CATW Patch 1.1.5
Oct 10, 2012 Patch 3 commentsThis new patch made by Resef includes all the previous patches. You just need CATW 1.1 installed. To install this patch, download and extract it into...
is a mod based on Rome : Total War strategy turn-by-turn videogame created by Creative Assembly in 2004, and now integrated into the "Total War Era" pack distributed by SEGA. Coming from a graphists forums, and history geeks, Belisaire, prisejack and Armninius, we choosed, after having tried and enjoyed to play RTR and EB, to build our own mod. The task was filled by Belisaire which took ideas of new units and coded them, as with prosejack which made a website for it, an i (arminius), to the skinning process. At the end, the beta1 was released in october 2007. It was a demo unit featuring almost 28-30 units by factions, corrected and historically accurate, and three new factions replacing the roman families: Illyrians, Pergamum and Galatians. The mod was fun to play because of its lightness, while having gigantic amounts of units, all of them coming from vanilla game, as none of us known barely anything about modelling. But sooneafter, as the target was considered filled, the team gently dismissed, prisjack making some updates in the beta1 catw website, and i, having the will to make a true campaign game. This was CATW BETA2a, eventually released in september, 2008. With new units from addons and mods like Prometheus res gestae and Lusted terra expugnandae, anims from Signifer One, and new ships, new buildings and a lot of specific region units, the mod featured new music, graphics, and was fully playable, including original and new historical battles, new battlemaps, etc... It was entirely in french. An english traduction was made two month after. The second version or Beta2b (final beta2) was previously designed to play on the mundus magnus map, which never works properly. Now the work is reported on the final version, or CATW 1.0.
Go to our official forums at TwCenter:
Twcenter.net
3 comments by echuu on Oct 30th, 2011
The game is based on RTW 1.5, and is modfoldered, does not alter the original game, although there are some optional files (see later).
How to install the mod:
1. Check you have a fresh (unmodded) RTW 1.5 or BI 1.6 or even Alex 1.9 RTW version
2. Then you need to download Classical Age - Total War 1.1 and the two Patchs (and the optional addon 6 turns per year script if you want to play with it.)
3. Run the Classical Age - Total War 1.1, choose your own RTW path like : C:\Program Files\Activision\Rome - Total War\
4. Use the shortcut inside CATW mod folder, just put it on your desktop, you can also use the icon inside CATW mod folder.
5. Then open the Patch (catw_patch1.1.2.zip) and unzip the data folder in the archive into the data folder inside the CATW mod directory (it should be like C:/Program Files/Activision/Rome - Total War/CATW/data)
6. Confirme to overwrite
7. Do the same with patch 1.1.3.
8. Done, you can play CATW with the latest version
Optional: How to install the 6 turns per year script:
1. Download and unzip the archive.
2. Copy the 'data' folder and paste onto the catw data folder.
3. Enjoy your 6tpy campaign with force diplomacy and darths formations!
* Some parts are not save game compatible.
**This small submod contains 5 summer turns and 1 winter turns force diplomacy, improved ai & 6tpy.
*** --- Forced shutdown ---
Press 'Esc' on the campaign map, then click on the '?' button in the
menu scroll to terminate the script.
When would this be useful? -- When you are already in a game and
exit back to the main menu to restart the campaign, or reload a saved
game, RTW does not automatically terminate the script, so you have
to do it yourself. If you leave the old script running, you'll have all
sorts of weird problems with the script in the new game.
**** The 6tpy script starts automatically. The force diplomacy script only runs if you select the question mark in the upper right corner of the screen during the diplomacy talks, after the question mark is clicked press the force diplomacy button to initiate the script.
Optional: How to install Night Battles:
1. Unzip
2. Open up 'night battles catw' and copy the 'data' folder.
3. Paste over your Classical Age Total War folder (Rome - Total War\catw) (The data folder from the archive must overwrite the data folder inside catw folder).
4. Enjoy night battles in CATW.
Night battles are now playable in campaign and the night fighter traits and triggers are added.
This add-on is not save game compatible. It works with RTW 1.5 .exe and does not require the BI .exe.
