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Roman Faction Mod 2
************************************************ ************************************************ RomanFactionMod2 - for RTR Platinum 1.6 by Snake IV Copyright (C) 2005,2006 Snake IV v1.2 Beta - 17.07.2006 http://www.twcenter.net http://www.rometotalrealism.org Snake_IV email: Snake_IV@hotmail.com This software was developed for the Rome Total Realism and Total War Center's community in an effort to enhance its game play experience. ************************************************ ************************************************ Installation Instruction: ************************************************ 1. Make sure you have a clean install of Rome: Total War on your system 2. Make Sure you installed Patch V1.2 for Rome: Total War 3. Make Sure you installed Patch V1.3 for Rome: Total War 4. Make Sure you installed Patch V1.5 for Rome: Total War 5. Download and Install RTR Platinum 1.4 Full 6. Download and Install RTR Platinum Patch 1.5 7. Download and Install RTR Platinum Patch 1.6 8. And then Run the Installer RomanFactionMod 2 v1.2 Beta ( Generic Mod Enabler ) ( Scipt ) Start a New Campaign for 4 Turns-per-Year Mod by Marcus Camillus ************************************************ Start a New Campaign ----> Script Start automatically Load a Save Game ----> Klick on this Settlement ----> Klick on this Advisor Portrait Button ----> Klick on this Advisor Show Me Button ----> Script Start ************************************************ ************************************************ MOD´s inserted and Very Special Thanks: ************************************************ ************************************************ Modding Legions Post Marians by GODzilla/Ferres/Pinarius/Webbirds/Prometheus ( Modified ) Modding Legions Pre-Marians by GODzilla/Ferres/Pinarius/Webbirds/Prometheus ( Modified ) ************************************************ Including Faction by Snake IV ************************************************ Brutii Scipii Senate Units Textures and Colors changed by Snake IV ************************************************ * Legatvs_Legionis * Tribvni_Militivm * Centurio_Superior_Legionarius * Cohors_Reformata * Cohortis_Eagle * Cohortis_Signifer * Cohortis_Velixia * Equites * Equites_Consulares * Hastati * Principe * Triarii * Funditores * Velite Reform by Snake IV ************************************************ export_descr_buildings revises ( Recruitment unchanged ) RTR Hellenic Officer Reskin by Caius Britannicus and Warspite Spartan Hoplite by Caius Britannicus and Warspite ************************************************ RTR SkinExpansion by Koinoss ************************************************ Horse Skins by Pinarius ************************************************ Roman fort by lt1956 ************************************************ Strategic Map Units by Riczu74 ( Modified ) ************************************************ 4 Turns-per-Year Mod for RTR Platinum v1.9.3 by Marcus Camillus ( Modified for Brutii Scipii Senate ) ************************************************ During a Spring, Summer and Autumn season turn, troops that do not start as part of a field army lead by a faction character general will have a reduced movement allowance. Troops that do start a Spring, Summer and Autumn season turn in a field army that is lead by a faction character general, will receive a movement bonus due to the faction character general's staff assisting in the organization, supply and movement of the army. It will now be even more important that your field armies be lead by a faction character general. It will also be important to have new units heading to the front, as troop reinforcements or replacements, to rendezvous at a central location, and then be lead to the front by a junior officer (faction character general). The best location for a troop rendezvous point would be a field location, or fort, that is central to several troop producing cities, with a junior officer waiting to organize and then lead these troop reinforcements/replacements to the front. Your junior officers that are not ready to lead an army yet, will now have a new important task of bringing your troop reinforcements/replacements to the front in an organized and therefore speedier process. Campaigning during the Winter season will now be more realistically portrayed. Movement will now be at a reduced rate during the Winter season for all factions. Movement during the Winter season will be reduced by approximately 50% for all characters, fleets and troops. Campaigning was historically ended during the Winter, and started again the next Spring. This mod has attempted to simulate this historical reality. Armies will still be able to campaign during the Winter season, but at a reduced movement rate. The troop movement bonus from faction character generals will not be available until the following Spring turn. During the Winter season turn, if you look at the details for each of your characters, a new trait named "Winter Campaigning Season" will be listed, probably near the bottom of a characters traits list. This trait is temporary, and will disappear by the start of the next Spring season turn, thereby restoring the movement rate of your characters to their full amount, and the movement bonus for troops in a field army lead by a faction character general. An exception to campaigning in the Winter