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Difference between revisions of "File Differences - Rome Remastered"

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(descr_aerial_map_ground_types.txt)
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{{RTW Modding Logo}}
+
{{Rome Remastered Modding}}
 
Article explaining the main text file and folder differences in [[Total War: Rome Remastered]] as compared to the original Rome: Total War, from initial comparison carried out by Suppanut.
 
Article explaining the main text file and folder differences in [[Total War: Rome Remastered]] as compared to the original Rome: Total War, from initial comparison carried out by Suppanut.
  
Line 20: Line 20:
 
*'''feral_textures'''
 
*'''feral_textures'''
 
*'''original_overrides''' (contain files which would override other files in data folder and subfolder in case original setting option is selected, files and locations which it would replace are stated in data/original_overrides/override_files.txt are moddable)
 
*'''original_overrides''' (contain files which would override other files in data folder and subfolder in case original setting option is selected, files and locations which it would replace are stated in data/original_overrides/override_files.txt are moddable)
*'''string_overrides''' (this folder is intended for moddable sting overrides, it is empty in the main game but can be used to override strings in contents/resources/en.lproj etc.)
+
*'''string_overrides''' (this folder is intended for moddable sting overrides, it is empty in the main game but can be used to override strings in contents/resources/en.lproj etc.) - see Feral's guide [https://github.com/FeralInteractive/romeremastered/blob/main/documentation/data_file_guides/string_overrides.md here]
 
*'''ui_overrides''' (overrides UI and menu settings found in data/menu and possibly also those in the .exe)
 
*'''ui_overrides''' (overrides UI and menu settings found in data/menu and possibly also those in the .exe)
*'''toggles''' (contain toggle switch setting and how they are organized together, moddable)
+
*'''toggles''' (contain toggle switch setting and how they are organized together, moddable) - see Feral's guide [https://github.com/FeralInteractive/romeremastered/blob/main/documentation/data_file_guides/toggles.md here]
  
 
New folders added to BI\data:
 
New folders added to BI\data:
Line 143: Line 143:
 
   descr_vegetation.txt (loads .db version instead if present, used to regenerate .db file if not present)
 
   descr_vegetation.txt (loads .db version instead if present, used to regenerate .db file if not present)
  
===Changed features inside files in data folders===
+
===Changed features inside files and new file content in data folders===
  
 
====descr_aerial_map_bases.txt====
 
====descr_aerial_map_bases.txt====
Line 151: Line 151:
  
 
====descr_aerial_map_ground_types.txt====
 
====descr_aerial_map_ground_types.txt====
Although apparently read by the engine (see Suppanut's testing) - the textures listed in this file are not apparently used in game as they have been superceded by the mesh tile textures.
+
Although apparently read by the engine (see Suppanut's testing) - the textures listed in this file are not apparently used in game as they have been superceded by the mesh tile textures. The structure of this file is the same as the original with some textures names changed.
:-Structure of this file is the same as the original with some textures names changed from original
 
  
 
====descr_animals.txt====
 
====descr_animals.txt====
 
The structure of this file is similar to the original with a few changes.
 
The structure of this file is similar to the original with a few changes.
  
-- Now we could have more than 2 types of animals (at least vanilla remastered now have 3)
+
-- Name of type used in EDU now required to match with name of type in descr_animals.txt due to it no longer being hardcoded
  
-- Name of type using in EDU now require to match with name of type in descr_animals.txt due to it nolonger hardcoded
+
-- Remastered now 3 classes of animals instead of 2 from original (wardog, hound, pig)
  
-- There are now 3 classes of animals instead of 2 from original (wardog, hound, pig)
+
-- Additional attribute "width" and "offset" for each type of animal.
  
-- additional attribute "width" and "offset" for each type of animals.
+
-- No hard-coded limit on numbers of additional animal types that can be added.
  
 
====descr_auto_optimise_options.txt====
 
====descr_auto_optimise_options.txt====
Line 170: Line 169:
 
====descr_building_battle.txt====
 
====descr_building_battle.txt====
 
Structure of this file is the same as the original with addition of more texture varients being assigned and building details have been updated. There are additional models content add in Rome HD in file dbb_lorenzo_romehd.txt.
 
Structure of this file is the same as the original with addition of more texture varients being assigned and building details have been updated. There are additional models content add in Rome HD in file dbb_lorenzo_romehd.txt.
 +
 +
====descr_campaigns.txt====
 +
See Feral's article [https://github.com/FeralInteractive/romeremastered/blob/main/documentation/data_file_guides/descr_campaigns.md here].  This file allows the addition of what would have been 'provincial campaigns' in RTW.  The additional campaigns can have new main menu entries and separate map meshes.
  
 
====descr_character.txt====
 
====descr_character.txt====
Line 267: Line 269:
  
 
===='''descr_model_battle.txt/descr_model_strat.txt'''====
 
===='''descr_model_battle.txt/descr_model_strat.txt'''====
'''The structure of these files has been changed considerably!'''
+
'''The structure of these files has been changed considerably! See Feral's guide [https://github.com/FeralInteractive/romeremastered/blob/main/documentation/data_file_guides/DMB.md here].''
  
