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Rome Total War 1.82

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During the Classical era, you can embody a citizen of Rome, Athens, Carthage or Alexandria to seek Glory and Wealth. Otherwise, you can lead an european nation of that time and try to conquer the whole known world.




About the Map


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Kind of Map : Strategy and RPG Map

Number of Players :12

Gameplay : You have two gameplay. You can either play a citizen of the classical era who tries to survive and make his path. Or you can control directly a nation for a more strategic gameplay.





Screenshots


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Changelogs



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Version1.2



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-new terrain
-3 new cities
-senatorial system


Credits




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Staff



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[*] Map Maker : purparisien [r]
Models:[r]
[*] Pyramidhe@d [r]
[*] MrBob [r]
[*] OlofMoleman [r]
[*] Fingolfin [r]
[*] StormLegacy [r]
[*] HappyTauren [r]
[*] Nasrudin [r]
[*] Tranquil [r]
[*] Urkdrengi [r]
[*] Communist_Orc [r]
[*] Willthealmighty [r]
[*] Mr.Bob [r]
[*] paulH [r]


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Version1.2

Version1.3

Version1.4

Version1.5

Version1.6

Version1.7

Version1.8


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-New units for Mediterranean factions
-Save & load system added
-Lag reduced
-Items can stack
-Romus and Romulus factions have been redone
-Post Car has English name
-Shoemaker can be accused again
-Troutfishing range improves from 200 to 800
-Pray for Gold has a 360 seconds cooldown
-Blacksmith sell items
-New trees have been planted in Europe
-Varegue is now considered as a melee unit
-The Scorpio does have a model
-The Revive hero button can't be clicked repeatedly
-Haakapeliitaa has Bash
-Many bugs fixed
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-Egypt has been extended along the Nile
-Add Rare items and special units for each Capital controled
-Trees can be destroyed and regrowned
-Guild system has been added for different jobs
-Neutral and Hostile units are now ennemis
-Priest job works properly
-Cities can be reached by the sea
-EXP can be gained in Risk mod
-Save & Load work properly
-Detective Job can be replayable
-More infos are displayed in the starting book
-Ingeneer can hold items
-Secondary weapons can be bought instead of shields
-Gallic ans Scandinavian Units have been redone
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-Lag greatly reduced
-Buildings have been replaced by destructible in cities
-Sparta can be visited
-Farming Simulator job has been added
-Coring and Rebellion system added
-Population Added for cities
-Emperor has more unique decisions
-Aristocrats and Democrats can earn Athens
-Minimap has been redone
-Rebalance units
-new guilds have been added (doctor and priest)
-many minor bugs fixed
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-Trade System is added in Europe
-Districts economic system is added inside cities
-Line Production
-Religion is showed for cities
-Many bugs fixed
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-Colonia Maxima Mode added
-Add Capitals for player to improve
-Skins can be purchased for heroes
-Having experiences in certain jobs reduce the time to do an action
-Healing more patients reduce the time of surgery
-Trading units can travel across water
-Various bugs fixed
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-Cenabum city is added
-Lag reduced
-New models
-Various bugs fixed
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Staff



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Keywords:
Rome, Carthage, Alexandria, Athens, Cenabum, Gallic, Phasis, Scyth, Parthia, LOAP, Empire, STR, RP, Europe, Ancient, Conquest, Senator, War, Adventure
Contents

Rome Total War 1.82 (Map)

Reviews
21:30, 2nd Apr 2013 Orcnet: nice idea of mixing a Risk map with similarities of a LOAP, good choice and good game play
Yes, I saw too many people with insane damages because they were farming gladiators/gym. They could almost one shot a guy as soon as the game starts. That didn't look fair. So I decided to reduce the ratio damage/autorictas. Now it is 0.2 more damages per point.

Besides, I'm gonna make a quick update to correct all the bugs you have mention above. The next big version will include two new cities to visit and some changes about the gameplay: capturing capitals, Nomadic/Sedentism special tech and maybe religious ideas.
 
