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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
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.
*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
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
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).
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.
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.
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
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...
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)?
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.
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?
My program does not use any pointer. It patches static memory.
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 :)
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."
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.
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 :)
So, in the near future there will definitely not be such a modification for barbarian invasion.
**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).
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.***
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
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).