 
-- '''type''' - same structure as original
 
-- '''type''' - same structure as original
Line 287: Line 289:
 
::where '''model_flexi/model_flexi_m''' is used the individual case names are given in full together with distance value as in original game DMB.  '''model_flexi_m''' must be used for models with vertexes weighted across two bones.
 
::where '''model_flexi/model_flexi_m''' is used the individual case names are given in full together with distance value as in original game DMB.  '''model_flexi_m''' must be used for models with vertexes weighted across two bones.
  
-- '''no_variation''' variant for model/model_flexi has been added. (still need to study further what it is used for)
+
-- '''no_variation''' variant for model/model_flexi has been added. (these models will be used when the graphics setting "Unit Variation" is false)
  
 
-- ''"model_sprite"'' and ''"model_tri"'' are not used in remastered
 
-- ''"model_sprite"'' and ''"model_tri"'' are not used in remastered
Line 293: Line 295:
 
====descr_mount.txt====
 
====descr_mount.txt====
 
Structure is the same as original but with an additional attribute setting for "water_trail_effect_running"
 
Structure is the same as original but with an additional attribute setting for "water_trail_effect_running"
 +
 +
-- No hard-coded limit on the number of possible mounts (from 2.0.2)
  
 
====descr_offmap_models.txt====
 
====descr_offmap_models.txt====
Line 364: Line 368:
 
   ftree_selected_line_colour
 
   ftree_selected_line_colour
 
   ftree_unselected_line_colour
 
   ftree_unselected_line_colour
 
Known bug in version 2.0:
 
:-- custom_battle_availability attribute does not work, Feral are looking into the issue.
 
  
 
====descr_sm_resources.txt====
 
====descr_sm_resources.txt====
Structure is the same as the original but each item now could have several models which indicate quantity of resource set in descr_strat.txt (new feature in remastered)
+
See Feral's article [https://github.com/FeralInteractive/romeremastered/blob/main/documentation/data_file_guides/descr_sm_resources.md descr_sm_resources].  The structure of this file is now substantially different from the original.  Hard-coded limits have been lifted.  Hidden_resources are now listed at the bottom of this file instead of in EDB.
  
 
====descr_solar_system.txt====
 
====descr_solar_system.txt====
Line 458: Line 459:
 
===='''export_descr_buildings.txt'''====
 
===='''export_descr_buildings.txt'''====
 
See Feral's article [https://github.com/FeralInteractive/romeremastered/blob/main/documentation/data_file_guides/EDB.md export_descr_buildings]
 
See Feral's article [https://github.com/FeralInteractive/romeremastered/blob/main/documentation/data_file_guides/EDB.md export_descr_buildings]
 
+
:-hidden resources are no longer listed in this file, see descr_sm_resources.txt instead.
 
:-merchant agent added to market buildings
 
:-merchant agent added to market buildings
 
:-new building attribute "agent_limit_settlement"
 
:-new building attribute "agent_limit_settlement"
Line 507: Line 508:
  
 
===='''export_descr_unit.txt'''====
 
===='''export_descr_unit.txt'''====
 +
See Feral's article [https://github.com/FeralInteractive/romeremastered/blob/main/documentation/data_file_guides/EDU.md export_descr_unit]
 +
 
-- voice type "General_1" is nolonger used
 
-- voice type "General_1" is nolonger used
  
Line 522: Line 525:
 
:--- "hair_color"
 
:--- "hair_color"
 
:--- "hair_style"
 
:--- "hair_style"
 +
 +
-- new "rebalance_statblock" gives alternative values used for Remastered toggled settings
 +
 +
====feral_descr_ai_personality.txt====
 +
Provides greater control of AI personalities  used in descr_strat.txt e.g. 'balanced smith'.  See Feral's guide [https://github.com/FeralInteractive/romeremastered/blob/main/documentation/data_file_guides/feral_descr_ai_personality.md here]
 +
 +
====feral_descr_grass_textures.txt====
 +
See Feral's guide [https://github.com/FeralInteractive/romeremastered/blob/main/documentation/data_file_guides/feral_descr_grass_textures.md here].  Note that the sprites used for grass are now triangular instead of rectangular.
 +
 +
====feral_descr_grass_useage.txt====
 +
See Feral's guide [https://github.com/FeralInteractive/romeremastered/blob/main/documentation/data_file_guides/feral_descr_grass_usage.md here].
 +
 +
====feral_descr_reputations_and_relations.txt====
 +
See Feral's guide [https://github.com/FeralInteractive/romeremastered/blob/main/documentation/data_file_guides/feral_descr_reputations_and_relations.md here].  This file allows adjustment of the modifiers applied.
 +
 +
====feral_descr_tonemap_lut.txt====
 +
See Feral's guide [https://github.com/FeralInteractive/romeremastered/blob/main/documentation/data_file_guides/feral_descr_tonemap_lut.md here].  Defines which LUT files are used for specific climate, day time and weather combinations.  LUT files effect the overall lighting of the scene.
  
 
====shortcuts_lookup.txt====
 
====shortcuts_lookup.txt====

Latest revision as of 06:52, 13 August 2021

Total War: Rome Remastered - Modding

Total War: Rome Remastered Information

Feral Interactive / Rome Remastered Github


Article explaining the main text file and folder differences in Total War: Rome Remastered as compared to the original Rome: Total War, from initial comparison carried out by Suppanut.