Level 30
Joined
Apr 6, 2010
Messages
3,219
* The Docker should have a "Choose buyer" icon, sometimes she randomly sells to a different unit.
* The Carthage docks need a better access point via shallow water or something, you can unload units one at a time but Unload All always fails.
* Buildings in general should be able to sell to units, not just heroes.
* The wife in the Alexandria garden shold be "Chef's Daughter".
 
Me and Herbert09 discovered earlier that setting high-poly destructables as "walkable" can be a big source of lag for some maps, due to the fact that the game needs to generate a collision mesh to use for setting the unit heights, which works slower the more complicated the model is. So if you have a lot of walkabe destructables, i suggest you remove the "walkable" flag and use invisible platforms instead. It might reduce the lag significantly.
 
Level 4
Joined
Nov 23, 2014
Messages
133
Bugs found:
a.) Sparta's Post Car sends you to Alexandria(they really hate athenians lol)
b.)Some bugs on Sparta's farms(ex:Hilots won't move, Hilots doesn't harvest fruits, oil or wine, Hilots goes into the farm area and gazes into the clouds)
 
Yes, Fingolfin is right use platforms to reduse the lag.
I love this game but I cant play it because of lag .... hope you will improve it .... good luck!

Even in 1.5 ? Damn I was hoping the lag will greatly reduce then.
Anyways, I'm fixing some bugs and I'm adding a trading system in Europe. Then the new map will be ready.
 
The new version is about to come. I've did many updates with the markets and the temples. Trade and Religion have a more deep role in the map. However, I would like to know if you find some bugs in the version, and, above all, if it remains very laggy for you. I would do some changes in my triggers in that case.

http://www.hiveworkshop.com/forums/pastebin.php?id=inid7r
 
Level 30
Joined
Apr 6, 2010
Messages
3,219
* Athens postcar now only has "Go to Athens", Sparta postcar still goes to Alexandria.
* Athens surgery patients sometimes don't respawn.
* There's no warning when helots revolt (and why is the foreman weaker than the helots?).
* Sometimes you seem to randomly lose gold in RP for no reason.
* Rome's port can't use Unload All from a distance, same as Carthage.

Haven't noticed much lag yet except in DM with an army.

Hadn't noticed you responded earlier, so:
Forest Priest's spell: Higher attack speed is of little use when you can't do anything against ranged units.
City rebels: Not all the units they'd had, maybe a few foot units as rebels to keep things interesting.


An idea: hiring a slave to automate weed picking or trash cleaning. Make him wait between each one so it doesn't get you money too fast.
 
Level 30
Joined
Apr 6, 2010
Messages
3,219
I can't find the trading system (or do you mean the trading posts? Those seem to work, though I send them by boat).

Elephant training: It works, and the floating letters no longer stay there, but the whole thing is covered in fog of war and your character goes missing (reappears when you quit).

Clothing from the Spinning workshop is hard to get (it drops in the middle of the building).
 
Level 30
Joined
Apr 6, 2010
Messages
3,219
In RP or DM?

Miner's guild shows up as Grave Keeper guild in the revenue menu.

Shades are able to escape the graveyard, and while the guards run after them, they can't kill them.

Also, while the warnings are nice, I think it'd be better if the number of rocks left (or whatever requirement) was visible as a countdown somewhere in the area.

Also, consider jobs increasing stats (mining increases strength, docker increases strength/potestas...), the way healing people increases renown.
 
Level 30
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Apr 6, 2010
Messages
3,219
I'll take a look at it once I can build things.

* No doctor's guild? I've sewn up a dozen people already and still no message.
* Seems to be a pathfinding bug with ships, I told one to go to Athens (starting from Carthage), it headed weast instead of east. And in another, I told it to go to Rome, it ended up in Athens.
 
Level 30
Joined
Apr 6, 2010
Messages
3,219
* Gravedigger is also weird, he tells you when there are 17, 5, 4, 2, and 1 shades left to kill (and they're off by one, you have to kill another after the last). And even then typing -guilds shows that they don't give you any money.
* Sailor wife should be able to teleport herself to cities.
* Spartan Farming: Started with cereals, sold them, told them to starting making oil... and there's no oil being made.
* The (built) market doesn't allow you to sell wood.
* Not sure how the Totalitarism option works. Are you supposed to trade with yourself if you can't trade with other nations?

