Total War: ROME REMASTERED

Total War: ROME REMASTERED

Barbarian Engineering
83 Comments
Thorbear Jun 29 @ 4:17am 
I've played through multiple long campaigns with this mod, trying out barbarians, romans and greeks, and I love it with all factions! The addition of recruitment points from certain buildings keeps the campaigns much more engaging in the late-game.
Rhonon  [author] Jun 26 @ 3:09am 
Vanilla Enhancement Map is currently the only compatible map mod, a link to the submod is in the description
GirthBrooks Jun 24 @ 4:28pm 
whats the best map mod to use with this?
private Mar 15 @ 5:09pm 
As for now, I tried more vanilla approach with original map and only a few other mods which are compatibile in my current playthrough. By the way, I found out that many things you changed are listed only in patch notes for updates to your mod, but not in mod description. Very cool ideas, which make campaigns a fresh experience. Also AI behaves differently and it was the first time when I saw Brutii pushed back to their original two cities by turn 100. One thing I noticed is that you mentioned that you can train "settlers" in huge cities, but I do not see that option as Julii. Was this feature rolled back or am i missing something? Would be cool to move population between cities in a more efficient way that spamming peasants. Anyway, I will test some more and I'm looking forward for future updates to your mod, very thought out and close to vanilla experience, rather than adding 43905875 new factions and regions as most of other mods out there. :D
Rhonon  [author] Mar 15 @ 1:07pm 
I already plan to look into both of those so you might see them implemented in a future update (they require map and script changes, which is why they are not compatibel and need to be properly integrated)

Regarding your problem: you really only need 3 mods:
1. Barbarian Engineering and Vanilla Enhancement Map
2. Barbarian Engineering
3. Danymok's Rosters Expanded

I recommend to uninstall the other three mods, the three above cover the full functionality and the other three will overwrite stuff and lead to further problems (keep them for your current playthrough though, deleting them might crash your save files)
This could already fix this problem, if the bug still persists, try to replicate it with ONLY the vanilla enhancement map mod installed. If it happens there too, please report it to ahowl (the author of the vanilla enhancement map)
private Mar 9 @ 11:32am 
I have one strange problem which only happens when I have bigger map and your compatibility mod enabled and try to play custom battle on some maps, for example "Germanic Forest", "Gallic Countryside" or "British Grassland". Game loads much slower and seems to hang for a bit, then it loads an empty map in the middle of the sea and all soldiers die instantly, which is kinda hilarious, but unfortunately it softlocks the game. It only happens on some maps, not all, and if I disable bigger map and compatibility patches then battles play normally. My current mod order if it helps:

1. Vanilla Enhancement Map and Danymok's Rosters Expanded patch
2. Barbarian Engineering and Vanilla Enhancement Map
3. Barbarian Engineering
4. Danymok's Rosters Expanded (150+ New Units)
5. Danymok's Rosters Expanded Submod - All Mercenaries in Custom Battles
6. Vanilla Enhancement Map v1.0 [Modding Resource]

Keep up the good work and thank you in advance!
private Mar 9 @ 11:32am 
I was thinking about mods that change campaign AI to be more neutral against player on harder difficulties - currently they focus player so much that it's absurd - for example Numidia or Carthage landing troops near your capital when playing Julii on VH (while they are losing their own cities due to attacks from Scipii). Or mod which makes AI attack each other when one of them is part of superfaction. Unfortunately they do not work with your mod:

- "Campaign AI Fix"
- "Passive AI Fix"

Would be cool if you happen to implement those changes or at least part of them. As for bigger map, I was testing it and all seems to work fine - additonal settlements and space helps bots develop further and counter rushes nicely.
Rhonon  [author] Mar 5 @ 3:34pm 
Unique Walls and Settlements is already integrated in Barbarian Engineering, no need to download it separately.

