Total War: ROME REMASTERED

Total War: ROME REMASTERED

Control Multiple Factions
83 Comments
ht0  [author] Jul 4 @ 4:45am 
12. Open the file *YourModFolder*\data\world\maps\campaign\imperial_campaign\descr_strat.txt and at the end:
   12.1 If there is:
script
tutorial.txt, once_only

   Replace with
script
h_script__main.txt

   12.2 If not:
      12.2.1 Search for:
script
*SomeScriptName*.txt

      And copy *ModForCMF*\data\world\maps\campaign\imperial_campaign\*SomeScriptName*.txt
      To *YourModFolder*\data\world\maps\campaign\imperial_campaign\*SomeScriptName*.txt
      12.2.2 Open *YourModFolder*\data\world\maps\campaign\imperial_campaign\*SomeScriptName*.txt and at the very end there should be:
end_script
      Change to:
include_script cmf_script__main.txt
end_script
ht0  [author] Jul 4 @ 4:42am 
6. Go to the folder where you downloaded the script cmfScriptGenerator.py (*CmfFolder*).
7. If there is no factions.txt file in this folder, create it.
8. Add the list of factions to factions.txt in the correct order.
9. Run cmfScriptGenerator.py
10. When the script is finished, text files will be created, copy:
cmf_script__main.txt -> *YourModFolder*\data\world\maps\campaign\imperial_campaign\cmf_script__main.txt
All files cmf_script_*factionname*.txt -> *YourModFolder*\data\world\maps\campaign\imperial_campaign\cmf_script_*factionname*.txt
11. For each file in *YourModFolder*\data\text\ add the contents of the file *CmfFolder*\text.txt to the end.
ht0  [author] Jul 4 @ 4:41am 
5. Copy from the modification for which you are making cmf (*ModForCMF*):
*ModForCMF*\data\world\maps\campaign\imperial_campaign\descr_strat.txt
*ModForCMF*\data\text\expanded_bi.txt
*ModForCMF*\data\text\expanded_bi_mac_de.txt
*ModForCMF*\data\text\expanded_bi_mac_es.txt
*ModForCMF*\data\text\expanded_bi_mac_fr.txt
*ModForCMF*\data\text\expanded_bi_mac_it.txt
*ModForCMF*\data\text\expanded_bi_mac_ru.txt
*ModForCMF*\data\text\expanded_bi_mac_zh_cn.txt

To
*YourModFolder*\data\world\maps\campaign\imperial_campaign\descr_strat.txt
*YourModFolder*\data\text\expanded_bi.txt
*YourModFolder*\data\text\expanded_bi_mac_de.txt
*YourModFolder*\data\text\expanded_bi_mac_es.txt
*YourModFolder*\data\text\expanded_bi_mac_fr.txt
*YourModFolder*\data\text\expanded_bi_mac_it.txt
*YourModFolder*\data\text\expanded_bi_mac_ru.txt
*YourModFolder*\data\text\expanded_bi_mac_zh_cn.txt
ht0  [author] Jul 4 @ 4:39am 
You can use this mod as an example:
1. Go to %LOCALAPPDATA%\Feral Interactive\Total War ROME REMASTERED\Mods\My Mods\ and create a folder with any name (without spaces, you can use _ instead of spaces). From now on it is *YourModFolder*
2. Go to ...\Steam\steamapps\workshop\content\885970\2990113403\ and copy the contents to *YourModFolder*.
3. Delete:
*YourModFolder*\filelist.json
Everything is in folders
*YourModFolder*\data\world\maps\campaign\imperial_campaign\
*YourModFolder*\data\text\
Delete the folder
*YourModFolder*\data\fmv\
4. Change the *YourModFolder*\modinfo.json file
Description
Mod Name
Change Workshop ID to 0
ht0  [author] Jul 4 @ 4:38am 
I’m finding the guide a bit hard to follow.
Because it is assumed that the person reading this already knows how to create modifications ( https://github.com/FeralInteractive/romeremastered ).
how can I figure out the turn order for the factions?
File descr_sm_factions.txt from your modification (don't forget to skip factions from the "nonplayable" category).
Prince_Of_Ionia Jul 3 @ 12:06pm 
Hey, sorry to bring this up again, but I’ve been having some trouble getting it to work with certain mods. First, could you show exactly how to install the new scripts? I’m finding the guide a bit hard to follow. Also, how can I figure out the turn order for the factions? My PC is too fast to count them during gameplay. Is there a specific file that controls this, or is it based on the order in descr_strat.txt?

