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Difference between revisions of "Res Bellicae"

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{{Cleanup}}
  
 
+
{{Mod Information Table
 
+
|Platform=[[Rome: Total War]]
== Overview ==
+
|Mod Type=Overhaul
 
+
|Era=Classical Era
 +
|Mod Leader=[http://www.twcenter.net/forums/member.php?u=28176 Gaio Giulio Patrizio]
 +
|Release Status= v2.0
 +
|Forum=[http://www.twcenter.net/forums/forumdisplay.php?f=603 Here]
 +
}}
 +
[[image:Logoresbellicae852ni6.jpg|center]]
 +
== Description ==
 
This modification changes, enhances and enlarges the Rome Total War map, adds several new animations and skins, whilst also enhancing the AI (Artificial Intelligence) of the game.
 
This modification changes, enhances and enlarges the Rome Total War map, adds several new animations and skins, whilst also enhancing the AI (Artificial Intelligence) of the game.
 
This modification covers several periods of the time in a form of several different campaigns:
 
This modification covers several periods of the time in a form of several different campaigns:
Italy to the Birth of Rome covers the years 735-241 B.C.
+
Italy to the Birth of Rome covers the years 735-241 BCE.
Roman Republic to Empire covers the years 241 B.C. to 117 A.D.  
+
Roman Republic to Empire covers the years 241 BCE to 117 CE.  
Greek-Persian Wars covers the years 500-323 B.C.
+
Greek-Persian Wars covers the years 500-323 BCE.
 
 
For more, see [http://www.twcenter.net/forums/showthread.php?t=164701].
 
  
 
== Features ==
 
== Features ==
 +
* Italy to the Birth of Rome campaign features the following factions:
 +
Iberians, Gauls, Germanics, Romans, Dacians, Thracians, Scythians, Macedons, Greek Cities, Pontics, Armenians, Seleucids, Parthians, Egiptians, Cartaginians, Numidians, Minor Kingdoms And Republics (Epirus, Britons, Bactrians, Sarmatians and more)
  
The Italy to the Birth of Rome campaign features the following factions:
+
* The Roman Republic to Empire campaign features the following factions:
Iberians
+
Romans, Gauls, Etruscans, Italics, Carthaginians, Greek Cities, Macedons, Minor Kingdom and Republics
Gauls
 
Germanics
 
Romans
 
Dacians
 
Thracians
 
Scythians
 
Macedons
 
Greek Cities
 
Pontics
 
Armenians
 
Seleucids
 
Parthians
 
Egiptians
 
Cartaginians
 
Numidians
 
Minor Kingdoms And Republics (Epirus, Britons, Bactrians, Sarmatians and more)
 
  
The Roman Republic to Empire campaign features the following factions:
+
* The Greek-Persian Wars campaign features the following factions:
Romans
+
Greek Cities, Macedons, Persians, Egyptians, Minor Kingdoms And Republics
Gauls
 
Etruscans
 
Italics
 
Carthaginians
 
Greek Cities
 
Macedons
 
Minor Kingdom and Republics
 
  
The Greek-Persian Wars campaign features the following factions:
+
* 1) 3 Campaigns
Greek Cities
+
  Alexander (going from Marathon to the death of Alexander)
Macedons
 
Persians
 
Egyptians
 
Minor Kingdoms And Republics
 
  
 +
  --Imperial Campaign (going from second punic war to 108 BCE)
  
Here are the main changes:
+
  --Italica (going from 530 BCE to the 220 BCE to see Rome arise in Italica peninsula)
  
1)3 Campaigns
+
* 2) 11 Reforms
--Alexander(going from Marathon to the death of
+
  --8 Global Reforms (including Marian, Imperial, Severian, and phalanx ones to say some)
Alexander)
 
--Imperial Campaign(going from second punic war to
 
108dc)
 
--Italica(going from 530ac to the 220dc to see rome arise
 
in Italica peninsula)
 
  
2)11 Reforms
+
   --3 Local Reforms (Example:Gladius Hispanienses for Romans)
   --8 Global Reforms(including Marian,Imperial,Severian and
 
  phalanx ones to say some)
 
  
  --3 Local Reforms(Example:Gladius hispanienses for
+
* A set of completely new skins and models
  romans)
+
* New texture for the strat map.
 
