Héééé la version 3.1 est sortie et on ne me dit rien ?
Nouveau concept
- ZONE OF RECRUITABILITY (ZoR): A new concept has been introduced to the gameplay, Zone of Recruitability. What this means, is, unique units for each faction are now only recruitable in a surround 'radius' or 'zone' of their starting provinces. For instance, the furthest East that the Roman factions can construct Legionary troops is the province of Propontis. That is the limit to their ZoR in the east. Provinces outside of the ZoR, factions will only be able to recruit auxillia troops. By auxillia, I mean archers, peltasts, Gallic Mounted Auxillia, etc, along with hireable mercenaries. This attempts to replicate the difficulties in defending and maintaining a far flung empire. When attempting to conquer far away provinces, it is now more important think of logistics, and consider the importance of each unit (do you really want to potentially lose half of that Legionary unit, forcing you to truck more reinforcements in from all the way over in Byzacium? Will they arrive in time?) It also suggests a more varied, 'mercenary' centric army when dealing with far off encounters.
En gros les unités spéciales propres à sa faction ne sont plus recrutable que dans notre mère patrie. Il va falloir s'acquoquiner avec des mercenaires comme à la bonne époque
De nouvelles provinces font leur apparition un peu partout, nouveaux skins pour les romains, archer smoins nombreux, diplomatie plus précises et des tas d'autres améliorations.
J'ai cru entendre des gens parler d'un traduction française sur leur forum. Plus d'infos plus tard.
http://www.rometotalrealism.com/
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;;;;; GENERAL CHANGES & FIXES VERSION 3.0 ;;;;;;;;;;;;;
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- ZONE OF RECRUITABILITY (ZoR): A new concept has been introduced to the gameplay, Zone of Recruitability. What this means, is, unique units for each faction are now only recruitable in a surround 'radius' or 'zone' of their starting provinces. For instance, the furthest East that the Roman factions can construct Legionary troops is the province of Propontis. That is the limit to their ZoR in the east. Provinces outside of the ZoR, factions will only be able to recruit auxillia troops. By auxillia, I mean archers, peltasts, Gallic Mounted Auxillia, etc, along with hireable mercenaries. This attempts to replicate the difficulties in defending and maintaining a far flung empire. When attempting to conquer far away provinces, it is now more important think of logistics, and consider the importance of each unit (do you really want to potentially lose half of that Legionary unit, forcing you to truck more reinforcements in from all the way over in Byzacium? Will they arrive in time?) It also suggests a more varied, 'mercenary' centric army when dealing with far off encounters.
- Extended the game end date until 180 AD, on the death of Marcus Aurelius.
- Extended the map borders to the North to include modern day Scotland, Scandinavia, and more of north-eastern Europe.
- Created and added province of 'Svionia' with the city of 'Sveaby'. This city belongs to the rebels.
- Created and added province of 'Scania' with the city of 'Hervlia'. This city belongs to the rebel faction.
- Created and added province of 'Tripolitania Inferior', owned by the Rebel faction. Renamed 'Tripolitania' to 'Tripolitania Superior'.
- Created and added province of 'Lydia'. The town of Sardis is now in Lydia. Created the town of Smyrna, and it is now in Ionia, and belongs to the Rebel faction.
- Created and added province of 'Lesbos' with the city of 'Mytilene'. This province belongs to the Macedonians. That big island was just begging for a province.
- Created and added province of 'Valencia' with the city of 'Saguntum'. This province belongs to Iberian rebels, and the storming of this city is what kicked off the 2nd Punic War, historically.
- Created and added province of 'Locus Aestui' with the village of 'Vicus Aestui'. This province belongs to the Rebels, and is to the North of Vicus Gepidae.
- Edited the Corsica province. Made more room to fight, as well as added a second possible landing site. Moved harbour away from city so as not to look ugly when both are developed.
- Moved Dalriada further North in the extended Caledonia province.
- Moved Sinope to it's accurate historical position in Pontus province.
- All v2.2 Roman skins have been updated with newer versions made by Sgt. Valenzuela. Many v2.2 Barbarian skins have been redone by webbird and myself.
- Units equipped with the Gladius short sword (Hastati, Legions, most Roman infantry) now STAB when in combat instead of of making over head swings and jumping in mid-air.