This mod also mentions something called a background script. I'm not sure if I’m supposed to merge the scripts I get from the program with it, or if I should create a separate text file and link to it somehow.

If you're wondering which mod I’m trying to use this with, it's 'Dagovax Mods - Ring RR v1.4'. Thanks a lot for the help.
ht0  [author] Apr 21 @ 1:45pm 
Prince_Of_Ionia Apr 18 @ 12:17pm 
@hto Ok, its cool if you don't want to do it, but you have the program, so could you share the program so that others can do it? Or does the program not do most of the work?
ht0  [author] Apr 18 @ 11:53am 
@Prince_Of_Ionia https://steamcommunity.com/sharedfiles/filedetails/?id=3092846652
Such modifications take up a lot of disk space. I have RTR, but I have never even played it, since my PC is not suitable (in terms of performance) for such a "heavy" modification. But I still keep ~45 GB on the disk and update my modification when RTR is updated.
Sorry, but I have no desire to keep several more modifications on the disk that I will not even play while constantly updating the CMF for them.
Prince_Of_Ionia Apr 18 @ 11:37am 
@hto Ok, cool. So could you possibly make other versions that are compatible with popular mods such as Chivalry, RTR, and Barbarian Empires if the program does things for you quickly?
ht0  [author] Apr 18 @ 3:59am 
@Prince_Of_Ionia for personal use.
Prince_Of_Ionia Apr 16 @ 8:19pm 
@hto Ok, I saw the video you posted, where can I download the program? Or is that only for your personal use?
ht0  [author] Apr 15 @ 3:18am 
@Prince_Of_Ionia
What parts of the mod do you need to change?
Depending on the number of changed factions (even if it is one changed faction - more than half of the modification needs to be changed). If all factions are changed - the modification needs to be completely redone.
Maybe it can be automated with a program.
I already have such a program (I already posted a video here (in the comments) - https://youtu.be/J5LEMmVTuKI ).
Or, Feral Interactive could've just added that feature to the regular game
I don't think there will be any more content updates for this game ¯\_(ツ)_/¯. Considering that they left as an example of modification - https://github.com/FeralInteractive/romeremastered/tree/main/example_mods/HotseatFactionSelector
Prince_Of_Ionia Apr 14 @ 11:13pm 
@hto No I don't think so, not in Barbarian Empires at least, but that could change since they usually add new factions. What parts of the mod do you need to change? Maybe it can be automated with a program.

Or, Feral Interactive could've just added that feature to the regular game :p, Medieval 2 had it, and its the same engine as Rome 1 I believe...
ht0  [author] Apr 14 @ 4:07am 
@Prince_Of_Ionia for any modification that changes/adds factions, you need to make a separate modification (essentially creating "from scratch").

I ask for the future (if I ever want to make a similar mod for "Chivalry Total War"): are there factions that "appear" not at the beginning of the campaign, but later (like some in Barbarian Invasion)?
Prince_Of_Ionia Apr 13 @ 6:01pm 
@hto Is there a way to get this mod to work with other mods like Chivalry Total War?
Mrdk Apr 1 @ 9:04am 
it be useful for me if you could control other factions but when you initiated battles it would revert back to your original faction.

say i play macedon and also choose to control the greek cities, when i attack with the greek cities it should revert back to macedon to play the battle with my original faction.

i ask this because it would be nice to control to AI factions in order to make them strong and then having to fight them.
VersionZero Feb 22 @ 5:16am 
I can also compensate you if your short on time
VersionZero Feb 22 @ 5:14am 
@ht0

Hi! By pointer I meant advice.

Also I am trying to memory patch the 1024 map size hardcode with x64dbg and cheat engine.