Unfortunately Rome Remastered isn't very compatibility friendly between mods, which means Barbarian Engineering will conflict with anything adding or changing units, buildings and the campaign map. There is a submod for the vanilla enhancement map though, that one will be 100% compatible if you want a larger map.
Because of the compatibility issues I can't really recommend anything else, but if you think a particular feature is missing I'm open to suggestions for future updates.
private Mar 4 @ 11:02am 
Very cool mod, does it work with your other mod "Unique Walls and Settlements"? It shows in mod manager as potential conflict but still works fine i think. Also, do you have any recommendations for other mods which work well with this one? I'm looking for modded but still close to vanilla campaign, but I see this game is very sensitive to mods conflicting each other.
Rhonon  [author] Jan 20 @ 9:21am 
@mrt2991
Don't worry, I'm still developing the mod further and those ramparts are on the list of things to add in the future. I might consider adding walls to the capture event, that's an interesting idea, thanks!
mrt2991 Jan 19 @ 8:45pm 
@Rhonon

This is a follow-up to my previous comment.

One other thought. Maybe if the Barbarian factions could build stone walls, they should be able to acquire the ability to build them if they capture a settlement with stone walls, just like with paved roads and dockyards. I tried to implement that locally, but I wasn't able to get it right and the game crashed.

That being said, I do believe that the designs for those ramparts fit Barbarians better. It definitely distinguishes them compared to the romans or greeks that they'd be fighting. I've tried to integrate it myself, but I don't really have experience with modding walls.

I really hope there'll be future developments with more unique features for different cultures. Maybe even a submod to allow four turns per year for players that want it could be implemented, with adjusted construction times of course.

Once again, thank you for the work done on this mod and I hope that that work does continue.
mrt2991 Jan 19 @ 8:29pm 
@Rhonon

I really like the work on this mod. I've been using it and the submod to play on the Vanilla Enhancement Map and I quite like it. I've been also doing some local edits, mostly to change the quantities of different resources on the map, so they're not all at just 1.

I wanted to mention, just like I see that the user Cell TV mentioned in a previous comment, that it would be indeed really cool to see this other mod integrated into this one: https://steamcommunity.com/sharedfiles/filedetails/?id=3295194399

I do believe that the designs for those ramparts are quite great for Barbarian walls once you get to a Minor City. I've tried to integrate it myself, but it's not straightforward and I don't really have experience with modding walls.

I really hope that further work continues on this mod, together with the submod for playing on the Vanilla Enhancement Map.
Nderimi Oct 13, 2024 @ 10:00pm 
failed and now I think I got it. Got to add these to the desc_sm_resources.txt

;; mineable resources need a seperate tooltip for when they're being mined
"mining tooltip": "TMT_GOLD_MINE_TOOLTIP",

;;the model to use for this resource's mine
"mine model": "data/models_strat/resource_mine.CAS",

makes sense. If any issues. follow the same as gold and silver, but the EDB file is good.
Nderimi Oct 13, 2024 @ 8:24pm 
Main mods used, Kirsi's fantastic even more map, barbarian engineering and danymok's more units, among some other mods. Have not published anything myself and I keep my modifications local.
I love people and how they share info. Not trying to be the wiseguy here, but just part of the community. Anyhow, I was really annoyed with not being to mine other metals. Less money than Gold and Silver, but still something to keep things spicy. So, I discovered the desc_sm_resources.txt and edited things like this:
Example: "iron"
by default it was "none", so I changed it to "mineable". Sample:
"subtype": "mineable",
Also, the export_descr_buildings.txt needs to modded. My choices:
mines requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, } and resource silver or resource gold or resource marble or resource lead or resource iron or resource amber or resource copper
Cell Tv Aug 6, 2024 @ 6:30am 
Charlie Cranker Jul 12, 2024 @ 5:48am 
@Rhonon

Thanks for explaining - I wasn't taking into account the amplified effect the larger map would have. And thanks for the submod update - I just loaded my save and yes I am back into the black. Still will struggle a bit, but that's the point lol. And I at least can now build a few city improvements etc.
Rhonon  [author] Jul 11, 2024 @ 6:46am 
@Charlie Cranker
Thanks for the feedback, I'm glad you liked the mod!
The economy was originally designed for the vanilla map, the enhancement map has a longer average distance between settlements and as such higher corruption.

