Sep 30 2014 Full Version SPQR is a total modification for RTW1. The changes encompass all areas of gameplay with added focus on the Roman military machine and the system of recruitment.
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Europa Barbarorum Europa Barbarorum Development Team Europa Barbarorum: engine Europa Barbarorum II: engine, Release Europa Barbarorum: 27 December 2005 ( 2005-12-27) Europa Barbarorum II: v2.2b 4 June 2016 ( 2016-06-04), Mode(s), Europa Barbarorum (: Europe of the Barbarians), or EB, is a of the ( RTW) based on the desire to provide Rome: Total War players with a more historically accurate game experience. The basic gameplay mechanics of the original game remain the same. The player controls an empire with the goal of conquering as much territory as possible and eliminating rival factions, which are controlled by the computer,. The main campaign is split between two gameplay modes: a strategy map for moving whole armies and managing the empire, and a battle map for fighting battles on the ground between two or more armies. The two game modes are linked, with success or failure in one game mode influencing the chances of success or failure in the other. Although set in a similar historical period and geographical area to the unmodified game (covering a timespan of 272 BC to 14 AD, compared to the original game's 270 BC to 14 AD), Europa Barbarorum is a modification as it replaces all the aspects of the original Rome: Total War game that can be replaced, such as unit models, statistics and the musical score. The modification has received favourable reviews in a number of.
Magazine ranks Europa Barbarorum as the best mod for any of the seven games released for the PC at that time. Contents. Gameplay In the original Rome: Total War the player took control of an empire, or 'faction', of, or the, with the aim of expanding their faction's territory and eliminating rival empires through and. Europa Barbarorum retains this basic gameplay mechanic and sets itself in a similar time period and geographical area to the original game. However, as a the mod replaces the particular factions, buildings, and other elements present in the original game, and adds a new soundtrack and several brand-new gameplay mechanics not present in the original, such as the installation of. The modification's development team's stated aim in making the changes that they have to Rome: Total War is to make the player's experience of the ancient world more historically accurate.
For this reason, numerous parameters of the game at the start of the campaign in 272 BC, such as generals' names, the diplomatic relations between factions, and the that each faction has, have been set to correspond to the actual political situation in that year. Also for reasons of historical, factions, provinces on the campaign map and factions' members have been given vernacular names in Europa Barbarorum, rather than having Latinised or Anglicised ones, as in Rome: Total War. So, for instance, the original game's faction is known as in Europa Barbarorum, and as the. Instead of having to play one's first campaign as a Roman faction and only subsequently unlock playable campaigns as non-Romans by defeating them in the Roman campaign, all twenty of Europa Barbarorum 's playable factions can be accessed by the player from the start. Furthermore, the one unplayable and three playable Roman factions of the original have been combined into a single playable faction in Europa Barbarorum, the. Dissatisfied with the homogeneity of the factions of the original Rome: Total War, the Europa Barbarorum development team have sought to differentiate the playing experiences of the game's different factions.
So, for example, Rome: Total War 's trait-acquisition system, where the player's faction's family members acquire certain characteristics and talents which make them more or less adept at certain tasks such as city management or military leadership, has been made more faction-specific in Europa Barbarorum, with Hellenic characters' traits, for instance, being based on and teachings on the, and Romans' traits being partially based on the moral tales of. There are sometimes additional requirements for a family member to be able to gain a new trait: in order for them to compete in one of the, for instance, the player must ensure that they are stationed in the appropriate city on the campaign map in the year that the competition is scheduled to take place. One reviewer has commented that Europa Barbarorum 's expansions upon the original Rome: Total War 's trait system have served to add a element to the game. Campaign. The Europa Barbarorum world map, correct for version 1.1 As in the original Rome: Total War, Europa Barbarorum 's strategic campaign sees the player take control of a particular faction and then compete for territory and resources against all the other factions, which are controlled by the game's. The player is presented with a map of Europe, North Africa and the Near East in which territory is divided into 200 provinces, each of which contains a province, which will at any given point be controlled either by the player's faction, a rival playable faction, or the non-playable Eleutheroi faction, which represents the world's minor kingdoms, regional powers and rebel states. If a faction should at any point find itself not in control of any provinces, it is eliminated from the game.
Gameplay is, each turn representing the passage of three months on the campaign map (unlike the six months of the original Rome: Total War) and alternating between the player managing their empire and the artificial intelligence making all the other factions' moves. A key game mechanic of the campaign map is the annexation of territory, which is done province-by-province, either by successfully the province capital, or by acquiring it from another faction through. Once a faction has acquired a province, they may construct buildings in the province capital which either enable the recruitment of certain military units or grant various bonuses to the city such as greater resilience during a siege or a decreased likelihood of the province rebelling.