Do you mind helping me?
ht0  [author] Feb 22 @ 2:38am 
@Atreus Hello!
My program does not use any pointer. It patches static memory.
VersionZero Feb 21 @ 7:19pm 
@ht0 Hi!

I am also making a simple memory patcher script for Remastered to patch one limit hurdling my modding project, could you friend me please and give me pointers plz :)
ht0  [author] Aug 9, 2024 @ 11:31am 
Once again, how does this relate to my modification? I already posted a link to an example of a modification that creates a new faction (from the description: "This mod demonstrates how to add in additional factions beyond the original ones...").
尺 の 刀 ノ 刀 Aug 9, 2024 @ 10:59am 
i just want to create faction, add to roaster and assamble units to them ,
ht0  [author] Aug 9, 2024 @ 8:14am 
It is not entirely clear why you are asking this here? Considering that the current modification does not add new factions.
I think you need to look at the modding documentation from the game developers - https://github.com/FeralInteractive/romeremastered
More specifically, an example of a modification from the game developers with the addition of new factions in BI - https://github.com/FeralInteractive/romeremastered/tree/main/example_mods/BI_extra_factions
Although this is an example for BI, the developer himself writes: "This mod is designed to work on BI only but the principle will work with all three games if you use the correct assets for that game."
尺 の 刀 ノ 刀 Aug 9, 2024 @ 6:35am 
i have a question, i just want to add some factions in the base game , for example take alexander units , icons and stuff... rename and put as a new faction in base game , how can i do that ?
Andy's Take Aug 8, 2024 @ 5:47am 
So kind of you, my friend, thank you so much! <3
ht0  [author] Aug 8, 2024 @ 1:54am 
https://drive.google.com/file/d/1sR3E4G0FCOxp2hEhvmUeQdTOHbG2s-Wn
Unzip to %LOCALAPPDATA%\Feral Interactive\Total War ROME REMASTERED\Mods\Local Mods\

Vanilla Enhancement Map and Control Multiple Factions should be enabled (no matter in what order) and CMF VEM compatibility should be at the very top of the list.
Andy's Take Aug 6, 2024 @ 11:08pm 
This is a great mod! Are you able to make it compatible with this mod pretty please? :) https://steamcommunity.com/sharedfiles/filedetails/?id=2828128836
Joboy98 Jun 13, 2024 @ 9:06am 
Ok no problem thanks for the mod
ht0  [author] Jun 13, 2024 @ 4:44am 
No, because for such a modification for the Barbarian Invasion version I need to solve some problems (I already wrote which ones here), and I don’t have time for that yet.
Joboy98 Jun 12, 2024 @ 6:25pm 
Can you make a barbarian version plz?
ht0  [author] May 5, 2024 @ 11:59pm 
No
Andrew May 5, 2024 @ 8:41pm 
Does this work it custom battles?
kevinxu0628 Apr 8, 2024 @ 7:17pm 
@HekTo hi, sorry I didn't know there is another version. thank you for the link
ht0  [author] Apr 7, 2024 @ 11:43pm 
@kevinxu0628, Perhaps because for RTR: IS there is another version - https://steamcommunity.com/sharedfiles/filedetails/?id=3092846652&tscn=1712329879 and it has already been updated?
kevinxu0628 Apr 7, 2024 @ 8:16pm 
it doesn't work with 0.6.5, can you update the mod?
WasMachine Jan 31, 2024 @ 12:54am 
Ah alright no worries, atleast thanks for the reply and explaination, keep up the good work!

The mod i used for barb invasion was:

https://steamcommunity.com/sharedfiles/filedetails/?id=2695060134

The problem with this mod was when its the ai turn, the ai could attack 'my faction B', while i dont get notification and the ai takes over my faction B, so for example a battle happened without my knowing while "i controlled the faction". Tested it with your mod on vanilla and it seems to work fine.