A few minutes ago I uploaded an update to the submod, adding +1 law each to the proconul's and imperial palaces. I think this should ease up on the late game corruption issues with that map.
Let me know if it helps your campaign!
Charlie Cranker Jul 10, 2024 @ 8:25am 
Well, I made it to 42 territories in my Scythia campaign before the law penalty finally got to be too much for me. I know I could disband units to finish the campaign goal but I'm kind of just tired of struggling for denari every turn. I built as many +law buildings as possible, the penalty just gets to be too much and not fun at some point.

Was an awesome campaign, great mod overall though! My mod list included this, Barb Engineering & Vanilla Enhancement Map, Danymok's Rosters Expanded, Swagger's Blood, Original Loading Screens, and Cleaner Region Border Lines.
Alex Apr 9, 2024 @ 11:42am 
@Rhonon
I started a Feedback thread in the Discussions tab to not spam the comments here
Pingu Apr 3, 2024 @ 2:39pm 
Thanks for letting me know!, well ill need to search for a guide or something, never modded but hey its never to late to try xD
Rhonon  [author] Apr 3, 2024 @ 1:05pm 
@CenZ Although I personally never used that mod, I'm fairly confident you can do this yourself within a couple of minutes. Merge both campaign scripts, that should do the trick.
Pingu Apr 3, 2024 @ 2:45am 
Hi Rhonon, I would love to know if there is a way to make the 4 turns per year mod compatible with your mod! , Thanks in advance!
Alex Mar 30, 2024 @ 1:50am 
Great! I will let you know!
Rhonon  [author] Mar 29, 2024 @ 1:38pm 
I pushed an update earlier today with fixes to a few annoying bugs, including the capital bug.

Let me know how your next campaign turns out, I'm interested to see if you're still able to complete the campaign in 50 turns without Parthia's overpowered horse archers
Alex Mar 28, 2024 @ 11:38pm 
Do you already know when you'll do the capital city bug update?
The Parthia campaign has become a bit unplayable because I cant really take cities that are capitals and even if I take the capital it keeps moving to the next city. It is requiring too much workaround of cheating 30000 denari each time I take a capital and having to fix all ensuing public order issues. So I would wait to start another campaign until it is fixed : )
Alex Mar 28, 2024 @ 3:55pm 
All in all, I actually liked that I dont have to fight just one faction over and over again as it does get quite boring. So no faction being super big was actually nice. It wasnt even meant as a Criticism I just wanted to give you some Feedback as you had made changes to the AI and also to Rome. I'll definitely play this over Vanilla from now on, and am excited to try out Barbarian factions with this.
And if one wants faster Marian returns or bigger AI, one can always just spend several dozen turns just ending them and maintaining without expanding.
And thank you for the mod! A bit of feedback is the least I can do after having a lot of fun with it :D
Alex Mar 28, 2024 @ 3:53pm 
Yeah I exterminated any non-eastern faction that would give me culture penalty. However Parthia might not be indicative of a normal campaign, as I pretty much only fought with horse archers and thus didnt have much casualties and could move faster across the campaign map. Also I specifically started this with the goal to take Rome as quickly as I can while not just sending a ship there, so Rome is the most West I have gotten so far, otherwise I have only taken Greece/Macedon,/Thrace and all eastern factions. But it has definitely been more of a challenge than vanilla :) And I like that in the end game I dont have infinite money and actually have to think about what to build and where as I cant build everywhere so the limited money due to corruption is nice!
Rhonon  [author] Mar 28, 2024 @ 5:42am 
The mine tooltip is a vanilla bug, it always displays the value of a vanilla silver mine (so it was completely wrong about gold mines anyways). I changed the trade values, so now it's wrong for both.

The capital bug is fixed in the vanilla enhancement map submod, if there are no problems reported there I will implement it in the main mod. That fix is unfortunately not save game compatibel and I pool all non-save game compatibel changes together in a bigger update. Otherwise people will be reporting all kinds of different bugs, depending on when they started the campaign.

