Total War: ROME REMASTERED

Total War: ROME REMASTERED

Chivalry Total War: REMASTERED
694 Comments
NorthZ 10 hours ago 
Every unit have a same picture. Are there any way to solve it?
Bars ♌ Sep 21 @ 12:18pm 
Removed the Dagovax Mods - Ring RR v1.4 mod

Now I understand why my Chivalry Total War kept crashing.
Bars ♌ Sep 21 @ 11:52am 
I reinstalled the mod and it started working.
EzechieleLupo  [author] Sep 20 @ 2:35am 
I work on the mod on Windows 11, so it's not an OS issue.
Somethings Burnin Sep 19 @ 9:58pm 
Kirsi's expanded map updated again today. Not sure if that is causing peoples issues
Atromboniste Sep 19 @ 2:02pm 
@Frejth King There are playable pagan factions in the mod.
Atromboniste Sep 19 @ 2:01pm 
@Bars I don't have windows 11 so I can't help you with that. Does the base game work fine?
Atromboniste Sep 19 @ 2:00pm 
@wizard23PR. What faction is that happening to? Seems like there is some missing images somewhere. Could you tell us through Discord?
Bars ♌ Sep 19 @ 10:03am 
The mod fails in Windows 11
Bars ♌ Sep 19 @ 9:56am 
the mod crashes
Frejth King Sep 16 @ 7:20pm 
I have a feeling the mod creator is christian centric and wont give us a pagan alternative gameplay or chance to restore the religions
wizard23PR Sep 16 @ 3:04pm 
omg love this mode its beautiful only thing i would like is to see what units im buying cause all of them have the same pic so its hard to buy some units but other than that dear god theres so many factions im in love with this mode the old kings pics you add for the leaders is well done man keep the good work this mode and the lord of the rings are the best in all rome remastered you killed it man well done plisss if you can add pics to the units and all is perfect
Dev_PR070 Sep 7 @ 5:01am 
How do I make it 4tpy?
TrippyTaco Aug 31 @ 9:19am 
Is anyone having trouble with the game crashing at the end of turn 19? No matter which faction I choose, it always crashes at that point during the Independent's turn. I have unsubscribed and installed the mod again yet the crash persists. The only indicator I have is an emerging small window with an alert icon during launch with the game's name, however it has no text in it, so I have no clue what it's about at all. I have no idea what's wrong, or if this is the current state of the mod, would really appreciate any help on this.
pbkcc Aug 27 @ 7:12am 
Playing as the Trebizond Faction. On the battle map the sprites for the Mourtatoi are missing or invisible. This is NOT a silver surfer issue. The 3d figures just aren't there.
Texian45 Aug 19 @ 3:54pm 
dude there is almost no heavy armored units in a mod to turn the game to a age with knights?????????? really?????
immm gayyy Aug 12 @ 3:19pm 
are there guns and also is there a way to make the unit cars appear?
Dude. Aug 11 @ 6:11am 
Hello, is there a workaround for the save corruption?
Othello Jul 28 @ 10:31am 
Playing as France, cant recruit transport ships ? Any solutions please ?
rick.e.allen Jul 26 @ 10:56am 
Do the updates work with the Chivalry sub-mod?
lazyscone Jul 25 @ 7:01am 
New update has scrapped all save files and ongoing campaigns?
glanisdan1 Jul 22 @ 3:50pm 
Does anyone know how to add residents to cities? When I preview the city, it's empty. And that's a bit strange.
DMHunter666 Jul 21 @ 2:35pm 
is the big map submod compatible with the new factions?
Sir Charly Jul 21 @ 2:31pm 
major focus now should be the castles, town and stuff like that. I saw for Rome 1 a mod that imported buildings from Medieval2 tw, maybe the houses need a fresh medieval look.
Also castles, mottes are cool but, considering the maximum castle is a dungeon, it's a bit frustrating : i hope for some citadels, maybe a big "old style" Square castle, with the city outside in majority or with walls around it. Is there a plan for update these features?
Ottis Jul 21 @ 11:54am 
Thank you. The update is much appreciated :-)
EzechieleLupo  [author] Jul 21 @ 11:05am 
Changelist:
- corrections to descr_regions, descr_strat, startup_script and export_descr_unit by Atromb and Zenati (for the three main campaigns)
- some models fixed by Lanjane
- fixed the Sunni Islam bug
- fixed some royal traits for Hungary, Norway, Novgorod
- restored missing textures for Teutonic Order's units
- new factions added to respective campaigns: Croatia, Serbia, Sweden, Lithuania, Volga Bulgars, Vladimir, Chernigov, Smolensk, Ryazan
- Volga Bulgars' units from the Rus TW mod for original RTW-BI
- new eventpictures for the orthodox Eastern European culture
- royal traits and namelists for the new factions
- new battle model for Teutonic Order general (WIP)
- restored early Templar cavalry model, available before the Greathelm event
- first part of the merchants traits system, imported from vanilla RR
- new faction logo for Kievan Rus
- something else I can't remember by now
Jon Jul 19 @ 10:19am 
Hi! Is there a 12-turns-per-year submod available for this gem? Also, I was wondering why the cities have such low population numbers. For immersion purposes for example, London had around 80,000 people by 1200 AD.