+
* New formations to have a better AI, esclusivelly meded for this mod.
3)A set of completely new skins and models
+
* New Game Balancement,including a complete new rework of units attributes and more historicalls unit speeds.
4)New texture for the strat map.
+
* New projectile models like reinforced pilas etc.
5)New formations to have a better AI,esclusivelly meded for this mod.
+
* Units just as historicall as possible.
6)New Game Balancement,including a complete new rework of units attributes and more historicalls unit speeds.
+
* New Resources like the Oracle.
7)New projectile models like reinforced pilas etc.
+
* Historicall Naval Powers.You won't see gauls with quinquiremes or something similar
8)Units just as historicall as possible.
+
* Support for vanilla rome,BI and Alexander to have a better AI
9)New Resources like the Oracle.
+
* A new Rebel Faction has been inserted to make rebels very aggresive against you.
10)Historicall Naval Powers.You won't see gauls with quinquiremes or something similar
+
* New volatile traits that influnce your general army morale differently each turn dependly on your actions.An example:If you recruit mercenries you can get a morale boost(if they are saw as a  
11)Support for vanilla rome,BI and Alexander to have a better AI
+
reinforcement by you units) or a lose of morale(when they are saw as stranger).This one won't apply to carthaginians due the fact they used merenaries a lot.
12)A new Rebel Faction has been inserted to make rebels very aggresive against you.
+
* Inserted a new governor trait system for each faction.Macedons will get king,gauls Capoclans and more.
13)New volatile traits that influnce your general army morale differently each turn dependly on your actions.An example:If you recruit mercenries you can get a morale boost(if they are saw as a reinforcement by you units) or a lose of morale(when they are saw as stranger).This one won't apply to carthaginians due the fact they used merenaries a lot.
+
* Spy removed,now you have the explorer,able to steal enemy supplies.
14)Inserted a new governor trait system for each faction.Macedons will get king,gauls Capoclans and more.
+
* To attack an allied faction you need a diplomat or a casus Belli(you have been attacked).THis one will interact with the new scripted diplomacy engine i'm making.
15)Spy removed,now you have the explorer,able to steal enemy supplies.
+
* A new reworked diplomatic system to favour alliances against big states or against you...
16)To attack an allied faction you need a diplomat or a casus Belli(you have been attacked).THis one will interact with the new scripted diplomacy engine i'm making.
+
* A new ability for archers that now got fast shooting and precision shooting.Artillery still got incendiary ones.
17)A new reworked diplomatic system to favour alliances against big states or against you...
+
* a new stat for eastern archers that now use hooked arrows that cause fear on enemies hitten by their shoots.
18)A new ability for archers that now got fast shooting and precision shooting.Artillery still got incendiary ones.
+
* A new governor system.Now you can impose you kind of governament to any city you conquer(like Local Democracy or Oligarchic governament),and have you home govenramnet in your natal regions(like  
19)a new stat for eastern archers that now use hooked arrows that cause fear on enemies hitten by their shoots.
+
Roman citizenship in italy) that will affect greatly the aor.To recruit your best troops you must train them in home governed regions so it will be better to control the sea to move them fastly where you need them.
20)A new governor system.Now you can impose you kind of governament to any city you conquer(like Local Democracy or Oligarchic governament),and have you home govenramnet in your natal regions(like Roman citizenship in italy) that will affect greatly the aor.To recruit your best troops you must train them in home governed regions so it will be better to control the sea to move them fastly where you need them.
+
* No more huge cities and their huge walls.
21)No more huge cities and their huge walls.
+
* A new disposition of walls to make siege more difficoults,including more towers.
22)A new disposition of walls to make siege more difficoults,including more towers.
+
* Removed Sap Points,that now are script controlled to make ai use them and more historicall as they were rarelly used.
23)Removed Sap Points,that now are script controlled to make ai use them and more historicall as they were rarelly used.
+
* Historical archer ranges(eastern compound bow will shoot double the range of european ones)
24)Historical archer ranges(eastern compound bow will shoot double the range of european ones)
+
* 28 Numebered legions,in both imperial and republican forms(so 28*2 = 26) + caesarian X Gemina and Praetorians (so 58 kind of legions)
25)28 Numebered legions,in both imperial and republican forms(so 28*2 = 26) + caesarian X Gemina and Praetorians (so 58 kind of legions)
 
 
Imperial legions will be equipped for climates(suited for hot,normal or cold ones).
 