There are other substantial changes to the model texture and environment systems but this article concentrates on the text file changes.

The changes listed here were based on an analysis shortly after the game was released, there may be later changes if the game is patched.

For general information see Total War: Rome Remastered - Modding.

For Feral's explanation of changes and increased limits see Differences & New Features

Contents

Data folder

Most of the contents are similar to the original game with some additional files/folders and additional lines.

New Folders

  • animals (all new remastered animal models, textures are contained here)
  • characters (all new remaster unit models, textures and pack are contained here)
  • feral_texture_sheets
  • feral_textures
  • original_overrides (contain files which would override other files in data folder and subfolder in case original setting option is selected, files and locations which it would replace are stated in data/original_overrides/override_files.txt are moddable)
  • string_overrides (this folder is intended for moddable sting overrides, it is empty in the main game but can be used to override strings in contents/resources/en.lproj etc.) - see Feral's guide here
  • ui_overrides (overrides UI and menu settings found in data/menu and possibly also those in the .exe)
  • toggles (contain toggle switch setting and how they are organized together, moddable) - see Feral's guide here

New folders added to BI\data:

  • original_overrides
  • shaders
  • terrain

New folders added to Alexander/data:

  • shaders
  • terrain

Important folders within folders:

  • terrain/campaign/campaign_name are new folders containing all the mesh and texture components for 3D campaign maps

New Files

These are new files added to Remastered in the /data folder.

 chat_filter.san				(used to exist only in alexander version of RTW original)
 checksum_blacklist.txt			(used to set file types which do not generate checksum values in filelist.json)
 descr_campaigns.txt			(defines campaigns - additional campaigns can be added to the main menu)
 descr_effects_siege_tower_collapse.txt	(new subsidiary of descr_effects.txt)
 descr_effects_torch_fire.txt			(new subsidiary of descr_effects.txt)
 descr_faction_groups.txt			(set faction into group, using for trait and script)
 descr_fog_params.txt				(set fog parameter in battle)
 descr_font_db_zh_cn.txt			(chinese font database)
 descr_font_db_ru.txt				(russian font database)
 descr_names_feral.txt				(also added to BI/data & Alexander/data folder)
 descr_names_lookup_feral.txt			(also added to BI/data & Alexander/data folder)
 descr_mission_modifiers.txt			(modify agent mission's success rate)
 descr_model_battle_template.txt		(this file is not loaded by engine, possibly a development left over)	
 descr_model_strat_template.txt		(this file is not loaded by engine, possibly a development left over)	
 descr_prebattle_script.txt			(also added to BI/data folder)
 descr_quick_battle_locations.txt		(setting location for quick random battle)
 descr_riverbanks.txt
 descr_skeleton_feral_overrides.txt		(file for setting override of animation in skeleton pack to add or replace entries)
 descr_sm_factions_difficulty.json		(also added to BI/data & Alexander/data folder)
 descr_sm_resource_groups.txt			(set trade resource into group, using by trait and script)
 descr_time_of_day.txt				(replace function of descr_skydome.txt?)
 descr_unit_variation.txt			(set ethnicity and home region ethnic composition for units)
 do_not_invert_normal_texture_list.txt
 export_descr_advice_timing_feral.txt
 export_descr_prologue_feral.txt
 export_descr_prologue_enums_feral.txt
 feral_descr_ai_personality.txt		(modify priority of each ai personality)
 feral_descr_grass_textures.txt		(new file replaces old descr_grass.txt)
 feral_descr_grass_usage.txt			(new file replaces old descr_grass.txt)
 feral_descr_portraits_variation.txt		(set portrait match up and their variation)
 feral_descr_reputations_and_relations.txt
 feral_descr_tonemap_lut.txt
 ui_scaling_system_sprite_blacklist.txt
 ui_scaling_system_sprite_sheets.txt
 ui_scaling_system_stock_objects.txt
 ui_sprites_warmer_version.txt			(sprite generation history?)

New files add to remastered in BI/data folder:

 export_descr_prologue.txt

Notable files in BI/Alex but not main data folder

 descr_effects_engine_torch.txt (mentioned in descr_effects.txt but only available in BI/data folder, lead to assumption that file mentioned in such a file could be missing and still no error report?)

 descr_beliefs.txt (key content of barbarian_invasion campaign, never previously included in Rome)

No longer functional?