has been made for the German and Sarmatian factions. Due to their colder home climate in the dark forests of northern Europa, the German peoples were more acclimated to the harsh rigors of Winter. Their leaders will be able to move unhindered by the effects of Winter. Also, their troops that start a Winter season turn as part of a field army lead by a faction character general, will be able to move unhindered by the effects of Winter. Looking at the character details of you German faction character generals, you will note a new trait titled "Winter Warrior (Germans)". This trait is permanent, and will be acquired by all new faction characters, whether acquired by "Coming of Age", "Adoption", or "Marriage". The Sarmations, due to their life on the cold and wind-swept plains and steppes of eastern Europa, were also more acclimated to the harsh rigors of Winter. They too will receive the same bonus of unhindered movement during the Winter. The new trait for them is titled "Winter Warrior (Sarmations)", and is permanent. These are some big changes that will affect the actions of both the player and AI. Some far, my testing has shown no detrimental effect to the AI. Gameplay has been enriched and the purpose for the 4 Turns-per_Year Mod has been given more meaning. I continue to monitor the effects of these new features, and am open to all discussion and suggestions. I can be reached via the following methods. Metropolis & NavalMod by Macedonn ************************************************ Metropolis Mod 1.2 by Chaotica ************************************************ * entirely new concept for farming income * only politically and/or economically significant towns can acquire city level 4 and 5 * 6 new buildings, including: ~ four different mines (gold mine, silver mine, iron mine, copper mine) ~ occupation buildings which slow down the conquering of "barbarian" regions ~ new farming buildings which make the colonization and irrigation of regions more accurate * only important cities can construct walls to counter "Siege: Total Realism" and army hack-and-slay * all buildings completely rebalanced to create a bigger difference between more and less developed provinces and to fix annoying squalor problems * integrated silk road from babylonia to aria, which is now available to Greek factions, too Naval Mod 2.0 by Desaix ************************************************ Maritime Development To develop Maritime income the following building line are existing: * Commercial ports They increase the amount of income of each sea lane. * Safe sea They increase the amount of sea lanes. If your region doesn’t need more sea lane, even if you raise the maximum of lanes with the Safe Sea building, no more sea lanes will appear but you will receive the other advantages of the building if any... An indicator of sea lane in need is the blinking trade icons in the settlement economic panel. Notes: * Roads are requiring a bigger city size to be built than in usual RTR Naval Battles Some battle trigger “death match” effect and the losing size will be destroyed.. So far we have found three situations: * Moving more than ~80% before initiating combat * Combat in coastal water, * Combat from a blockaded port In addition to this you might lose a fleet in a “Pursuit’ effect that will occur if your fleet suffers heavy loses and your Admiral ship is sunk. The second ship of your fleet (from left to right) will be receiving the biggest damage first. To have a strong fleet, keep your admiral ship and the second ship at full capacity. Construction There are 2 ways of having some superior warships: * Having some Naval Tradition regions and building war ports * Having Timber resource regions and building Naval architecture. Naval architecture can not be raised over level 1 without Timber. Only Macedon and Ptolemy can reach the highest naval architecture. Carthage doesn’t have access to Naval Architecture but they have Naval tradition War ports. The following regions/factions start with Naval traditions: * Rhodes * Carthage * Athenes * Corinthes * Crete * Cilicia (Tarsus) * Italian greek cities * Phoenician settlements * Byzantium * Smyrn * Pergam * Halicarnasus * Cyprus * Alexandria * Dalmatia * … The Timber resource is more limited, only the following regions have it: * Syracus * Tarentum * Thessalonic * Cierus (Heraclia) * Bithynia * Pontica * Phoenicia * Phoenicia Minor * Carthage Load Screen by Becksim ************************************************ Interface by Snake IV ************************************************ Loading Bar by Snake IV ************************************************ Culture / Religion by Snake IV ************************************************ GREEK BARBARIAN EASTERN CARTHAGINIAN ROMAN EGYPTIAN LINK 1 RomanFactionMod2 v1.2 Beta LINK 2 RomanFactionMod2 v1.2 Beta ************************************************ ************************************************ Update 20.07.2006 : ************************************************ ************************************************ Fix New Spartan Texture Run Generic Mod Enabler Please press RomanFactionMod2 1.2 Beta Update 1 Please press " > " Confirm everything with " YES " Please press Close LINK Update1 RomanFactionMod2 1.2 Beta Update 1 |
첫댓글 이제 잘나와요. -ㅁ-ㅋ
비공식 성벽패치 말고는 나머지는 거의 중복파일이 있어서 안되겠네요. 내전에 컬쳐시스템 원로원 명령수행 오리지날의 느낌이 나네요. 로마삼돌이들 시작파일의 외교성격이 -10으로 되있는데 다른나라들도 -10으로 하면 국경을 접해도 우방으로 남으려나...
비공식패치 항구버그랑 랜드블록은 되네요.
