Welcome to the TWC Wiki! You are not logged in. Please log in to the Wiki to vote in polls, change skin preferences, or edit pages. See HERE for details of how to LOG IN.

Difference between revisions of "Rome Total Realism"

From TWC Wiki
Jump to navigationJump to search
(External links)
(Started work on the article, merged official wiki and old RTR article, found and added staff list, updated overview + links to site and forums. Going to add a galery now, still needs a brief overview of history.)
Line 1: Line 1:
== Overview ==
+
Rome: Total Realism VII or (RTR VII) is a complete modification for the computer game Rome: Total War intended to correct and enhance the historical accuracy of the original game. RTR VII is also intended to add a heightened sense of enjoyment. RTR VII serves as the name for a new line of RTR mods which stands independently from the previous Rome Total Realism 6 series. The RTR VII series currently has two releases, in the form of Rome Total Realism VII: The Iberian Conflict (or RTR VII: TIC) (2008) and Rome Total Realism VII: Fate of Empires (RTR VII: FOE) (2009). RTR VII  has had enormous success and received five awards during the Total War Center 2009 modding awards for FoE. The final mod planned for release in the RTR VII series has been named RTR VII (without a sub title)
 +
= Overview =
 +
Rome Total Realism VII is divided into three sub mods, the last of which is still in development. The first to be released was Rome Total Realism VII: The Iberian Conflict, which focused on Hamilcar Barca and the Carthaginian conquest of Iberia. The second release was Rome Total Realism VII: Fate of Empires, which expands the focus of the campaign map to cover Iberia to Epeiros.
  
'''Rome: Total Realism''' (or RTR) is a complete modification ("mod") for the computer game Rome: Total War, intended to rectify historical inaccuracies in the original game and give a more enjoyable game play experience at the same time. The mod has been featured in several major gaming sites and magazines, such as PC Gamer US, PC Gamer UK, and GameSpot. Rome: Total Realism is the most successful modification of Rome: Total War, with an estimated 80,000 downloads on the first day after version 6.0 was released. It was followed by versions 6.1, 6.2, 6.3 and finally 6.0 Gold, a compilation of all patches. The unofficial, but recognized Platinum Edition also exists ( [[RTRPE]] ), no different content than Gold Edition, but with support for the latest Rome: Total War patches. The current version in progress is 7.0, which is based off the Barbarian Invasion expansion to Rome: Total War, and is expected to be released in late 2007, of which many previews can be viewed in the TWC section for RTR (link below).
+
'''Rome Total Realism VII: The Iberian Conflict'''
  
Though the original Rome: Total War is a popular computer game, the RTR team believes it could benefit from substantial improvement nonetheless. In particular, the historical inaccuracies in the original game—in substantial part acknowledged by the game's creators, who did not intend it to be edutainment—are something RTR seeks to change.
+
RTR VII: TIC covers the conquest of Iberia by the Hamilcar Barca and his contemporaries in the name of the Carthaginian Republic in a uniquely close and story driven campaign . The campaign map covers all of Iberia and parts of southern Gaul. The goal of TIC was to provide and short, detailed and story driven experience from which the player could play and emulate the conquest of Iberia by Hamilcar Barca and the Carthaginians. Playable factions include: The Celtiberians and the Carthaginian Republic.
  
One of the biggest changes was the portrayal of Egypt. Rome portrays the Egyptian faction more as the Pharaonic Middle-Eastern empire it was in the tenth century BC than the Ptolemaic successor state to Alexander's empire it actually was in the game's period (280 BC–14 AD). The developers of Rome have publicly stated that a chariot-dominated Egypt that matched their consumers' expectations was viewed as being more fun than still another phalanx-based Hellenistic successor state. The RTR developers believe that realism does not impinge upon fun, and that the starting conditions and other differences between the Ptolemaic Empire and, for instance, the Seleucid Empire or Macedon provide sufficient distinction to stop the faction list from being in repetitive and boring.
+
What differentiates RTR VII: TIC from other mods in the RTR series is that it is a comparatively short campaign that could be completed in a relatively short amount of time. The mod is based around the story of Hamilcar Barca`s conquest of Iberia, and as such the player is able to relive these experiences, while still experiences the "free roam" concept which dominates the Total War gaming series.
  