Here is list of tested as obsolete (not loaded) files in data folder of Total War: Rome - Remastered

 debug_descr_advice.txt
 descr_actions.txt
 descr_agent_ancillary.txt
 descr_arrow_trail_effects.txt
 descr_arrow_trail_effects_final.txt
 descr_arrow_trail_effects_new.txt
 descr_building_effects.txt
 descr_burning_building.txt
 descr_burning_men_effect.txt
 descr_burning_men_effect_final.txt
 descr_burning_men_effect_new.txt
 descr_burning_oil_effect.txt
 descr_cursor_actions_battle.txt
 descr_cursor_actions_classic.txt
 descr_db_test.txt
 descr_disasters.txt (only version in data folder is obsolete, the files in base folder and campaign folder are still in use)
 descr_effects_final.txt
 descr_grass.txt
 descr_ground_type_db.txt
 descr_ground_types.txt
 descr_landscape_cliffs.txt
 descr_landscape_ground_types.txt
 descr_landscape_rivers.txt
 descr_landscape_tile_placement.txt
 descr_landscape_tiles.txt
 descr_model_battle_template.txt
 descr_model_strat_template.txt
 descr_new_vegetation.txt
 descr_pallete.txt
 descr_projectile.txt
 descr_simple_skeleton.txt
 descr_skeleton.txt
 descr_skydome.txt
 descr_sm_forts_ports_watchtowers.txt
 descr_sm_settlements.txt
 descr_surface_fire.txt
 descr_water_interaction_effects.txt
 descr_water_interaction_effects_new.txt
 descr_water_types.txt
 descr_world_map.txt
 lookup_battle_descriptions.txt
 lookup_campaign_descriptions.txt
 menu_text_descr.txt

Here is list of files whose status is uncertain:

 descr_font_db_ru.txt (certain that it not load among user of latin alphabet localization)
 descr_font_db_zh_cn.txt (certain that it not load among user of latin alphabet localization)
 descr_geography.txt (load .db version instead)
 descr_sounds.txt (load index files version instead)
 descr_fmv.txt (file that allows custom intro video for Alexander: Total War. This file shows up among list of file loaded by engine when startup the game as Alexander but effect not show up. Content of this file not get updated from original version, now video as asking from this file nolonger exist and also not common format which using by Total War: Rome Remastered. Video loading of Alexander remaster seem to load from main data folder but not all of them. Would this file obsolete or would it become viable again in future update? Or Feral would introduce a completely new method of intro video loading completely?)

 campaign_subtitles_lookup.txt	(This file show up among list of file engine load when start up as Total War: Alexander but not by other Imperial Campaign start-up, Possible that the file requires existence of text\campaign_subtitles.txt?)

Text files not used if .db file is present:

 descr_items.txt (loads .db version instead if present, used to regenerate .db file if not present)
 descr_vegetation.txt (loads .db version instead if present, used to regenerate .db file if not present)

Changed features inside files and new file content in data folders

descr_aerial_map_bases.txt

-- Structure of this file is the same as original with additional attribute "size" include to each type entries of this file.

-- different from original, engine priority .tga.dds before .tga when loading strat map texture files.

descr_aerial_map_ground_types.txt

Although apparently read by the engine (see Suppanut's testing) - the textures listed in this file are not apparently used in game as they have been superceded by the mesh tile textures. The structure of this file is the same as the original with some textures names changed.

descr_animals.txt

The structure of this file is similar to the original with a few changes.

-- Name of type used in EDU now required to match with name of type in descr_animals.txt due to it no longer being hardcoded

-- Remastered now 3 classes of animals instead of 2 from original (wardog, hound, pig)

-- Additional attribute "width" and "offset" for each type of animal.

-- No hard-coded limit on numbers of additional animal types that can be added.

descr_auto_optimise_options.txt

Content in this file still follow pattern of the original with additional update for using of higher video ram up to 1024

descr_building_battle.txt

Structure of this file is the same as the original with addition of more texture varients being assigned and building details have been updated. There are additional models content add in Rome HD in file dbb_lorenzo_romehd.txt.

descr_campaigns.txt

See Feral's article here. This file allows the addition of what would have been 'provincial campaigns' in RTW. The additional campaigns can have new main menu entries and separate map meshes.

descr_character.txt

Structure of file is the same as original but have additional section for merchant agents.

descr_climates.txt

Structure of this file is similar to the original with additional content add to each entries

-- attribute for "dust_color" and "mud_color" for summer and winter

-- addtiional setting for (battefield texture? or tile model's texture?) set for mountain in summer and winter

-- additional setting for (battefield texture? or tile model's texture?) set for coarse_detail

-- addtiional setting for (battefield texture? or tile model's texture?) set for far_coarse_detail in summer and winter

descr_cultures.txt

Structure of file is the same as original but have additional line for setting cost/turn need for recruit and UI of merchant agent.

descr_cursor_actions.txt

Structure of this file similar to the original with additional content for merchant agents and some abbriviation change ("Talk" now reduced to "T", "Talk/Bribe" now reduced to "TB"). Merch command for merchant is added and valid alignment "neutral" in original now change to "allied".

descr_custom_locations.txt

Structure of this file is the similar to the original with additional "sandstorm" attribute add to each custom location entries.

descr_daytypes.txt

The structure of file is the same as the original but has additional attribute "grunge" for each weather event and weather event "sand_storm" has been added.

descr_effects.txt and its subsidary

-- Structure of this file similar to original with their effect and Effect_set have been reorganized in remastered along with some additional attributes for effects.