Imperial legions will be equipped for climates(suited for hot,normal or cold ones).
27)Other faction units can only be trained using mercenaries to simulate the
+
* Other faction units can only be trained using mercenaries to simulate the
 
fact that they were not always available.So we have inserted a lot of mercenaiers.
 
fact that they were not always available.So we have inserted a lot of mercenaiers.
28)New historical battle like thermopily and Zama
+
* New historical battle like thermopily and Zama
29)A new great music pack that is now FINISHED
+
* A new great music pack that is now FINISHED
30)a new Terrain that has phisical obstacles,so that you can finally say,i have attracted phalanx on a REAL difficoult terrain.
+
* A new Terrain that has phisical obstacles,so that you can finally say,i have attracted phalanx on a REAL difficoult terrain.
31)projectiles now disorganize formations.very usefull against phalanxes.
+
* Projectiles now disorganize formations.very usefull against phalanxes.
32)Videos in almost any game scroll for a deeper experience.
+
* Videos in almost any game scroll for a deeper experience.
33)A script that will have:
+
* A script that will have:
1)Simulation of lose of control of the army during a battle.
+
  1)Simulation of lose of control of the army during a battle.
2)Reforms
+
  2)Reforms
3)Sap Points Replacement script
+
  3)Sap Points Replacement script
4)Post-battle exterminantion script to simulate AI post battle units extermination(Now the ai can massacre you units after winning a battle,or at least the script will do it XD so you are no more advantaged).
+
  4)Post-battle exterminantion script to simulate AI post battle units extermination(Now the ai can massacre you units after winning a battle,or at least the script will do it XD so you are no more advantaged).
5) a New year per turn script that simulate the different weights of periods.
+
  5) a New year per turn script that simulate the different weights of periods.
 
so the years will pass rapidly when historically nothing happened and slowly in coencitated periods.
 
so the years will pass rapidly when historically nothing happened and slowly in coencitated periods.
6)New Automerge script that will unit very damaged units.
+
  6)New Automerge script that will unit very damaged units.
7)New program that make possible to disable some parts of the script you don't like.
+
  7)New program that make possible to disable some parts of the script you don't like.
8)Extra lose of money at the end of turn.
+
  8)Extra lose of money at the end of turn.
9)Civil wars for greeks and romans
+
  9)Civil wars for greeks and romans
10)Historicall characters like spartacus and Caaesar
+
  10)Historicall characters like spartacus and Caaesar
11)Diplomacy control script to simulate a better diplomacy evolution beetween enemy factions.
+
  11)Diplomacy control script to simulate a better diplomacy evolution beetween enemy factions.
 
 
Update:New buidlings like a different dock and port system,new traits(including cognomen like "Africanus","Germanicus" etc for romans) and new ancilaries.
 
Beetween the traits we will include also bonus for those people how descent from the first faction leader(this way they will hav emore power that adopted or non-noble ones as those of noble birth were much more considered in that time)
 
 
 
now the phalanx units cannot un-phalanx and run.you have to move them while in phalanx formation as this is proved to be more historical.
 
 
 
completed the new formations.A new set of formations that will improve tha ai efficency in our mod
 
 
 
we have incorporated a lot of traits to show from wich tribe or gens or house the character came from.Those ones are ereditary .and even some egyptian social traits,like the vizier charge
 
i have also balanced the mod in a away that AI ytrains much more cavalries and different infantries for bbeter balanced armies
 
 
 
we have added a new thing:Naval important points.you must protect with your navy this points to get extra money.See the topic in the non-sticked section for futher more info.
 
 
 
New Thing:We have modded the game so you can hear troops screem phrases like "stay close" and so on.
 
 
 
New thing:Implemented Post Battle spoils on victory script to simulate the the income after a battle derived on enemy sacking
 
 
 
added new animations:now they are more historicall
 
 
 
We have found a way to reinsert the fire arrows in the mod.So now archewrs have 2 abilities(or fiery arrows or aim better ability)
 
 
 
Ai improved by new formations and a scripted help
 
  
added also religions
+
* New buildings like a different dock and port system,new traits(including cognomen like "Africanus","Germanicus" etc for romans) and new ancilaries.
 +
Between the traits we will include also bonus for those people how descent from the first faction leader(this way they will hav emore power that adopted or non-noble ones as those of noble birth were much more considered in that time)
 +
* Now the phalanx units cannot un-phalanx and run.you have to move them while in phalanx formation as this is proved to be more historical.
 +
* Completed the new formations.A new set of formations that will improve tha ai efficency in our mod
 +
* We have incorporated a lot of traits to show from wich tribe or gens or house the character came from.Those ones are ereditary .and even some Egyptian social traits,like the vizier charge.
 +
I have also balanced the mod in a away that AI ytrains much more cavalries and different infantries for better balanced armies
 +
* Added a new thing:Naval important points.you must protect with your navy this points to get extra money.See the topic in the non-sticked section for futher more info.
 +
* Modded the game so you can hear troops screem phrases like "stay close" and so on.
 +
* Implemented Post Battle spoils on victory script to simulate the the income after a battle derived on enemy sacking
 +
* Added new animations:now they are more historicall
 +
* Found a way to reinsert the fire arrows in the mod.So now archewrs have 2 abilities(or fiery arrows or aim better ability)
 +
* AI improved by new formations and a scripted help
 +
* Added also religions
  