Gameplay was also enhanced, in both the strategic and tactical fields of the game.
+
'''Rome Total Realism VII: Fate of Empires'''
  
== Major changes ==
+
RTR VII: FOE begins with the Pyrrhic invasion of Italy in 280 BCE. The map was extended to cover all the area between Iberia and Epirus in the Mediterranean. As the campaign progresses it eventually leads to the inevitable Punic wars. Playable factions include: The Republic of Rome, The Republic of Carthage, The Cisalpine Gauls, Celtiberians, Kingdom of Massyli and the Kingdom of Epeiros
 +
 
 +
FOE is different from TIC in the sense that it is not story driven, nor is it as heavily scripted. As such the campaign has been extended and is much longer than its predecessor. However, FOE adds the to depth of the game by adding "minor regions" which represent the numerous small settlements which had been largely neglected in the original game, and an overhaul of the RTW economic system. These settlements do not grow and provide no recruitment or building options, however they account for approximately half of the players income. These mini regions add an original depth to the game, and as such received generally positive reviews.
 +
 
 +
'''Rome Total Realism VII'''
 +
 
 +
RTR VII has been noted as the last in the RTR VII mod series. As such, the sub title which has accompanies previous modifications (TIC and FOE respectively) has been dropped.
 +
 
 +
The mod is still in development and is has not been released to the public. However, the RTR VII mod team has released a preview which reveals numerous details concerning the mod. These details include: The extension of the map from Iberia to Asia minor (including Gaul, the Balkans, lower Scythia, and lower Germany), several new factions and the return of mini regions.
 +
 
 +
= Features =
 
*Seventeen playable factions. By contrast, the original game only permitted players to play 12 factions, and only three at the beginning. As of version 6.0 gold, the faction roster removes the Britons and Dacia, condenses the four Roman factions into one, and adds Illyria and Bactria. The Mod also renames different factions to more realistic names such as changing Spain into Iberia.
 
*Seventeen playable factions. By contrast, the original game only permitted players to play 12 factions, and only three at the beginning. As of version 6.0 gold, the faction roster removes the Britons and Dacia, condenses the four Roman factions into one, and adds Illyria and Bactria. The Mod also renames different factions to more realistic names such as changing Spain into Iberia.
 +
 
*Two hundred army units with new textures, models, and so forth. "Faction colors" have been removed— for example, in Rome all of the Egyptian units wore bright yellow clothing, Julii wore red, mercenaries green, rebels gray, and so on. In RTR, most soldiers wear rather similar colors (typically the greys and yellows and browns of undyed cloth), reflecting their probable historical modes of dress, as at the time, dyes for clothing and ornamentation were extremely expensive.
 
*Two hundred army units with new textures, models, and so forth. "Faction colors" have been removed— for example, in Rome all of the Egyptian units wore bright yellow clothing, Julii wore red, mercenaries green, rebels gray, and so on. In RTR, most soldiers wear rather similar colors (typically the greys and yellows and browns of undyed cloth), reflecting their probable historical modes of dress, as at the time, dyes for clothing and ornamentation were extremely expensive.
 +
 
*The statistics of all units have been adjusted. The desired effect is that the length of battles has been increased by reducing the rate at which soldiers kill enemies, and the effectiveness of most missile units has been decreased. One of the most prominent of these changes is increase in the viability of the cavalry especially when charging, now cavalry is more realistically portrayed as a influential member of an army due to it mobility and the impact of their charge.
 