simon from deltarune Jul 14 @ 6:40pm 
are there no merchants in this mod?
EzechieleLupo  [author] Jul 13 @ 3:21am 
@Radwan
The mod manager shows that there are conflicting files because mods on top of the list overlap files from the mods below, of the same name.
That said, if they are listed in the correct order, even conflicting mods work well together.
EzechieleLupo  [author] Jul 13 @ 3:16am 
By memory, recruitment works the same in the original mod for Rome TW: as Denmark (and Norway), upgrading your cities and barracks you lose access to those units which belong to the Viking era, to embrace the feudal warfare typical of continental Europe.
They used a similar method for Norman England too, where you can't recruit old Anglo-Saxon troops like the Fyrdmen anymore, after a while.
John Dwayneson Jul 13 @ 2:04am 
if u upgrade buildings u loose the units that were made recruitable by the previous tier.
im playing as norway and lost the abilty to recruit warships and huscarls or wiking warriors just by upgrading the harbour and infantry recruitment building in my capital.
pretty sure this isnt intended and is a bug.
if the units were upgrade to something stronger like medieval i should still be able to recruit warships and all i can do is transport or trading ships.
sure i got stronger infantry but since i lost the ability to rectuit longships i think the same happened to my huskarls cause i can only recruit spearmans and 1 or 2 other infantry.
why should u loose the ability to recruit a stronger unit by progressing in the building chain?
also im just using this mod plus the big map submod so cant be a mod issue either.
Radwan Jul 12 @ 11:05am 
I uninstalled the mod because I was having problems because the game was crashing like it was possessed. I installed back all the unit cards do not exist....
Installing sub mods is also an interesting action because the mod manager thinks that mods clash with each other it was interesting playing on this mod but now I don't know if it's CA's fault or yours that the mod doesn't work or works because it depends on the game's moods...
IamSengle Jul 12 @ 9:08am 
So this mod Mongol can't recruit any ships. So uh good luck trying to conquer island.
Bagatur Darğa Jun 29 @ 10:44am 
GENERAL unit's are missing
when i conquered belgrade with pechenegs general unit and many units are deleted and The general's unit takes the form of the first unit produced in the city
DirtDiver0327 Jun 27 @ 12:53pm 
This is legit other than the income being an issue. This is probably one of the best mods for this out there.
kirklandoren Jun 25 @ 7:43pm 
Whats up with income, ive played with the extended map mod. not sure if thats messing with it. but every country is broke or bankrupt. to the point its not fun to play. also some ai players seem to not be active. and no one ever comes to me with diplomacy.
Bouncer Jun 19 @ 2:54pm 
Bombards don't have any sfx on my end
wujdionizy Jun 1 @ 4:21am 
Great, EzechieleLupo, Those units look good, and I love your mod, btw. It's like a remake of Medieval 1 for me.
Petrus Aurelius May 31 @ 9:08pm 
Absolute madman made his own Medieval 2 remaster. Awesome work!
Arnold Layne May 30 @ 3:10pm 
Thanks :steamthumbsup:
EzechieleLupo  [author] May 30 @ 9:04am 
EzechieleLupo  [author] May 28 @ 1:43am 
Missing textures for the Teutonic units are going to be included in the next update :steamthumbsup:
wujdionizy May 27 @ 6:05pm 
As about pink Teutonic units I saw them too. Teutonic Foot Knight , for example. They are more pink then the Parthians!
matheniajacob May 26 @ 7:20am 
how in the heck do i fix the mod from crashing right before i go into a battle? loads about a fifth of the way then closes out the game.
wujdionizy May 26 @ 2:06am 
When playing as Teutonic Order, only the first Grand Master has Teutonic Bodyguards. When he dies, his successors are generic knight unit. Is it possible to give them Teutonic bodyguards?
Baba Stana May 25 @ 3:44pm 
I just found out about this mod and it's pretty fun, although historically quite inaccurate.
Big_Rhonda May 25 @ 2:16pm 
Is there a bug with unit cards? They are all the same I just started playing as England in the early campaign.
EzechieleLupo  [author] May 24 @ 10:58am 
Realistic or vibrant colour schemes don't matter in the pink issue, you are right. (But they matter for the units cards, to be showed properly)
EzechieleLupo  [author] May 24 @ 10:54am 
By memory:
- when a faction doesn't have a referred texture, the default one is used;
- if there isn't any default texture, men (or horses) are invisible;
- when a faction has a referred texture, but that file doesn't exist, you see them pink.
So it might be a wrong reference. I'll take a note, to fix them in the next update.
Arnold Layne May 24 @ 10:37am 
They are pink on the battle map. That's not a wrong reference. That is specifically, exactly what I'm seeing. The people that are telling me it's because of the realism setting are wrong. That's a completely different problem than what I'm explaining.