Provided the city contains the appropriate buildings, the player may recruit military units in the city at the same time as undertaking construction projects. The aim of the game is to acquire a specified number of provinces and/or eliminate specified rival factions (in Europa Barbarorum particular victory conditions differ for each faction), whilst avoiding being eliminated by the other factions.
The campaign map itself of Europa Barbarorum covers a wider geographical area than that of Rome: Total War, expanding into areas such as the, and. Relief, province boundaries, snow boundaries, vegetation types, coastlines and areas prone to natural disaster in 272 BC have all been researched and implemented into the campaign map. The linking the and has been added to the map, as have the great trade routes of the ancient world, such as the and, which can be captured and exploited by the player or by the artificial intelligence. The selection of factions present in the original Rome: Total War has been overhauled in Europa Barbarorum. The original game's faction has been replaced with two new factions, the and the.
The faction has been replaced by the, and the faction (which included various city-states) has been replaced by the Koinon Hellenon (: League of the Greeks), a faction which represents the of, and. Entirely new factions include, a empire, and, a western Greek faction famous for producing. On the other hand, the faction of Rome: Total War was removed entirely. A diagram of the possible development of the governments of nomadic factions in Europa Barbarorum The way in which factions enhance the provinces they own through the construction of new buildings in their province capitals has changed in Europa Barbarorum.
The process of assimilating a newly conquered province into one's empire has become more differentiated in the modification than it was in the original game through the introduction of so-called 'government buildings' and. Government buildings represent different degrees of central State intervention in a province, and range from a homeland government, which can only be built in a faction's traditional ethnic homeland and represents the highest possible degree of central State control, to an allied state government, which makes the province in question semi-autonomous and installs a puppet ruler to govern it on the controlling faction's behalf. Screenshots of battles from Rome: Total War (top) and Europa Barbarorum (bottom) If, during their turn on the campaign map, the player should engage one of their armies in combat with another faction's army, or if their troops should be engaged by another faction during the AI's turn, the player then has the option of fighting a. In this gameplay mode, the player directs the troops they had brought with them on the campaign map to the engagement, ordering them to manoeuvre and attack the enemy's troops on a three-dimensional battlefield. Troops can either be killed outright on the battlefield or made to rout and flee the field if their morale falls below a certain threshold. Reviewers have noted of Rome: Total War that, during a battle, troop numbers do not outweigh all other considerations; other factors such as individual unit types' strengths and soldiers' morale and fatigue at the point of fighting are also taken into account. A battle is won when one side kills or routs the entire enemy army; a siege may be won by the attacking side through either dispatching the opposing forces or gaining control of the besieged city's central plaza for a certain number of minutes, and by the defending side either by killing the attackers or by destroying their siege equipment before they have managed to breach the city's defences.
The make-up of the game's units is one of the areas in which the most change can be seen going from the original game to the mod. Reviewers have commented that the differences between Europa Barbarorum and its parent game are 'immediate' and 'striking' and that the modification is different from its parent game 'in look and in play'.
Another reviewer described the mod as having a more 'gritty, realistic look' than the original Rome: Total War. All the units that were present in the original game have been removed and replaced in Europa Barbarorum. Specific examples include the removal of several units that the Europa Barbarorum team considered to be historically doubtful or only marginally used in warfare, such as, and Celtic from the original Rome: Total War. Nor was the modding team happy with the way more conventional forces were portrayed in the original game, for instance calling Rome: Total War 's Egyptian soldiers ' Egyptians' and hence creating a new unit roster for the Egyptian faction in the game (named in the original Rome: Total War and the in Europa Barbarorum), in order to better correspond with the Ptolemaic period of history.
The mod also features new custom in order to encourage more realistic behaviour from the AI. Audio Europa Barbarorum features its own soundtrack, distinct from that of Rome: Total War. Some of its tracks were especially by Morgan Casey and Nick Wylie; others are examples of, the Celtic factions' tracks, for example, having been recorded by Prehistoric Music Ireland. Europa Barbarorum also includes its own 'voicemod', an attempt by the developers to replace the English cries of Rome: Total War 's soldiers with ones in their native languages, which include, and. Development The Europa Barbarorum project began in January 2004, eight months before Rome: Total War 's release, when the Europa Barbarorum development team who were following the game's development became concerned that its ' factions such as the were being portrayed inaccurately. The Europa Barbarorum team felt that such factions' representations in Rome: Total War conformed more to a stereotype than to historical fact, and wished to see a more realistic portrayal of such factions in the game.
