Total War: ROME REMASTERED

Total War: ROME REMASTERED

TWRR Vanilla Modpack
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Update: Feb 8, 2022 @ 12:45am

UPDATE 8

SAFE-GAME COMPATIBLE

Added Eco_Gatg's Hotseat Modes! You can now easily set up your own Hotseats or use one of the presets. Scroll down to the bottom of the strat file of the campaign of your choice, and follow the instructions from there.

Update: Feb 1, 2022 @ 6:06am

UPDATE 7

SAFE-GAME COMPATIBLE

Starting denarii of all factions in Europa 270 BC - United Rome increased.

Update: Feb 1, 2022 @ 5:48am

UPDATE 6

SAFE-GAME COMPATIBLE

-The Marian Reforms may now trigger in the city of Rome. With the vanilla conditions this was not possible.

-Several cosmetic changes. The United Roman boats now show the United Rome banner instead of the Julii one.

-United Rome can now build all Roman temples.

-A few bug fixes in the strat files.

-Changes made to merchants. Now, you will generate a lot more income with them as I found them underpowered. To have your merchant generate income from a resource that is inside a region owned by another faction, you will now need trade rights with that faction first. Without it, your merchant will never be able to generate income from that resource. It is similar to vanilla, but there you would still get 10% of that resource's potential income whereas here it is 0%.
Once you do have trade rights, you will get 100% of that resource's potential income, even if the region is not owned by you.

Update: Jan 27, 2022 @ 12:33pm

UPDATE 5

SAFE-GAME COMPATIBLE

-Added my new Cleaner Border Lines mod to the modpack.
Also, can anyone recall how in Rome 1, when your settlement is besieged during the end turn, you would hear its unique "settlement besieged" sound effect at the start of the next turn? It is missing in the Remaster. Well, I have managed to return it to the Remaster, including some other sound effects. Now, you have such sound effects for when you get the war declaration message, and also for historic events, when a faction is destroyed, and some others. This is to make the player a bit more aware of important events if the player has not opened the alerts tab yet.

Update: Jan 23, 2022 @ 12:23pm

UPDATE 4

-Removed the Divided Romans Vanilla & Mundus Magnus campaigns. These campaigns had CTDs when declaring war on the Gauls as one of the Roman factions. The Europa 270 BC Divided Romans campaign does not have these CTDs.

Update: Jan 18, 2022 @ 3:30am

UPDATE 3

This will be the last update made to the strat files! This update is safe-game compatible.

-The Romans united faction now starts with more buildings in the Europa 270 BC UR mode. Before, they could only recruit Town Watch, but now there are many more options in some of their settlements.

Update: Jan 18, 2022 @ 1:45am

UPDATE 2

-The united Romans faction now supports the AI battle formations of the other Roman factions.
SAFE-GAME COMPATIBLE. I will make sure all updates I release for the modpack will be safe-game compatible, so your campaigns will remain playable.

The base modpack is now close to complete, all I still want to add is a 4 turns per year script players can toggle on or off via an Alerts message. This update will be safe-game compatible. After that, focus will be put on creating submods.

Future submods may break safe-games that use the base modpack and will require a new campaign to function. These submods will be released seperately, so your base modpack safe-games will always remain playable.

Update: Jan 15, 2022 @ 4:50am

UPDATE 1