-- New subsidiary files have been added in Remastered version (descr_effects_engine_torch.txt, descr_effects_torch_fire.txt, descr_effects_siege_tower_collapse.txt)

descr_effects_building.txt

Structure of this file is the same as original but have additional attributes "is_soft", "soft_contrast", "soft_scale" and new additional effect type "dust_explosion" and effect set "dust_explosion_set".

descr_effects_burning_men.txt

The structure of this file is the same as the original but effect and its set have been remade into different effect and effect type.

descr_effects_burning_oil.txt

Structure of this file is the same as original but have additional attributes "is_soft", "soft_contrast", "soft_scale" but effect and effect set has been reorganized.

descr_engines.txt

Structure of this file is the same as original with 5 changes

-- "engine_outline" model attribute has been added to all sections before engine_model attribute.

-- sound effect type "arrow_tower" and "ballista_tower" have been added to siege tower engines at the end of their weapon attack_stat

-- sound effect type "none" have been added to ram

-- engine's "collapse_effect" have been added to siege towers

-- ladder radius of change from 15.5 in original to 8 in remastered

descr_event_enums.txt and descr_event_images.txt

Structure of this file similar to original but with a lot of change in content.

-- event "daughter_retired" is removed.

-- new events have been added.

 new_merchant_acquired
 merchant_mission_buyout
 merchant_mission_buyout_failed
 merchant_mission_buyout_failed_acquired
 enemy_merchant_mission_buyout
 enemy_merchant_mission_buyout_failed
 enemy_merchant_mission_buyout_failed_acquired
 army_retreating_ally
 army_retreating_enemy

-- Text color "dark_brown" and font "cinzel_med", "verdana_med_bold" has been added while "verdana_med" have been removed but there is possibility that all fonts defined in descr_font_db.txt could be using here.

-- content inside each event entries (format of event display) have been throughly change in with no trace of original except for entry's names

descr_font_db.txt

New fonts have been added with different font size and template from original but method of setting each fonts still the same as the original.

-- font template is now in ttf format instead of cuf format of original

-- although new fonts are internally names as 'tnr', 'verdana', and 'feral', they are coming from template 'notoserif-regular.ttf. While cinzel coming from cinzel-regular.ttf.

descr_items.txt and its subsidary files

Structure of this file is the same as original with additional items add organized into file 'di_lorenzo_romehd.txt' in descr_items.txt

descr_landscape_general_features.txt

Structure of this file is the same as original with the same entries as original but with change in ground_type textures and model of landscape may also changed in detail.

descr_landscape_global_uv_grids.txt

The structure of file is the same as the original but entries "grid 5" and "grid 6" have been added.

descr_landscape_multi_textures.txt

Structure of this file is the same as original with new 3 multi_texture entries (10, 11, 12) have been added in remastered.

descr_landscape_tile_models.txt

The structure of this file is the same as the original with some value setting change and new additional entries for road ends at the bottom.

descr_model_battle.txt/descr_model_strat.txt

The structure of these files has been changed considerably! See Feral's guide here.

-- type - same structure as original

-- skeleton - same structure as original

-- scale - same structure as original

-- new optional attributes "male/female", "body", "angry_face", "medieval features", "tired", "aged" have been added below "scale" attribute but before "pbr_textures"

-- "indiv_range" removed

-- pbr_texture added

-- texture attribute same structure as original

-- model - is used in most places instead of model_flexi/model_flexi_m, model_flexi/m is still used for animals

where model is used the cas name is given with the omission of "_lod0.cas"/"_lod1.cas"/"_lod2.cas"/"_lod3.cas" at the end of file name. The _lod0.cas can have vertexes weighted across two bones.
where model_flexi/model_flexi_m is used the individual case names are given in full together with distance value as in original game DMB. model_flexi_m must be used for models with vertexes weighted across two bones.

-- no_variation variant for model/model_flexi has been added. (these models will be used when the graphics setting "Unit Variation" is false)

-- "model_sprite" and "model_tri" are not used in remastered

descr_mount.txt

Structure is the same as original but with an additional attribute setting for "water_trail_effect_running"

-- No hard-coded limit on the number of possible mounts (from 2.0.2)

descr_offmap_models.txt

Structure of this file is the same but model replacing by high definition version.

descr_particle.txt

-- Structure of this file is the same except for additional action "friction", "friction_horizontal" along with additional attribute "normal_map", and "shading".

-- Additional texture frames have been added.

-- grunge, sand, grass, and fire particle type have been added.

descr_projectile_new.txt

-- Structure is the same as original but new type of projectile "javelin_with_pilum_skin" has been added

-- "min_velocity" attribute has been added (optional setting)

descr_settlement_plan.txt

Mostly the same as original but with some changes (some could be considered as a "fix" rather than substantial change)

