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-   -   Rome Total Realism: version 6.1 now available (http://www.ironworksforum.com/forum/showthread.php?t=66814)

Dreamer128 10-01-2005 07:34 AM

Including a much improved A.I.. the following was taken from the RTR forums:

Brief list of highlights:

Bug Fixes, Bug Fixes, BUG FIXES, BUG FIXES, and you guessed it, more Bug Fixes
All around statistical changes and balancing issues.
New Roman Polybian skins
New Germanic units and skins
Darthmod 7.0
Skymod 1.31
Dark89's Navalmod (Statistics Only)
Land Bridges (Sicily-Southern Italy, Sardinia-Corsica, Lesbos-Asia Minor, Cyprus-Asia Minor, Attica-Chalcis, Scandinavia)
Optional Music Score (by Vlad Kuryluk)
New Historical Battle - Cynocephalae
Tons of new Custom Battle Locations from Darth Mod
GAFH Trait Mod
Some new miscellaneous units, and skins

Detailed list of changes...


6.1 FINAL

updated credits video

new descr_strat file fixing small issues with unit placements on the map


6.1 RC5:

Fixed numidia starting temples.

Fixed numidia recruitment bugs.

Fixed the ghost trader building in Media.


6.1 RC4:

Added Seleukos map fixes.

Added Cynocephalae historical battle.

Fixed the rebel custom battle banner.

Fixed the thracian recruitment bug.


6.1 RC3:

Fixed the mines not giving any income problem.

Added a garrison to the thracian city that lacked one.

Changed the blacksmith so it can be useful for the germans.

Fixed the bastarnae sound issue.

Fixed the elephant problem.


6.1 RC2:

Fixed the missing cards and descriptions from the barbarian ships.

Added ABH new Triarii's sprites.

Changed minor stuff in the campaign_description file.

Fixed missing pictures for darthmod custom battle locations.

Fixed the romans starting position.


6.1 RC1:

Rome: Realism Campaign renamed New Campaign (data/text/menu_english.txt)

Balance rebs start army to allow more balance

Balance east archers factions a little , some more melee


Fixed the missing sprite of the german unit. (descr_model_battle.txt)

Fixed the recruitment of the german archer and german swords. (export_descr_building.txt)

Fixed the missing description for the seleucid golden shields. (export_units.txt and export_units_enums.txt)

Fixed the german medium cavalry unit description. (export_units.txt)

Added Mandrakes descr_strat.

Added the naval mod ship stats. (export_descr_units.txt and descr_ship.txt)

Fixed illyrian bugs. (descr_strat.txt)

Fixed the Athens mercenary zone. (descr_mercenaries.txt)

Changed the in game names as suggested by def. (menu_english.txt)

Fixed Syracuse. (descr_strat.txt)

Changed german aor to be more specific as requested by driddle/hormiga. (descr_regions.txt and export_descr_building
.txt)


6.09a:

1. Added mandrakes changes to the trait files and his work on the rebels

2. Fixed the rebels so they make money and can build units

3. Changed Etruruia back to a Roman faction

4. Changed Umbria (Scippii) into a Slave faction with all AOR units for MP/custom battles.

3. Fixed the Senate faction in custom

5. Added Darths mod ver. 7.0

6. Fix the text descriptions in custom for the Scippii, Germans, and Brutii.

7. Fixed CTD from 6.09


6.08:

1. Fixed Navy cost balances

2. East horse archers fix ap.

3. Noble samar cav got a slight reduce

4. Romans got a slighty reduce cost\unkeep in main units.


6.07:

-Fixed dart slinger atack and pierce armour now!

-Slingers cost less now , balance.

