Classical-Age : Total War

 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.

Content:

  • 7 new factions: Epirus, Illyria, Boii, Bellovaci, Senones, Arverni, Bosphorus
  • More than 2,200 skins and about 35-50 units per faction recruited through the new AOR
  • Skins and new models from CATW (never seen before), high degree of detail and historical accuracy
  • Longer battles (moral increase, less fatal blows except for cavalry charges and other tradeoffs)
  • Speed reduced for horsemen, horses redesigned according to the time, and many accurate smaller horses
  • System of Alternate skins (managed from DMB) be able to change the skins of its units during a campaign, but disabled to have a lighter file)
  • The 2/3 graphics changed
  • No More Cyclopean walls
  • The "barbarians" and others factions now have access to higher level barracks and barracks provincial related to their goals of conquest
  • Addition of the Royal Arsenal for Macedonian and Ptolemaic (can recruit units naval super-heavy type hekkaidekere)
  • Three times as many types of vessels and new graphics and descriptions
  • New historical descriptions, and many unusual names corrected
  • Prometheus and CATW strat towns
  • Animation of Alin (EB)
  • Rebalancing costs and construction duration of buildings, much longer and expensive, as well as units, some of which are recruited 0 laps (lifted)
  • New recruitement building levels (coding) for all factions
  • Many units in hidden resources specific to a region of 1 to 10 by factions (for example 10 types for the Greek hoplites)
  • New buildings fr romans (socii barracks), greeks, easterns, and celts as well, and mercenary barracks
  • Revamped Mundus Magnus Map with optional strat skins
  • Complete RS2 environment
  • Optional realistic pike
  • Quick battles available
  • Some historic battles are playable, plus 6 new historical battles
  • 50 new custom battlemaps
  • New water reflections from Davide.cool minimod
  • New lights and true night battles from Horsearcher's skymod minimod
  • Request a good CPU and graphic card (highly detailed 3D models, new strat map and models based on huge MM map, and a lot of hd skins)
  • New music
  • Many, many, many others things

Playable factions:

  • Thraike (Thracians)
  • Pahlava (Parthians)
  • Romani (SPQR)
  • Celtiberi
  • Arverni
  • Seleukoi (Seleucid Empire)
  • Skytho-Sauromatae
  • Pontos (Kingdom of Pontus)
  • Makedon (Macedonians)
  • Arche Bosporos (Bosphoran Kingdom)
  • Boii (Boians)
  • Sweböz (Germans)
  • Senones (Gallic Confederation)
  • Epeiros (Epirus)
  • Arche Ptolemais (Ptolemies Empire)
  • Getai (Getic People)
  • Kart'hadast (Carthage)
  • Illyria
  • Bellovaci (Belgian Tribes)
  • Hayasdan (Armenian Kingdom)

More informations:

Go to our official forums at TwCenter:
Twcenter.net

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4 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.

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CATW's 140 Historical Battles + Patch 1.1.6

CATW's 140 Historical Battles + Patch 1.1.6

Dec 3, 2013 Patch 1 comment

This a pack of 140 Historical Battles for CATW, combined with Patch 1.1.6. Open the archive with Winrar, and extract the content into "Rome - Total War\catw...

Patch 1.1.5

Patch 1.1.5

Oct 10, 2012 Patch 7 comments

This new patch made by Resef includes all the previous patches. You just need CATW 1.1 installed. Open the archive with Winrar, and extract the content...

Classical Age - Total War v1.1

Classical Age - Total War v1.1

Oct 10, 2011 Full Version 9 comments

Full version of CATW 1.1 for RTW 1.5. Just run the installer and install the mod into your "Rome - Total War" directory. You will have to create a new...

Post comment Comments  (20 - 30 of 49)
Anarchon23
Anarchon23 Oct 28 2012, 8:09am says:

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

+1 vote     reply to comment
TotalWarFanatic
TotalWarFanatic Oct 28 2012, 6:10pm replied:

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.

+1 vote     reply to comment
Anarchon23
Anarchon23 Oct 29 2012, 2:21am replied:

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! :-)

+1 vote     reply to comment
Anarchon23
Anarchon23 Oct 28 2012, 7:24am says:

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

+1 vote     reply to comment
Anarchon23
Anarchon23 Oct 25 2012, 12:02pm replied:

I have a standard copy of Norton 360.
And it duly approved catw as threat-free.
But still cannot get it to move beyond the start-up screen.
Surely the exe file used is the one already there for RTW-GE?
and you add the suffixes so it is as follows;
RomeTW-ALX.exe" -nm -show_err -mod:catw
(This is the format I use to launch my mod-foldered mod)

+1 vote     reply to comment
TotalWarFanatic
TotalWarFanatic Oct 25 2012, 12:34pm replied:

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. . .

+1 vote     reply to comment
Anarchon23
Anarchon23 Oct 25 2012, 2:32pm replied:

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?

+1 vote     reply to comment
TotalWarFanatic
TotalWarFanatic Oct 26 2012, 12:16pm replied:

I have previously posted a link in a thread in twcenter, my friend mark centurion referred you to the post and link on the variag thread.

PM= Private Message. cocobongoclub-DJ is the original mod leader and creator of this mod. I TWF here AKA Resef on twcenter, continued his work and took his position as mod leader after he offered it to me due to him not being able to continue because of family issues. You can contact him at twcenter by his given name there.

For private use no modder will stop you from doing that, for public use its common courtesy to ask permission before using their work.

Due to engine limitations its impossible for a javelin (held and thrown in their right hand) to stay visible with them holding it because they simply can't switch weapons between hands. A bow held in their left hand and drawn with their right can stay visible if certain objectives are met as shown in one of the hosted mods at twcenter.net. It requires the knowledge of a average animator like myself to produce that effect and unfortunately I am busy with CATW and a submod for CATW.

+1 vote     reply to comment
Anarchon23
Anarchon23 Oct 26 2012, 5:18pm replied:

Hi TWF,

Again many thanks for your reply.
On the prec javelins, I am not looking for a special effect.
What I want to know is...
What specifies/controls whether javelins appear held together with the shield? Is this in the model/cas or can it be specified somehow in EDU or another file?

Again many thanks for your help so far.

I may be able to reciprocate if you ever need any help on historical geography, my speciality. (My mod has a map 510x256 map_regions, Ireland to India/Ceylon/W.Burma, working fine. Cities, resources, period coastlines etc all done accurately.

+1 vote     reply to comment
TotalWarFanatic
TotalWarFanatic Oct 27 2012, 3:30pm replied:

Conditions as far as I have tried

1. They must have a javelin or pila as a weapon in their cas file.

2. The stat_pri_attr (primary weapon attribute[s]) Defines whether the first weapon is shown or not. When in the form of 'thrown' it will show. As prec, it won't.

stat_pri 6, 1, javelin, 30, 3, thrown, archery, piercing, spear, 25 ,1
stat_pri_attr thrown

As far as I know for CATW while it has a spectacular map, the map.rwm will not regenerate. I don't know why since I didn't work on the map but there is obviously some problem masked by the existence of the old map.rwm which I haven't tried to find yet.

Anyway I am sure you are curious about what exactly I am working on for the next CATW patch.

1. New 2d.

2. New battle script that will help increase the BAI's capability.

3. Traits overhaul in progress.

4. EDU tinkering underway.

5. New selection of music. (optional)

6. Revised formations.

7. Updated vegetation file.

8. Bugfix for Illyrian towns having a no movement range around them.

+1 vote     reply to comment
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Platform
Windows
Developed By
echuu
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Official Page
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Release Date
Released Aug 31, 2011
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