The modding team tried to convince the (CA), the of Rome: Total War, to alter their depiction of the period in line with the team's research, but the developers failed to take them up on their offer. Having exhausted this avenue for change, the Europa Barbarorum members then resolved to modify the game themselves upon its release. Release Europa Barbarorum was first released to the public as an open in December 2005.
After several more minor releases throughout 2006 which mostly fixed and made small adjustments to the modification, the next major release of Europa Barbarorum was version 0.80 in December 2006. Its changes included the addition of the faction, new music, and the inclusion of a new system. There were three more 0.8-series releases during the first half of 2007 which primarily made minor adjustments to the modification and fixed bugs. In total, over 135,000 downloads of the 0.80–0.81 versions were tracked. The next major release was version 1.0, which was released in October 2007 and included new units, new government options for the and factions, the addition of a new type of wall to the battle map and new music from group Prehistoric Music Ireland. The 1.0 version was downloaded over 90,000 times in the six months following its release.
This was followed by version 1.1, which was released in April 2008 and included new battle map landscapes, new units, the addition of the voicemod and the inclusion of an introduction video for the faction. The current release is version 1.2, which contains the addition of the voicemod and bug fixes; the development team had previously stated that future releases of Europa Barbarorum for the Rome: Total War engine will not include any major gameplay changes. Europa Barbarorum has seen some significant changes to its campaign over the course of its development. The faction, included in early releases of the modification, was subsequently dropped. Earlier releases of Europa Barbarorum also featured player alerts representing the major stages of the breakup of the faction, if that collapse occurred in the game.
However, such features became impossible to implement after the faction of the original game, used in Europa Barbarorum for purposes, was removed from the mod in exchange for the kingdom of. Following the main modification's release, a number of customisations of Europa Barbarorum have been created, such as it to run using the, or 's version of Rome: Total War.
There had been plans to release a version of the mod for the PC game, but no Europa Barbarorum mod has yet been released for the strategy title. Europa Barbarorum II The Europa Barbarorum development team also developed a new version of the modification for the engine which was named Europa Barbarorum II. The modification was designed to take advantage of the improved graphics of Medieval II: Total War and of its engine's additional features, such as the possibility for different soldiers within the same unit to have different appearances, as opposed to the 'clones' criticised by some reviewers of Rome: Total War. Europa Barbarorum II includes new government, unit recruitment and trait systems, and new playable factions such as the kingdom of, which has its own voicemod.
An initial version of Europa Barbarorum II v2.0 was released on August 25, 2014, with a second version (v2.01) released on September 12, 2014. On December 21, 2015 a third version (2.1b) was released and provided a number of improvements, such as an improved campaign AI/battle AI, remodelled battle map settlements, battle map vegetation, and new units with military reforms for various factions. Version 2.2b was released June 4, 2016 containing the same new improvements. Reception Europa Barbarorum was featured and reviewed in a number of.
It has been reviewed in twice, in March 2005 and February 2008. The 2008 review was overwhelmingly positive, saying that ' EB feels like a whole new Total War game', and going on to praise the modification's 'stunning' scope and the 'striking' extent of the differences between it and Rome: Total War. The review was somewhat critical of the modification's graphical user interfaces which 'occasionally' had a 'home-made' feel to them, as well as its lack of accessibility and steep learning curve, although it adds that the second point is not a large problem as the modification is largely a 'master's challenge for accomplished Rome players'. The review finished on a positive note, summing Europa Barbarorum up as a 'superior game'. In 2010 the same magazine's website named Europa Barbarorum the best mod of any game. A number of non-English language magazines have also reviewed Europa Barbarorum. The Italian PC Gaming magazine reviewed the modification in April 2005 and March 2008.
The 2005 review reported that the modification, whose development team included two, was to replace the 'economic system, soldiers' equipment and the provinces' of Rome: Total War; the latter review praised the mod for having 'altered and deepened' the gameplay of the original title, and wrote that Europa Barbarorum was the best substitute for a Rome 2: Total War game prior to the actual release of such a title. Windows 7 free download full version. Dutch magazine , reviewing the mod in March 2008, also wrote that the mod was 'perhaps the best candidate for the title Rome: Total War II' 'until the official announcement' and went on to note that the list of changes that the modification had made to the original game almost constituted 'a history book of its own'.