-- more variation of roman and greek tenaments replacing the original roman/greek_tenamentA/B/C/D/E
 roman_tenamentA1
 roman_tenamentA2
 roman_tenamentA3
 roman_tenamentA4
 roman_tenamentA5
 roman_tenamentB1
 roman_tenamentB2
 roman_tenamentC1
 roman_tenamentC2
 roman_tenamentC3
 roman_tenamentD1
 roman_tenamentD2
 roman_tenamentD3
 roman_tenamentD4
 roman_tenamentD5
 roman_tenamentE1
 roman_tenamentE2
 greek_tenamentA1
 greek_tenamentA2
 greek_tenamentA3
 greek_tenamentA4
 greek_tenamentA5
 greek_tenamentB1
 greek_tenamentB2
 greek_tenamentC1
 greek_tenamentC2
 greek_tenamentC3
 greek_tenamentD1
 greek_tenamentD2
 greek_tenamentD3
 greek_tenamentD4
 greek_tenamentD5
 greek_tenamentE1
 greek_tenamentE2
-- change tree location in urban_amphitheatre_group
-- egyptian/eastern/carthaginian bazaar (market forum level) nolonger using underlay (but still using overlay)
-- BI's barbarian castrum (BI_government_lvl_5) nolonger using overlay
-- BI's barbarian great hall (BI_government_lvl_4) nolonger using overlay
-- BI's barbarian hundredmen hall (BI_barb_barracks_lvl_5) nolonger using overlay
-- BI's barbarian hall of heroes (BI_barb_barracks_lvl_4) nolonger using overlay
-- BI's barbarian swordsmiths (barbarian_armourer) nolonger using overlay
-- BI's barbarian guild hall (BI_barbarian_great_forum) nolonger using overlay
-- BI's barbarian stable level 4 (BI_barb_stables_lvl_4) nolonger using overlay
-- BI's barbarian stable level 5 (BI_barb_stables_lvl_5) nolonger using overlay

descr_sm_factions.txt

Structure similar to original but have addtiional attributes have been added.

 ethnicity (optional?)
 ftree_background_colour
 ftree_font_colour
 ftree_selected_line_colour
 ftree_unselected_line_colour

descr_sm_resources.txt

See Feral's article descr_sm_resources. The structure of this file is now substantially different from the original. Hard-coded limits have been lifted. Hidden_resources are now listed at the bottom of this file instead of in EDB.

descr_solar_system.txt

Structure of this file is the same as the original but value which set in remastered is different from original with at least 5 times more random stars.

descr_sounds.txt and its related files

-- have similar attribute setting to original version

-- all subsidiary files reorganized into 3 files in folder data/sounds/descrs (with a lot of subsidiary files related to them)

-- human voice narration is now using .opus instead of .mp3

--- descr_enum_sounds.txt (related to setting of generic sound effect of UI)

--- descr_misc_sounds.txt (for sound of custom event that not related to soundbank such as archer/slinger/javelin's aim/fire/load, engine/chariot operate/destroy, animal's attack/death, screeching, chanting, weapon scraping, historical; battle narrations)

--- descr_bank_sounds.txt (with a lot of subsidiaries which now organized based on sound bank and no longer lump some sound banks into the same file).

descr_strat_sundries.txt

Structure of this file is the same as the original with 2 additional types added at the end of file (resource_hover & watch_tower_hover).

descr_subtitle.txt

The format of this file stays the same but video intros for Spain, Thrace, Numidia, Scythia, and Armenia have been added in Remaster.

descr_vegetation.txt

The structure of this file is the same as the original but with more LOD levels added and added RomeHD section for textures variant and distribution of vegetation.

descr_walls.txt

The structure of this file is the same as the original with a few value setting different between 2 versions due to change in detail of models

export_descr_advice.txt

-- "Presentation Forced" is now using for tutorial early advice

-- additional item attribute "Manual"

-- new condition "SettlementHasDamagedBuilding"

-- new condition "I_IsTutorialEnabled"

-- new condition "LocalPlayerHasReinforcements"

-- new condition "LocalPlayerHasAIReinforcements"

-- new condition "LocalPlayerHasManualReinforcements"

-- new condition "LocalPlayerBattlesFought"

-- "ScrollAdviceRequested" changes:

--- 'own_garrison_info_scroll' change to 'recruitment_sub_frame'
--- 'field_construction_scroll' change to 'field_construction_sub_frame'
--- 'building_browser_scroll' change to 'building_browser_subframe'
--- new scroll 'own_army_in_field'
--- new scroll 'own_fleet'
--- new scroll 'own_diplomat'
--- new scroll 'own_spy'
--- new scroll 'own_assassin'
--- new scroll 'own_merchant'
--- new scroll 'foreign_character'
--- new scroll 'foreign_settlement'
--- new scroll 'rebel_character'
--- new scroll 'own_settlement'
--- new scroll 'campaign_hud'
--- new scroll 'settlement_details'
--- new scroll 'settlement_trade_details'
--- new scroll 'character_details'
--- new scroll 'construction_subframe'
--- new scroll 'mercenary_sub_frame'
--- new scroll 'smo_settlement_list_subframe'
--- new scroll 'smo_generals_list_subframe'
--- new scroll 'smo_agents_list_subframe'
--- new scroll 'smo_admirals_list_subframe'
--- new scroll 'news_panel'
--- new scroll 'prebattle_scroll'
--- new scroll 'faction_overview_scroll'
--- new scroll 'senate_scroll_policy_tab'
--- new scroll 'senate_scroll_senate_floor_tab'
--- new scroll 'ranking_tab'
--- new scroll 'diplomatic_standing_tab'
--- new scroll 'financial_overview_tab'
--- new scroll 'family_tree_tab'
--- new scroll 'lists_scroll'
--- new scroll 'move_retinue_scroll'
--- new scroll 'agent_hub_scroll'
--- new scroll 'battle_news_panel'
--- new scroll 'tactical_map'
--- new scroll 'toggle_menu'

export_descr_buildings.txt

See Feral's article export_descr_buildings

-hidden resources are no longer listed in this file, see descr_sm_resources.txt instead.
-merchant agent added to market buildings
-new building attribute "agent_limit_settlement"
-new condition "tavern_bonus" (controlled by Remastered options toggle)
-new condition "currency_fixed" (in BI version, related to new coin debasing event in game)
-new condition "remastered_only" (controlled by Remastered options toggle)

