Rome Total War Mods

GEC: Discuss gaming, computers and electronics and venture into the bizarre world of STGODs.

Moderator: Thanas

Post Reply
weemadando
SMAKIBBFB
Posts: 19195
Joined: 2002-07-28 12:30pm
Contact:

Rome Total War Mods

Post by weemadando »

Are there any mods that people recommend? And why do you recommend them? And are they compatible with v1.2?
User avatar
Fire Fly
Jedi Council Member
Posts: 1608
Joined: 2004-01-06 12:03am
Location: Grand old Badger State

Post by Fire Fly »

I believe no mods are compatible with 1.2 yet....
User avatar
Captain Cyran
Psycho Mini-lop
Posts: 7037
Joined: 2002-07-05 11:00pm
Location: College... w00t?

Re: Rome Total War Mods

Post by Captain Cyran »

weemadando wrote:Are there any mods that people recommend? And why do you recommend them? And are they compatible with v1.2?
SPQR mod.

First off, no it is not compatible with v1.2 as far as I know.

Things it changes

1. The Roman units are now all in red, like normal troops, instead of the different colors.

2. The map is vastly different, a lot more territories added, lots of fun.

3. Building times, in my view, are more accurate. Many things take less time then they did in vanilla except advancing your city, which takes far longer as you are, basically, rebuilding the city.

4. Hoplites and the like are no longer naked men running around, they actually have armor now (And the spartans look fucking scary). On the same note, not sure if this is true in the vanilla or not, but the Spartans do not run, they fight to the last man in the SPQR mod.

5. Unit attributes have been changed, such as defense and attack values.

6. Training units takes 0 turns, so you can pump out as many as you have money for per turn.

7. Unit sizes are changed. This is one of my gripes with the mod, the Roman units have been knocked down to 52 men per unit, while most of the other units for factions have not changed much if at all. It's really tough when other groups have an almost 2 to 1 ratio in their favor.

8. My other gripe, they switched Triarii into phalanxmen instead of just normal spearmen. They used to be at least somewhat useful, now I don't bother with them at all, especially as there are only 52 of them.
Justice League, Super-Villain Carnage "Carnage Rules!" Cult of the Kitten Mew... The Black Mage with The Knife SD.Net Chronicler of the Past Bun Bun is my hero. The Official Verilonitis Vaccinator
User avatar
Arrow
Jedi Council Member
Posts: 2283
Joined: 2003-01-12 09:14pm

Post by Arrow »

I have a file that mods the game to decrease squalor and barracks/range build times. I also modified the game to give me first legionary cohorts (2 turn build time by default).
Artillery. Its what's for dinner.
User avatar
wautd
Emperor's Hand
Posts: 7595
Joined: 2004-02-11 10:11am
Location: Intensive care

Post by wautd »

Always been a huge fan of the total realism mod. Historically more accurate names & units, cool skins, more provinces, tweaked unit stats, added buildings, lower civil unrest, etc etc... It changes a ton that it's almost a different game read here for all changes

Since yesterday I started back on vanilla 1.2 tough
User avatar
wautd
Emperor's Hand
Posts: 7595
Joined: 2004-02-11 10:11am
Location: Intensive care

Post by wautd »

Bump

Just came along Napoleonic Total War 2

Looks very promising indeed
Ypoknons
Jedi Knight
Posts: 999
Joined: 2003-05-13 06:02am
Location: Manhattan (school year), Hong Kong (vacations)
Contact:

Post by Ypoknons »

Other recommendations ...

Released mod
Chivalry Total War, the Medieval Themed Mod
(Demo Released) CTW Site

Unreleased Mods:
Image
Blue Lotus, A 'Asian' Fantasy Mod

Sengoku Jidai, the feudal Japan realism mod Pics
User avatar
wautd
Emperor's Hand
Posts: 7595
Joined: 2004-02-11 10:11am
Location: Intensive care

Post by wautd »

God I love this game. Not only is the original one of the best games ever, it comes with tonnes of sweet sweet mods :D
User avatar
Ace Pace
Hardware Lover
Posts: 8456
Joined: 2002-07-07 03:04am
Location: Wasting time instead of money
Contact:

Re: Rome Total War Mods

Post by Ace Pace »

Captain Cyran wrote:7. Unit sizes are changed. This is one of my gripes with the mod, the Roman units have been knocked down to 52 men per unit, while most of the other units for factions have not changed much if at all. It's really tough when other groups have an almost 2 to 1 ratio in their favor.

IIRC, the historical ratio was something around that, but I blame your PC, I have 100+ men units using the Huge size.

You should look into tweaking it yourself, but as you said, its not 1.2 compatible.
Brotherhood of the Bear | HAB | Mess | SDnet archivist |
Post Reply