R:TW Mods, what do you use?
Moderators: LawBeefaroni, Arcanis, $iljanus
- Massena
- Posts: 1788
- Joined: Mon Oct 18, 2004 1:08 am
- Location: DC Area
R:TW Mods, what do you use?
I'm loving the game, despite it's ever more apparent faults. But I'm wondering, what mods do you guys use? Realism, cheat unlock, faction unlock? What mods are out there that work well?
- Asharak
- Posts: 7907
- Joined: Wed Oct 13, 2004 9:11 pm
- Location: Ontario, Canada
- Contact:
- Turtle
- Posts: 6310
- Joined: Thu Oct 21, 2004 2:09 am
- Location: Southern California
- Contact:
- Little Raven
- Posts: 8608
- Joined: Wed Oct 13, 2004 10:26 am
- Location: Austin, TX
Right now, there are like 10 billion mods floating around. Most are crap. But there is some amazing work going on.
I'm still playing largely vanilla, with some of my own tweaks introduced and the original kill speed mod. I did enable all factions, though.
The realism mod look interesting, but I love my Screeching Women and Headhurlers, so I'm not diving for it just yet.
I'm still playing largely vanilla, with some of my own tweaks introduced and the original kill speed mod. I did enable all factions, though.
The realism mod look interesting, but I love my Screeching Women and Headhurlers, so I'm not diving for it just yet.
/. "She climbed backwards out her
\/ window into Outside Over There."
\/ window into Outside Over There."
- Massena
- Posts: 1788
- Joined: Mon Oct 18, 2004 1:08 am
- Location: DC Area
- Little Raven
- Posts: 8608
- Joined: Wed Oct 13, 2004 10:26 am
- Location: Austin, TX
I got it here. Works like a charm.
/. "She climbed backwards out her
\/ window into Outside Over There."
\/ window into Outside Over There."
- The Meal
- Posts: 27992
- Joined: Tue Oct 12, 2004 10:33 pm
- Location: 2005 Stanley Cup Champion
Well I'm a mod, but I haven't picked up R:TW yet, so I don't really know how to answer your question. Call me boring, but plain old toilet paper, I guess.R:TW Mods, what do you use?
~Neal
"Better to talk to people than communicate via tweet." — Elontra
- Massena
- Posts: 1788
- Joined: Mon Oct 18, 2004 1:08 am
- Location: DC Area
- The Meal
- Posts: 27992
- Joined: Tue Oct 12, 2004 10:33 pm
- Location: 2005 Stanley Cup Champion
As many plies as I can fold over, of course. No breakthroughs for me!Massena wrote:Sure, but are we talking like a 2 ply a 4 ply or what? And dammit, go get that game. It's very, very good.
And I'm not not getting the game for any good reason. It's not like I'm holed up in my computer room playing a year-old Out of the Park or a fan-created Rise & Rule mod for a game originally released on Oct 30, 2001 or anything. Just got a bit too much going on to pick up R:TW yet.
It'll happen, though.
~Neal
"Better to talk to people than communicate via tweet." — Elontra
- Grifman
- Posts: 21265
- Joined: Wed Oct 13, 2004 7:17 pm
I use the two mods that reduce movement speed on the battlefield and the kill rate. I've found these two to be very satisfactory. The battles last long enough to be fun, but not long enough to get boring. They may not be perfect, but I can't find any signficant flaws that hinder my enjoyment.
Grifman
Grifman
- Little Raven
- Posts: 8608
- Joined: Wed Oct 13, 2004 10:26 am
- Location: Austin, TX
I found I had to tweak archer values, because otherwise archers just crushed everything else. But I was using a very early version of the mod. They've probably spiffed it up since then.Grifman wrote:I use the two mods that reduce movement speed on the battlefield and the kill rate. I've found these two to be very satisfactory. The battles last long enough to be fun, but not long enough to get boring. They may not be perfect, but I can't find any signficant flaws that hinder my enjoyment.
/. "She climbed backwards out her
\/ window into Outside Over There."
\/ window into Outside Over There."
- Asharak
- Posts: 7907
- Joined: Wed Oct 13, 2004 9:11 pm
- Location: Ontario, Canada
- Contact:
- Daveman
- Posts: 1758
- Joined: Wed Oct 13, 2004 10:06 pm
- Location: New Jersey
I'm playing with two mods. The Rome Total Realism available here:
http://www.twcenter.net/forums/index.ph ... opic=14365
(Dang... newer version than what I have!)
and some AI script modifications available here:
http://www.twcenter.net/forums/index.ph ... opic=11196
(I don't know if this works with the latest RTR version... it says version 2.2 is required but that's the previous one. There was talk of much of the AI changes being incorporated into the RTR mod altogether, so maybe this seperate mod is moot now?)
I'm loving it! It makes some significant changes to the game... but it's made it much more challenging IMO. I love what they've done with the pre-Marius Roman units... they're all available from the more basic barracks buildings, you just get lesser versions early on. You actually get to USE Triarii, rather than finally get large cities that can build them and then POP! off goes the Marius Event.
They've significantly increased the build time for ships in an effort to curb the AIs obsession with building them and it seems to have helped a lot. They still make more than I do... but the seas aren't choked with ships anymore. Just takes a little getting used to 5 turns to make a Trireme. In my current game as the Scipii, I was anxious to try out the great big Corvus Quinquremes (sp?) (since they're all the silly Neptune temples are good for) and it turns out they take 11 turns to build in this mod!
Note that the RTR mod makes all factions but the Senate playable as well.
http://www.twcenter.net/forums/index.ph ... opic=14365
(Dang... newer version than what I have!)
and some AI script modifications available here:
http://www.twcenter.net/forums/index.ph ... opic=11196
(I don't know if this works with the latest RTR version... it says version 2.2 is required but that's the previous one. There was talk of much of the AI changes being incorporated into the RTR mod altogether, so maybe this seperate mod is moot now?)
I'm loving it! It makes some significant changes to the game... but it's made it much more challenging IMO. I love what they've done with the pre-Marius Roman units... they're all available from the more basic barracks buildings, you just get lesser versions early on. You actually get to USE Triarii, rather than finally get large cities that can build them and then POP! off goes the Marius Event.
They've significantly increased the build time for ships in an effort to curb the AIs obsession with building them and it seems to have helped a lot. They still make more than I do... but the seas aren't choked with ships anymore. Just takes a little getting used to 5 turns to make a Trireme. In my current game as the Scipii, I was anxious to try out the great big Corvus Quinquremes (sp?) (since they're all the silly Neptune temples are good for) and it turns out they take 11 turns to build in this mod!
Note that the RTR mod makes all factions but the Senate playable as well.