Total War: WARHAMMER III

Total War: WARHAMMER III

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Total War: ROMEHAMMER
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overhaul
Tunnisteet: mod
Tiedostokoko
Julkaistu
Päivitetty
574.142 MB
28.10.2023 klo 12.08
7.10. klo 13.14
86 muutosilmoitusta ( näytä )

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Total War: ROMEHAMMER

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Important! This mod requires the MIXER - Mixu's Unlocker mod to work, please make sure you put the Total War: ROMEHAMMER mod above the Mixu's Unlocker in the mod panel screen before starting the game.

If you are having trouble getting it to work please try without Mod Configuration Tool that Mixu recommends, I have only played without and it works fine.

It has only been tested in Immortal Empires.

THE ROMEHAMMER COLLECTION:
SUBMOD FOR EMPIRE UNITS
SUBMOD FOR SHIELD OF FAITH
SUBMOD FOR DOUBLE UNIT SIZE
SUBMOD FOR VOLKMAR AS ATHENS
SUBMOD FOR KARL FRANZ AS ROME
SUBMOD FOR BALTHASAR AS SPARTA
SUBMOD FOR CATAPH'S SOUTHERN REALMS (TEB)

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Welcome to Total war: ROMEHAMMER, where Rome, Sparta & Athens have entered the world of Warhammer, can you survive and conquer this mysterious harsh world full of monsters and magic? . . . Lets find out.

How Rome, Sparta & Athens ended up in the wrong universe,

Rome: When a mysterious creature shrouded in darkness ventured into Rome, Gaius Julius Caesar had him sent to the Colosseum to be executed in combat by the glorious gladiators. Shocking all of Rome the creature defeated hundreds of gladiators, Caesar furious at the beast had his soldiers fire upon it as he had seen enough, but before the creature was defeated it cast a spell and all of Rome was now in a new strange world surrounded by things they had never seen before. . . . .

Sparta: After King Leonidas and his 300 Spartans defeated thousands of Xerxes troops at the hot gates, Xerxes searched the lands for something to put an end the Spartans. He found a mysterious creature shrouded in darkness at the edge of the world, he offered the creature all the riches the world could offer if he would rid him of the Spartans. The creature accepted Xerxes offer and told him "I will send the Spartans to a place full of monsters where they will meet there demise" Sparta was now in a new strange world surrounded by things they had never seen before. . . . .

Athens: When King Pericles was fighting in the Peloponnesian War, battling against Sicyon and Acarnania. He came across a strange cloak on the battlefield, it seemed to be hard to see, shrouded in darkness, after picking it up the air around him felt different. . cursed. . bloody. he brought it back to Athens after the battle had been won, but a creature had been following them the whole way, it charged threw Pericles men like they were not even there and grabbed the cloak off the King. The creature said "I curse you and all of Athens to a terrible fate in a terrible land" Pericles and the Athenian people found them selves in a strange world surrounded by things they had never seen before. . . . .

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Locations:
Rome, Gaius Julius Caesar has replaced Estalia.
Sparta, King Leonidas has replaced Tilea.
Athens, King Pericles has replaced Border Princes.

Use this mod SUBMOD FOR CATAPH'S SOUTHERN REALMS (TEB) to relocate all 3 factions to Northern Empire.

Anyone who wants to change there starting location to anywhere you want on the map on the fist turn subscribe to this mod: CHANGE STARTING SETTLEMENT its a game changer when combined with Total War: ROMEHAMMER. Literally start the game from where ever you want!

All spear/pikemen with shields can use Phalanx formation. All archers and javelinmen have a rapid fire ability, this will put there reload speed down slightly and increase there accuracy by 30 for 40 seconds and can be used twice per battle.
Sword and shield units have a shield wall formation and the Roman sword and shield units have a Testudo formation.

All Spartan units are unbreakable as you all know Spartans never retreat and never surrender.

There are a vast selection of units to fight with for all factions.

