I just came across this by chance.
Great website and it even has a lot of appreciation for my work!
Thanks ahowl for posting the anouncement on Exilian and thanks everybody else for playing Rome Total History!
I wanted to let you know that the mod has made huge progress since last year and currently we have arrived at version 1.8.
Here is the download link:
http://www.mediafire.com/download/572il9cz3gv2911/RTH_1.8.rar~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
And these are the improvements over previous versions:
Improvements in RTH 1.8:- Added new DTW wooden walls from Diadoch Total War (courtesy RedFox)*
- Added old wooden walls as first level for Greeks, Romans, Carthaginians*
- Corrected error that made Amber Road available all over the map (now only in north-eastern Europe)**
- Corrected missing text for Viking Raiders
- Unlocked over 50 previously blocked ancillaries***
- Added more ancillaries
- Restricted benefits from philosophy buildings (now useless for Barbarians)
- Restricted bonus happiness for most temples
- Corrected benefits from academic buildings
- Minor map corrections in Greece, Italy and Sicily
- Corrected forts in Judaea
- Moved character Agathocles to Catana
- Reduced Cretan Archers from 80 to 60 men
- Reduced ammunition for onagers
- Several minor corrections
* The most important new feature of version 1.8 are improved wooden walls. These have been implemented by Aradan, using the building developed by RedFox for DTW.
However not every culture has these walls: Barbarians and Egyptians still use the vanilla palisades and walls. Greeks, Romans and Carthaginians have also improved palisades, using the old wooden wall instead. If anybody wants to use the new walls for Barbarians or Egyptians too, please mail me and I will show you how to do.
** Due to an error in version 1.7 Amber road could be built in many cities without the necessary resource amber. Now the building is only available in the area between the Black Sea, the Adriatic Sea, and the Baltic Sea.
*** In version 1.7, due to wrong reference, a number of local ancillaries were never triggered. Now this error has been corrected and many additional ancillaries have become available.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Improvements in RTH 1.7:
- Corrected bug causing CTD with win conditions (50 regions)
- Added missing text for Alan Steppe Riders unit card description
- Implemented full compatibility for Alexander
- Implemented partial compatibility for Barbarian Invasions
- Added new building Amber Road in Eastern Europe
- Added building Thing for Germans
- Added building Slave Market in Capua (Puteoli)
- Added Naval Base for Naples (Misenum)
- Added more loading screens
- Added more ancillaries
- Added more characters
- Added more permanent forts
- Reduced growth coefficients for Athens and Byzantium
- Introduced tax bonus for schools/academies
- Numerous minor adjustments
Changes in version 1.7 and 1.8 fall mostly under the voice maintenance. A few known bugs have been eliminated and some minor flaws have been corrected.
Graphically, 80 additional loading screens will delight the player with new beautiful views from the ancient world.
Most interesting is the possibility to play RTH on the machines of Alexander and Barbarian Invasions for better stability, computer performance, and some additional features. Alexander has been fully implemented and tested, while BI may still have a few flaws. To play a new campaign under BI it is necessary to start a regional campaign. In Alexander you can start your campaign normally as Imperial campaign.
For best results, we therefore recommend to play under Alexander.