-Archers had a slight reduce in cost for balances issues

-Some enhacments


6.06:

Fixed italian spear atack to 7 in custom battles

Fixed rebs rebellion rates

Fixed Rebs start army

Many other enhacments , bugs in mercs etc


6.05:

Version Skipped due to file synching error


6.04:

1. Add unit & unit_info card for aor_german_batavian

2. Updated stats

3. Fixed Italian spearmen skeleton

4. Fixed Hastati skeleton

5. Fixed Sarmatian general they are now armed with lance and bow.

6. Poeni infantry now have long pikes.

7. Fixed CTD related to aor_german_batavian.

8. Ethruscan hoplites and Italian spearmen are no longer available as mercs in germania.

9. Other misc Merc changes.

10. Fixed Numidian nobles short description

11. Fix Numidian javelinmen short description

12. Fixed the mouseover text for the disabled options in the game menu

13. Gave the Parthian & Bactrian general the prec attribute.

14. Removed the Armenian Catraphact archers

15. carthaginian quadrireme now a build time 3

16. Fixed numidian javelinmen stats vs berber javelinman

17. Fixed Egyptian MP/Custom prices to be in line with Seleucid MP/Custom prices

18. Sarmatians can now build horse archers at phase I on the steppe

19. Numidians can build numidian cavalry at phrase II in Africa

20. Parthians can build horse archers at phrase II on the steppe and in the hill AOR

21. Seleucid agema now can only be built in Media

22. Removed all grain to help with overgrowth in the east.

23. Gauls campaign map fixed


6.03:

Statistical Changes


6.02:

1. city view CTD - fixed in descr_lbc_db.txt

2. Bactrian general unlocalised placement text - fixed in export_units.txt

3. Numidian Javelinmen display "Unlocalized Placement Text" - fixed in export_units.txt

4. Auxilia buildings for Sarmatia say Scythian. - fixed in export_buildings.txt

5. Roman ally barracks removed from etrusca and umbria - fixed in descr_strat.txt

6. Pergamum wall glitch - fixed in descr_strat.txt

7. \SFX\individual to \SFX\Individual in descr_sounds_units_ambient.txt (fix from board, possible cause of ctd and/or hanging during campaign)

8. Sarmatian general tooltip says "[missile cavalry]" on the battlefield when they have no missiles. - fixed in export_descr_unit.txt

9. Bactrian light cavalry are labeled as heavy cavalry though they are surely not heavy at all, probably should be named missile cavalry - fixed in export_descr_unit.txt

10. Buddhism Event should be "of the Mauryan Empire" instead of "of Maurya" - fixed in strat.txt

11. Scutarii Speaman should be Scutarii Spearman. - fixed in export_units.txt

12. Thrace taken from Gaul - descr_strat.txt

13. Galatia taken from Gaul - descr_strat.txt

14. Motius changed to rebel general in Galatia - descr_strat.txt

15. Brennus (original faction leader) moved to gaul capital - descr_strat.txt

16. Brennus (rebel general) added to Thrace - descr_strat.txt

17. senate re-added as faction - descr_strat.txt

18. Incorporated darthmod - descr_formations.txt and descr_formations_ai.txt

19. decius maxentius (senate faction leader) re-added in descr_strat.txt

20. Incorporated GAFH (or whatever) mod (only the traits, appears that ancillaries caused crashes)

21. incorporated Darthmod

22. incorporated skymod 1.31

23. nuked (reduced) indian rebel strength

24. new german units

25. new roman units

26. new rebel general/officer

27. changed german units in descr_strat

28. changed german mercenary units in descr_mercenaries

29. added macedonian dart slinger

johnny 10-01-2005 10:03 AM

So what's the deal here, can you install it over the last version without losing your savegames and stuff ?

And will it work with the new official addon "Barbarion invasion", or does that one require a fresh install of RTW ?

Dreamer128 10-01-2005 11:03 AM

I don't think it's compatible with savegames from 6.0 due to the gameplay changes such as the new landbridges. There has been no official information (as far as I know) on BI compatibility, but since the expansion will be an complete overhaul of the original, I don't think it will run well with RTR.

johnny 10-01-2005 11:41 AM

Ah well....let me know what you think of the new changes, while i'll try and complete my ongoing campaigns first before uninstalling and reinstalling everything altogether. I'm getting a little tired of uninstalling and reinstalling RTW every other two weeks or so. :D Not to mention the always inspiring messages over at Boomtown, where i download the TR mods, telling me that i'm number 77 in the lineup. :rolleyes:

[ 10-01-2005, 11:42 AM: Message edited by: johnny ]