위의 주의사항 설명 2번 정정합니다. descr_script.txt 대신에 script_start_4tpy.txt라고 입력해야 합니다. 만약 파일 맨끝에 이런 내용이 있으면 이미 4턴모드가 적용된 것이니 건너 뛰시기 바랍니다.
크라피카님 말씀대로 누적 패치 이전의 자료를 사용하고 있습니다. 별도로 설치해야 할 것 같습니다.
하루 이틀 사이에 다른 미니모드를 포함된 버전으로 업그레이드 되었네요(v1.0->v1.1). 특히 마커스 4턴모드가 포함되었습니다.
설치를 어떻게 해야하나요?그리고 o턴생산은 없나요?
성벽에 메트로폴리스에 네이벌도... 네이벌은 좀 별로던데 해보신 분들은 어떤지...부분적으로 모드 적용할수없나요?
저도 네이벌은 별론데..메트로하고 결합시켜놔서 약간 답답하네요.
빌트 트리에 성벽이 없습니다. 확인 해주세요
성벽이 없는 건 내장된 메트로폴리스 모드때문인 듯...역사적으로 중요한 도시만 발전할 수 있도록 제약이 심합니다.
설치는 리얼리즘 플래티넘이 깔린 폴더에 그냥 설치하시면 됩니다. 되도록이면 사본을 하나 만들어서 별도 설치하시기 바랍니다. 일단 설치되면 세이브파일은 물론 기존 리얼리즘 게임은 할 수 없습니다.
;;; 그럼 다른 중요 도시는 성벽 건설이 되나보죠?
예. 중요한 도시에만 metropolis나 citadel같은 히든 리소스를 할당해서 성벽 건설을 제한하는 것 같습니다.
빌딩파일에서 히든 리소스부분만 삭제하면 성벽건설가능하지 않을까요? 아직 플레이는 하지 않았지만 없애고 하니까 성벽 건설할수 있도록 나오던데요,,, 시간이 없어서,,,
삭제된 댓글 입니다.
게임을 언제 받으셨나요? 혹시 이전에 게임을 설치하시고 오늘 업데이트만 받으신건가요? 제가 맨처음 게시하고 이틀 후인가 v1.0에서 v1.1로 업데이트가 되었습니다. 현재 게시된 내용도 v1.1 버전 기준입니다. 만약 제 추측이 맞다면 ROME:자료실로 가셔서 descr_strat.txt를 다운 받아 덮어쓰시기 바랍니다. 업로드시켜 놓았습니다.
삭제된 댓글 입니다.
꼭 백업 받으시고 설치하세요. 원래의 라지스톤월을 스톤월로 바꾸기 때문에 튕김 현상이 일어날 수도 있습니다.
무척 재미있긴한데 3턴에 한번 꼴로 튕김현상이 발생 하네요
차라리 1.0에다가 1.1에서 4턴만 가져오는게 나을것 같은...1.0 구할수 없나...
1.0버전 자료실에 올려놓았습니다.
삭제된 댓글 입니다.
다음 순서대로 적용하시면 됩니다. (1)마커스4턴모드 다운로드 (2)다음 파일을 게임폴더에 복사(export_descr_advice_enums.txt/export_descr_advice.txt/script_4tpy_dates.txt/export_advice.txt/script_start_4tpy.txt) (3)게임폴더내의 descr_strat.txt 수정(파일 맨끝에 script 그 다음행에 script_start_4tpy.txt를 각각 입력)
삭제된 댓글 입니다.
1.0 받지 않으셨나요? ...위의 방법은 1.0을 받은 경우입니다. 1.1이라면 설치시 4턴이 같이 깔립니다.
음... 로마 3가문이 생겼으면 곧 튜토리얼도 가능할 것 같은데요.(이것까지 생기면 바로 리얼리즘으로 갈 듯.)
설치순서가 리얼패치 버전 1.5까지 하시고 로마3돌이 모드 버전 1.1로 하고 같이 동봉한 업데이트 파일을 덮어 씌어야지 튕김이 없더군요. 리얼패치 버전 1.6까지 하고 3돌이 모드까니까 다 팅김니다.
삼돌이1.1모드에 4턴 모드동봉 되어 따로 패치안해도 됩니다.1.0은 따로 해줘야 함.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 7월17일자로 RTRPE1.6 호환 버전이 나왔습니다. 이번 1.2버전이 지난번 1.1버전과 호환되는지는 한번 테스트를 해봐야 할 것 같습니다. 1.1과 마찬가지로 마커스4턴모드, 네이벌모드, 메트로폴리스모드를 포함하고 있습니다.
아.....1.1버젼도 군제개혁 전인데....벌써 ....