The German magazine wrote in April 2007 that the Europa Barbarorum team had 'banned all historical mistakes from the game'; in January 2011, another German publication, also noted the mod's historical accuracy, singling out its 'more realistic, more challenging' battles for praise, although it did note that the mod was squarely aimed at experienced Rome: Total War players. Reviewing version 0.74 of the mod in November 2006, Romanian publication concurred that the mod was aimed at experienced players, adding that the modified version of the game put greater demands on the player's computer than the original Rome: Total War, requiring 512 of, up from the original's 256. Despite this, the reviewer praised the mod's complexity, the 'painstaking detail' that went into making the units and the mod's soundtrack. Europa Barbarorum has also received several online reviews.
The modification received a review early into its development process on gaming website HeavenGames, which said that it was an 'ambitious' project and praised its commitment to historical accuracy, even stating that the Europa Barbarorum development team was going to use satellite imagery and climate change statistics to accurately portray the world as it was in 272 BC. Later, in 2008, the modification has been reviewed on, which praised the modification's 'incredibly well-researched and -devised' unit stats system, as well as its 'legion of historians'. The modification has sometimes been mentioned as a recommended complement to Rome: Total War in reviews of the original title – for instance, by Norwegian gaming website in 2007. In addition, Europa Barbarorum was singled out for praise by the Creative Assembly themselves in 2011, when they called the mod 'breathtaking' in an official statement. See also. References.
Table of Contents 1. Missing Academy Bonus in v1.5? Temple of the Horse 3. Making all factions playable in RTW 4.
Are old saved games compatible with v1.5? Mandatory update for online play? Which version of the patch do I need? My game is messed up! Where do I go for help? How do I enable huge unit sizes?
Multiplayer problems - 'No response from Host,' etc. What are RTR, SPQR, etc? What is the bugfixer and where can I find it? How do I use some of the cheat codes? Why are my biggest cities always losing money? How can I get rid of squalor?
Can I make the Marius Reforms occur later? Unit Shaders - On or Off?
Unit Movement on the battlefield 18. How do you take screenshots? How do I start the civil war?
How do I make better leaders? How can I use the battlefield group AI to help me the most and why use it at all? Will there be any more patches for RTW/BI?
Is it possible to prevent the general to be the first in a charge when I need his unit to get involved? Oliphaunts appearing in rebel cities?
Why can't I control my reinforcements in RTW/BI? Is there a way I can fix this? Can I play/test the rebel/slave/merc units in custom battle? Why are my screenshots black?
How can I make usable screenshots? There is no 'grassy flatland' map for custom battle testing in BI, how do I get a grassy flatland map? What are 'shadow factions' as mentoned in the 1.6 patch for Barbarian Invasions? I hate rebels! Can I mod them away? How do I get 1st cohorts? How do the Ostrogoths emerge in Barbarian Invasion?
When Do the Marian Reforms Occur? How do I remove the green arrows? I just bought the gold edition and I'd like to know if and what patch I should install.
How do I stop the cutscenes to the general's death, gate being broken down, etc? These changes of position and zooms are preventing me from issuing orders. My soldiers get stuck in siege tower entrances when battling on large stone walls. What do I do? Where can I find a map of the RTW world?
How can I defeat Chariots in the RTW Imperial Campaign? How do I defeat phalanxes? How do I see if I have made a modding mistake?
Where is the best place for my capital? Where can I find a list of traits/retinue for my generals, and their effects? Can I attack enemy ships in a port? What exactly determines how many bodyguards my generals have? I am having trouble winning battles. What are some basic tactics and formations I can use to win? I can't seem to be able to open the game console.
How do I enable it? Why must I built a road in Agusta Vindelicorum, when there is already a road in the Raetia region on the campaign map and how do I fix it? Question #1: In the readme of the 1.5 patch for RTW it says that academies now also have a use even if there is no family member in the city. Does anybody know what effect they have? And how big it is for academy, scriptorium, ludus magna? Answer # 1: The readme file is wrong.
It says that the bonus was applied to the academy line of buildings, but this did not happen. Here is how to apply this fix yourself: 1. Find your Rome Total War/data/exportdescrbuildings.txt.
Make a backup copy of it in a safe place. Find the following section. Question #2: As the Gauls i have the option to build two extra temples of epona that appear to look like Roman barracks, is this normal? Answer #2: There is a small fix for this published by CA: 'ADDITIONAL ROME CAMPAIGN FIX FOR PATCHES 1.5/1.6 Only Romans are now able to build an Awesome Temple or a Pantheon of Epona. Exportdescrbuildings.txt - this file must be placed in the Rome data directory. Example path: c: Program Files Rome - Total War data.' Thanks to the Stig - an alternate way: This is what they say it should be changed to and this is wrong.
