02.10.2019

Rome Total War Alexander Units

Rome Total War Alexander Units 9,5/10 5504 votes
  1. Rome Total War Alexander Unit Id List

Rome: Total War how to create unit using cheat, cheat and units names bellow You can see also: How to play Rome: Total War multiplayer campaign: https://yout. Rome: Total War Rome: TW - Complete Unit Guide Civilisation Units Short Guide Here is a complete units guide of all units you can find (and use) in Rome: Total War. Click on the faction's logo to go to its page.

Well I don't really know for sure, but I have seen a guy on Youtube who has made recordings of not his whole campaign, but all the historical battles in the right order. From what I have seen, Alexander has very good phalanx pikemen, his Companion cavalry, few archers, and some other troops hired as mercenaries.The Persians can have all sorts, ranging from elephants, chariots and cataphracts, to archers, spearmen, hoplites and swordsmen.

Most of it's infantry are made up of mercenaries. Their elite troops are the Immortals and Bactrian heavy cavalry.The Indians have heaps of special units like elephants, chariots and cavalry, but lack a strong infantry as the backbone of an army. They also have quite powerful ranged units.The Barbarians have strong infantry, though they are very light in cavalry.

They have powerful swordsmen, though I think their most elite units are the sicklemen, who if they outflank a phalanx, can easily cut through the phalangist ranks. Macedonian roster accessible in custom battle:Hypaspists - Javelin-throwing light infantry flank guards.Hoplites - Traditional hoplite infantry with linothorax armor and short spears.Phalangists - Backbone troops of the Macedonian army with long sarissas.

Welcome to!A subreddit for all of those who love the Total War series. Why Should I play Rome?Rome is a lot of people’s favorite TW game, and despite all the graphical and gameplay improvements that have gone on in the series since, the reasons are simple; It has a diversity unmatched in Medieval, Empire, or Shogun.Lumbering Greek Phalanxes, Roman Legions, Axe-wielding Northern Barbarians, Hunnish Horse Archers, Successor Armies, Spanish Hill Tribes—Rome forces you to constantly change your tactics and deal with new threats as you battle new factions. It also has an elegant simplicity—units are responsive, charges and combat just feels ‘right’ in a way that, to me, was lacking in Medieval and Empire’s melee combat.Perhaps the biggest reason to play Rome is the wealth of mods that have been worked on, and are still being developed, nearly 8 years later.

These are some of the largest and most intricate mods that have probably ever been created, and there is a metric ass-ton of them. Figuring out which one you should play is daunting, especially when a campaign game could take anywhere from a few dozen to a few hundred hours. And questions of “What is this mod like?” are usually met with useless answers like “It’s fun!1!!1!” or “Just play it and see!”What is this guide, and who am I?I am just a guy who has played way too much Total War in his life, done some modding of the various games, and recently had foot surgery, which rendered me immobile for a few weeks. So of course I decided that I’d take a look at all the major Rome mods and figure out what they were about, how they played, what the campaigns and battles felt like, and then relate that unto you.Some things/terms to know.Program Files Problem: If you spend any time on the forums, you’ll see people bitching about /Program Files problems. Make sure to turn off UAC, and give the installer administrative control, before installing a mod to a folder in /ProgramFiles AND when running the game. I simply turned off UAC and haven’t had a single problem.

The reason is simple; when running the game, without Adminstractive control, UAC places newly created files (text strings and such) in a safe place, a place rome.exe doesn’t know about. At least, that’s what I gathered from people.BAI: The Battle AI.CAI: The Campaign AI.Hardcoded: This refers to things, like aspects of the CAI and BAI, that modder’s can’t change because they were locked inside the.exe by the developers. These hardcoded behaviors can beSomewhat nullified or changed by scripting and careful balance, but they’re the source of Rome’s non-existent diplomacy and limited tactical abilities. Don’t let that scare you—many of these mods are absolutely fantastic at mitigating them.exe’s: Rome has two expansions, Barbarian Invasion and Alexander.