- Raised all Barbarian peasants attack to 3,2 (same as 'civilised' peasants) and left them with the same defence (3,1) 1 better than 'civilized' peasants. This makes the tough life of a barbarian peasant apparent.
- Error where Ptolemaic Heavy Bowmen fought melee with their fists has been corrected, and they now show their proper weapons in combat.
- Integrated Azurain's fix for sprite anomolies. This fixes the glitch, where when you zoom out, new units turn 'pale'. You may notice a slight performance hit, although it will not be very noticeable (even if only meeting min. system req.).
- Accurate diplomatic treaties set up at the beginning of the campaign. Protectorates are,thus far, unable to create. Carthage allies w/ Numidia. Gauls allies w/ Britons. Gauls at war w/ Germans. Macedon allies w/ Greek Cities. Dacia allies w/ Sarmatia.
- Fixed unit stat. mix ups that were not changed for version 2 (but were meant to be).
- Macedonian Royal Pikemen renamed to Hypaspists and their primary weapon changed from long_pike to short_pike (represented as a short spear in-game).
{- I have incorporated some of Macroi's changes to unit stats, with adjustments and modifications that I believe is a good middle ground. These are listed. {All javelin attacks have been raised universally by +3, unless the stats were already over 12. This will hopefully give a larger reason to have skirmishers {engaged in combat along with your heavy infantry.
{- All Pre-Marian Roman troops have had their pilum attack raised to 12.
{- Woad Warriors have been given an extra hit point (2 total) and the attributes frighten_foot and hide_long_grass. This makes them more of a speacility unit {for Briton, yet doesn't overpower them. Their recruit/upkeep has been raised accordingly.
- CHANGES MADE TO ARCHERS: Archer unit numbers have been decreased on a per unit basis. All 'regular' foot archers (auxilia, warbands, etc) now have 30 men in a unit, instead of 40. All 'elite' archer units have 25 men in a unit, while all 'beyond' elite (Forester Warband, etc) have 20 men in a unit. This is one way to weaken archers, while reflecting the difficulty to master a bow, resulting in a smaller man per unit ratio. All archers have their quiver size decreased from 30 to 20. The more talented Eastern faction archers have their quiver size reduced to 30 from 40. Chariot archers quiver size has been reduced by 10. Elephant archers max arrows has been reduced to 50.
- Integrated Romhille's model fixes so that post-Marian Roman units (Legionnaries, etc) now show their proper shoulder pauldrons in game.
_ Fixed issue where rebels would spawn with bad units (druids, etc).
- Fixed issue with Imperial Palace not actually requiring a Great Forum and Aqueduct to be built first. Now it does.
- Pro-Consul's palace now requires a Forum to be built first.
- Roman Legionary First Cohorts I&II are now buildable ONLY after Rome post-Marian reforms.
- CHANGES TO SARMATIA: Sarmatian Light Cavalry have been given the 'hardy' attribute. Sarmatian Nobles have been given the 'hardy' attribute. Their melee sword attack has been raised to 12,4 from 10,4. Sarmatian Noble Archers ranged missle attack has been raised to 12,3 from 11,3. Sarmatian Horse Archers melee attack has been raised from 3,2 to 4,3.
- Praetorian units are only recruitable in the beginning Roman provinces to reflect their 'elite' status.
- Changed name of 'Ethnic Cavalry', 'Ethnic Axemen', 'Ethnic Bowmen', to 'Native Cavalry', etc.
- Changed name of 'Sarmatian Mercenaries' to 'Sarmatian Mercenary Cavalry'.
- 'Gallic Infantry' now renamed to 'Gallic Foot Auxillia' and 'Gallic Cavalry' now known as 'Gallic Mounted Auxillia' and 'Gallic Heavy Spearmen' now known as 'Gallic Spear Auxillia'.
- Updated 'Greek Hoplite' skin.
- Fixed issue with Alexandria and Memphis not being able to upgrade their government buildings.
- Returned Libyan Spearmen to their original values, and their original build que.
- Added Screeching Women to accompany select German warbands into battle like the Druids for Briton and Gaul.
- Raised Ram health by 80% to try and help AI in sieges.
- All special Carthaginian Gallic troops (Gallic Foot Auxilia, Gallic Mounted Auxilia, Gallic Spear Auxilia) are no longer exclusive to them. They are only buildable in and around the Gaul and Celt-Iberian territories, recruitable by all factions here.