You see that the awesome temple and pantheon can be build by romans, you can do two things. Take the awesome temple and pantheon completely out or add romans to the other two. This is how you take them out. Go to the input of templeofhorse in the exportdescrbuildings.txt file. Change it to say this. Question: I see people on the forum talking about playing with factions like Macedon, how do you do this? They aren't unlockable in mine!
Answer: Try this download: This should make all factions in the game playable! This mod is for v1.3/v1.4. Disclaimer: Remember you should back up any game files this mod alters most noticably: descrstrat.txt and campaigndescriptions.txt.
Upload File
If you are having problems do not post them here, post them in the RTW-Mods forum. Here are the downloads for German and Italian versions of RTW: German: Italian: Edit - Sirius21 says: I updated my Italian all factions mod for localized RTW 1.5, BI 1.6 and Alexander 1.9!
It can be found at (italian RTW fan community website). Here is the straight link: rtwitalia.interfree.it/do.ns1.0.zip Edit - Based on the fact that people are still have trouble with this, I am including this advanced method here as well: As far as I can tell, there is not currently an English RTW v1.5 mod that allows all factions playable. This does not mean it is impossible. It is quite easy in fact. What I would do is download this mod: This mod is NOT for v1.5/v1.6. But we can work around that because this mod has the advantage of NOT having an installer.
This allows you to pick and choose what files to overwrite. Inside the.zip file you downloaded, you will see a file called readme.txt. Read that file. Understand them? Now pretty much ignore it. But, it was important to read it first so you know what you are doing to your game.
Now make a backup copy of your entire Rome - Total War/data folder. It takes a while, but it is worth it in the long run. Now, look in the.zip file. Find the file called 'campaigndescriptions.txt'. Now open your Rome - Total War/data/text folder. Copy and paste the new 'campaigndescriptions.txt' file into that folder.
It will overwrite the old one. Now, open up your Rome - Total War/data/world/campaigns/imperialcampaign folder.
Now copy every file in the.zip file - EXCEPT for the readme.txt, the campaigndescriptions.txt and the descrstrat.txt. Another way of saying this is to say, copy all the files that begin with map or leader. Paste all those files into your imperialcampaign folder. This will overwrite all those files and add some new ones. Now, open your descrstrat.txt.
Make the top part of it look like this. Custom campaign script generated by Romans Campaign Map Editor campaign imperialcampaign playable romansjulii romansbrutii romansscipii egypt seleucid carthage parthia gauls germans greekcities macedon pontus armenia dacia scythia spain thrace numidia britons end unlockable romanssenate end nonplayable slave end This is the exact method I used to make all factions playable in RTW v1.5. I know for a fact that it works. If you think it is too complicated for you, then don't attempt it. Another edit - here is another link an all factions mod for v1.5. I haven't tested it, but it seems like it should work: Another edit - according to various forum members, this link at heavengames works like a charm and is very easy to use. Question #6(a): I have RTW installed on my computer.
Which version of the patch do I need to download and install? Answer # 6(a): If you have just RTW installed on your computer, then you need to install v1.3 and then install v1.5.
In my experience you need to uninstall RTW and then reinstall it before installing v1.3. Maybe not everyone has to do this, but if you have a problem playing the game after installing v1.3, then uninstall RTW, then reinstall it, then install v1.3.
Question #6(b): I have RTW and BI installed on my computer. Which version of the patch do I need to download and install?
Answer # 6(b): If you have RTW and BI installed on your computer, then you need to download and install patch v1.6. If you just have RTW installed, then you need to install patch v1.3, then install patch v1.5. It is extremely helpful if you uninstall RTW and reinstall it before installing either BI or the v1.3 patch. You can also install the new exportdescrbuildings.txt that was provided by CA to fix the temple of Epona problems. This will make your game as up-do-date as CA currently wants it to be (as of December 30, 2005). 1.3 includes all previous fixes found in 1.1 & 1.2, there are no prerequisites for the installation of 1.3. 1.5 requires that 1.3 is installed.
1.6 should be installed in place of 1.5 for Barbarian Invasion. Do not attempt to install any patch other than 1.6 over Barbarian Invasion. As a side note, all saved games should be compatible with the latest patch, however, some users have not reported success with all their saved games.
