Find me in our Rome - Total War modding community Discord! - Discordapp.com

In this mod, I will be looking to overhaul the vanilla game, step by step. This is a beta WIP and I intend to have a release after each stage or version is completed. The mod will contain the best works from multiple RTW communities and mods, and you will find them all in the credits. The goal is to have a final RTW mod that can basically be a clean, fun, immersive experience that one can look at and say, 'wow, it still feels like this could have been the game out of the box'. I hope you all enjoy the work that myself, my friend Lanjane and others in our community have to share with you.

regards,

~ahowl11

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

This will probably be one of the smaller releases that you see me put out. This release is necessary though in a few ways.

First, a lot of time was taken figuring out an Area of Recruitment (AoR) system for the mod so that you could recruit local units in your foreign settlements. All of my efforts ended with me being unhappy, or with the game having limits that would make things look and feel very strange. The quality of the mod would have definitely taken a big hit if I were to have given in.

Every major or even decent mod has some sort of AoR system where you can conquer a foreign land and recruit the local Warbands, Horse Archers or Hoplites. I personally like the concept, but I do not like the results: Armies full of random warriors from various locations. As a player when you face a Diadochi army, you want to face Phalangites, but when you get a horde of Celts and Thracians, it is disappointing. Same if you were to face the mighty Roman Legion, only to face a mob of Gauls, Iberians and Greeks.

So, I dared to be different. There will be no AoR and the standard recruitment remains. However, I decided to take advantage of a rare feature in the Alexander engine, and that was to customize and restrict the mercenary pools based off factions.

If you are playing as the Ptolemaic Kingdom and your general is outside of Alexandria he will find an assembly of Greeks that are only able to be hired by Diadochi. Meaning, when Rome comes, these Greeks will not be available to them. This is in alpha stages so if you notice anything weird please let me know. However, if you are the Gauls, don't expect to be able to hire Gallic mercenaries!

Specific Mercenary Pools

Only the Diadochi can hire these troops here


The next important thing that I wanted to focus on was Martial Law. This has been a thorn in my side for 3 releases now, but thanks to BHL_20 and Suppanut, it has finally been tamed to where the AI will not build it and the player can't take advantage of it. First you cannot build it if a recruitment center is present. Once built, you can then build your colonies and recruitment centers. However I would not keep the building for long as it will cripple your economy!

I then started focusing on RTR 5.4.1 and it's mysteries. I have wanted to implement this forgotten mod for a very long time, but I had to be patient. The features of this mod were relatively small, but I made due and integrated them in. The most important feature from RTR 5.4.1 was it's new Egyptian roster, based off of Egyptian Locals and Greek Elites. I have integrated this by reintroducing some vanilla Egyptian units: Peasants, Bowmen, Skirmishers and Slingers. I have also added a new Egyptian Militia unit and the Rebels will have Mounted Skirmishers.

However, the Ptolemies still keep their basic Greek troops, the recruitment has just changed. If you are in Egypt or anywhere else, you can recruit Egyptian Auxiliaries (this represents the lower Machimoi who served in the Ptolemaic armies as auxiliaries and garrison duty troops.. this was before Raphia where the Machimoi were trained to be professional soldiers). In Greece though, you can only train Greek local troops such as Militia Hoplites, Peltasts, etc.

Militia Cavalry - now renamed to Prodromoi - can be recruited anywhere as they represent the Thracian and Galatian cavalry that the Ptolemies used.

v16 Units

The New Units of v16

The rest of the features in this version are smaller, but still significant. Here they are in detail:

- Changes to General's Bodyguard Units: Each faction no longer has a bodyguard upgrade, as I wasn't seeing a good use for it. All early bodyguards have been removed and replaced with the later bodyguards to add a bit of flavor. Also just about every faction has a unique bodyguard except for a few

- New Historical Battles by NinjaCool: Bibracte, Camelodunum, Pydna, Pharsalus, Silarus River, Ilipa, Zama, Mons Graupius, and Watling Street. These battles should offer some fun game play, but don't expect them to be narrated or anything.

- Italic Units: one small feature from RTR6 that I added before I work on it, is the Italic units for the Romans and Rebels. Italy was desperately lacking units for the Rebels so I figured I'd get them in sooner. I've added Italic Swordsmen, Skirmishers, Spearmen and Cavalry.

OTHER NEW UNITS FROM RTR 5.4.1

-Ubii Cavalry, a unit specific to the Germans available in Treveri. An upgrade from Barbarian Cavalry

-Veneti Raiders, a unit specific to the Gauls available in Condate. Similar to vanilla Night Raiders

- German Spear Band - a unit specific to the Germans. Upgrade Spear Warband

- Iberian Tribesmen - a unit specific to the Iberians. Militia unit

- Gallic Light Cavalry - a unit specific to the Gauls. Skirmisher Cavalry

- Cantabrian Cavalry - mercenary unit in northern Iberia. 'Cantabrian Circle' came from them

- Arab Infantry - mercenary unit in Arab regions.