*The statistics of all units have been adjusted. The desired effect is that the length of battles has been increased by reducing the rate at which soldiers kill enemies, and the effectiveness of most missile units has been decreased. One of the most prominent of these changes is increase in the viability of the cavalry especially when charging, now cavalry is more realistically portrayed as a influential member of an army due to it mobility and the impact of their charge.
 +
 
*New "Area of Recruitment" gameplay mechanic. In Rome, there was virtually no restriction on the units a faction could train in a given province- for example, Carthage could train exactly the same units in Carthage as they could in Spain. The exceptions were that Roman First Cohorts could only be recruited in Rome; Spartan hoplites could only be recruited in Sparta or Syracuse; and elephant and camel units could only be recruited in provinces that have those animals as resources. In RTR, the units that can be recruited in a province depend in large part on the province itself; Gallic infantry, for instance, can only be recruited in Gaul, but can be recruited by all factions. Still, all factions do have their own typical units that can be recruited anywhere.
 
*New "Area of Recruitment" gameplay mechanic. In Rome, there was virtually no restriction on the units a faction could train in a given province- for example, Carthage could train exactly the same units in Carthage as they could in Spain. The exceptions were that Roman First Cohorts could only be recruited in Rome; Spartan hoplites could only be recruited in Sparta or Syracuse; and elephant and camel units could only be recruited in provinces that have those animals as resources. In RTR, the units that can be recruited in a province depend in large part on the province itself; Gallic infantry, for instance, can only be recruited in Gaul, but can be recruited by all factions. Still, all factions do have their own typical units that can be recruited anywhere.
 +
 
*Redesigned campaign map. The map was extended east to India, instead of the Rome map's eastern limit of roughly the Caspian Sea. This shows the historical extent of the various eastern powers, such as Parthia and the Seleucids— in Rome the Parthians' starting position was split in half by the Caspian, with no eastern expansion possible and contact only possible via ship; due to the absence of Persia and modern day Iran, the Seleucids were also extremely cut down by their small Mediterranean, part-Babylonian and southern Asia Minor territories which often lead to them being destroyed by Pontus, Egypt and Armenia.
 
*Redesigned campaign map. The map was extended east to India, instead of the Rome map's eastern limit of roughly the Caspian Sea. This shows the historical extent of the various eastern powers, such as Parthia and the Seleucids— in Rome the Parthians' starting position was split in half by the Caspian, with no eastern expansion possible and contact only possible via ship; due to the absence of Persia and modern day Iran, the Seleucids were also extremely cut down by their small Mediterranean, part-Babylonian and southern Asia Minor territories which often lead to them being destroyed by Pontus, Egypt and Armenia.
 +
 
*Redesigned graphical elements. Most of the graphics in the game have been redone allowing for a more realistic interaction of units in the battles, again expanding the "Realism" aspect of the Mod.
 
*Redesigned graphical elements. Most of the graphics in the game have been redone allowing for a more realistic interaction of units in the battles, again expanding the "Realism" aspect of the Mod.
 +
 
*New, optional music from two composers, including a version of Ailein duinn used for the credits.
 
*New, optional music from two composers, including a version of Ailein duinn used for the credits.
 +
 
*The RTR website also hosts other mods which stack onto the RTR mod; these are also fan-made, but are not officially supported by the RTR designers. The mods make other changes, such as adding factions, changing the game years to four turns (rather than two), changing animations and formations, and integrating changes from Barbarian Invasion.
 