Anyways, appreciate your work, you modders keep everything fresh fun and alive :)
ht0  [author] Jan 30, 2024 @ 1:04pm 
@WasMachine, I'm currently working on another modification. There are also plans to update this modification if I manage to implement one idea (I won’t say what, because I’m not sure whether it will work or not, i.e., so as not to make false promises).
So, in the near future there will definitely not be such a modification for barbarian invasion.
ht0  [author] Jan 30, 2024 @ 12:56pm 
***The simplest method, but I don’t consider this method at all - if you make such a modification, you need to give users the opportunity to use all factions (which are indicated as playable), and not say “these factions can be played in this modification, but these are not allowed".
ht0  [author] Jan 30, 2024 @ 12:56pm 
*But, I would not like to use this method, since it affects (in my opinion) the game logic of the campaign as intended by the developers.
**The most ideal option, in my opinion. In fact, I already tried to make such a modification when I got a program that can generate such a script (which is used in this modification) for any mod that changes/adds factions. But then I didn’t have the goal “at any cost” to make such a modification, but I had the thoughts “if it works, I’ll publish it, if not, I won’t bother.” But I remember that I briefly looked through the script guide (from the developers) and did not find a way to determine that a faction has already appeared or should appear (as far as I remember, the command to check FactionIsAlive always returns true, even if the faction is just about to appear).
ht0  [author] Jan 30, 2024 @ 12:56pm 
@WasMachine, I don't know what problem you have with the modification you specified, but to make such a modification you need to do something with the "Emerging Faction" ("Events will be simulated leading up to the faction's appearance...").
So far I see 3 options for “solving” the problem (the first thing that comes to my mind):
1. Somehow turn off the “simulation”. I mean that these factions existed from the very beginning.*
2. Find a way to track when such a faction does not yet exist and when it has already appeared.**
3. Do not allow the player to control such factions at all.***
WasMachine Jan 29, 2024 @ 5:53am 
Great mod! 10/10! Would it also be possible to make one for barbarian invasion? The current Hotseat mod im using for barb inv name: (The Hotseat Mod Barbarian Invasion Version) doesn't really work for me :-(
koffa88 Nov 24, 2023 @ 11:46pm 
Sorry being busy during the week. Wow, that is great news indeed. Thanks a lot! I will try it out.
Sayori Nov 22, 2023 @ 9:54am 
( ͡° ͜ʖ ͡°)
ht0  [author] Nov 20, 2023 @ 1:35pm 
@koffa88, You can test it - https://drive.google.com/file/d/17kRZPh965AEO1vr73UXybBi-f7BMgXf3/view?usp=sharing (there will be a warning in the mod manager about incompatibility, just move this modification above the original one).
koffa88 Nov 20, 2023 @ 1:22pm 
Yeh i knew it would be a pretty slim chance to start with. I fully understand. As you mentioned there is 54 playable factions right now, but the mod will increase to have even more playable factions in the future. The scale of the mod is so huge that it's certainly would increase the performence a lot with the extra scripts. Thanks for your time anyway, appreciate it!
ht0  [author] Nov 19, 2023 @ 2:38pm 
@koffa88, I generated scripts for this (RTR Imperium Surrectum) modification... And... The script for one faction has 94,000 lines... And there are 54 playable factions - this means that there are 54 scripts with 94,000 lines in each.
This modification (RTR Imperium Surrectum) is not very “performance” anyway, so with my scripts I had to run it at the minimum resolution and add 10GB of a swap file in addition to 16GB of RAM :lunar2019crylaughingpig:. Most likely it's a bad idea to post such a mod))
ht0  [author] Nov 19, 2023 @ 6:00am 
@koffa88, https://youtu.be/J5LEMmVTuKI ( ͡° ͜ʖ ͡°)
koffa88 Nov 18, 2023 @ 5:13am 
Interesting! Somewhat of an mysterious answer.
I have tried both eco_gatg:s version and i struggled with factions alive part if i remember correctly. I also tried the hotseat version for Barbarian Invasions but the thing is with that mod is that they don't take in for account for when factions are destroyed. Then the script is broken since they don't have a counter for when factions is alive or dead. I hope you get well anyway and if you somehow in the future decide to make a working hotseat for RIS, that would be a glorious day and a huge achievement for the one that makes it. (because of the huge scale).