Dreamer128 10-01-2005 08:54 PM

Heh.. I know what you mean. And I'll be sure to post a review after I try it out, which might take a couple of weeks. I've got to admit. I'm a little sceptical about the new landbridges, but the A.I improvement should more then make up for that.

johnny 10-01-2005 09:00 PM

It better, because landbridges from the Italian mainland to Sicily....or Sardinia....excuse me, but i fail to see the "total realism' in that. :D

johnny 10-14-2005 07:51 AM

There are a few downsides to this version of TR, for some reason they left the Britons out of the game, the British isles are now populated by rebels, and the cities keep revolting, very difficult to keep the peace in that place. But leaving out the Britons as a faction is a historical blunder at the very least.

I'm also a bit worried if i ever get to see the Marius reform in the game's current setup. In the original campaign it came around 220 BC, in the first two versions of TR it came randomly between 210 and 185 BC, but at this moment i've reached the year 174 BC, and no signs of marius yet, i'm still doing battle with the same units as you start out with. :(

If i'm not mistaken, Marius rose to power somewhat around 112 BC, and if they try to keep the game historically correct, i wonder if i ever get to that point in time. Then again...if they are so concerned with historical correctness, they shouldn't have taken out the Britons. :shrug:

Dreamer128 10-14-2005 11:34 AM

Hm.. I think the Marius reformes in the real Roman reich were pushed through in 108 BC, although I sure hope I won't have to wait quite so long. How did the landbridges turn out, btw? Do they improve playability?

johnny 10-14-2005 12:11 PM

Yeah, kinda. I forgot about those at first, until i found two huge Carthaginian armies on my doorstep. they came from Sicily, and i had forgotten all about the landbridges. after pushing them back i immediately invaded the island so i wouldn't have anything to fear from that corner anymore. I fail to see the realism in a bridge from the Italian mainland to sicily though.

I'll try to hang on until the Marius reform, mainly because i want to see how the Romans look in their new outfit, but it's not going to be easy moneywise. I'm losing money fast every turn, i have too many armies on the march, maybe i should stop training troops and reduce the number of garrisoned troops, and sent them into battle instead of training new ones.

Dreamer128 10-14-2005 12:25 PM

That's usually a good tactic. You can also disband armies you no longer need. And don't forget to conquer Greece. It's a cash-machine. :D

johnny 10-14-2005 12:37 PM

I'm on my way there, didn't have much choice, they are becoming too powerful and have attacked some of my cities. I was hoping they would lay low for a while because i'm in the middle of an all out war with Carthage and the Ptolemaic Empire, and it's keeping my hands tied.

Dreamer128 10-15-2005 08:46 AM

Carthage and the Ptolemaic empire? You sure know how to pick your enemies. [img]tongue.gif[/img] They typically grow out to be the most powerful factions in my games. It might be wise to make peace with the Egyptians while you battle with Carthage (although conquering the Ptolemaic empire is much more lucrative from a financial point of view). It must be next to impossible to fund a war machine large enough to beat both powers.

[ 10-15-2005, 08:53 AM: Message edited by: Dreamer128 ]

johnny 10-15-2005 10:45 AM

Well, Carthage is as good as on it's knees, i have all their coastal cities, and they have the cities that once were Numidia's, which are far off in the desert. They don't pose an immediate threat anymore, but the Egyptians attacked me first, so my hand was forced once again.

At this moment i have all of Gaul, two more cities and i also have all of Iberia, all of the islands in the mediteranean, except for the ones under Greece and beyond, the entire North African coast, and am standing in front of Alexandria. Futhermore i have most lands of Illyricum (the blue faction on the right of Italy) and through that i'm marching towards the Greek cities. So i'm doing pretty good if i may say so.

But like i said, money is going to be a problem i'm afraid, unless i disband 3/4 of all my armies. :rolleyes:

Dreamer128 10-16-2005 08:53 AM

It's never a good idea to wage war on multiple fronts.. although the game rarely gives you a choice with allies backstabbing you every opportunity they get. I wish they'd provide a 'diplomacy patch' that would make the A.I act a bit more.. logical. Anyway, let us know how your Africa-adventure turns out. [img]smile.gif[/img]


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