*The RTR website also hosts other mods which stack onto the RTR mod; these are also fan-made, but are not officially supported by the RTR designers. The mods make other changes, such as adding factions, changing the game years to four turns (rather than two), changing animations and formations, and integrating changes from Barbarian Invasion.
 +
= The Team =
 +
The team is always looking for new minds. Check out the mod website under "External Links".
 +
== Main Developers ==
 +
* Anallein - Coding
 +
 +
* Apple - Music, Coding
 +
 +
* Bladerunner900 - 3D Art, FOE Installer
 +
 +
* Bucellarii - Historical Research
 +
 +
* Caius Britannicus - 3D Art, 2D Art
 +
 +
* Carajudo - 2D Art
 +
 +
* Clearchus of Sparta - Historical Research, Coding, Team Organization
 +
 +
* HamilcarBarca - Historical Research
 +
 +
* HouseOfHam - Scripting, Coding, Technical Infrastructure
 +
 +
* Jones King - Music
 +
 +
* Kepper - Coding, 2D Art
 +
 +
* Khshayathiya - Historical Research
 +
 +
* Limes - 3D Art, 2D Art
 +
 +
* Maced0n - 3D Art, 2D Art
 +
 +
* MasterOfThessus - Test-team leader
 +
 +
* MCantu - Coding
 +
 +
* Mephisto - 2D Art
 +
 +
* Muizer - Coding, Mapping, Project Leader
 +
 +
* Musicart - Music
 +
 +
* Orthanner - Historical Research, FOE Installer
 +
 +
* PatricianS - Coding, Animations, 2D Art
 +
 +
* Publius - 3D Art, 2D Art
 +
 +
* Quetzalcoatl - 2D Art
 +
 +
* Quinctius Cincinnatus - Movies
 +
 +
* SeleukosART - 2D Art
 +
 +
* Solaris - Preview Graphics
 +
 +
* The10thLegion - Coding
 +
 +
* Tony83 - Coding, Public Relations, Administration
 +
 +
* Vindafarna - Historical Research
 +
== Beta Testers ==
 +
* Brusilov
 +
 +
* Despot of Rhodes
 +
 +
* DukeCanada
 +
 +
* Finn
 +
 +
* Mr Gorby
 +
 +
* Switch
 +
== Special Members ==
 +
* Alejandro Rodriguez - Music († June 9th, 2009)
 +
 +
* Alex McGery - Music
 +
 +
* Anunnak - Historical Research
 +
 +
* Aradan - Advice
 +
 +
* Ararax - Former Developer
 +
 +
* Florin80 - Former Developer, Advice, RTR VII: TIC Patches
 +
 +
* IGN ModCenter - File hosting, Mod management tools
 +
 +
* LestaT - Former Developer, Advice
 +
 +
* MarcusCorneliusMarcellus - Former Team Leader, Advice
 +
 +
* Preskinn - Testing
 +
 +
* Quinn Inuit - Coding, Advice
 +
 +
* RedXIII - Former Developer, Advice
 +
 +
* Salvor Hardin - Former Developer, Advice
 +
 +
* Vashiyusuf - Former Developer, Advice, Public Relations, Administration
 +
 +
= Included Mods =
 +
* Roma Surrectum - Co-operation
 +
 +
* Roma Surrectum Team and Tone - Punic Reform model and texture, Fixed overhand hoplite animation
 +
 +
* Europa Barbarorum and SigniferOne - Animations
 +
 +
* Res Gestae and Prometheus - Scythed chariot model and texture
 +
 +
* Paeninsula Italica - Tarentine Cavalry model and texture
 +
 +
* Sparta III team and Quetzalcoatl - Roman battle map banner
 +
 +
= History =
 +
 +
= Visual Material =
 +
 +
<gallery>
 +
Image:|[[]]
 +
</gallery>
  
 
== See Also ==
 
== See Also ==
Line 28: Line 168:
 
== External links ==
 
== External links ==
  
* [http://www.rometotalrealism.org/ Official Mod Website]
+
* [http://www.rometotalrealism.org/ Official Mod Website]  
 
* [http://www.twcenter.net/forums/forumdisplay.php?f=26 Hosted Forum at TWC]
 
* [http://www.twcenter.net/forums/forumdisplay.php?f=26 Hosted Forum at TWC]
 
+
* [http://www.rometotalrealism.org/forums/index.php Official mod forums]
 
[[Category:RTW Mods]]
 
[[Category:RTW Mods]]
 
[[Category:RTW_Mods_%28Released%29]]
 
[[Category:RTW_Mods_%28Released%29]]
 
[[Category:TWC Hosted Modifications]]
 
[[Category:TWC Hosted Modifications]]

Revision as of 04:36, 25 September 2010

Rome: Total Realism VII or (RTR VII) is a complete modification for the computer game Rome: Total War intended to correct and enhance the historical accuracy of the original game. RTR VII is also intended to add a heightened sense of enjoyment. RTR VII serves as the name for a new line of RTR mods which stands independently from the previous Rome Total Realism 6 series. The RTR VII series currently has two releases, in the form of Rome Total Realism VII: The Iberian Conflict (or RTR VII: TIC) (2008) and Rome Total Realism VII: Fate of Empires (RTR VII: FOE) (2009). RTR VII has had enormous success and received five awards during the Total War Center 2009 modding awards for FoE. The final mod planned for release in the RTR VII series has been named RTR VII (without a sub title)

Overview

Rome Total Realism VII is divided into three sub mods, the last of which is still in development. The first to be released was Rome Total Realism VII: The Iberian Conflict, which focused on Hamilcar Barca and the Carthaginian conquest of Iberia. The second release was Rome Total Realism VII: Fate of Empires, which expands the focus of the campaign map to cover Iberia to Epeiros.