Along with Rome, that means there are three ‘executable program files’ that can actually be used to run Rome. Each has slightly different behaviors, and the mod’s forum pages will let you see which one you should use. When people say bi.exe or alx.exe, this is what they mean. (Switching.exe’s is kind of an advanced concept, and not recommended willy-nilly.).Modfoldered: This simply means that the mod comes in its own folder, doesn’t do anything to the actual Rome installation, and needs to be run by a launcher or with a steam launch command.Vanilla: Un-modded Rome.Advisor Script: Most major mods perform a lot of their actions through scripts, cunningly run at the end of every turn through the game’s advisor. To play the mod as its intended, and without giving your game crippling errors and ctd’s, you HAVE to run the script every time you start, and some mods break when you attempt to quickload.

Quick savers are scum, anyway. Best practice is to always exit out of the entire program and then reload it, when you need to reload a save, and then make sure you activate the script as soon as it starts.Patches: If you’re using Steam, you have the gold edition, which is fully patched Rome with Barbarian Invasion. If you don’t, to install a mod you need a clean install of Rome, patched to 1.5, and then have Barbarian Invasion installed and patched to 1.6.Is Vanilla that bad?No.If you haven’t played it, or haven’t played it in a long time, it’s definitely worth a shot. Most of these mods are drastic overhauls of everything about the game, and if you don’t know how the game plays, how’d you know what you want improved?Rome is a-historical and fast-paced. But the units control really well, you know what everything does by looking at it, the economy and city-building parts are logical and make sense.

Rome Total War Alexander Units

Playing as a Roman is great fun, as Rome is represented by three ruling families and the senate, which means that when one faction grows too powerful, a civil-war breaks out, really adding a sense of struggle and progression to the end game. Playing as other factions is still fun, to.LLLLthis is here to break up the textLLLLExpansionsBarbarian Invasion is a proper expansion in the sense that the word used to mean.

It adds cool new religion and horde mechanics, and features a dark ages setting rarely explored in games. The Roman Empire has split in half and is plagued by rebellion, barbarians pour in from the east looking for new lands to call home, and greedy factions eye the carnage with an eye on expansion.

BI kicks off with basically the Mongol invasion from Medieval II on steroids, and the world changes very rapidly as the barbarian factions ravage across Europe. It’s a totally unique TW experience and one that should be explored further.The BI.exe file features better naval invasions, and a more aggressive AI that makes better use of cavalry then Rome does.Alexander is not really an expansion. I haven’t played it, because it features a very small map, a handful of factions, and a short campaign time-span. If you like that kinda thing, then go for it. It’s worth installing if you have it on Steam for the.exe file, which is generally considered more stable and has better BAI and smarter, but less aggressive CAI, then BI or Rome.So, my post is massively over the reddit character limit. So, unfortunately for the concept of simplicity, I will submit each of my analysis's as a comment on this post.EDIT: this is like 8,000 words.

Holy hell. A complete overhaul modThe very first thing you’ll notice about Roma Surrectum II is how professional everything is. The installer, the launcher, the forum presentation; they make it really easy for you to install their mod and use it, which is nice and something more mod makers need to seriously think about.It needs that level of professionalism though, because unlike most mods, where you load it up and then pick a campaign from the map, RS features individual campaigns for every faction.The advantages of this are many. It allows them to create custom content and balance for each faction.

It allows the Roman units to be massively buffed when playing as non-roman, so that a legitimate Roman empire emerges and the romans are as terrifying and hard to beat as they were historically. I don’t know the vagaries of what actually changes between campaigns for non-roman factions, but things must.Beyond that, RS further distances itself from other mods with it’s 0-Turn recruitment. You can recruit 9 units per settlement every turn, provided you have the money and population to support them, and the AI can do the same.This basically means that individual battles become less decisive, but there are more of them and they are on a larger scale. You might field three or four stacks in a region as you press toward a city, and the enemy might send an equal or greater number at you. Most TW games, your army consists of one or two stacks in a theatre, with some reinforcements. Roma Surrectum makes wars truly feel epic and alive.