It is also possible to continue your campaigns previously started under RTW with a different machine, but not vice versa. Once you saved under Alexander or BI you will not be able to load the same campaign in RTW.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Adjustments in RTH 1.6:Important Improvements:
- Permanent forts implemented, 76 forts made permanent
- DimeBagHo's Force Diplomacy Modification added
- RS Battle Environments implemented
- Sinuhet's AI formations version 7.0 implemented
- Three new Battering Rams added for different cultures
- Huge expansion of ancillary system (430 new ancillaries)
- Complete revision of ancillary graphics (680 individual thumbnails)
- Complete revision of ancillary triggers
- Many ancillaries capturable by city conquest
- Night battles enabled
- Major map improvements regarding climates and vegetation
- New loading screens drawn from historic paintings
Bug Fixes:
- Bug regarding Cappadocian Hillmen fixed (battle in Mazaka)
- Fixed textures for Indian Spearmen
Minor Adjustments:
_ New character traits added (wounded/lame/paralyzed; sleeper)
- Recruitment time for spies raised to two turns (for better game stability)
- New buildings in Nubia (Nubian Tombs)
- New buildings in Massilia (Lacydon)
- New buildings in Galatia (Drynemeton and Tetrarchy)
- New buildings in Cyrenaica (Pentapolis)
- Added more rebel units in Asia Minor and Phoenicia
- Port of Crete relocated to Cnossus; previous port Cydonia is now a permanent fort
- Port of Cyrenaica relocated to Apollonia
- Port of Libya relocated to Berenice, the former port site of Cyrenaica
- More forts in Crete (Hierapytna) and Cyrenaica (Barca)
- New permanent forts in Cyprus (Citium, Amathus) and Phoenicia (Arados)
- New permanent forts in Galatia (Tavium) and other parts of Asia Minor
- Eastern Mediterranen Climate introduced
- Winter map with more articulate snow areas (no snow in river valleys)
- Better trees on strategy map
- Strategy map improved
- Minor map improvements in Cappadocia and Armenia Minor
- Added resource silver in Ilergetum (Osca)
- Added building caravans for Seleucids, Egypt, and Carthage
- Added Temple of Magna Mater for Rome
- Added new gods and temples for Scythia and Dacia
- Added school buildings for Barbarians (Folklore Circle, Greek Teacher)
- Added new construction pictures
- Added more historic events
NEW BATTLE ENVIRONMENTS:
The most evident improvement over previous versions is the inclusion of battle environments from Roma Surrectum. The new realistic battle fields have a much more intriguing impact, producing a quite different game experience in the forests of northern Europe, as well as in the Mediterranean scrub and the Eastern deserts. A complete new environment has been added in the Eastern Mediterranean with Lebanese cedars and similar trees.
IMPROVED STRATEGY MAP:
The new environments have also a strong impact on the look of the strategy map which is improved in many parts, especially with the animated sea, more articulated snowy areas, and different vegetation.
LOADING SCREENS:
80 loading screens have been added which will be displayed each time you start or exit a battle. These high quality pictures are drawn from historic paintings (David, Maccari, Alma-Tadema, Gerome, Foltz, Royer, Millmore) and other sources.
NEW ANCILLARIES:
The biggest work was done on the ancillary system. While the previous installments were a bit underwhelming under this aspect, the situation is now completely changed, as the ancillary system has been completely revised. The number of ancillaries has been more than doubled, with 430 new figures, each with its individual high quality thumbnail. There are many specific priests or magistrates as well as unique historic figures. Ancillary triggers have been completely overhauled and adapted to the wide range of new buildings available.
Many new triggers were added, and in particular there are many ancillaries that can be acquired by conquest, including a number of Diadoch princesses and noblewomen. If you conquer a specific town, these ancillaries will join your party as a prize for the conqueror. For example, when you conquer the city of Alexandria not too early in the game, there is a good chance that you capture Cleopatra VII. Before she becomes available it might be Berenice II or Arsinoe. In a similar manner, in Antioch Laodice or Stratonice are waiting. In Rome you might capture Julia, the daughter of Caesar, in Utica Sophonisba, in Epirus Olympias, in Pergamon Apollonis. In Aetolia the Strategos of the Aetolian League might join your party, in Thessaly the Tagus, in Cappadocia you might capture the king of that country, in Scodra queen Teuta, and in Massilia a member of the mighty Protiades family. In Syracuse you can save Damarata and Harmonia from their cruel fate.
Half of the cities in the game hold such a specific surprise, but of course they are not always available. However margins have been chosen quite large. So you will not be able to capture queen Teuta only in the 20 years of her actual reign, but at least a decade earlier and several decades afterwards.
To maximise your chance to capture these historic figures you should make sure that the leader of your attack has at least three or four command points, because that is often a condition.
Many historic events and figures are cross-referenced. That means, when you read the news about the Jewish tax collector Joseph, he is most likely bound to pop up in Jerusalem not much later. Or when you learn the story of the physician Dexicrates from Messana, he is already hiding somewhere, waiting to join your army as soon as you make it possible.
