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Difference between revisions of "Porting a Mod to Rome Remastered"

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(porting units linked to ferals guide)
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Before trying to get your actual mod into RR try setting up a new modfolder copying in the map files from BI and make a small change e.g. to the playable/non-playable list of factions so you can see if that change has worked and game will load.
 
Before trying to get your actual mod into RR try setting up a new modfolder copying in the map files from BI and make a small change e.g. to the playable/non-playable list of factions so you can see if that change has worked and game will load.
  
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==Porting units from RTW==
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See Feral's guide [https://github.com/FeralInteractive/romeremastered/blob/main/documentation/techart_guides/Importing_RTW_units_to_Remastered.md Importing Rome Total War units to Total War: ROME REMASTERED].
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Do note that while you can import RTW models and textures... you might find they don't look very good with the new upgraded graphics as they will be significantly lower poly/lower resolution than the new Remastered units.
  
 
==Mapping / Campaign  Differences==
 
==Mapping / Campaign  Differences==

Revision as of 04:56, 13 August 2021

Rome:Total War & Remastered - Modding Index


For general modding advice see Total War: Rome Remastered - Modding

The files used in the mod currently need to be compatible with the game version the mod will be played on. E.g. if the mod is to be played on the Barbarian Invasion game, then it needs to contain the same internal faction names, or include ALL the files that mention faction names.

Before trying to get your actual mod into RR try setting up a new modfolder copying in the map files from BI and make a small change e.g. to the playable/non-playable list of factions so you can see if that change has worked and game will load.

Porting units from RTW

See Feral's guide Importing Rome Total War units to Total War: ROME REMASTERED.

Do note that while you can import RTW models and textures... you might find they don't look very good with the new upgraded graphics as they will be significantly lower poly/lower resolution than the new Remastered units.

Mapping / Campaign Differences

descr_strat.txt

Version 2.0.2 requires the names of characters in descr_strat to be present for correct faction in descr_names.txt and text/names.txt incorrect names will cause a CTD.

The main descr_strat.txt file used for 'remastered' settings has a quantity value specified for each resource, you will need to change your resource section from:

resource	marble,               56,   62

to

resource	marble,         1,         56,   62

The format for writing the AI personalities has also changed, needing and underscore instead of a space so:

comfortable caesar

needs to be changed to

comfortable_caesar

apparently missing this step will cause the AI to fail to expand. The personalities combinations must also be detailed in feral_descr_ai_personality.txt, e.g.

personality comfortable_caesar
building_priority Comfortable
military_priority caesar
diplomatic_priority default

To get an existing descr_strat file to load you may also need to carry out some simplification, e.g. removing new buildings and units unless you have also set up your EDU and EDB to be compatible. The structure of the EDB file will probably be compatible, but if it has recruit lines for new units, they will need to be in EDU and their soldier models will need to be in DMB which is a completely different structure.

Some traits and ancillaries have been changed, so you either need to cross-check that they still exist with the same name, or remove existing traits and ancillaries initially.

descr_win_conditions.txt

For hold_regions condition, the Settlement name must be used NOT the Region Name as in original BI. Using the region name will produce a "not found in stringtable" error message. So you'll need to convert any regions mentioned to the appropriate settlement name instead.