== Team and Credits ==
+
== The Team==
  
 
'''Team Leader and Scripter'''
 
'''Team Leader and Scripter'''
Line 166: Line 129:
 
'''Special Thanks to Rome: Total Realism'''
 
'''Special Thanks to Rome: Total Realism'''
  
== Releases ==
+
== History ==
  
 
'''Release Date:''' August 2nd, 2010
 
'''Release Date:''' August 2nd, 2010
Line 172: Line 135:
 
'''Release Thread:''' [http://www.twcenter.net/forums/showthread.php?t=374127 Here]
 
'''Release Thread:''' [http://www.twcenter.net/forums/showthread.php?t=374127 Here]
  
[[Category:RTW Mods (Released)]]
+
[http://www.twcenter.net/forums/forumdisplay.php?f=603 Main Modification forum on TWCenter.net]
 +
 
 +
[http://www.twcenter.net/forums/showthread.php?t=164701 List of changes made in the modification]
  
== See Also ==
+
==Visual Material==
 +
<gallery>
 +
image:Catafratti.png|Cataphracts
 +
image:Rbscreen.png|Res Bellicae
 +
image:Romanlegion.png|Roman army
 +
image:Rometwalx20100103001319.png|Fighting
 +
image:Rometwbi200905210245410c.png|Legion
 +
</gallery>
  
[http://www.twcenter.net/forums/forumdisplay.php?f=603 Main Modification forum on TWCenter.net]
 
  
[http://www.twcenter.net/forums/showthread.php?t=164701 List of changes made in the modification]
+
[[Category:RTW Mods (Released)]]

Latest revision as of 09:18, 11 November 2024

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Please discuss this issue on the talk page, or contact Wiki Staff. Please remove this tag when the page has been improved.


Res Bellicae
Platform Rome: Total War
Mod Type Overhaul
EraClassical Era
Mod Leader Gaio Giulio Patrizio
Release Status v2.0
Forum / Thread Here
Logoresbellicae852ni6.jpg

Description

This modification changes, enhances and enlarges the Rome Total War map, adds several new animations and skins, whilst also enhancing the AI (Artificial Intelligence) of the game. This modification covers several periods of the time in a form of several different campaigns: Italy to the Birth of Rome covers the years 735-241 BCE. Roman Republic to Empire covers the years 241 BCE to 117 CE. Greek-Persian Wars covers the years 500-323 BCE.

Features

  • Italy to the Birth of Rome campaign features the following factions:

Iberians, Gauls, Germanics, Romans, Dacians, Thracians, Scythians, Macedons, Greek Cities, Pontics, Armenians, Seleucids, Parthians, Egiptians, Cartaginians, Numidians, Minor Kingdoms And Republics (Epirus, Britons, Bactrians, Sarmatians and more)

  • The Roman Republic to Empire campaign features the following factions:

Romans, Gauls, Etruscans, Italics, Carthaginians, Greek Cities, Macedons, Minor Kingdom and Republics

  • The Greek-Persian Wars campaign features the following factions:

Greek Cities, Macedons, Persians, Egyptians, Minor Kingdoms And Republics

  • 1) 3 Campaigns
 Alexander (going from Marathon to the death of Alexander)
 --Imperial Campaign (going from second punic war to 108 BCE)
 --Italica (going from 530 BCE to the 220 BCE to see Rome arise in Italica peninsula)
  • 2) 11 Reforms
 --8 Global Reforms (including Marian, Imperial, Severian, and phalanx ones to say some)
 --3 Local Reforms (Example:Gladius Hispanienses for Romans)
  • A set of completely new skins and models
  • New texture for the strat map.
  • New formations to have a better AI, esclusivelly meded for this mod.
  • New Game Balancement,including a complete new rework of units attributes and more historicalls unit speeds.
  • New projectile models like reinforced pilas etc.
  • Units just as historicall as possible.
  • New Resources like the Oracle.
  • Historicall Naval Powers.You won't see gauls with quinquiremes or something similar
  • Support for vanilla rome,BI and Alexander to have a better AI
  • A new Rebel Faction has been inserted to make rebels very aggresive against you.
  • New volatile traits that influnce your general army morale differently each turn dependly on your actions.An example:If you recruit mercenries you can get a morale boost(if they are saw as a

reinforcement by you units) or a lose of morale(when they are saw as stranger).This one won't apply to carthaginians due the fact they used merenaries a lot.

