Total War: ROME REMASTERED

Total War: ROME REMASTERED

272 ratings
Barbarian Empires (Open Beta 2)
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Feature: Total Overhaul
File Size
Posted
Updated
16.858 GB
13 Aug, 2023 @ 1:40pm
18 Oct @ 3:52am
42 Change Notes ( view )

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Barbarian Empires (Open Beta 2)

In 1 collection by Lanjane
Barbarian Empires & Submods
6 items
Description
SWITCH TO "REALISTIC" UNIT COLOR SCHEME IN THE GAME SETTINGS!
(Otherwise all unit icons will be peasants and some Scythian units will use wrong textures)

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 unit models may have visual glitches/flickering, please report them on the mod Discord
2) Some stratmap characters use vanilla RR models
3) Some units in campaign have vanilla RTW icons and visuals and cannot be retrained. Just disband/ignore those
4) The mod is only available in English and Simplified Chinese (machine translated). Other languages use English placeholder files

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)
47
11 Oct @ 2:32pm
PINNED: Suggestions thread
Lanjane
41
21 Sep @ 6:28pm
PINNED: Bugs and issues thread
Lanjane
8
25 Jul @ 9:20am
PINNED: Mod Hints and FAQ
Lanjane
707 Comments
Lanjane  [author] 11 hours ago 
Thank you for your kind words and patience
Erik the Red 19 Oct @ 10:24am 
Hey man, I just wanna say, I got +200 hours out of Rome Remastered thanks to your mod and can't wait for another update. I know you probably have a lot on your plate so I'll keep waiting for more factions, news, etc. But man, what a game you made here.
wujdionizy 18 Oct @ 5:59pm 
And battles, man, what epic battles I had.

As Thrakes, I fought off coalition of Armenia and Sarmatians in Crimea. Had a pitched three armies battle against them, almost 10 000 men - and women - on the field. Two kings died in that grim day, including my leader, it felt like Battle of Five Armies. So cool. Red lines of screaming head hunting maidens, charging against blue wall of pikes pikes, it was epic.

Everything about those campaigns was engaging; strategical level, tactical, city planning, trade. But for me the strongest selling point of this mod is stylish units visuals, unmatched in my book. Kudos to the art makers.

So, while aiming toward excellence is for sure important during creative endeavours, take pride in what you and your friends had already achieved, dear Lenjane.
wujdionizy 18 Oct @ 5:59pm 
It works, thank you very much. By the way, I've played 2 longer campaigns wit smaller map submod and the issue of passive AI didn't show, perhaps because of the smaller map size?

I ve toggled fog of war and there was lot of changes on the map, like Numidia establishing rule in Spain, or Bactria getting wrecked by Parthia. And I had lot of wars.
Lanjane  [author] 18 Oct @ 2:08pm 
Done, updated the Vanilla Music submod to support the Germanic/Nomadic cultures prebattle voice fix
Lanjane  [author] 18 Oct @ 1:53pm 
@wujdionizy
This is because Vanilla Music submod has its own soundfiles database and needs to be updated separately to support the changes from the base mod. I'll do it too.
wujdionizy 18 Oct @ 11:18am 
Hi Lenjane, to give you more details, I also used the provincial campaigns and vanilla music sumbmods. The bug also happened when playing as Burgundians. And when playing without submods.

Your update didn't affect my saved game, or the new campaign with those two submods active. But I ve checked the big map main campaign, without submods, started new game and Germans indeed regained their original voice lines.
Lanjane  [author] 18 Oct @ 3:44am 
@wujdionizy
I think I've managed to locate the issue, will test the fix and upload within few minutes. Should be savegame compatible.
wujdionizy 17 Oct @ 6:05pm 
I got a question. Played a great campaign with Germans. All was coll, but my generals were giving Carthaginian speeches pre battle. "We didn't come to seek war, we are lovers of peace and prosperity" most of time. Did anyone had this issue, or just my Germans behave like that in this mod?
Claxfather 16 Oct @ 5:04pm 
@Lanjane I followed what you said and it worked perfect, thanks so much. And I agree with everyone else that this mod is peak total war, RR with your mod is the only one I play nowadays. great job