* Given how long it can take to get the money for Aedile status, you should make farms and cities give reduced income as Questor, and full income on Aedile and beyond.
 
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Besides alll you I've mentioned, I'll add a new feature for the slaves. Now cities have several district with some population in it. Your Slaves can occupy some of these district and do various activities there. They can act as thugs and intimidate the merchants to earn money or they can act as security guard helping the local district to grow up and collect some taxes for helping it.
 
Level 30
Joined
Apr 6, 2010
Messages
3,219
Sounds good.

* Maybe allow markets to send caravans to capitals too?
* The Dummy in the gym gives no Autoritas when killed (the target does).

DM:
* All hostile cities have Hellenistic religion, including Scandinavians.
* The farm income button gives you a revenue of several thousand gold and wood.
* You really should get rid of the hours/levels thing. It just looks weird when auras need twenty hours in game to get, and in RP it can easily be replaced by a clock.
* Greece: two cities are immediately under attack by neutrals (Constantinople and one to the north), and they can't build farms on their territory. The Temple of Zeus' spell doesn't work either.
 
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Level 30
Joined
Apr 6, 2010
Messages
3,219
* Administrate doesn't work, it gives the "need to haunt the gold mine" message.
* Alexandria doesn't have music.
* Doctor guild: The message comes up after healing one patient (and he respawns), but typing -guild (or -guilds) doesn't do anything. Also, remove "the" from "the science".
* Alexandria docks: Fish are taken one at a time for some reason, you have to go in and out of the dock for it to register. The fish also respawn randomly, and sometimes end up inside the walls. The docker message came up for 28, 14 and 13 fish left, and nothing since.
* The north wall stairs of Alexandria are blocked off, you can't get to the recruiter that way (going up from the south stairs works.
* The guard checkpoint on the wall doesn't respawn.
* Priest job: Still no clue what you have to do, after praying at the Osiris statue I saw that it made its mana go back up, but other than that nothing happened.
* Athens postcars send you to Alexandria.
* Killer crates floating around the streets of Alexandria.
* One involving the roofs: If you tell a unit to move to an area covered by a destructible roof, he'll start moving there, but stop when he gets close enough that the roof is removed.
 
Level 30
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Apr 6, 2010
Messages
3,219
DM:
* Forum still can't sell wood.
* Neutral city religions are apparently those of the first player (last I was Greece, they were all Hellenists, as Parthians they're all Tengrists).
* Scorpions still cost food.
* The Pschent doesn't really do anything, as Potestas doesn't increase city income.
 
Level 30
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Apr 6, 2010
Messages
3,219
What do you need to build?

* Building structures in DM occasionally have no model, so you can't select the building (to cancel or change rally point).
* The statues in Carthage seem to spawn a second one when switching gods (I switched once, repaired two of them, and ended up with two Baal and a Tanit).
* The miner's guild doesn't seem to work anymore, I got no messages for breaking rocks.
 
You need to specify the district you want. Your slave is able to build these buildings and administrate them.
However, some models dont have a good birth animation, which means you cant see them while they are under construction. I cant really do much to fix it.
In the next version, religion will look likes a tech tree. You need to improve the strengh of your religion by building temples near cities or converting towns. If you perform a lot of these reformations, your religion will provide more unique units and more unique bonuses. Having an heretic city provides revolt risk. That's why is wise to convert them.
 
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Level 30
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Apr 6, 2010
Messages
3,219
District: Slaves can't build anything (Engineers can't either). Also, the tooltips for the fighting slave upgrades are wrong, they should be something like "Trains your freeman in the use of better weapons".

Models: It's the same buildings (built by the capital-built worker), but for whatever reason the animation shows up in RP but not DM.
 
Level 30
Joined
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Messages
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In Carthage's case; Archery, Stables, Forum, Blacksmith, Siege Workshop... Not the Temple or Farm for some reason.

Basically every building with an imported model and a team-colored roof.

Also, I tried it again and I must have been mistaken: they don't show up in RP either (though I was using a different city at the time).