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Known issues:

- Unfortunately sins i am no way capable of creating a whole new faction from scratch i have had to piggy back off the Empire faction. I have remodelled the Empire general to look like a Roman/Spartan/Athenian with an Empire General's shield so that it matched the Rome, Spartan & Athens factions.

- Question marks for 2 of the heroes unit cards on the building chains, there are no unit cards for me to update in the files anywhere so there is nothing i can do about it.

- Garrisons start with low health multiplayer campaign only, I thought i fixed this but it seems only for single player.

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Some credit to, zerg93's, shawmuscles
Suositut keskustelut Näytä kaikki (1)
1
29.6. klo 22.13
Phalanx mod for sparta
白魔神
372 kommenttia
Valdor 8.10. klo 10.24 
kinda random question, but is there a stat in the unit files that alters its strength in auto resolve/ how strong the AI regards a unit? I see there is melee and missile CP but not entirely sure what that does, or tbh, if there even is a stat that alters a unit in AR etc
The 1st Rock  [tekijä] 6.10. klo 1.56 
@everyone, just noticed that the AI of Rome, Sparta and Athens were not recruiting units at all, I have just fixed this issue so now they will defend themselves once again.
The 1st Rock  [tekijä] 3.10. klo 10.41 
@everyone, made some changes to the pikemen to reflect how they were in Total War Rome 2 and make them more useful for Sparta sins they have no anti infantry standard units.

All Pikemen base stats,
- Missile block chance lowered by 20% (Changed shield model size to reflect this)
- Armour reduced by 15
- Melee attack reduced by 5
- Melee defence reduced by 10
- Weapon damage reduced

New Phalanx Pike Brace ability for pikemen
- Increases AP weapon damage by 30
- Increases base weapon damage by 30
- Increases melee attack by 10
- Increases melee defence by 10
- Increases mass
- Increases brace
- Reduces movement speed by 60%

The idea is to make them pretty useless when not in formation, but when they are in formation they are killing machines.

Also removed the melee attack damage reduction from shield wall formations.
The 1st Rock  [tekijä] 24.9. klo 1.30 
@Lord Adorable, scorpions, onagers and heavy onagers, are avaliable to all 3 factions already.
The 1st Rock  [tekijä] 24.9. klo 1.27 
@majortjkingkong, thanks dude :steamsunny:
Lord Adorable 24.9. klo 0.59 
Out of curiousity, do you intended to include more units to these factions in the future? mayhap the inclusion of siege weapons like onagers and scorpions?

Is this also a common question?
majortjkingkong 23.9. klo 20.45 
Very cool
Mike Hellforger 19.9. klo 3.11 
I'm watching this mod very closely in anticipation and hope that one day this will become a into a full-fledged separate faction with it's own mechanics, lords and heroes and not just Empire sub-faction. Until then I'll keep it in my subs but just keep it inactive

Best of luck with this amazing mod! I've always dreamt of a "what if" scenario where a full-fledged Roman Legion would appear in the Old World of Warhammer.
The 1st Rock  [tekijä] 18.9. klo 9.05 
@Everyone, balancing update. I have done this as the mod made the game extremely easy with very little challenge.

- Rome no longer has poison archers
- Rome fire archers now do less damage
- Sparta no longer has fire archers
- Sparta moved poison arrows to heroes of Sparta and increased damage
- All 3 factions lower tier archers now have basic arrows
- Athens 3 Javelin units now do less damage
- All demigods do less melee damage
- Reduced the amount of arrows the range demigods fired from 4 to 3
- Reduced damage and splash radius of Heavy onager, price also reduced
- Ranged units rapid fire ability has been nurfed, accuracy from 60 to 30, reload for 100 to 20, added slightly more duration with a longer cool down and can only be used twice per battle.
- Testudo ranged damage reduction from 90% to 60% and magic from 50% to 40%
- All infantry melee weapons have been reworked

Thats about all i can remember, hope you all enjoy the new balancing.
Guardian 17.9. klo 12.36 
Very good job, only better texture in arms... and faces