- Renamed 'Head Hunting Maidens' to 'Sarmatin Female Cavalry'.
- Briton can now build Swordsmen at the same time as their Longshields (Muster Field). Longswordsmen have taken their place at the Militia Barracks level.
- Added a Phalanx Formation. The phalanx formation allows you to form a large line, with no spaces. Replaced the cavalry 3 lines formation with the Phalanx one. Shift+7 is the shortcut, or, select the group formation button at the bottom right, and select the one called Phalanx Formation. For this to properly work right, you must drag your troops wide, or else they'll appear to be in a small 'file' like formation.
- Phalanx units no longer have a standard bearer accompanying them so they can deploy into the new Phalanx formation correctly.
- Weather is now much more varied. Added a modified version of DrJambo's descr_daytypes.txt. More of a chance for darker fog, more rain storms, worse blizzards, and harsher sand storms.
- Changes made to grass height. The changes were slight, and shouldn't effect system performance. But, if you do notice your computer running slower, replace the new descr_grass.txt file with the old, original one. Simply paste the old file into your Rome - Total War/Data directory, and choose yes to over write.
- Adjusted Senate mission rate AGAIN. This time they should hand out missions less often. For real. Honest.
- Changed name of 'Silver Shield Pikemen' to 'Argyraspids'.
- All diplomats now cost 350 recruit, instead of the regular 250. This is the same cost as a spy.
- Starting movement points have been raised from 80 to 100. This allows you to move men further each turn. Any higher, and it enables you to make insta-sieges, bypass battles, encircle enemies without them being able to counter move, etc.
- Replaced the Funditores unit card with a new one for all Roman factions.
- Made small descriptive adjustments to various units. Renamed all 'Barbarian Peasants' to simply 'Peasants'.
- Moved Scipii diplomat to begin next to Messana on Sicilia Romanus.
- Changed 'Hillmen' to 'Spear Armed Hillmen', and gave them the 'spear' attribute for bonuses against cavalry, but penalties against infantry.
- Changed 'Eastern Infantry' to 'Sparabara'.
- Changed 'Persian Cavalry' to 'Persian National Cavalry'.
- Gave the 'spear' attribute to most spear-armed troops. This gives them a bonus vs cavalry, but a penalty against infantry.
- Falx units now have the armour piercing attribute.
- Raised the charge value of Amazons. Any soldier seeing the strange site of charging Chariot Amazons would be a little afraid. Also raised their armour and defence skil by 1 apiece.
- Added new loading screens courtesy of Apollonius. They are truly beautiful pieces of art and instill a better feeling of the times in the player.
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;;;;;;;;;;;; NEW & ADDED UNITS V3.0 ;;;;;;;;;;;;;;;;;;;;;;;;;
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- BRITON LONGSWORDSMEN: This exclusive unit to Briton is armed with a long, armour piercing sword. They are not quite as effecient fighting in cramped forest areas as other Barbarian units (do not recieve Forest bonus). They have a high charge bonus (11/9), along with the armour piercing ability (cuts armour defence in half) and have a decent defence of (4/4/5). Recruit/Upkeep is 460/170.
- CATAPHRACTS: Sarmatia now has a Cataphracts unit. These have the same stats as the other eastern faction Cataphract units.
- SYRACUSIAN LIGHT ARCHERS: These are auxillia units only recrtuiable on Sicily. They have the same stats as most other archer units.
- IBERIAN FOOT AUXILIA: These are auxilia units only recruitable on the Iberian peninsula (and Mauretania province). Stats are similiar, although slightly less, than regular Iberian troops.
- SWORD ARMED HILLMEN: These troops compliment the Spear Armed Hillmen, and have similiar stats. They have less charge, more attack, and less defence. They are best used protecting the flanks of their spear armed brethren against infantry. Exclusive to Pontus, Armenia, and Parthia.
- HUVAKA: These are Parthian exclusive cavalry. They are aristocrats, and are best used as initial shock horse. Their melee is not the best, but when sent in and withdrawn quickly, they can be quite effective.
- CALEDONIAN HIGHLANDERS: These mercenary units are only recruitable in Britannia. They have an attack of 13,6 and a defence of 3,3,3 making them a formidable force, especially in the early game.
- ARAB INFANTRY: These infantry units are recruitable throughout Arabia and sections of Asia Minor. They have a realtively strong attack, but light defence, and as a result are best used as light infantry.