I’ve never felt so much like I was directing and controlling a military campaign.If you hate 0-turn, which a lot of people do, you can switch to the 1-turn recruitment by simply selecting a different option on the launcher. And I think 0-Turn probably, as the game draws on, will drive most people insane. But it’s worth experiencing.Battles are much longer and general lethality is lowered, which means that you have to use actual tactics. Flanking attacks, use of reserves, skirmisher positioning, cavalry charges, a unit’s tiredness; all these things now truly matter. When it works, it works beautifully.

I defeated a really scary Roman Rebel army using Hannibal’s tactics at the and as someone whose always been really disappointed in TW’s actual simulation of battle, it was orgasmic.In addition to 0-Turn recruitment and much longer battles, RS also significantly distinguish itself in terms of movement distances on the campaign map. Perhaps intended to represent how far an army or person could move in in three months (the mod uses 4 turns per year) movement distances are much greater than in Vanilla or any other mod, which is especially nice for spies and diplomats and individual characters.RS greatly expands the building tree, and uses positive and negative modifiers, as well as your leader’s traits, to try and simulate an economy. In vanilla, there is no reason not to build everything everywhere. In RS, most things have tradeoffs, and knowing when to develop your trade income, your tax income, and provide happiness and law at a settlement is a pretty cool metagame that adds a lot of depth to the campaign. There are also options for controlling population growth, regional focus buildings, and an abstraction of local politics.Roma Surrectum is somewhat Roman centric, as you might expect. The game features 28 named and numbered historical roman legions that can be recruited in their historical area of operation, scripted Roman rebellions, a complex Roman trait system for holding offices, and a series of buildings simulating Roman methods of annexing, allying, dominating, and granting citizenship to a newly conquered region.PLAYED- I played about 50 turns of a Dacian game, was really impressed by the graphics and scale and unit diversity. It’s all historically based and inspired, but I think still really prioritizes gameplay.

I found it pretty easy to expand and grow my economy, but when an actual war started the game got intense very quick. Unfortunately, I forgot to retrigger the script when I loaded from a save, and that meant I got CTD’d at the end of every turn. Remember the scripts! And save often, and make backups.I then played Rome for a while. The campaign starts with Hannibal’s invasion, and defeating him, while also dealing with a rebellion in the south, was very hectic and a far cry from the slow pace of the opening of the Dacian campaign.

Once I was back in control, I spent a long time studying the economy, building’s tree, and trait system, there is quite a bit of depth there but not so much that it’s overwhelming, and it’s all explained in the descriptions very well.I then skipped ahead dozens of turns, paying nominal attention, and got into a late game war with Gaul. This was brutal; constant invasion, constant battles. Capturing capitals and important cities becomes paramount, as well as using terrain well. Battles are long, and while fun and engaging, fighting three or four in one turn does wear on you. The auto-resolve feature works well in this mod, which is a nice reprieve.This is not something I experienced, but I’ve read on the forum that unlike most TW games, Roma Surrectum starts easy and then ends hard.

This is because endgame, fully developed, well-populated cites can throw just an enormous amount of units at you, and towards the latter part of the game generally a few factions will have established dominance. It’s up to you to decide if that sounds awesome or terrifying.SCREENSHOTS-, and, which were put together when the mod was being developed and has a lot of cool background history and unit and feature explanations.INSTALLATION-STEAM- RS works perfectly with Steam from its own launcher, provided you have steam already running. If everything is set up good but it still says “Failed to find steam” try closing and re-opening steam, and if that doesn’t work run a game of vanilla RTW. If it doesn’t work after that, then something was put in the wrong place.WHO SHOULD PLAY THIS?

It’s hard to think of a TW fan who wouldn’t enjoy RS II. It has beautiful graphics, an expanded and complex campaign system to keep Grand Strategy people busy, and very tactical battles for people who like killing things. Options for 1-turn and 0-turn mean anyone can play the mode which suits their play style, and while the mod is somewhat Roman-centric the non-roman factions have still be developed considerably. Mods like EB and RS get around many of the limits of the Rome engine by sneakily placing scripts to be run by the advisor. What this means is, everytime you reload a save game (and every time you start a new campaign) you need to activate the script, usually by clicking on the advisor or the show me how button.

