Total War: ROME REMASTERED

Total War: ROME REMASTERED

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Submod: Additional Factions for RTRPE
   
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Feature: Campaign, Faction
File Size
Posted
Updated
701.822 MB
14 Sep, 2023 @ 3:17am
16 Jan @ 10:48am
16 Change Notes ( view )

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Submod: Additional Factions for RTRPE

Description
This is a submod for RTRPE Remastered, which adds some new regular factions and ten rebel factions, similar to the Western and Eastern Roman Rebels we have in BI.

How to install:
-subscribe both RTRPE and the submod, enable them in the mod manager, then move the submod on top of the base RTRPE, as showed in the picture above.

What is included in the current version:
1) three new playable factions: Mauretania, Epirus and Mauryan Empire

2) rebels (= shadow factions) for ten factions of the base mod:
- Seleucid
- Macedon
- Egypt
- Pontus
- Armenia
- Bactria
- Parthia
- Numidia
- Carthage
- Rome

3) for these factions, characters' loyalty is influenced by the Faction Leader's own influence;
- for charismatic leaders will be easier to keep their generals and governors under control, whereas weaker rulers will have more troubles maintaining united their domain.

4) descendants from former rulers have claims on the leadership; this can reduce their loyalty.

5) some improvements on the campaign map: Siga and Icosium in North Africa, Gorneae in Armenia.

Credits and special thanks:
- Drtad/Gudea and Ahowl, for their porting of the original mod
- the team of the original RTRPE - they made one of the best mod of all time
- Jack Lusted and the authors of Imperator II Apocalypto - some units for Epirus and Mauretania are their work (more details in game, into units descriptions)
- everyone produced guides and tutorials, in the almost 20 years of this great game
- everyone in the Rome Total War Community Discord provided help and suggestions
- my artistic talent and expertise, although they haven't visited me for the whole time spent on the mod.

Known issues and unfinished content:
- missing campaign descriptions for the new factions
- missing description for some buildings (especially temples and shrines) for the additional factions
- UI cards for new units need some improvement, but they are in place
- many units still need proper textures for the new factions
- Maurya should be fully playable but is not properly balanced - play it at your own risk
- the Faction Leader's influence on the other characters' loyalty requires one-two turns to be adjusted, after the succession to the throne.
17 Comments
EzechieleLupo  [author] 26 Oct @ 1:55am 
I have already added some factions compared to the current version, in the Scythian area, but need more time to finalize them.
I could consider Pergamon later, however; Bithinia, Galatians and Atropatene are other additions I was evaluating.
These, and splitting the "Barbarian" people of the west (who have an higher priority, in my plan).
Kaiser ☻™ 28 Sep @ 6:36pm 
Loving the mod, could you add more factions, I think pregamum as a tribute state would be wise, kinda break up seleucids a bit to make them less powerful. Also having Macedon's family last name be Antigonid and not gonatas, which was a nickname more then a last name. Awesome additions
Aristoxenus 23 Jun @ 6:25am 
I think adding India, like some mods of mundus magnus would be the best and more legit reason when the Mauryan Empire is among the playable factions. All other mods I see with a big extended map has an empty india, for diacovering and conquering
Lucius Oppius 10 Jan @ 9:01am 
Hi EzechieleLupo,
Thank you for your responses. Since writing my comment, I played RTRPE without your mod enabled and the issues I came across before were still present, so I think they are related to RTRPE and not your sub-mod. Thank you for creating your mod, I'm enjoying playing RTRPE with your mod enabled. :-)
EzechieleLupo  [author] 10 Jan @ 6:47am 
About bugs, I am aware of a couple of errors I committed when working on the recruitment system for the three "brand" new factions (my understanding of the RTRPE files was weaker than I expected, at that time), along with many missing descriptions...
But since fixing those errors would break saves for anyone playing the submod, I have decided to postpone the work on that until (almost) all textures are in.

I would break them anyway, adding the new planned factions, so it's better to reduce annoyance :)
EzechieleLupo  [author] 10 Jan @ 6:35am 
Hi Lucius!
You can report them here or in the Rome Total War Community discord (more suitable for detailed text). There, there is a specific channel dedicated to the RTRPE porting (by Orontes and Ahowl), where I'm active too.
Lucius Oppius 9 Jan @ 2:22am 
Hi EzechieleLupo,
RTRPE was my favourite mod and I'm thrilled to see that it has been ported to TWRR.
The remastered version of the game is becoming my favourite version of RTW.
I am playing it with your mod and I love your mod too, however a few issues have arisen and I'm wondering whether you have a Discord channel to report them or whether I should do that here?
Thanks for your advice.
gfvandenberg 9 Dec, 2023 @ 12:12pm 
The temples are because of a change between old RTW and RTW RM coding.
Heres what I wrote., adjust for every templetype ofcourse

temple_of_trade_shrine requires factions { romans_brutii, greek_cities, epirus, macedon, macedon_reb, seleucid, seleucid_reb, pontus, pontus_reb, carthaginian, egyptian, thrace, thrace_reb, } and not building_present_min_level temple_of_battle temple_of_battle_shrine and not building_present_min_level temple_of_farming temple_of_farming_shrine and not building_present_min_level temple_of_fun temple_of_fun_shrine and not building_present_min_level temple_of_governors temple_of_governors_shrine and not building_present_min_level temple_of_horse temple_of_horse_shrine and not building_present_min_level temple_of_law temple_of_law_shrine
EzechieleLupo  [author] 8 Dec, 2023 @ 2:07am 
I have just released a little update to correct the freeze when a rebel faction is defeated. Now, remaining armies/characters move to the Rebels (slaves) side.
Not sure if this is save game compatible, but probably it is.
EzechieleLupo  [author] 7 Dec, 2023 @ 2:30pm 
Ok, I will investigate! Thanks to you both for the feedback.

About temples, I haven't changed the RTRPE structure, so they work as in the base mod: you should be able to build only one proper temple, plus several additional minor "temples", labelled as shrines. Is the system not working?