Question # 11: What is the Bugfixer and where can I find it? Answer # 11: BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack Compiled by player1 Requires: v1.5 patch for Rome: Total War, or v1.6 patch for Barbarian Invasion expansion pack Introduction: This is compilation of fixes to various bugs that can be found in Rome: Total War and its expansion pack Barbarian Invasion. Many of the fixes were not originally my ideas, but ideas of other members from gaming community that I compiled in one unofficial patch. Since unofficial, it is in no way associated with Creative Assembly, Activision or SEGA.
Download link (2 parts): (440 KB, hosted by TotalWar.org) (1.9 MB, hosted by TotalWar.org). BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack Version 3.36 Compiled by player1 Requires: v1.5 patch for Rome: Total War, or v1.6 patch for Barbarian Invasion expansion pack Introduction: This is compilation of fixes to various bugs that can be found in Rome: Total War and its expansion pack Barbarian Invasion. Many of the fixes were not originally my ideas, but ideas of other members from gaming community that I compiled in one unofficial patch. Since unofficial, it is in no way associated with Creative Assembly, Activision or SEGA. Download link (2 parts): (440 KB, hosted by TotalWar.org) (1.9 MB, hosted by TotalWar.org) Bonus downloads (work with all 3.x versions): -German language files, made by FoDeL (300KB, hosted by TotalWar.org) -Spanish language files, made by SeKhTeM (300KB, hosted by TotalWar.org) Install instructions: Just run installers included in the archives.
But don't forget to specify correct Rome - Total War folder. Note that you need both parts if having Barbarian Invasion expansion.
Othwerwise, only part1 is enough. Question # 12: I want to use some of the cheat codes, not because I suck, but just to have fun. How do I make them work? Question # 12: How you play your single player game is your business. Who am I to judge you? I use cheat codes all the time to make enemy armies stronger and so on and so forth. Not all of the cheat codes work.
Here is how to use some of the cheats: When in game, press the key to bring down Romeshell. On some keyboards you have to press the key to bring RomeShell up (thank you, Sirius21) Then enter the codes: 1. Add Money - addmoney 20000 (can add any amount of money, but the game will only give you a maximum of 40000 every time you enter the code. In patch v1.5 you do not have to get out of the game to use it again.
You could use it like 10 times in a row or even more.) Thank you, Emilysboy 2. Create Unit - Here are three examples, you can obviously change the city/character name, unit name and etc.
The basic code is: createunit 'city/character name' 'unit name' # of units experience armor weaons createunit 'Sparta' 'greek hoplite elite' 1 4 2 2 (this one makes 1 Greek armored hoplite with 4 experience, 2 armor and 2 attack bonus at the city of Sparta) createunit 'Tiberius Brutus' 'roman triarii' 2 3 1 1 (this makes 2 Roman triarii with 3 experience, 1 armor and 1 attack bonus in Tiberius Brutus' army) createunit 'Doros ofSparta' 'greek hoplite militia' 1 4 2 3 (this makes 1 Greek hoplite militia with 4 experience, 2 armor and 3 attack bonus in Doros of Sparta's army) 3. Give Trait - this one work a lot like the createunit cheat. The basic format is: givetrait 'character name' Trait Level givetrait 'Tiberius Brutus' WellConnectedWife 3 - this adds the trait WellConnectedWife level 3 to Tiberius Brutus. Another note about the givetrait (or any other cheat applying to a character) - you have to put in the character's original name.
Thus, if I have an assassin named Placus Libo and he gains the nickname 'Placus the Killer', if I want to use the cheat code to make him better, I have to type in the following: givetrait 'Placus Libo' GoodAssassin 3. Typing in this - givetrait 'Placus theKiller' GoodAssassin 3 - will NOT work.
To find the traits, look in exportdescrcharactertraits.txt. Move Character - Move the character out of the city or off the ship before using this one. Basic format - movecharacter 'Character Name' x,y movecharacter 'Admiral Lucius' 118,35 5.
Rome Total War Spqr Mod 8.0 Deutsch Download
Show Cursorstat - hover your pointer over the hex, then bring down Romeshell and type in showcursorstat. This will give you the x,y coordinates for that square.
Very useful for modding and using the movecharacter option properly. Toggle FOW - type in togglefow to disable the Fog of War. There are several other cheats that I have never used - addpopulation, oliphaunt and etc. These cheats do work. Because I have never used them, I am not posting exactly how to use them here. Nevertheless, if you can use the ones above properly, than you can figure out how to use the rest.
More information on cheat codes can be found here: 8. The diplomacy cheat codes do not work, as far as I can tell. Many of the cheat codes do not work at all. Some sites list lots of console commands that can only be enabled via scripting. If you want to know about scripting, 11.