The mod will tell you how it wants the script to be activated (and RS II adds 1 denari to your treasury to show you that it's been done.)If you fail to re-trigger the scripts whenever you reload the campaign, it causes all sorts of problems as things that were being tracked or modifed by the advisor scripts aren't.It's not that hard though, and they can add a lot of the game. Just make sure it's always the first thing you do when you start a new game or reload a save, and if your the kind of person that's constantly reloading battles I'd save before every battle and every end turn because I'm pretty sure (but could be totally wrong) that if you reload a save in the middle of the enemies turn, all those factions won't get processed with the advisor script and you're just asking for a CTD.These RS II specific links might help:.I hope this helps. It might be a launcher problem as per this.I know one thing that I tend to muck up whenever I try to install a new mod is putting it in exactly the right place. Sometimes they want to overwrite the base game files, sometimes they want their own folder.I was having all these problems with Broken Crescent once and then I realized I'd installed half the mod in the right place and the other half in a folder inside of where it should have been.I'd enable administrator on the launcher and double/triple check everything where it should. Can't be much help beyond that, sorry. Good luck!.

Somewhat of an overhaulTE is, like Darthmod, not a complete overhaul of the game, more a series of large and small tweaks. It consolidates the romans into one faction and adds three new ones in their place, it has an excellent map stretching all the way to parts of India, it adds a handful of new units to each faction and further develops them and their unique traits, and includes lots of visual upgrades.The appeal of Terrae Expugnandae, or TE, which has less than 1/100 of the views that a mod like Roma Surrectum II has, is in its balance and feel. Lusted went on to work for CA, on the strength of this mod and his much more famous one, ‘Lands to Conquer’ for Medieval II. Both mods simply improve upon the vanilla game on every way, in unit balancing, in economic balancing, in campaign progression. It’s hard to point to the thing that makes TE great, but it’s simply a lot of fun. Lusted takes a true designers approach to both mods, instead of cramming in everything he can, and it really shines through in the gameplay.PLAYED – I played a few hours of a Roman campaign, and then a Campaign as Pontus. The Roman campaign opens, like RTR, with the Roman war with Pyrrhus, and moves along at 4-turns per year.

The map is larger than vanilla, but also covers a much greater area of the world, which is nice if taking two hours to move across the world isn’t your thing.Factions start with a large amount of money, which fosters early aggressive expansion and gets the campaign going right away. Within thirty or forty turns most rebel settlements were gone and large conflicts were beginning. The money goes quickly, but the rebalanced economy allows you to stay competitive with smart choices.Both factions showed good unit variety compared to vanilla, and the map is well made for strategic positioning of armies. The CAI seemed less likely to declare war for no reason, but I’m not sure if this is real or imagined, as I believe its aggression is hard-coded.

War

Because the economy is expanded, TE feels less oppressive and masochistic than Darthmod; it is slightly easier. But the campaign game is more refined and ‘feels’ better, putting them on equal footing in my mind—especially as TE (possibly) uses some of Darthmod’s files and Lusted himself is an accomplished TW AI tweaker.INSTALLATION - TE is no longer being supported. Lusted ported it to work well with Rome Gold Edition (the steam version) but abandoned an attempt at a TE 2.0. The best version is currently which can be downloaded from the second link in the mod’s download page. Be sure to also grab from the link provided.STEAM- TE is modfoldered and works with steam. Simply install the mod into your Rome – Total War file, and then have steam open and run it from the desktop shortcut created.

If you’re not a fan of desktop shortcuts, then add this line to the launch properties for Rome: “-mod:terraeexpugnandae -nm -showerr -moviecam -enableeditor” without the quotes. Just the first tag is necessary, but the others are part of the.bat file so I’ve included them in case they are somehow important for this mod.WHO SHOULD PLAY THIS? TE is not quite a major overhaul, but it does differ significantly from vanilla. A unified Rome, 3 new factions, a match that stretches to India. It adds just enough new features and units to feel like a new experience, while having excellent balance retaining the good elements of RTW. If you are more into the campaign mode then the battle mode, haven’t played Rome before but want a deeper experience than vanilla, or haven’t played Rome in some time, then this mod is for you.edited: Re-stated some things better.