Optional: How to install Force Diplomacy Script:
1. Unzip
2. Open Force Diplomacy Script and copy the 'data' folder.
3. Paste into CATW folder (Rome - Total War\catw) (The data folder from the archive must overwrite the data folder inside catw folder).
4. Force the AI to accept your very reasonable proposals (no of course they aren't bias, no not at all )
*how to force the AI to accept a proposal
First you must click the ? in the upper right of the diplomacy box. Then you can force a faction to accept your offer by clicking on the "show me how" button.
How to create a new shortcut to play with the mod:
1. Make a copy of the Rome - Total War shortcut on your desktop or make a shortcut of RomeTW.exe(Obviously this shortcut must refer to the executable in the same folder than the catw folder - just in case you have more than one RTW installation on your computer)
2. Right-click on this new shortcut, then click on "Properties".
3. At the end of the target line, add: " -nm -show_err -mod:catw" (the space is needed)
4. "OK"
5. Then you should be able to launch the mod with this shortcut. If you want you can use the CATW icon located in the catw folder.
Feel free to post here if you have any problem related to installation.
This new patch made by Resef includes all the previous patches. You just need CATW 1.1 installed. To install this patch, download and extract it into...
Full version of CATW 1.1 for RTW 1.5 and playable with BI (see TwCenter CATW subforum for more informations)
Hi TWF,
2 things.
1. Now downloaded catw1.1 and patch1.5 with N360 totally disabled.
With some trepidation being unprotected for 5 hours! :-)
But have exactly the same problem.
The loading screen (v1.0 at top left) loads
Then a ping, then nothing happens.
I have catw downloaded into my Rome - Total War Gold Edition folder.
(parallel to BI, Alexander, my own mod and the 'data' folder for RTW.
I installed the patch over the catw/data/ folder.
Am I missing something? Should it be under another folder? CI had to be installed in the BI folder.
Is it possible for you to have the files sent to me by email?
2. Javelins again.
What I want to know is how to control appearance of javelins in left (shield) hand.
For example, I am working with BI_british legionaries. They always seem to have 2 crossed javelins appear behind their shield. In the skin they form part of the helmet and part of the sword so it is not practicable to make them invisible. Is there a way of switching them on or off in EDU or DMB or anywhere else?
Thx again
TWF, your map problem again.
I had this problem once, but cannot remember what caused it or how I cured it.
But some more things to try.
1. Try a blank map_features.tga. I remember a major, difficult to locate issue caused by one river in skythia incorrectly configured.
2. Try with minimal characters/armies at start. Had another issue with some too close to watchtowers. (Not applicable if game starts with no watchtowers)
3. Some problem if inland lakes were not matched up in map_regions and map_heights. Cannot remember details of this, but maybe worth testing with test versions of both.
Now trying to download catw with N360 firewall disabled. With some trepidation as it means I am unprotected for 6 hours.
Thats why I would still like yr recco for AV software which is mod-friendly
Hmmm, well just like your a bit out of your depth with the javelin problem, maps confound me. Perhaps if you wish to send me these things with the adjustments you reccomended? Would be very grateful.
Hi TWF, I have made first maps to try.To where do I send?
My email is nikfincher(ampersand)gmail.com
Below are instructions if you want to get one of your team to try out.
The map heights file probably will have no effect on the map-reset.
But it just might, for the reasons given below.
And it suggests other things you can try.
All I have done with this file (map_heights) is make inland lakes and seas colour 0,0,243 instead of 0.0.253 which is used for sea.
Together with the use of 64,0,0 in map_groundtypes for inland water, all this does is prevent pirates appearing in lakes.
However, checking out this suggested the following;
1. The region Tribus Massagetae (58,177,75 in map regions) may be confusing the system.
It abuts both the Aral and Caspian Seas(lakes).
Try making the western half part of Tribus_Aorsi (205,212,157) (purely for the purpose of testing this)
In descr_strat, you will need to edit out the port in the reduced Massagetia as T-Aorsi already has one.
And maybe temporarily move/delete some characters and/or forts/watchtowers if present.