- Gallic Cavalry - mercenary unit in Gaul. Widely used by Carthage and Rome in history

- Indian Elephants - for Seleucids only, replacing the African Elephants

OTHER FEATURES FROM RTR 5.4.1

- Boats and Large Boats renamed Warships & Large Warships

- Barbarian unit names changed to Gallic, Germanic etc

- Imperial Palace now requires a Great Forum to be built

- Germanic Skirmishers renamed to Germanic Frameamen

- Carthage & Numidia start allied with very good relations. Hopefully it keeps Numidia alive longer

- New Blood Soaked and Tattered Routing banners

- Militia Cavalry renamed to Prodromoi

- Irrigation and Latifundia now require and Academy and Scriptorium to be built

- Army Barracks and Royal Barracks now give a Law Bonus

OTHER FEATURES

- New Forts from the SPQR mod for Romans, Easterners and Barbarians

- Germans have access to 3 new temples

- A few new ancillaries from the GAFH mod (Genetics, Aging, Family, Health)

- Vanilla Historical and Quick Battles updated to be playable

- Bug Fixes: sprite issues, texture issues and Armoured Elephants aren't immortal

- Vegetation update by Robbe: Grain fields shouldn't be so large now

Roman Fort

DOWNLOAD & INSTALLATION

- If you have an old HRTW version, you can try overwriting, but to be safe, delete it as this will not work with it. This version isn't save compatible.

- One thing that I need to be clear on, is this mod runs on the Alexander.exe not the regular Rome Total War exe. Please make sure you use an Alexander Install.


1. Download the mod
2a. (Steam) Extract the files to your Rome Total War Alexander directory
2b. (Disc) Extract the files to your Rome Total War Directory
3a. (Steam) go to your library.. right click RTW Alexander.. select properties.. select launch options.. put in this: -show_err -mod:HRTW -noalexander
3b. (Disc)Create a shortcut of your RTW Alexander exe file.. right click the shortcut.. select properties.. in the target line after everything insert this: -show_err -mod:HRTW -noalexander

CREDITS

- The RTR 5.4.1 team lead by Gaius Julius through 4.0 and then the infamous Tyr the rest of the way

- tommh for many of the ideas in RTR 5.4.1

- Lt_1947 for his Roman Fort mod

- NinjaCool for his Historical Battles pack

- RTR6 for Italic units and Sacred Band Cavalry

- BHL_20 for all the help with Martial Law

- Suppanut for coding assistance

- XGM for Egyptian Militia

- Lanjane for Indian Elephant UI

- Everyone on the discord, moddb and twc for testing and feedback!

ahowl11's Vanilla Enhancement Mod v8 - Nomads on the Horizon

ahowl11's Vanilla Enhancement Mod v8 - Nomads on the Horizon

News 3 comments

In this Christmas release, all units are reverted back to V2, but all other features are kept. New Features include Nomadic Culture, New traits, features...

Some Bad News, but it's also Good News

Some Bad News, but it's also Good News

News 4 comments

Lanjane can no longer help, so the mod is reversing course somewhat and going in a new direction that should see it finished sooner!

ahowl11's Vanilla Enhancement Mod v15 - Rise of Empire, Medusa0, Balance & Fixes

ahowl11's Vanilla Enhancement Mod v15 - Rise of Empire, Medusa0, Balance & Fixes

Feature

After a vacation from working on the mod, I am back! In this version, nothing entirely new is added except for some amazingly beautiful units. However...

ahowl11's Vanilla Enhancement Mod v14 - XGM Final

ahowl11's Vanilla Enhancement Mod v14 - XGM Final

Feature 19 comments

In this version of my VE mod, XGM is fully integrated. You'll find brand new buildings, a way more in depth set of traits and ancillaries, a large amount...

Add file RSS Files
ahowl11's VE Mod v16 - The Forgotten RTR and Mercenary Pools

ahowl11's VE Mod v16 - The Forgotten RTR and Mercenary Pools

Full Version 2 comments

In v16, I started the implementation of the next great mod on the list: Rome Total Realism 6. However before there was 6, there was 1-5.4.1 and that's...

ahowl11's VE Mod v15 - RoE, Medusa0, Balance & Fixes

ahowl11's VE Mod v15 - RoE, Medusa0, Balance & Fixes

Full Version 5 comments

After a vacation from working on the mod, I am back! In this version, nothing entirely new is added except for some amazingly beautiful units. However...

ahowl11's VE Mod v14 - XGM Final

ahowl11's VE Mod v14 - XGM Final

Full Version 11 comments

In this version of my VE mod, XGM is fully integrated. You'll find brand new buildings, a way more in depth set of traits and ancillaries, a large amount...