Rome Total Realism VII: The Iberian Conflict

RTR VII: TIC covers the conquest of Iberia by the Hamilcar Barca and his contemporaries in the name of the Carthaginian Republic in a uniquely close and story driven campaign . The campaign map covers all of Iberia and parts of southern Gaul. The goal of TIC was to provide and short, detailed and story driven experience from which the player could play and emulate the conquest of Iberia by Hamilcar Barca and the Carthaginians. Playable factions include: The Celtiberians and the Carthaginian Republic.

What differentiates RTR VII: TIC from other mods in the RTR series is that it is a comparatively short campaign that could be completed in a relatively short amount of time. The mod is based around the story of Hamilcar Barca`s conquest of Iberia, and as such the player is able to relive these experiences, while still experiences the "free roam" concept which dominates the Total War gaming series.

Rome Total Realism VII: Fate of Empires

RTR VII: FOE begins with the Pyrrhic invasion of Italy in 280 BCE. The map was extended to cover all the area between Iberia and Epirus in the Mediterranean. As the campaign progresses it eventually leads to the inevitable Punic wars. Playable factions include: The Republic of Rome, The Republic of Carthage, The Cisalpine Gauls, Celtiberians, Kingdom of Massyli and the Kingdom of Epeiros

FOE is different from TIC in the sense that it is not story driven, nor is it as heavily scripted. As such the campaign has been extended and is much longer than its predecessor. However, FOE adds the to depth of the game by adding "minor regions" which represent the numerous small settlements which had been largely neglected in the original game, and an overhaul of the RTW economic system. These settlements do not grow and provide no recruitment or building options, however they account for approximately half of the players income. These mini regions add an original depth to the game, and as such received generally positive reviews.

Rome Total Realism VII

RTR VII has been noted as the last in the RTR VII mod series. As such, the sub title which has accompanies previous modifications (TIC and FOE respectively) has been dropped.

The mod is still in development and is has not been released to the public. However, the RTR VII mod team has released a preview which reveals numerous details concerning the mod. These details include: The extension of the map from Iberia to Asia minor (including Gaul, the Balkans, lower Scythia, and lower Germany), several new factions and the return of mini regions.