NB Rename map_regions1 file attached to map_regions.
(Incidentally for historical accuracy, the western half of "Tribus Massagetae" was the Dahae Lands, not Massagetic).
2. Then try giving ports to the 2 regions surrounding the Aral Sea.
Chorasmia (122, 4, 85), Tribus Massagetae (58,177,75)
NB Rename map_regions2 file attached to map_regions.
NB This is not what I would recommend for historical accuracy.
You really need;
Dahae Lands adjacent to north-east coast of Caspian.
Massagetae north and north-east of Aral Sea.
WaterScyths/Marsh-Scyths adjacent/east of the Aral Sea.
Chorasmia south of the Aral Sea. (although I combined these last two)
I am happy to test all this for you if you can get me a working copy of CATW & patch.
Hi TWF,
I need to have the CATW mod running to test.
But I can do those changes and send to you.
To where do I send?
I flounder in using forums! :-)
Sorry I have been busy getting the latest patch together and been working very hard on it since my last message. It is now released at this link Twcenter.net
Sorry about the long time taken for me to respond. lol
Thank you very much this sounds very interesting, a real mapper at long last...
Unfortunately I'm the only guy on the team, I call myself mod leader but I am the only person working on it right now haha. Though coco (the original mod leader and guy who worked on it alone just like I am) is also trying to do what he can while not coming out of his modding retirement.
I truthfully have no idea what is going on that won't let you play CATW I can tell you that it works fine for me both redownloading reinstalling and using the patches. The no cd is not the problem since I do use my installation that way too.
If your using steam it would be a good idea to check this link out Twcenter.net Also do you have a mac? I don't think you do since you are mentioning virus protection but IIRC on mac's a lot of mods don't work, only a few do.
About my email, jah_10@live.com
Hi TWF,
Not using steam.
Not using a mac.
Really puzzled.
Have been fastidious in making no changes to basic RTW installation after mod-foldering my mod.
Shall try again after downloading latest patch.
Its really irritating cos I could test all the map suggestions I have made, if I could run it.
I am going to email them to you as separate emails. 4 or 5. (My email connection here in Jakarta is very slow).
Any chance of you emailing to me the mod file and earlier patch so I can try being sure of no possibility of AV corruption?
Do you want me to check the CATW map from a historical accuracy perspective?
One leap-out is that Babylonia should have port access to the Persian Gulf. Babylonia, through Teredon then Spasinou Charax controlled access rather than Elymais/Susiana which did not have a good port and less good land connections to the west
Hi TWF,
thanks again, shall try testing 'thrown' later tonite.
Yr map problem.
My expertise is classical geography wont be much use, but...
have 2 suggestions to try (not hopeful for either)
A; In map-ground_types you have 3 colours for the sea.
try changing it to 2 colours for the sea and see what happens.
B; My map needed a 'false' land-mass in the Indian Ocean to work. Try adding one. Less hopeful about this cos your Indian Ocean is small. And what RTW dislikes is large areas of ocean.
I have another suggestion, but dont think this will cure the map.rwm problem.
In map_heights.tgs make the small inland seas colour 0,0,243 (as opposed to 0.0.253 for open ocean and Caspian Sea). This stops pirates appearing in the Dead Sea, Lake Van etc
Norton 360 is the bane of mods, it sifts through the exe's basically ruining the entire thing or corrupting it since its not a professionally done exe (the exe I am referring to is the installation exe) with safeguards etc. I suggest you turn it off when downloading and installing mods. . .
Have you redownloaded it and reinstalled it yet? It is important that you do that since it would help eliminate one of the factors that pertain to a corrupted installation exe.
Another factor is the Norton 360 virus protection which is practically a virus in itself, it's worked up an awful reputation and I have to say once I uninstalled it off my old laptop and installed a new virus protection my laptop was running at twice the speed. However, some people like it. . .
Thx TWF yr help MUCH appreciated.
Shall try turning off NAV360 redownloading & installing over the w/e.
I was totally unaware of NAV360's rep on this.
Shall consider switching.
Any recco for AV software which is mod-friendly?