Rome: Total Realism (or RTR) is a complete modification pack originally created by the Total War Center user GaiusJulius for the computer gameRome: Total War, intended to rectify historical inaccuracies in the original game.[1] The mod has been featured in several major gaming sites and magazines, such as PC Gamer (US), PC Gamer UK, and GameSpot. Recent versions of RTR include Rome: Total Realism VII : Grand Campaign, which uses the newer Barbarian Invasion (expansion to Rome: Total War) engine. The mod further improves historical accuracy and introduces new game-play concepts. The last RTR VII series patch was released in 2012.[2]
In 2014, a RTR team moved to the Exilian webforums to work on a new Grand Campaign mod,[3] which among other features is likely to include a more in-depth depiction of Steppe nomad culture and a new original score.
Purpose[edit]
Although the original game Rome: Total War was extremely successful and has been used to animate several historical TV programs (including the tactical simulation Time Commanders), numerous gamers expressed disappointment with the historical inaccuracy of the game. These inaccuracies were acknowledged by the game's creators, Creative Assembly, who admitted the inclusion of numerous anachronisms and inaccuracies in order to improve gameplay experience.
The most severe criticism was reserved for the game's depiction of Ancient Egypt. Rome portrays the Egyptian faction more as the Pharaonic Middle-Eastern empire of the tenth century BC rather than the Ptolemaicsuccessor state to Alexander's empire it actually was in the period of the game (270 BC–AD 14). The developers of Rome stated that a chariot-dominated Egypt that matched their consumers' expectations was considered more fun, and a sounder business strategy, than yet another phalanx-based Hellenistic race to match the four already present in the game (the Greek Cities, Macedon, the Seleucid Empire and Thrace). The RTR developers concluded that the wildly differing starting conditions and other differences between the Ptolemaic Empire and, for instance, Macedon, provided sufficient distinction to provide a unique playing experience without having to resort to adding units from previous millennia. The Egyptian faction has therefore been completely remodeled to better reflect its armies of the time.[4]
The RTR mod also includes hundreds of minor gameplay modifications, altering both the strategic and tactical fields of the game.
Later released was The Iberian Conflict (or T.I.C.), the first in a planned series of 'mini-campaigns' that would lead up to the eventual release of RTR VII: Grand Campaign. The Iberian Conflict focuses on Hamilcar Barca's conquest of Iberia. A few months ago the latest release was presented: Fate of Empires (or F.O.E.). It focuses on the western Mediterranean.
Major changes[edit]
Factions[edit]Roman[edit]
There is only one Roman faction in the game. All four factions from RTW have been condensed into one.
Barbarian[edit]
Barbarian factions have both distinct advantages and disadvantages. Unlike civilized factions, they cannot build stone walls, nor roads better than basic ruts, which inhibits their strategic movement. More importantly, their technology is limited to only three city levels, as opposed to five for civilized factions. Thus they tend to research their most advanced units more quickly than other factions. Barbarian armies are undisciplined and rely on brute force and numerical superiority. Barbarian infantry have greater attack but lower defence in comparison to infantry of other factions.
Greek[edit]
The Greek factions are located in or near the eastern Mediterranean Sea, mainly on the Balkan peninsula and around Anatolia and also in modern Turkey. Greek armies tend to focus on extremely strong infantry which utilize the phalanx formation at the expense of other forms of infantry, cavalry, and archers.
African[edit]
African armies consist of fairly strong cavalry and, notably, elephants, but usually have weak infantry. This is a major disadvantage when facing the Republic of Rome, as the Roman legions destroy most forms of infantry. Main elephant and cavalry support is required for Carthaginian success.
Eastern[edit]
The Eastern factions represent the major states of the Middle East not ruled by the Diadochi (Alexander the Great's successors). Their armies tend to rely heavily on high-quality cavalry, and evidence of Greek influence is present due to Alexander the Great's recent conquest of the area just 50 years prior to the starting date of the game.
Rebels[edit]
The Rebels are a unique faction. Rebels can be informally divided into three groups based on how they operate on the campaign map: Brigands and Pirates (who raid trade routes and attack fleets), Deserters and Freed Slaves (who attack armies of their former faction), or Independent Kingdoms and Rebel Cities (who generally isolate themselves unless they are attacked).
User created mods[edit]
Rome Total Realism Mod allows mini-mods (sub-mods) within the mod itself to enhance the gaming experience. Some of the most popular mini-mods include MetroNaval, Ancient Empires, Extended Realism, and Imperator. These mini-mods modify even further the Rome Total Realism to sometimes allow a different type of a gameplay or balance the statistical issues within the mod.