'What if there's more than one character with the same name? If the Julii have two people called Marcus Julius, how do I differentiate between them?' As far as I know, you cannot differentiate between them. The game always deals with the first character with that name.
If RomeShell says 'invalid command' it should mean that it doesn't recognize this command, then this cheat doesn't work in your version of RTW. There are different versions of the game around the market (i.e. Localized versions). If you want to know if givetrait works in your RTW then type?givetrait (or maybe it was givetrait? After the command) and press enter.
It should tell you how to make a correct command line for this cheat. You can test the real effectiveness of every cheat by typing the command with? On RomeShell. Thank you, Sirius21. Question #13: Why are my biggest cities always losing money? Answer: They're not!
You have to pay upkeep every turn for your field armies. The game divides the cost of this upkeep proportionally between your cities, based on population. For example, say, Tarrentum has 10,000 population and shows an annual income of 400, and Rome has a 30,000 population and shows an annual loss of -1100. This does not mean Rome is losing money and Tarrentum is making money.
It means that Rome is shouldering a higher proportion of your annual upkeep costs. You can check this out in the city details scroll. So letting Rome rebel, retaking it, and exterminating its population may give it a positive income. But this is just an accounting trick. You other settlements will be paying more.
Question #14: How can I get rid of squalor? Answer: You cannot do it directly. But you can do something to lower it. Squalor is directly related to population.
When you get enough people you can upgrade your town (2000, 6000, 12000, 24000 citizens). If you have, for example, 5600 citizens you cannot upgrade and you have a lot of squalor. Upgrading to the next town level will lower squalor.
Untill you do it, you can do something to help. Build public health buildings: they will give health bonuses that go against squalor (but they will boost population growth). Train a lot of military units to lower population. Don't build highest level farms and markets, as they give strong population growth bonuses that will give you squalor.
Build the temples that give you a lot of public order bonuses, as squalor makes people unhappy. Train a lot of peasants for garrisoning, you will lower population and you will get public order. The last solution, expecially for huge cities, could be extermination of your own population (by letting them rebel and retaking the city), but I don't like this kind of solution. I hope this helps. Question #17: How do I get my troops to move across the map without screwing up my formation? Answer: Keeping your units in formation as you move them across the map is easy once you figure out the little trick. 1) Select all your units, group them into one big group, then pick one of the pre-made battle formations from the little 'face' button on the lower right of the screen.
2) Make any adjustments you want, i.e., change the width of your infantry line, move your cav to one flank, whatever. 3) Then select all again, and ungroup and regroup. This locks your guys into your new and improved formation. Then you can move them across the map however you like. If you select the group as a whole, you can click and drag the formation at its destination to face the way you want. You can even use waypoints, and they will not break formation.
Note that if you do not first use one of the pre-set formations, it seems to give screwy results. You will click and drag and, instead of spinning your fixed formation around, it will change the unit widths and depths. As long as you put your men into one of the formations, and adjust from there, everything should work fine. Edit - I'd also add that using the Alt+move command keeps your units in the position you set them in even if you do not use a custom formation.
If all attempts to clean the fill valve has not helped the fill pressure. If the screens are just too clogged or if you have removed them, install new screen-washers in the fill hose end to prevent. Maytag atlantis washer manual remove agitator whirlpool. The screens are in the. Sometimes the fill valve can be damaged and this is why it won't fill as fast as it used to, you may have to replace the fill valve. When ever possible, you should try not to remove the screens from inside the fill valve entrance.
Question #19: How do I start a Civil War? Answer #19: Normally you have to wait until the you are very popular with the people or till the senate is really fed up with you.
But there is a way to let it start when you want it to start. Build a dozen assassins, they don't need to be very good, and send them to kill SPQR family members, after about 20 attempts, failure or not, the Senate gets really fed up with you and expell you and start a war against you, by doing this you can gather your armies in Italy before you start the war. UPDATE - I've tested this on VH - in v1.5 it is impossible to start the civil war until you have enough popular support.
Even if you are outlawed, you can not attack the other Roman factions without the support of the people. So, it is no longer possible to start the civil war early if you are using v1.5. Update - A modding suggestion from Patrick199 - He says: It is possible to trigger a civilwar early in RTW 1.5. What must be done first is a bit of editing in descrstrat file. Here´s how to do it: At the beginning of the diplomacysection ( you will find it at the end of the descrstrat file) you will first see the coreattitudes of the different factions towards each other.
