugumda ki heyecanımı hatırlıyorumda gercekten mukemmel bir duyguydu.

    Ama RTW, MTW ye gore cok daha gercekti ve özelliği daha cok bana gore. Mesela haritayı sadeece sarı bir bolge olarak değilde yeryuzu sekilleri ile gorebiliyorsun. Sonra geçitler yollar yolların iyiliği mevsime gibi bircok nedene gore oynadıgın birimin hareket kabiliyeti değişiyor. Çöldeysen bir turn de cok az mesafe gidebilirken yolları yapılmış duz bir bolgede iki üç katı mesafe gidebiliyorsun.

    Sonra tehlikenin gelebileceği geçitlere buyuk ordular koyup yolu kapatabiliyorsun. Bence gercekten mukemmel bir oyun.




  • quote:

    Orijinalden alıntı: Balakgazi

    MTW Gercekten mukemmel bir oyun. ilk cıkacagını okudugumda ki heyecanımı hatırlıyorumda gercekten mukemmel bir duyguydu.

    Ama RTW, MTW ye gore cok daha gercekti ve özelliği daha cok bana gore. Mesela haritayı sadeece sarı bir bolge olarak değilde yeryuzu sekilleri ile gorebiliyorsun. Sonra geçitler yollar yolların iyiliği mevsime gibi bircok nedene gore oynadıgın birimin hareket kabiliyeti değişiyor. Çöldeysen bir turn de cok az mesafe gidebilirken yolları yapılmış duz bir bolgede iki üç katı mesafe gidebiliyorsun.

    Sonra tehlikenin gelebileceği geçitlere buyuk ordular koyup yolu kapatabiliyorsun. Bence gercekten mukemmel bir oyun.

    Alıntıları Göster
    Mediewal de oyun süresi senelerle olduğu için 1 sene arttığı için kış yaz bahar farketmiyor. bunda bir eksiklik yok bence. ondada dost olup barış içinde yaşıyorsun. başımdan çok güzel şeyler geçti. benimle dost olup ikimizede düşman oldumuz bir ülkeye beraber saldırabiliyoruz bu hoş bir olay.
    Suikastçi, elçi, din adamları üretebiliyoruz.
    Sel basabiliyor ve gelir düşüp adamların ölebiliyor.
    ama meydan savaşında rome total war için söyleyebileceğim bir söz yok tabiki.
    harita şekilli olsada olmasada önemli değil. sonuçta onun içindesin.
    en azında daha karşık değil. görev değil istediğini oynuyorsun daha hürsün...




  • quote:

    Orijinalden alıntı: Edmond_Dantes

    Mediewal de oyun süresi senelerle olduğu için 1 sene arttığı için kış yaz bahar farketmiyor. bunda bir eksiklik yok bence. ondada dost olup barış içinde yaşıyorsun. başımdan çok güzel şeyler geçti. benimle dost olup ikimizede düşman oldumuz bir ülkeye beraber saldırabiliyoruz bu hoş bir olay.
    Suikastçi, elçi, din adamları üretebiliyoruz.
    Sel basabiliyor ve gelir düşüp adamların ölebiliyor.
    ama meydan savaşında rome total war için söyleyebileceğim bir söz yok tabiki.
    harita şekilli olsada olmasada önemli değil. sonuçta onun içindesin.
    en azında daha karşık değil. görev değil istediğini oynuyorsun daha hürsün...


    Alıntıları Göster
    arkadaşlar bunların hepsini kurdum ama oyun açılmıyor versiyonlar 1.2 , 5.0 , 5.1....




  • quote:

    Orijinalden alıntı: BATYUS

    arkadaşlar bunların hepsini kurdum ama oyun açılmıyor versiyonlar 1.2 , 5.0 , 5.1....

    Alıntıları Göster
    beyler dediginizi kurdum yeni bir yer acıldı ama ici bos gorev secilmiyo bi bilgisi olan varmı
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