Additional Options possible from v 2.0.2:

-new condtion "is_player" - Allows you to use the requires function to state if a building is availble for only the player or only the AI factions.
-new bonus "extra_recruitment_points" - Allows you to give addional recuitment points to a settlement via a building modifier. You can define the bonus in terms of turns.
-new bonus "extra_construction_points " - Allows you to give addional construction points to a settlement via a building modifier. You can define the bonus in terms of turns.

export_descr_character_traits.txt/export_descr_ancillary.txt

-- some traits and retinues changed or removed due to value could not stand with resistance of modern time.

-- NightBattleCapable is included in imperial campaign

-- traits and retinues for character type merchant added

-- personality_security attribute valid for merchant

-- new attributes effect "Finance", "Conditional", "ElephantCommand"

-- new condition "Toggled" (switch setting as optional setting for remaster rule)

-- new condition "RemasteredEducation" (switch setting as optional setting for remaster rule)

-- new condition "NightBattlesEnabled" (switch setting as optional setting for remaster rule)

-- new condition "RegionTradingResource"

-- new condition "PreciousMineCount" (related to BI's coin debasing event add to remastered)

-- new condition "TradingGroup" (use with faction group defined by descr_sm_resource_groups.txt)

-- new condition "IsFromFaction" (use with faction group defined by descr_faction_groups.txt)

-- new condition "HomeSettlementBuildingExists"

-- new condition "SettlementMerchantTradingWith"

-- new event "AcquisitionMission", "SufferAcquisitionAttempt"

-- new Affects condition "Lose"

-- new effect "RemoveAncillary"

-- 'sultry_strumpet_ancillary.tga' is replaced by 'young_woman_ancillary.tga'

export_descr_unit.txt

See Feral's article export_descr_unit

-- voice type "General_1" is nolonger used

-- animal type changes

--- 'wardogs' changes to 'wardog'
--- 'pigs' changes to 'pig'
--- added new animal type 'hound' (uses by celtish wolfhounds)

-- new attribute "voice_indexes"

-- new opitonal attributes that create diversification of units appearance (considered optional as not all units use these attributes)

--- "ethnicity <faction>, <home_region>, (opt)<don't_allow_mixed>, (opt)<don't_allow_regional>, (opt)<don't_allow_custom>" (could have more than 1 type of each units based on faction ownership or where you recruit, home region is based on "descr_unit_variation.txt")
--- "is_female"
--- "tattoo_color"
--- "hair_color"
--- "hair_style"

-- new "rebalance_statblock" gives alternative values used for Remastered toggled settings

feral_descr_ai_personality.txt

Provides greater control of AI personalities used in descr_strat.txt e.g. 'balanced smith'. See Feral's guide here

feral_descr_grass_textures.txt

See Feral's guide here. Note that the sprites used for grass are now triangular instead of rectangular.

feral_descr_grass_useage.txt

See Feral's guide here.

feral_descr_reputations_and_relations.txt

See Feral's guide here. This file allows adjustment of the modifiers applied.

feral_descr_tonemap_lut.txt

See Feral's guide here. Defines which LUT files are used for specific climate, day time and weather combinations. LUT files effect the overall lighting of the scene.

shortcuts_lookup.txt

New shortcuts which did not exist in original added into Remastered:

 moderntw
 rot_accel
 rot_decel
 end_game_scroll
 end_turn
 news_move_left
 news_move_right
 news_move_up
 news_move_down
 campaign_map_overlays_button
 buildings_button
 army_button
 agents_button
 fleets_button
 agent_hub_button
 settlements_lists_button
 army_lists_button
 agents_lists_button
 settlements_button
 toggle_tact_map
 lists_button
 retinue_button
 toggle_force_melee
 melee_missile_formation_swap
 display_unit_info
 about_face

menu_text_descr.txt

New entries added:

 UI_EXIT_FOR_GAMERANGE
 UI_MP_ONLINE_GAMERANGER
 UI_ADVICE_MULTIPLAYER_GAMERANGER
 UI_GAME_RANGER_LAUNCH_ERROR

message_text_look_up.txt

"daughter_retired" event removed.