Again, thank you for taking the time and providing feedback, I really appreciate it!
Rhonon  [author] Mar 28, 2024 @ 5:42am 
I hoped the harsh corruption penalties would be enough to prevent blitzing the map, but apparently not. I guess you exterminated everything?
Turn 50 for marian reforms is actually really early. In vanilla it usually takes the AI around 100 turns to get there and even during my testing of the mod is was somewhere around turn 60-70.
The AI in this game is very slow with expanding (and also modding capabilities are limited here) so what you describe sounds about right for turn 55. Romans only start to heavily expand after the marian reforms (Julii never expand at all most of the time, that's also a vanilla problem)
Feral gave the AI the capability to disband units in the remaster. For some reason the senat's AI is constantly recruiting and disbanding units while they are the richest faction. It does get better though after the marian reforms, they will have almost a full stack sitting in rome then. There is nothing really I can do about that.
Alex Mar 27, 2024 @ 11:53pm 
Feedback to other factions AI:
I took Rome around turn 55. They had 6 generals and only 3 units with gold chevrons and nothing else. The roman factions were quite weak, all only 3-5 cities. Germania. Brittania and Nuimidia were the only factions that really expanded with Germania taking around 15 regions and Brittania and Numidia about 7 regions. I play as Parthia on VH VH, I felt like the marian reforms triggered quite late in around turn 50.

Another harmless bug: The denari that the description of the mines building says does not equal the denari it shows in the city finance tab. Second level mines description says +1050 but I only get 735 in gold mines and 525 in silver mines. First level mines also give less than description.
Alex Mar 27, 2024 @ 11:53pm 
Ah, ok, cool I checked them out. Maybe you could add that detailed changes can be seen in change tab into the description.
Regarding the bug: It is exactly as you described, I tested it out. I can see the negative law bonus and positive happpiness bonus in the cities. However, not only the money is a problem but also all cities public order drops by like 50% in a turn in which I took two capitals. This is because the bonus maxes out at 125%. Since I am already at 100% because of the administration level 10 bonus of the mode the happiness can only increase to 125% while the law decreases to -125% from the original around -30% I have from temple and other law bonuses. I can fix the money with the rome shell but I dont think I can fix the public order problem. This means almost all my cities had civil disorder in that turn and I imagine also in future turns that I take two capitals or even one capital in one turn.
Rhonon  [author] Mar 27, 2024 @ 4:43am 
Check the Change Notes tab at the top of the page for a detailed documentation of all changes.

If you can, check if the settlement you took was another faction's capital. If it was then yes, I do know what's happening (short version: all the administration bonuses are applied twice for a single turn, so your corruption explodes for that turn only)
Technically not a bug, more an oversight on my part when I wrote the script. I'll adress this issue with the next update.
Alex Mar 26, 2024 @ 6:24pm 
Well now I think I have encountered a real bug. When I take huge cities, I suddenly go from +10,000 Denari next round to -10,000. It happens the moment I take the city and before I choose Occupy, Enslave or Exterminate. I think it is only happening when I take huge cities but I am not sure.
I am pretty sure it shows up under "Other" in the Turn Expenditure. It does not show up in the city I have taken as corruption. And it last for exactly one turn. After that turn I am back at +10000 and the "Other" Expenses are back down to 50,000 from the previous 70,000.
I have two more mods running but they only affect unit cards and unit textures so I dont think they do anything.
Do you have any idea what might be causing this? I can also send you the save file if you want.
Alex Mar 26, 2024 @ 10:50am 
Cool, thanks for the info! That is a nice change. I only recently tried out mods and I always despised how long it takes to make good armies in the late game in Vanilla, so far I am really liking the faster recruitement system. Are there any other changes not mentioned in the description? Or is there a full overview over all changes?
Rhonon  [author] Mar 26, 2024 @ 4:47am 
@everyone I released a submod with a map extension (Vanilla Enhancement Map).
Link is in the description under Installation.
Please check it out if you're interested in a bigger map
Rhonon  [author] Mar 26, 2024 @ 4:44am 
@Alex Thank you for your feedback!
There are different sources of recruitment points: every settlement starts with 1 and gains an additional point when it reaches city level. The last two levels of walls each give 1 point and through the administration system all settlements can gain 2 points. So each settlement can have up to 6 recruitment points.
Then there is 1 additional point for your capital and Rome gains 1 point when it reaches large city level and another one at huge city.