  • Inserted a new governor trait system for each faction.Macedons will get king,gauls Capoclans and more.
  • Spy removed,now you have the explorer,able to steal enemy supplies.
  • To attack an allied faction you need a diplomat or a casus Belli(you have been attacked).THis one will interact with the new scripted diplomacy engine i'm making.
  • A new reworked diplomatic system to favour alliances against big states or against you...
  • A new ability for archers that now got fast shooting and precision shooting.Artillery still got incendiary ones.
  • a new stat for eastern archers that now use hooked arrows that cause fear on enemies hitten by their shoots.
  • A new governor system.Now you can impose you kind of governament to any city you conquer(like Local Democracy or Oligarchic governament),and have you home govenramnet in your natal regions(like

Roman citizenship in italy) that will affect greatly the aor.To recruit your best troops you must train them in home governed regions so it will be better to control the sea to move them fastly where you need them.

  • No more huge cities and their huge walls.
  • A new disposition of walls to make siege more difficoults,including more towers.
  • Removed Sap Points,that now are script controlled to make ai use them and more historicall as they were rarelly used.
  • Historical archer ranges(eastern compound bow will shoot double the range of european ones)
  • 28 Numebered legions,in both imperial and republican forms(so 28*2 = 26) + caesarian X Gemina and Praetorians (so 58 kind of legions)

Imperial legions will be equipped for climates(suited for hot,normal or cold ones).

  • Other faction units can only be trained using mercenaries to simulate the

fact that they were not always available.So we have inserted a lot of mercenaiers.

  • New historical battle like thermopily and Zama
  • A new great music pack that is now FINISHED
  • A new Terrain that has phisical obstacles,so that you can finally say,i have attracted phalanx on a REAL difficoult terrain.
  • Projectiles now disorganize formations.very usefull against phalanxes.
  • Videos in almost any game scroll for a deeper experience.
  • A script that will have:
 1)Simulation of lose of control of the army during a battle.
 2)Reforms
 3)Sap Points Replacement script
 4)Post-battle exterminantion script to simulate AI post battle units extermination(Now the ai can massacre you units after winning a battle,or at least the script will do it XD so you are no more advantaged).
 5) a New year per turn script that simulate the different weights of periods.

so the years will pass rapidly when historically nothing happened and slowly in coencitated periods.

 6)New Automerge script that will unit very damaged units.
 7)New program that make possible to disable some parts of the script you don't like.
 8)Extra lose of money at the end of turn.
 9)Civil wars for greeks and romans
 10)Historicall characters like spartacus and Caaesar
 11)Diplomacy control script to simulate a better diplomacy evolution beetween enemy factions.
  • New buildings like a different dock and port system,new traits(including cognomen like "Africanus","Germanicus" etc for romans) and new ancilaries.

Between the traits we will include also bonus for those people how descent from the first faction leader(this way they will hav emore power that adopted or non-noble ones as those of noble birth were much more considered in that time)

  • Now the phalanx units cannot un-phalanx and run.you have to move them while in phalanx formation as this is proved to be more historical.
  • Completed the new formations.A new set of formations that will improve tha ai efficency in our mod
  • We have incorporated a lot of traits to show from wich tribe or gens or house the character came from.Those ones are ereditary .and even some Egyptian social traits,like the vizier charge.

I have also balanced the mod in a away that AI ytrains much more cavalries and different infantries for better balanced armies

  • Added a new thing:Naval important points.you must protect with your navy this points to get extra money.See the topic in the non-sticked section for futher more info.
  • Modded the game so you can hear troops screem phrases like "stay close" and so on.
  • Implemented Post Battle spoils on victory script to simulate the the income after a battle derived on enemy sacking
  • Added new animations:now they are more historicall
  • Found a way to reinsert the fire arrows in the mod.So now archewrs have 2 abilities(or fiery arrows or aim better ability)
  • AI improved by new formations and a scripted help
  • Added also religions

The Team

Team Leader and Scripter Gaio Giulio Patrizio

Skinner and modeller Gaio Giulio Patrizio Matteucci and Maximo decimo meridio

Assistant, History, and Web Designer Milite

Mapper Gaio Giulio Patrizio Lucio Settimio Severo

Music Pack and Videos Maximo decimo meridio Tito Flavio

Special Thanks to: Big Bear and Nikeforos for his models King Louise Assurbanipal for his hoplites Ferres for his romans smeagollum for his orders pack

Special Thanks to Rome: Total Realism

History

Release Date: August 2nd, 2010

Release Thread: Here

Main Modification forum on TWCenter.net

List of changes made in the modification

Visual Material