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Difference between revisions of "Res Bellicae"

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(Features)
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{{Mod_overview
 
+
|width=1
 
+
|title=Res Bellicae
== Overview ==
+
|compatibility=RTW
 
+
|type=Modification
 +
|members=[http://www.twcenter.net/forums/member.php?u=28176 Gaio Giulio Patrizio],[http://www.twcenter.net/forums/member.php?u=28920 Milite],[http://www.twcenter.net/forums/member.php?u=30592 Tito Flavio]
 +
|release=2.0
 +
|description=Birth of Rome, Roman Empire and Greek-Persian wars
 +
}}
 +
[[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:
Line 9: Line 15:
 
Roman Republic to Empire covers the years 241 B.C. to 117 A.D.  
 
Roman Republic to Empire covers the years 241 B.C. to 117 A.D.  
 
Greek-Persian Wars covers the years 500-323 B.C.
 
Greek-Persian Wars covers the years 500-323 B.C.
 
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
Macedons
 
Persians
 
Egyptians
 
Minor Kingdoms And Republics
 
 
 
 
 
Here are the main changes:
 
 
 
1)3 Campaigns
 
   --Alexander(going from Marathon to the death of
 
 
   Alexander)
 
   Alexander)
  
Line 63: Line 35:
 
   in Italica peninsula)
 
   in Italica peninsula)
  
2)11 Reforms
+
* 2)11 Reforms
 
   --8 Global Reforms(including Marian,Imperial,Severian and
 
   --8 Global Reforms(including Marian,Imperial,Severian and
 
   phalanx ones to say some)
 
   phalanx ones to say some)
Line 70: Line 42:
 
   romans)
 
   romans)
  
3)A set of completely new skins and models
+
* A set of completely new skins and models
 
+
* New texture for the strat map.
4)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.
5)New formations to have a better AI,esclusivelly meded for this mod.
+
* New projectile models like reinforced pilas etc.
 
+
* 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.
 
+
* Historicall Naval Powers.You won't see gauls with quinquiremes or something similar
7)New projectile models like reinforced pilas etc.
+
* 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.
8)Units just as historicall as possible.
+
* 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  
 
 
9)New Resources like the Oracle.
 
 
 
10)Historicall Naval Powers.You won't see gauls with quinquiremes or something similar
 
 
 
11)Support for vanilla rome,BI and Alexander to have a better AI
 
 
 
12)A new Rebel Faction has been inserted to make rebels very aggresive against you.
 
 
 
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.
 
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.
14)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.
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...
 
+
* A new ability for archers that now got fast shooting and precision shooting.Artillery still got incendiary ones.
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 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  
17)A new reworked diplomatic system to favour alliances against big states or against you...
 
 
 
18)A new ability for archers that now got fast shooting and precision shooting.Artillery still got incendiary ones.
 
 
 
19)a new stat for eastern archers that now use hooked arrows that cause fear on enemies hitten by their shoots.
 
 
 
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.
 
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.
 
+
* Removed Sap Points,that now are script controlled to make ai use them and more historicall as they were rarelly used.
22)A new disposition of walls to make siege more difficoults,including more towers.
+
* 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)
23)Removed Sap Points,that now are script controlled to make ai use them and more historicall as they were rarelly used.
 
 
 
24)Historical archer ranges(eastern compound bow will shoot double the range of european ones)
 
 
 
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).
 
+
* Other faction units can only be trained using mercenaries to simulate the
27)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.
 
+
* New historical battle like thermopily and Zama
28)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.
29)A new great music pack that is now FINISHED
+
* projectiles now disorganize formations.very usefull against phalanxes.
 
+
* Videos in almost any game scroll for a deeper experience.
30)a new Terrain that has phisical obstacles,so that you can finally say,i have attracted phalanx on a REAL difficoult terrain.
+
* A script that will have:
 
 
31)projectiles now disorganize formations.very usefull against phalanxes.
 
 
 
32)Videos in almost any game scroll for a deeper experience.
 
 
 
33)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
Line 146: Line 89:
 
   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.
+
* 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)
 
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.
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
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
 
i have also balanced the mod in a away that AI ytrains much more cavalries and different infantries for bbeter 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
  
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.
+
== The Team==
 
 
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
 
 
 
== Team and Credits ==
 
  
 
'''Team Leader and Scripter'''
 
'''Team Leader and Scripter'''
Line 199: Line 132:
 
'''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 206: Line 139:
  
 
[[Category:RTW Mods (Released)]]
 
[[Category:RTW Mods (Released)]]
 
== See Also ==
 
  
 
[http://www.twcenter.net/forums/forumdisplay.php?f=603 Main Modification forum on TWCenter.net]
 
[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]
 
[http://www.twcenter.net/forums/showthread.php?t=164701 List of changes made in the modification]
 +
 +
==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>

Revision as of 10:25, 22 September 2010

Template:Mod overview

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 B.C. Roman Republic to Empire covers the years 241 B.C. to 117 A.D. Greek-Persian Wars covers the years 500-323 B.C.

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
 108dc)
 --Italica(going from 530ac to the 220dc 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 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

  • 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