Features

  • Seventeen playable factions. By contrast, the original game only permitted players to play 12 factions, and only three at the beginning. As of version 6.0 gold, the faction roster removes the Britons and Dacia, condenses the four Roman factions into one, and adds Illyria and Bactria. The Mod also renames different factions to more realistic names such as changing Spain into Iberia.
  • Two hundred army units with new textures, models, and so forth. "Faction colors" have been removed— for example, in Rome all of the Egyptian units wore bright yellow clothing, Julii wore red, mercenaries green, rebels gray, and so on. In RTR, most soldiers wear rather similar colors (typically the greys and yellows and browns of undyed cloth), reflecting their probable historical modes of dress, as at the time, dyes for clothing and ornamentation were extremely expensive.
  • The statistics of all units have been adjusted. The desired effect is that the length of battles has been increased by reducing the rate at which soldiers kill enemies, and the effectiveness of most missile units has been decreased. One of the most prominent of these changes is increase in the viability of the cavalry especially when charging, now cavalry is more realistically portrayed as a influential member of an army due to it mobility and the impact of their charge.
  • New "Area of Recruitment" gameplay mechanic. In Rome, there was virtually no restriction on the units a faction could train in a given province- for example, Carthage could train exactly the same units in Carthage as they could in Spain. The exceptions were that Roman First Cohorts could only be recruited in Rome; Spartan hoplites could only be recruited in Sparta or Syracuse; and elephant and camel units could only be recruited in provinces that have those animals as resources. In RTR, the units that can be recruited in a province depend in large part on the province itself; Gallic infantry, for instance, can only be recruited in Gaul, but can be recruited by all factions. Still, all factions do have their own typical units that can be recruited anywhere.
  • Redesigned campaign map. The map was extended east to India, instead of the Rome map's eastern limit of roughly the Caspian Sea. This shows the historical extent of the various eastern powers, such as Parthia and the Seleucids— in Rome the Parthians' starting position was split in half by the Caspian, with no eastern expansion possible and contact only possible via ship; due to the absence of Persia and modern day Iran, the Seleucids were also extremely cut down by their small Mediterranean, part-Babylonian and southern Asia Minor territories which often lead to them being destroyed by Pontus, Egypt and Armenia.
  • Redesigned graphical elements. Most of the graphics in the game have been redone allowing for a more realistic interaction of units in the battles, again expanding the "Realism" aspect of the Mod.
  • New, optional music from two composers, including a version of Ailein duinn used for the credits.
  • The RTR website also hosts other mods which stack onto the RTR mod; these are also fan-made, but are not officially supported by the RTR designers. The mods make other changes, such as adding factions, changing the game years to four turns (rather than two), changing animations and formations, and integrating changes from Barbarian Invasion.

The Team

The team is always looking for new minds. Check out the mod website under "External Links".

Main Developers

  • Anallein - Coding
  • Apple - Music, Coding
  • Bladerunner900 - 3D Art, FOE Installer
  • Bucellarii - Historical Research
  • Caius Britannicus - 3D Art, 2D Art
  • Carajudo - 2D Art
  • Clearchus of Sparta - Historical Research, Coding, Team Organization
  • HamilcarBarca - Historical Research
  • HouseOfHam - Scripting, Coding, Technical Infrastructure
  • Jones King - Music
  • Kepper - Coding, 2D Art
  • Khshayathiya - Historical Research
  • Limes - 3D Art, 2D Art
  • Maced0n - 3D Art, 2D Art
  • MasterOfThessus - Test-team leader
  • MCantu - Coding
  • Mephisto - 2D Art
  • Muizer - Coding, Mapping, Project Leader
  • Musicart - Music
  • Orthanner - Historical Research, FOE Installer
  • PatricianS - Coding, Animations, 2D Art
  • Publius - 3D Art, 2D Art
  • Quetzalcoatl - 2D Art
  • Quinctius Cincinnatus - Movies
  • SeleukosART - 2D Art
  • Solaris - Preview Graphics
  • The10thLegion - Coding
  • Tony83 - Coding, Public Relations, Administration
  • Vindafarna - Historical Research

Beta Testers

  • Brusilov
  • Despot of Rhodes
  • DukeCanada
  • Finn
  • Mr Gorby
  • Switch

Special Members

  • Alejandro Rodriguez - Music († June 9th, 2009)
  • Alex McGery - Music
  • Anunnak - Historical Research
  • Aradan - Advice
  • Ararax - Former Developer
  • Florin80 - Former Developer, Advice, RTR VII: TIC Patches
  • IGN ModCenter - File hosting, Mod management tools
  • LestaT - Former Developer, Advice
  • MarcusCorneliusMarcellus - Former Team Leader, Advice
  • Preskinn - Testing
  • Quinn Inuit - Coding, Advice
  • RedXIII - Former Developer, Advice
  • Salvor Hardin - Former Developer, Advice
  • Vashiyusuf - Former Developer, Advice, Public Relations, Administration

Included Mods

  • Roma Surrectum - Co-operation
  • Roma Surrectum Team and Tone - Punic Reform model and texture, Fixed overhand hoplite animation
  • Europa Barbarorum and SigniferOne - Animations
  • Res Gestae and Prometheus - Scythed chariot model and texture
  • Paeninsula Italica - Tarentine Cavalry model and texture
  • Sparta III team and Quetzalcoatl - Roman battle map banner

History

Visual Material

See Also

External links