Total War: ROME REMASTERED

Total War: ROME REMASTERED

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Barbarian Empires (Open Beta 2)
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Feature: Total Overhaul
File Size
Posted
Updated
16.784 GB
13 Aug, 2023 @ 1:40pm
12 Nov, 2024 @ 12:22pm
38 Change Notes ( view )

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Barbarian Empires (Open Beta 2)

Description
Please, if you find bugs, report them on the Rome TWC Discord: https://discord.com/invite/j9HpxxQP9A

Barbarian Empires mod is a Rome Remastered port of classic Barbarian Empires/Hellenistic Legacy mods: https://www.moddb.com/mods/lanjanes-barbarian-empires using Kirsi's Map Template.

The mod features 28 playable factions (classic vanilla setup + 9 new factions: Bosporan Kingdom, Kingdom of Baktria, Kingdom of Epirus, Gaetulii, Burgundii, Libyans, Sarmatians, Xiongnu, Picts).

The campaign is fully playable, with a lot of new custom content created specially for the Remastered version, such as 3 tiers of Roman reforms (Marian, Imperial and Late Imperial), new Numidian roster, and so on.

Please note that this is a beta, meaning that some content is not yet in, and there could be visual bugs with the shields and other unit assets. But there are no crashes and we tested multiple early campaigns for hundreds of turns with not a single crash.

Known issues:
1) Some stratmap characters use vanilla RR models, this will be changed later (savegame compatible).
2) Some unit models may have visual glitches/flickering, please report them on the mod Discord
3) There exist some placeholder units with vanilla icons and stats. Those will be removed/replaced later
4) The translated files for non-English languages are machine translated. It's recommended to play in English
5) Play using "Realistic" color scheme in the game settings to prevent unit icons bug (Black Peasants)

Mod Team:
- Lanjane: lead 2D/3D artist and designer, founder of the project
- Skynet Bunker: prime unit artist, combat balancing assistant, soundtrack and immersion designer
- Chaz: campaign gameplay architector, prime script coder, prime tester

Other contributors:
- d1sco_s4tan: Campaign tester, one of the creators of Provincial Campaigns submod
- Lucius Papirius Cursor: Creating Provincial Campaigns submod
- Augustus: testing, unit balancing advices
- Vartan: help with multiple tools and scripts to speed up the development of the mod
- Eduardo Sousa: scripting and coding advices
- Sirrianus Dagovax: scripting and coding advices, help with artillery 3D models, modding tools creator
- Edwin Smith: Fixing the nasty Kirsi's map crash, upscaling the loading screens of the mod, lots of modding advices all over the board
- Solon de Atenas: Historical advices, providing some materials from RTR: Anabasis
Popular Discussions View All (8)
44
18 Nov, 2024 @ 9:21am
PINNED: Suggestions thread
Lanjane
34
15 Dec, 2024 @ 9:37am
PINNED: Bugs and issues thread
Lanjane
2
11 Nov, 2024 @ 9:08am
Money & Buildings
rick.e.allen
510 Comments
menandros100576 19 Jan @ 2:13am 
When we will have more factions my friend?
Lanjane  [author] 13 Jan @ 1:06pm 
Thank you for the kind words @sakaszwili!
sakaszwili 13 Jan @ 1:04pm 
Thank you sincerely for the answer, it's really good to know that, btw. the mod is great, Ive been playing it a lot these days, probably my favorite of all mods out there, keep up the good work with it! Can't wait to see new updates and stuff
Lanjane  [author] 13 Jan @ 7:42am 
@sakaszwili
Both regional and mercenary buildings essentially work in the same way. They unlock access to the specific regional units and specific regional mercenaries. The new units appear only in the region you unlocked them, they do not become available globally. Also for the mercenaries you need two buildings: the actual mercenary building of the required level, and additionally the factional (cultural) military building of the same level. So for example to recruit lvl 3 mercenary infantry (if the region offers that in the first place), you need lvl 3 barracks of your culture and lvl 3 mercenary camp.
sakaszwili 12 Jan @ 5:28pm 
Thank you very much for your response. I appreciate that. May I ask about one more thing? So the local barracks allow to me to recruit these regional units, right? And if I conquer an indian province and then build up local barracks elsewhere, do I get these Indian archers from this province?
And could please tell me more about the mercenary barracks? How do they work? I have like a 130 turns playthrough and Ive been really enjoying this mod, but I would love to know more about the mechanics of both regional and mercenary barracks.
Thank you in advance for your answer.
Lanjane  [author] 12 Jan @ 2:34am 
@frog that will punch you
Solved in Discord - solved by turning on Realistic color scheme in the graphic options
Lanjane  [author] 12 Jan @ 2:33am 
@sakaszwili
Those are the regional units. You will have access to them when you conquer a specific regions - in the case of Indian Archers, you need to conquer at least one region of Indian AOR
sakaszwili 10 Jan @ 4:35pm 
Do other factions also get some kind of reforms? because in the custom battle menu I can spot much more units (like indian archers for seleucids) but nowhere to be seen in the building browser on the campaign map. Are they possible to acquire in the campaign? Please answer as Im planning to play Seleucids and I want to make sure that I will have the access to all units from the custom battle menu.
frog that will punch you 2 Jan @ 10:20am 
im having issues with models in the mod. the units for the scythians look all glitchy. i dont know if any other factions are having issues with models
eddiejwilson5 31 Dec, 2024 @ 10:27am 
@Lanjane okay thanks for your help earlier