Game crashed for the first time, it seems it doesn't like being restarted several times in quick succession.

Speaking of which: Could you change the "End Game" option to at least use the regular hotkeys?
 
Level 1
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Apr 20, 2015
Messages
1
This map is very well thought out, though, while unsure if it was intended or a bug, in Carthage your able to gain over 100% favor for which ever family your supporting and the Alexandria letter can be spammed at the library since it will not leave your inventory. In Sparta, your farms can break to where they don't produce any product. Other than that stuff, this map is a real charm to play :D
 
Level 4
Joined
Nov 23, 2014
Messages
133
I've tried to play the spartan farms again and ordered the hilots to produce and it works after 30 minutes of long waiting and giving me only a single barrel.
 
Level 30
Joined
Apr 6, 2010
Messages
3,219
* Alexandria still has no music.
* Doctor: -guild still doesn't show income, and you didn't correct the message. Also, the final message was "heal 0 more patients".
I would suggest putting a special effect (or channel like during mining) during sewing so you can see the PC is working so you don't send him away.
I failed an operation just after getting into the guild, and the doctor said I needed 1 more patient, I needed 2 before the "welcome to the guild" message.
* Docker: Fish are still only removed one at a time. I got a message top get 20 more fish in, and nothing since.
* Districts: Only the Temple district seems to bring in money (as in, floating gold numbers appearing). However, the "replenish citizens" mode doesn't seem to work. Slaves can stand on each other's runes and Chaplains have a animal's voice.
** The Merchant district doesn't seem to collect money even with slaves working on it. The Visit Merchants button works though, but the Give Attractive Lands tooltip is incomplete (and doesn't seem to stop once you've clicked it, and costs food).
** The Bandit district doesn't seem to do anything even with slaves working on it. EDIT: For some reason it works now, though it gives you 9 gold for going down 10 population at Plebeian and Tribune, then 10 gold at Lictor. Population increase doesn't seem to work either with population or at 0.
* The guild warnings all seem to be off by 1 (i.e. break 2 rocks, the miner tells you to break 37 more).
* Miner warnings only show up for 37, 29, and 23 rocks left to go. After joining them, -guild works but doesn't show the doctors.
* Quarry rocks definitely responsible for lag, you should remove most of them (they can easily be replaced by doodad versions) and respawn enough for all players.
* I think the crates might be set to Amphibious, I found one on the eastern wall and desert.
* Guard job: You should ping the flag locations.

More later.
 
Level 4
Joined
Nov 23, 2014
Messages
133
* Alexandria still has no music.
*Only the Temple district seems to bring in money (as in, floating gold numbers appearing). However, the "replenish citizens" mode doesn't seem to work
Temple District's population grows when the slaves are being re administered after clicking the "replenish citizens mode" and any other district for that matter except the merchant district because the "visit merchant" button is the only thing that gives money because of taxes per person value.

By the way. The Spartan farms still have the problem of not producing oil or wine before and after the first upgrade. Oil production does not stack.
The Merchant District have the fastest speed in terms of population growth
 
* Alexandria still has no music.
->easy fix

* Doctor: -guild still doesn't show income, and you didn't correct the message. Also, the final message was "heal 0 more patients".
->doctor has a small bug: fix too

I would suggest putting a special effect (or channel like during mining) during sewing so you can see the PC is working so you don't send him away.
->sure, it would be good

I failed an operation just after getting into the guild, and the doctor said I needed 1 more patient, I needed 2 before the "welcome to the guild" message.
->funny but i can hold it

* Docker: Fish are still only removed one at a time. I got a message top get 20 more fish in, and nothing since.
->do you talk about the fish in Alexandria or Rome ?

* Districts: Only the Temple district seems to bring in money (as in, floating gold numbers appearing). However, the "replenish citizens" mode doesn't seem to work. Slaves can stand on each other's runes and Chaplains have a animal's voice.
->Slaves should be able to "work" on mines like acolyts.