v13 Patch

v13 Patch

Patch

Patch for CTD on Game Launch for v13. Hopefully everyone can play now!

ahowl11's VE Mod v13 - Costs and XGM Part 1

ahowl11's VE Mod v13 - Costs and XGM Part 1

Full Version 16 comments

Another release after about 40 days! This version focuses on two things. First costs, to go in line with the ExRM economy. Second, there will be features...

ahowl11's VE Mod v12 - Economy, Resources & Population Growth

ahowl11's VE Mod v12 - Economy, Resources & Population Growth

Full Version

I'm back in a flash to give you the next step of my mod. This time around, the entire economy has been overhauled, from buildings, to trade, to population...

Comments  (0 - 10 of 227)
xxslayer97
xxslayer97

the spartans texture looks bad make it look better

Reply Good karma Bad karma+1 vote
ahowl11 Creator
ahowl11

If only you knew.... ;)

Reply Good karma+1 vote
Overlordbb
Overlordbb

Hey! I have just began to play this mod and I´m loving it, so it´s great to see more stuff coming in! There is only 1 small thing I dislike and would like to point out. The big advantage for Roman units (sword units in general?) over spear units. Of course, sword heavy infantry should be better at punching through a phalanx line than, say, another spear unit. But when a Hastati unit can give a Sacred Band unit some troubles...that, I think, kinda pushes it. I mean a unit of Principes easily defeats a Sacred Band...and they are supposed to be top of the elite of Carthagenian armies. Again, sword-focused infantry SHOULD beat spear-focused infantry in a hand to hand scenario. But maybe find a way for the spears to not die so fast, or maybe something similar? For example the Militia Hoplites are like cattle against Hastati, they literally get cut to pieces. Food for thought.
Once again, just nitpicking. The rest so far has been a great experience. Going to expend A LOT of time playing this mod. Keep up the great work!

Reply Good karma Bad karma+1 vote
ahowl11 Creator
ahowl11

Thanks for the feedback, I thought I had fixed this in v15 but I guess not. Generally Hoplites are a lot tougher than they were pre v15. Will keep a closer eye on it.

Reply Good karma+2 votes
Guest
Guest

hello. while playing the julii campaign i experienced a crash entering a battle, there apears to be missing textures for the greek cav(mercanary).

generic errorr:
Failed to find texture
'HRTW/DATA/MODELS_UNIT/TEXTURES/unit_greek_cavalry_medium_merc.tga'

i also went and checked version 14 of the mod it's missing there as well

edit:
PS fixed the problem on my own i renamed UNIT_GREEK_MEDIUM_CAVALRY_GREEK_MERC.TGA to unit_greek_cavalry_medium_merc.tga
went ingame and it worked like a charm the unit now has the correct textures

Reply Good karma Bad karma0 votes
ahowl11 Creator
ahowl11

I thought I fixed this issue, but I’ll look into it. Thanks

Reply Good karma+1 vote
Guest
Guest

Np. If i find anything else i'll let you know.

oh and i misstyped UNIT_GREEK_MEDIUM_CAVALRY_MERC.TGA is the texture not getting read (not UNIT_GREEK_MEDIUM_CAVALRY_GREEK_MERC.TGA) had kid's with me and did a duble copy paste and not erasing the second _greek_ in the name

Reply Good karma Bad karma0 votes
ahowl11 Creator
ahowl11

No worries, issue has been fixed for next release. Swore I fixed it but I guess not!

Reply Good karma+1 vote
Guest
Guest

hello found a path issue on the campaign map.

Port of Apollonia;
- all recruited ships can leave, but can not re-enter

Reply Good karma Bad karma0 votes
ahowl11 Creator
ahowl11

Thanks I’ll look into this

Reply Good karma+1 vote
Sava333
Sava333

Is there a faster way for me to contact you if i find anything more? Or should i just post here?

Reply Good karma Bad karma+1 vote
ahowl11 Creator
ahowl11

The discord. Link is at the top of the page

Reply Good karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Profile
Icon
Rome: Total War - Alexander
Developer
Contact
Send Message
Homepage
Twcenter.net
Release date
Mod watch
Follow
Share
Community Rating

Average

9.8

13 votes submitted.

You Say

-

Ratings closed.

Highest Rated (2 agree) 10/10

This is the best and most complete vanilla enhancement mod so far.

Aug 29 2018 by xXx€MoLiC!0u$xXx

Style
Theme
War
Players
Single Player
Embed Buttons
Link to ahowl11's Vanilla Enhancement Mod by selecting a button and using the embed code provided more...
ahowl11's Vanilla Enhancement Mod
Statistics
Last Update
Watchers
59 members
Files
17
Articles
17
Reviews
12