Text Folder

General change in text folder is that now all language variation is contained inside the text folder and nolonger provided separately by local distribution anymore.

battle_descriptions.txt

Remove space in the front of title of "The Siege of Gergovia", "The Battle of Lake Trasimene", 'The Battle of Raphia", "The Battle of Telamon", "The Battle of Tigranocerta"

date_format.txt

Date format change, now year is changing from '20%02y' to just '%02y'

descr_shortcuts.txt

-- Key set now change to 'moderntw' and 'default' instead of 'default' and 'fps'

-- "DELETE" change to "DEL"

-- "FULLSTOP change to "FULL_STOP"

-- keyset organization have been completely rearrange and very different from original version. To port key set in your mod to remastered requires to do with careful and caution.

event_strings.txt

-- event body "daughter_retired_body_*" have been removed

-- internal name/localization fix for "faction_defeated_by_player_body_*" for egyptian and eastern culture and front spacebar removal for the rest.


expanded_bi.txt

New {EMT_*FACTION*_MERCHANT} entries added.


export_advice.txt

Everything is the same except for change spelling of "Milqart" to "Melqart"


export_ancillaries.txt

Everything the same as original version except

-- Internal name change of which done in export_descr_ancillaries.txt in remastered also here.

-- spelling change of "Milqart" to "Melqart"


export_buildings.txt

-- RTW's version, Everything is the same except for change spelling of "Milqart" to "Melqart"

-- BI's version, add description for carthaginian's city_barracks


export_units.txt

-- fix internal name for Persian Cavalry

-- change entry of {east_pontic_generals} from 'Eastern General' to 'Armored Eastern General'


export_VnVs.txt

Everything the same as original version except

-- Internal name change of which done in export_descr_character_traits.txt in remastered also here.

-- remove ForeignTastesRomanVice's traits' entries

-- add strings for "Night_Fighter" trait

-- BI version's Fearsome Presence trait's string change.


FactionIntroSubTitles.txt

-- Minor change in Brutii's intro

-- Completely reworks of Scipii's intro subtitle (better than original)

-- Completely reworks of Carthage intro subtitle (sequel and more clarification of original version)

-- New intro subtitle for Spain, Thrace, Numidia, Armenia


historic_battles_subtitles.txt

-- Minor change in Siege of Sparta subtitle


menu_english.txt

-- minor change of entries which mentioned GameSpy/Steam and replacing it with Calico

-- "ONLINE BATTLES" change to "GAMERANGER BATTLES"

-- new 4 additional entries specfiic to remastered version

 {UI_EXIT_FOR_GAMERANGE}
 {UI_MP_ONLINE_GAMERANGER}
 {UI_ADVICE_MULTIPLAYER_GAMERANGER}
 {UI_GAME_RANGER_LAUNCH_ERROR}


shared.txt

-- new 2 additional entries at the bottom

 {ST_MERCHANT}
 {ST_FINANCE}


shortcut.txt

Minor change (space organization)


strat.txt

two addtional entries at the bottom


tooltip.txt

Internal names corrections of several entries. -- some tooltip text is now included in Contents\Resources\en.lproj\Localizable_Game.strings (and similar for other languages) these pieces of text are changed using the string_overrides folder



map folder

custom battle

-- historic battle could be set sorting sequence in RTW remaster in the same manner as original Total War: Alexander (by "order.txt" inside custom battle file)

-- Minor change in weather features in historic battles as well as some camera script and some narration

-- battle script command "steal_esc_key" now could use on/off follow it

-- now script command "set_music_state" require to follow by "battle" ('strat'/'battle' mode or 'custom') before state "tension"/"mobilise"/"battle"

-- new battle script command "tactical_view_locked" true/false

-- possible new component in descr_battle.txt "min_clip_surface"

-- new descr_battle.txt's victory condtiion "capture_camp_location" (using as replacement of capture_location in original teutonburgerwald)

-- Frontend movie format change from .mpg to .webm


Known bug in version 2.0:

-- additional historical battle in mod folder now working fine but it could not replacing vanilla version in case it has to the same name.

Campaign

-- victory condition "alexander" change to "alexander_lives"

-- new script condition "LangIs"

-- new script command "disable_specific_shortcut"

-- new script command "include_script"

-- new script command "disable_all_ui_cards"

-- new script command "advance_completed_tasks"

-- new script command "strat_selection_unblocker"

-- new script command "deselect_current_selection"

-- new script command "force_deselect_trigger"

-- new script command "set_marriage_allowed"

-- new script command "force_autoresolve_outcome"

-- new script command "disable_agent_hub_all", "enable_agent_hub", "point_at_agent_hub"

-- disaster in descr_disasters.txt have frequency swing between 75-125% of year number set in that type of disaster

-- warning feature of descr_disaster.txt now 1 turn before happened instead of 1 year and only support volcano (which would have smoke puff from it)

-- descr_events.txt could additionally trigger earthquake, storm, flood, riot (set specific position and could set scale of severity) and emergent_faction (set specific region)

-- descr_events.txt could set event visibility from everyone|visible|harmed|hidden

descr_strat.txt

-- trade resource spawning also have to state quantity of resource too (defined before coordinate x,y )

-- AI personality format change, the two personality parts must now have an underscore between, not a space, so:

comfortable caesar becomes comfortable_caesar
additionally their priorities can now be modded and modified in "feral_descr_ai_personality.txt"

descr_win_conditions.txt

-- now requires the settlement names instead of the region name for any "hold_regions" condition. Region names in there result in a REGIONS_DB error message. You can use descr_regions to quickly check the settlements of each region in order to port classic Rome mods' winconditions.