This is my favourite Rome mod. Personally I would consider it more than a vanilla + mod.

All of the fringe factions get fleshed out and made much more interesting/unique, and additionally, roads/settlements are denser across the (huge) map, so no start location exists 3 turns away from its nearest neighbours. As a result, every faction is fun to play - I've done 50+ turn campaigns with every faction and they all have their own character and challenges.Beyond that, I think the gameplay of TE strikes the perfect balance between fun, speed and realism. There's no more flaming pigs or dogs, but you can still reach the highest levels of tech before the heat death of the universe (unlike EB or RTR). A would play again.Also thanks OP for an amazing thread. EB, RTR, RS COMPARISONSIt’s hard to say exactly how the mods breakdown, as over time they have evolved along similar lines, but these are my impressions.

Feel free to jump and comment and correct me if your experience has been different, let’s make this a definitive thread on the subject.FACTION DIVERSITY- I feel like RS and RTR are both somewhat Roman Centric, while EB gives love to every faction equally. But this is not to say that RS and RTR haven’t added considerable depth and given lots of time to the 19 non-roman factions.

All 3 mods have been in development for years, so it’s safe to say considerable effort has been put into each faction.UNIT DIVERSITY –Each mod has hundreds of units, and since all three mods are heavily historically based, they are all roughly the same. Unit diversity is great from mod to mod, with my only complaint being that there are only so many ‘kinds’ of units, and having tons of units that are basically the same is kind of frustrating. It’s hard to complain about something like that, though.BATTLES- Battles last roughly the same time in RS and RTR, the difference being that units in RS don’t break so easy, and in RTR they break easier and then reform easier. Battles in EB last for slightly less time than RTRs. All three are long enough to allow lots of maneuvering and attempts at tactics.CAMPAIGN GAME – All three mods have vastly more fulfilling and complex campaign games than RTW, by which I’m referring to the building trees, the systems of traits, what is added by scripting, and overall balance. In terms of complexity, I would say RS EB RTR.AREA OF RECRUITMENT- All mods feature intricate “Area of recruitment” mechanics, which limit what units you can recruit where and try to simulate empires using local and regional forces. Taking over a city doesn’t magically make the population your race.

EB has the most in-depth and complex AOR system, with RS and RTR seeming to equivalent, slightly less sophisticated ones. You can view an interactive EB AOR map by running the EB recruitment viewer (which installs at the end of the EB install).PRESENTATION – I think RS has the best presentation. RTR’s is also pretty good, but the new battle UI is awful and some of its art is questionable. EB has really consistent presentation and direction, but some of its art is kind of humorous, in a “over-excited-history-professor-putting-together-a-PowerPoint” kind of way.SPEED- Because mod’s rely on scripts, which are terribly un-optimized, and have a wealth of new content, which place strain on the game engine, many mods run much slower than RTW. The game is also 10 years old.

Rome Total War Alexander Unit Id List

My computer hardly experiences a slowdown on any of these mods, but I know I am quite lucky. In my testing, I found RS to have the fastest turn times, EB and RTR to have slightly (we’re talking 8-10 seconds) longer turn times, with RTR seeming to go the slowest as the game progresses. RTR also has, I think, the most in-depth scripting.OVERALL – I thought when I started this that I would find out definitely which one was best. But that is simply not the case. In some ways very different, in some ways identical, in all cases sharing the same hard-coded limits to diplomacy and AI behavior, and all taking different routes to overcome these I can honestly say that I can’t say which I prefer. I would simply pick the one that sounds most interesting and play that.I would recommend people most interested in history, and people that want to get away from roman-centrism, should play EB.I would recommend people that like tactical battles, a faster moving (but still deep) campaign game, and snazzy graphics should play RS II.I would recommend people that want to role-play as Rome or a greek state, and a complex, but slow-moving campaign, should play RTR.