I hope this solves your mystery :)
Alex Mar 25, 2024 @ 10:01pm 
This is a great mod! I have been trying it with Parthia and it makes it less grindy and I love danimoks unit roster.
I think I might have encountered a possible bug though, but maybe I am also not understanding the recruitment system. I have several settlements in which I can recruit two units in one turn, if I am not mistaken anything bigger than a minor city.
This "bug" started appearing before lvl 5 administration level, so that should have nothing to do with it. Is it possible that those bonuses might still be applied due to the settlements having been capitals in the past? It might also not have anything to do with them being capitals.
I am actually liking it cause otherwise recruitement takes so long, but I thought you might want to look into it, unless I am misunderstanding the game mechanics around recruitement.
Pingu Mar 24, 2024 @ 11:57am 
Ha no wonder i couldn't spot it, I was frantically looking in the faction menu xD, guess Rome 2/Attila influenced me here. Thanks for the reply and keep at it! i'd definitely keep keep an eye out if you make other mods as well!
Rhonon  [author] Mar 22, 2024 @ 11:06am 
@steven.cass All building effects are in export_descr_buildings.txt The temples are at the end of this file. If you need help with your modding project I recommend joining the Rome Total War Community Discord

@CenZ Glad you like it! You can see the currently active bonuses on the Governor's building at your capital. Also whenever your administration level changes, you get a notification with the active bonuses
Pingu Mar 22, 2024 @ 7:39am 
Truly an outstanding mod!, it makes all of the factions fun to play, lmao even Numidia on friggin hard! xD , although i may be blind, but id love to know where can i see the Administration System bonuses? , are they hidden or they appear somewhere?
steven.cass Mar 21, 2024 @ 9:01pm 
Thanks for your reply. I'm wondering, if you don't mind, if I wanted to mod the faction temples, what file is that in? I have some familiarity with OG RTW files, but not really Remastered, though obviously most are the same. I really love the change you made to faction temples, and might try and implement that myself.
Rhonon  [author] Mar 21, 2024 @ 6:33am 
Thank you for checking out the mod and providing feedback!
Adding a different map is on my to-do list, so it will come eventually. Unfortunately it will probably not be Ahowl's map (although I think this map is great too!). Technically it's not that challenging making it compatible, but having it play well with Barbarian Engineering is not that simple. I would have to redesign parts of the map and the mod in order to have both working well together. At this time I don't want to commit so much time "just" for a new map.
The likely candidate right now is Rendaus' More Regions map but I'm open to different suggestions.

On a side note: To my knowledge none of the map mods are really 100% compatible with Danymok's rosters, the game won't crash but you will miss all the new mercenary units
steven.cass Mar 20, 2024 @ 6:19pm 
Hey, I'm another user who would love to see this work with another map. Danymok's roster works with Ahowl's map, I would absolutely love it if this did too. However, I also now that modding is time consuming, so I understand if that just isn't going to happen. I would do it if I had the time and skills, but I don't have the time to learn the skills. Anyway, to stay on task. I absolutely love this with Danymok's units, and consider it a must play!
Rhonon  [author] Jan 8, 2024 @ 8:04am 
Sacred band are on level 4 barracks as of the latest update, if they are still on the temple of baal, check your load order in the launcher.

There is a possibility for a different map somewhere in the future, but no promises.
Germanick Jan 8, 2024 @ 7:24am 
It's too bad that you can't use other maps, because the vanilla map is outdated and with a small number of settlements
Germanick Jan 8, 2024 @ 7:21am 
Can we add a sacred band to Carthage with a level 5 barracks?
Germanick Jan 8, 2024 @ 7:19am 
I launched it on top with danymok's unit mod, but not all the patch innovations have been implemented in practice
Rhonon  [author] Jan 8, 2024 @ 7:12am 
You need to launch them both with barbarian engineering loaded above danymok's rosters expanded (as stated in the description)
Germanick Jan 8, 2024 @ 6:50am 
No without him
Rhonon  [author] Jan 7, 2024 @ 3:13am 
Did you launch it together with danymok's unit mod?