And after that comes the factions relationships towards each other. And it is here that you will have to edit a little bit. Depending on what roman faction you play, you simply change the attitudes towards the factions you wish to fight. Example: You play as the Julii, and want to start the civilwar at once? Just type in the numbers in this example in your descrstrat file that I have changed. Do not type 'at war'!
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This is only to point out what numbers I have changed. Question #21: How can I use the battlefield group AI to help me the most and why use it at all? Answer: Battlefield AI is a superb tool for commanding your army when it has a lot of units and you’re not using the pause during the battles.
If you’re using the pause you can give far better commands yourself and the AI is not needed. If you’re not using the pause however the AI can help you prevent the battle turning into a complete chaos and it doesn’t need to become a mad click fest that some call commanding.
The units being AI led also give the most cinematic feeling possible. First divide your units into core units and key units. Your core units will be the ones controlled by the AI and your key units will remain under your command to support the core units.
The most effective way is to let the AI take command of the infantry. It usually makes good use of support units like druids as well, but if you wish, you can simply have them stand still close to the battle line.
You will most likely wish to take control of the cavalry and the general. This way you can flank most efficiently.
Remember that even when a group is under AI control you can give individual commands to units but keep it simple. The attack Close in with all your units grouped together to maintain cohesion. When you close in, regroup your units to core and key group. Before you attack, make sure you have used all special abilities like war cry etc. Turn on the AI for the core group, give the attack command and have fun with the key units.
When you are controlling units with pila it’s recommended to remain the control of them until they have thrown all pila. The AI uses one volley and attacks. The defence Group in advance. When the AI closes in, turn on the AI for the core group and be ready to support it with key units. It’s important to have all the units that you wish the AI to lead grouped in one group.
This way the AI can coordinate them. If you have multiple groups each group is only able to lead itself and will not coordinate the attack with the other group or support it. Have more than one AI group only when you are attacking from multiple directions. In such a case putting them all into one group would prove counterproductive because the AI tries to get them all together while the enemy is in between. When you are a phalanx-heavy faction you may wish to take control of the phalanx line (and the general) and put the cavalry under AI, preferably after you have led it behind the enemy lines and made contact with the phalanx line. Commanding Roman infantry is fun as well. Naturally there are no rules and experimenting is most fun.
Oliphaunts appearing in rebel cities? In RTW when cities rebel, there is a chance that they might receive an Oliphaunt unit.which is kind of a problem since it is both massive, and can't leave through gates.
(And of course they are pure fantasy units meant for simple amusement, not part of game play.) Seems that the new 1.3 and 1.5 patches have introduced this new feature. While I've not had it happen personally, I've seen half a dozen shocked reports of it here and on other sites. Apparently some of the code restricting recruitment of rebel units like this was inadvertantly removed/altered.
Amcap 9.20 crack serial. Since BI does not have Oliphaunts this is not a problem in BI, but RTW has them with 'slave' ownership. Workaround for To prevent this from happening, update exportdescrunits.txt by placing comments (; ) infront of all of the oliphaunt entries.
Another way would be to make their 'category' as 'noncombatant' (although I have not tested this latter.). Question #25: Why can't I control my reinforcements in RTW/BI? Is there a way I can fix this? Answer #25: There is some sort of bug with the check box for computer control.
Sometimes it indicates that the player will have control but the AI will have control instead. Fortunately, a player over at the ORG figured out a workaround that so far has been successful for most of us. Just before going to the field, check and uncheck the box several times, leaving it in proper non-AI controlled unchecked state.
(Don't check the armies after doing this as this might reset the toggle to a state other than what is diplayed. Go right to the battlefield.) This workaround seems to reinitialize the toggle and put it in the correct state. Question # 29: 'What are 'shadow factions' as mentoned in the 1.6 patch for Barbarian Invasions?' Answer # 29: The faction to which disloyal generals go, as well as cities that rebelled. So in unmoded game, that's eastern roman rebels for eastern romans and western roman rebels for western romans.
And vice versa. Note that ostrogoths are.not. shadow faction to goths, since after one goth city rebels and ostrogoths are formed they are totaly seperate factions (new goths rebels won't go to ostrogoths). © Copyright Games Workshop Limited 2015. Warhammer, the Warhammer logo, GW, Games Workshop, The Game of Fantasy Battles, the twin-tailed comet logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or ™, and/or © Games Workshop Limited, variably registered around the world, and used under licence. Developed by Creative Assembly and published by SEGA. Creative Assembly, the Creative Assembly logo, Total War and the Total War logo are either registered trade marks or trade marks of The Creative Assembly Limited.
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