Newer versions[edit]
Since the mod's original release, the RTR Team has released several more mods in a series called RTR-VII:
By UlithiumDragonCompanions/NPC's Child Piper, Curie and Cait?A series of very well-made 'young looking' overhauls to the game's three female comansion: Piper, Curie, and Cait.NOTE: Be sure to get the versions in the 'Optional Files' section that have an '8' in their names (i.e. By Elwin.Child Scrap Metal Bondage ArmorAdds a new custom (skimpy) child armor set for both boys and girls to the game. By Elwin.REQUIRES to be installed first - overwrite the files with the above! By NudeModLover and UlithiumDragon.Clothes/Armor Common Children - Clothing and ArmorsVarious clothing and armor conversions for both male and female children. Fallout 4 storing mods. Nude Shota Body (CBBE)A custom made CBBE-based shota body for the boys.
See also[edit]References[edit]
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Rome:_Total_Realism&oldid=900741603'
Warnings
Key points
General information
Availability[edit]
Downloadable content (DLC) and expansions
Essential improvements[edit]Patches[edit]
Modifications[edit]
Europa Barbarorum:
Europa Barbarorum is a total conversion modification. The modification affects all areas of RTW; all vanilla units have been removed, all new models and textures, a new economic system, new traits system, new scripts, and in general new gameplay. No area of RTW is left untouched.
Roma Surrectum:
Roma Surrectum 2 is a full conversion mod to Rome Total war 1.5 and the predecessor to the original Roma Surrectum mod featuring unique Roman legions, new factions, units and a stunning high detailed map. Roma Surrectum 2 is developed for Rome Total war, but it will also run on both of its expansions, Barbarian invasion and Alexander.
Skip intro videos[edit]
Game data[edit]Configuration file(s) location[edit]
Save game data location[edit]
Save game cloud syncing[edit]Video settings[edit]
In-game video settings.
Widescreen resolution[edit]
Input settings[edit]
In-game key map settings.
In-game camera settings.
Audio settings[edit]Moddb Rome Total War
In-game audio settings.
LocalizationsNetwork[edit]Multiplayer types
Connection types
Ports
Issues fixed[edit]mss32.dll was not found[edit]
You have installed Rome Total War on a 64-bit system, but there is a bug in the installer which installs the game files in the wrong location by default. The incorrect default location is
C:Program Files ; the correct location to install these files is C:Program Files (x86) . To fix this uninstall Rome Total War and all its expansions and patches, then freshly install the game again, making sure to installer selects 'C:Program Files (x86)' to install the game to. Warning: uninstalling the game and its expansions and patches will delete any saved games, the save game data folders should be copied to another destination and replaced after the fresh install.
Failed to find Steam[edit]
Other information[edit]API[edit]
Middleware[edit]
System requirements[edit]
Notes
References
version: v.1.6 ENG
There are a numerous areas of code that were looked at for the patch fix. The list below is the main fixes that have been made; other minor fixes and balancing changes were also carried out.
Skyrim se overhaul. DG+ HF+ DBLets you delay when you want various quest ines to trgger. Improvesimmersion and encourages exploration. Quest are onlyadded if you agree to help them. (Only major vanilla quests completed)Quests are no longer added automatically when talking to an NPC.
Campaign Map
- Generals' night fighting ability is granted at 4 stars rather than 5
- We have fixed the 'memory leak' slowdown that was seen on the Campaign map during extended play
- Loyalty is now available with all shadow factions.
- The faction leader will now not revolt.
- When a horde is created, horde units are no longer added to existing armies that occupy forts.
- We have fixed a bug that causes hordes to avoid fighting armies on bridges on the campaign map.
- We have given Gratianus Flavius a unit of Imperial German Bodyguards to fix a missing general's unit bug in the starting positions.
- We have made fixes to settlement tax updating, so that it correctly updates tax policy when changing governors
- We fixed a bug that caused diplomats to gather at extreme southwest corner of map in some cases.
- Fixed crash where settlement recruitment queue for rebellions was exceeding max size.
- The Marriage Event trigger now works.
- There are a large number of changes to the balance of the game in response to the extended play that has been done by forum users.
- Fixed an issue where disembarkation paths were being left on the terrain.
- The Nomad voices have been changed from Greek to Barbarian.
- We have fixed crash where settlement recruitment queue for rebellions was exceeding max size.
Battle Map
- Improvements have been made to prevent men spilling around the base of siege towers.
- There was a pathfinding issue that made river battles very slow. This has been fixed.
- Improvements have been made to the AI when orchestrating Skirmish Maneouvres.
- The AI will now use 'fire at will' with idle units so that they throw pila at nearby enemies.
- The AI will now make a decision about throwing pila before charging into combat based on the location of enemy units.
- The unit experience upgrade 'sparkling' effect can now be turned off using the UNIT_EXPERIENCE_UPGRADE_EFFECT tag in preferences.txt.
Report problems with download to [email protected]
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