More similar surprises are waiting around the map, each one referring to a specific historic event or data, except two or three fun entries, namely a huge Cimmerian and a strong Gallic warrior with a big nose.
Those beautiful ladies and courageous warriors will certainly add to your imagination, since all the thumbnails have been newly created with high quality standards. Many of the ladies have been taken from historical paintings by Godward, Alma Tadema and other famous painters.
PERMANENT FORTS:
Another important improvement is the introduction of permanent forts. For the moment some 75 forts have been made permanent to represent minor towns on the map. This has been done by placing a residential spy inside the fort. These spies have zero movement points, and as a result the fort will exist as long as they live. With an average life expectation of 70 years, and most spies starting at the age of 18, the forts should be around for at least 50 years. In this time there is a certain chance that other spies are turned into sleepers, so that the place might even last longer. Usually the spies are not visible, but you can ask one of your assassins to check the fort and he will will tell you if there's an agent inside. The assassin will also tell you the name of the fort, since the resident usually carries the surname of his town (for example "Oroissus of Cydonia"). To destroy a permanent fort you need to kill the spy, and this is another reason why assassins have become more important in the game.
WOUNDED GENERAL:
Due to the introduction of a new character trait it is possible that your general remains wounded after a battle or an assassination attempt. In this case you better send him to a settlement with a hospital or a temple of healing, because otherwise he risks to remain permanently invalidated, resulting in reduced movement points.
CRUSH:
Sometimes when you enter a fort it may happen that your general falls deeply in love with a local beauty and looses all his military initiative. This has been done to create even more permanent forts during gameplay, as computer generals remain stuck inside the fort (while the human player can use some trick to liberate his general from the spell).
If this happens to one of your generals and he remains blocked with zero movement points, you can move another general to the same spot and transfer the love object. The new general will now be able to abduct the lady to wherever he pleases. His comrade will mourn the loss for the rest of the turn, but the next turn he will recover his usual movement points. However now the second general will have fallen in love with the lady. Therefore you should choose well where to abduct her, because your general is bound to stay with her until he is liberated himself. The best will be to assign the lady to an old governor who wants to rest his bones in a comfortable city without moving anymore. Married men, leaders with more than four command points and men with certain character traits ("girl crazy", "perverted" and similar) are excluded from this experience.
FORCE DIPLOMACY:
By popular demand, Force Diplomacy is now available.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Adjustments in RTH 1.5:- Bug fix regarding missing texture for unit Tocharian Cavalry
- Corrected missing description for Galatian Horseback
- Corrected bugs in building trees
- Minor map changes in Asia, Osroene, Cilicia, Pamphylia and Pisidia (lakes, road Sardes-Side)
- Improved sea lanes around Crete
- Important adjustments regarding trade benefits (more land trade, less sea trade)
_ Improved trade for Massilia, reduced trade for Greece
- Important adjustments regarding benefits from temples
- Improved population loyalty in India and Asia in general
- Reduced frequency of many mercenary units
- Added rebel leaders in Mantineia, Media and Commagene
- New forts in Etruria, Asia, Sophene, Osroene and Palmyrene
- Historically matching temples in most regions
- Added more specific temple gods (Hekate, Atargatis, Hadad, Zeus Stratios, Pontus, Men, Eros, Enyo, Ma, Bel, Reitia, Bonchar, Varsutina, Vertumnus, and more)
- Added more Egyptian Gods (Ra, Ptah, Hathor, Bastet, Sobek, Hermanubis, Maat, Thoth,, Seshak, Khnum, Taweret, Apophis)
- Learning programme for Egyptian gods (graphics from Wikipedia, users Jeff Dahl, Gunkarta, a.o.)
- Added building Statue (Leonidas, Themistokles, Philipp II, Alexander, Seleucus, Ptolemy, Hanno, Brutus, Camillus, Buddha)
- Added more specific buildings (Pergamon Altar, Apadana Palace, Temple of Planets, Statue of Nike, Slave Market, Aetolian League, Pentapolis, etc.)