** The Merchant district doesn't seem to collect money even with slaves working on it. The Visit Merchants button works though, but the Give Attractive Lands tooltip is incomplete (and doesn't seem to stop once you've clicked it, and costs food).
->Damn food unit ! I correct it

** The Bandit district doesn't seem to do anything even with slaves working on it. EDIT: For some reason it works now, though it gives you 9 gold for going down 10 population at Plebeian and Tribune, then 10 gold at Lictor. Population increase doesn't seem to work either with population or at 0.
->Well this is a trick I use with the food. Your rank has upkeep. Otherwise I couldnt to a ranking with food. So you have 0% or 1% for each rank.

* The guild warnings all seem to be off by 1 (i.e. break 2 rocks, the miner tells you to break 37 more).
->weird stuff

* Miner warnings only show up for 37, 29, and 23 rocks left to go. After joining them, -guild works but doesn't show the doctors.
->doctor is bug but I'm fixing it.

* Quarry rocks definitely responsible for lag, you should remove most of them (they can easily be replaced by doodad versions) and respawn enough for all players.
-> I'll do it

* I think the crates might be set to Amphibious, I found one on the eastern wall and desert.
-> They have locust but I can remove it

* Guard job: You should ping the flag locations.
-> Ok
 
Level 30
Joined
Apr 6, 2010
Messages
3,219
Fish: Alexandria.

Upkeep: You should make upkeep stronger at lower levels to reflect that (since there are only so many taxable ways of making money), with the Emperor having no upkeep at all.

^^ Yeah, I did that, and it didn't work. The only one whose population increased was the Merchant district.
 
Level 4
Joined
Nov 23, 2014
Messages
133
^ It should be a full house for it to work because more slaves is equal to full potential.Right?
 
The upkeep was first used to allow me to create different ranks. That's why it goes to 100% income to 99% then 100% then 99%... until the emperor rank. It is a little trick because I can't keep 100% income all the time.

About the districts, I wanted to hide the gold icon in order to show the difference with the cities. However, I think I'll get rid of that because it just creates more bugs with the slave mechanics.

About the Districts, the more slaves you have to collect gold, the more gold you earn. It is basically an haunted gold mine.
 
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The version 1.62 is out.

Actually I've fixed a lot of bugs that cleavinghammer and Unkn0wN_Merchant have found. The farms in Sparta should no longer be a problem. Every guild now works properly. I've also added a guard guild for Alexandria.

Besides I've removed 1/6 of the units present in the map (especially the rocks in the quarry). That should reduce the lag for many people.
 
Level 30
Joined
Apr 6, 2010
Messages
3,219
Yeah, lag greatly reduced in the quarries.

* Adding population works, but you have to tell the slaves to go away and come back to the district for it to work (otherwise they just sit there).
* Adding population does not work when there's zero left. Maybe stop the slaves when there's too little population, or force it to contain 1 person after it runs out?
* You should add a way to switch district type.
* The doctor guild desperately needs a psychiatrist: I operated a patient, it failed and got told to do it 14 more times. The next operation succeeded, and I got told to do it 30 more times. Two more successes and a failure, it went down to 14, a successful operation, it went up to 13, a failure, went back to 30, a success, a failure, it went down to 12.
* Did a bunch of sewing (life hack: you can queue sewing like any other order), no messages from the doctor until he told me I was part of the guild (and the income shows up properly).
* Carthage trash doesn't respawn.
* Engineer (you really should rename them) doesn't have Repair, and has an empty list of buildings.
* Took out every single rock in Carthage, no message from the miner's guild.
* While carrying a letter from Carthage to Alexandria, it doesn't get removed from the inventory, so it can be used to increase influence infinitely.
* The amount of Carthage senators doesn't change with percentage of influence.
* As tribune, a villager started building the special building but only put down the foundation.
* Please make shops available to units with inventories as well.
* Killing neutrals gives no renown.
* Move the Carthage pit boss in front of the columns, having to guess where he is every time is annoying.
 
Level 4
Joined
Nov 23, 2014
Messages
133
Engineer are able to repair after the hero ranks to "level 2" where he too have obtained the repair ability.
 
Level 4
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Nov 23, 2014
Messages
133
To cleavinghammer: The Engineer can also build buildings when the hero also reached the level to be able to construct buildings
 
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