- Character changes (Scythia: trader genghis; Eastern Kingdoms: fortified napoleon; Germans: bureaucrat mao; Rebels: fortified smith)
- Added more historic events
- Hundreds of minor corrections and improvements
The biggest work was done regarding the temples. If you start a new game you will now find a specific temple in almost every region and town. In the civilized areas this will usually be the definite building as in 280 BC, and in the most prominent cities you 0even have more than one or two. In the developing areas you'll find a shrine that later became a famous temple, and in the Barbarian regions you'll see a stone to a god worshipped by the specific tribe in question. Often the description of these buildings will add interesting details to the history of the region/town/tribe. Thus your military campaign will also be a kind of sightseeing tour exploring many wonders and curiosities of the ancient world.
Specific attention has been dedicated to the Egyptian pantheon which is now quite complete including the most prominent animal gods. There are pictures showing the attributes of each deity so that the Egyptian player will automatically learn the entire pantheon and a lot about their mythology.
Version 1.5 is fully compatible with games started under the previous version 1.4.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Adjustments in RTH 1.4:- Corrected trade bugs in Rhodes and Lycia
- Map adjustment in the Peloponnese, Crete and Judaea
- Reworked family tree for Germans, introducing correct tribes for each leader
- Added more historic rebel leaders, especially in Germany and Italy (Samnites)
- Added 200 historic events, using historic excerpts from Livius, Polybius, Plutarch and similar
- More forts in Sicily, Sardinia and Corsica
- Added a new custom battle: Caudine Forks
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Adjustments in RTH 1.3:- Added 200 historic events using sources Livius, Polybius, Plutarch, Diodor, Athenaion and more
- Added a negative effect of barracks on population happiness
- Reduced happiness bonus on several buildings
- Slightly reduced fighting values for most general's units
- Added more Spanish Mercenaries in Sardinia and Sicily
- AI characters changed for Egypt, Carthage, Pontus, Greek City League
- More complex effects of building Tyranny
- Map adjustments in Hellas (Arcadia, Argolis, Messenia), Lydia (more forest), Apulia (Garganus), Gaul (river Liger), Tarraconensis (now connected with Narbonensis), Tingitana (coast and ports)
- Corrected building tree for temples with smoother introduction of early buildings
- Corrected effects of many buildings reducing happiness effect for temples and wonders
- Corrected pricing for many buildings and mercenary units
- Reduced frequency for many mercenary units
- Added new units: Syrian Elite Archers, Arcadian Mercenaries
- Implemented Greek Archers and other units for slave faction
- Added more officers to units including musicians (Roman Cornicen) and several female
WARNING: Some battle scenes may present nudity. Do not download if you are of minor age or feel morally offended!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
REMEMBER:
Rome Total History is the most challenging and historically accurate mod of Rome Total War ever produced.
General features:
- Starting year 280 BC
- New fantastic map with unprecedented details for completely different strategy and tactics
- 40 nations represented, including Epirus, Achaea, Bithynia, Bactria, Nabataea and many more
- 199 regions with historic borders and cities with many historic buildings
- 1000 historic figures represented each with exact character traits and family ties
- Over 700 ancillaries, including many historic figures
- AOR system with hundreds of new units, including mercenaries for each area of the map
- Most mercenary units are bribeable and can be recruited in garrisons
- Dozens of new buildings and almost unlimited polytheism with hundreds of temples and gods
- Historically matching temples and buildings in most regions
- More than 200 forts and minor settlements in strategic position or historic sites
- Over 80 additional cities represented as permanent forts
- New challenging walls for most cultures
- Over 100 land bridges for excellent computer performance
- Rational road system with many historic roads and highways
- Correct mountain passes for highly increased strategic options
- Sea lanes designed for swift connections from port to port
- Improved trade system with four additional resources
- Over 200 historic events drawn from Livy, Polybius, a.o.
- Custom battles: Thermopylae, Ipsus, Delphi, Acrocorinth, Siege of Syracuse, Caudine Forks
Enjoy and don't forget to report your action and experience!