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Rome Total War Modding Guide

This document provides instructions for modifying the game Rome: Total War in order to unlock additional factions and make other adjustments. It explains how to edit text files within the game folders to change which factions are available at the beginning, add mercenary units, and make adjustments to the resources and territories controlled by the factions. It also provides tips on backing up the files before editing them to avoid errors.

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0% found this document useful (0 votes)
36 views26 pages

Rome Total War Modding Guide

This document provides instructions for modifying the game Rome: Total War in order to unlock additional factions and make other adjustments. It explains how to edit text files within the game folders to change which factions are available at the beginning, add mercenary units, and make adjustments to the resources and territories controlled by the factions. It also provides tips on backing up the files before editing them to avoid errors.

Translated by

ScribdTranslations
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Roma Total War Tutorials

Recommended Total War forums

---[Link]
---[Link]

Hello Taringa users. This is a tutorial on how to modify Rome so you can play it with
fewer restrictions.

This is simple, the rome is composed of text files, modifiable by


anyone who has a little common sense, and knowledge of English. To
modify these texts, you will change your Rome Total War.

If you modify something incorrectly, the game will throw an error and will close on you.
automatically when trying to execute it, or when you want to create a new game,
I might not let you.

That is why it is very important that you make a copy of the file you are going to modify, and
leave the copy there... that way if the game doesn't work for you because you made a mistake, just
you replace the copy you made with the file you modified incorrectly.

In general, when one plays Total War, they see that not all factions are present.
available... when you play for the first time, you have the three Roman factions (Julii,
Brutus, and Scipios), I advise you to play with the Scipios, because they are the ones who
the Romans can become stronger due to their temples, the brutes have an advantage in
trade, and the riots in public order.

In order to play with other factions, you must destroy them in the imperial campaign... and even then
Not all factions are appearing... So we can go in and modify the game there.

Factions

There are many strategies to unlock the factions... Hahaha some created a
programa, que incluso con ese programa podes crear alianzas, pero la forma tradicional
es:
In the Rome Total War folder, you look for the 'data' folder and open it.
Once inside the 'data' folder, you look for the 'World' folder and open it.
Then, once you enter the "World" folder, you look for the "Maps" folder, then
inside that folder, the folder 'Campaign', and finally you enter the folder
imperial_campaign

Inside this last folder (imperial_campaign) there is a file called


Open the file "descr_strat.txt" (if you want, make a backup copy, or otherwise refrain from doing so)
the consequences) inside the file you will find a text like this:

Custom campaign script generated by Romans Campaign Map Editor

imperial campaign
playable
Julians
Brutii Romans
Scipio Romans

end unlockable
Egypt
Seleucid
Carthage
Parthia
Gauls
Germans
Britons
Greek cities

end nonplayable
Roman Senate
Macedon
Pontus
Armenia
Dacia
Numidia
Scythia
spain
Thrace
slave

end

start_date -270 summer


end_date 14 summer

brigand_spawn_value 10
pirate_spawn_value 28

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

Ah, that's called a double-entry table; it's hard to imagine it without the margins.
but it's simple:

* playable:Debajo de esta palabra que significa jugable, acá están las facciones que se
They can play at the beginning, which are the Roman factions Julios, Brutuses, and Scipios.

Below these words, which means they are unlocked when the
defeats on the campaign map, all factions you can play with appear,
only if you destroy all its enclaves.

They are listed under this word all the factions that you cannot.
play, even if you extinguish them on the campaign map...

The only thing you have to do to be able to play with the factions that do not appear to you is
First, select the faction you want, cut it or copy it, and then paste it under the
list that you want... If you want to play with the Roman Senate, (which frankly isn't worth it)
you just have to move

roman_senate a playable
Custom campaign script generated by Romans Campaign Map Editor

imperial_campaign
playable
Julian Romans
Brutii Romans
Scipio Romans
Egypt
Seleucid
Carthage
parthia
Gauls
Germans
Britons
Greek cities
Roman Senate
Macedonia
Pontus
Armenia
Dacia
Numidia
Scythia
spain
Thrace
slave

end unlockable

end nonplayable

end

start_date -270 summer


end_date 14 summer
brigand_spawn_value 10
pirate_spawn_value 28

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

Now you can play with all the factions

Slaves in custom battles

Playing with the slaves in custom battles is something I wanted to do years ago.
but I only recently realized how to do it.

This modification works for any mod that has any faction blocked, and that's why
does not appear in custom battles.

In the 'data' folder of your Total War, you will look for a file called:
they open 'descr_sm_factions.txt'.
This file contains the descriptions of the factions for the battles.
personalized, all normal, in that file we can determine which faction will appear or
will not appear when choosing a faction for a custom battle. Only the one from the
rebels do not appear, and are found at the very bottom... To make it appear that
faction, so that I can choose it in a custom battle (how tedious to repeat it... but I see it already
that if I don't repeat it, no one will understand) they should only do this:

This is how you will find it in the file:

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

faction slave
culture of Rome
symbolmodels_strat/symbol_slaves.CAS
rebel_symbolmodels_strat/symbol_slaves.CAS
primary_colourred 155, green 145, blue 120
secondary_colourred 90, green 75, blue 40
loading_logoloading_screen/symbols/symbol128_slaves.tga
standard_index20
logo_index237
small_logo_index251
triumph_value5
intro_moviefmv/intros/julii_intro_final.wmv
victory_moviefmv/victory/barbarian_outro_320x240.wmv
defeat_moviefmv/lose/rebels_eliminated.wmv
death_moviefmv/death/death_rebels_grass_320x240.wmv
custom_battle_availabilityno
can_sapyes
prefers_naval_invasionsno
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

There where it says: "custom_battle_availability no", just change the "No" to a "yes".

It's that simple, guys... it's easy, says Faction Slaves, it's ready for battle.
personalizada: "No"
nothing more than he says it in English haha.

Extra note:
In the Alexander the Great mod, it is interesting to activate the factions, only this file
it is hidden, I have not been able to unhide it, but I was able to modify the file through a
little trick, just open a text file in the Data folder of the Alexander (not the one of the Rome,
I repeat, from Alexander, because it's a mod) and when you click "save as," it will appear for you.
all the hidden text files in my case, (which don't even appear even if I select 'show')
hidden or system files) only look for the text file "descr_sm_factions.txt"
They open with the secondary and open, and they modify it.

Drenarios

In the text file called 'descr_strat.txt' what does Description of data mean before
from the start of a new game, they will be able to modify the data of the faction they want
before starting the game...
This is why it is important to have basic English, to modify this game, and not
not necessarily what they teach you in school, but what you learn out of necessity...
The file is located for example at: D:Program FilesActivisionRome - Total
War Data world maps campaign imperial campaign

For example, if in the long list of that text document you find this:

factionparthia, balanced genghis


denari5000

Just change the number 5000 to whichever one you like, such as 9999999999999999, just that.
They still have to find the faction that wants to grant such a large sum of money... remember,
that if they are not going to choose that faction they modified later, they will have it as an enemy, and one
An enemy faction with a lot of money can easily eliminate you.

It is worth noting that in that same text document, units can be added to the
enclaves, modify the traits of the generals that one obtains at the beginning, such as those of
good commander, modify the experience, damage, and defense of the units, determine
if the enclave is urban, metropolis, city, etc., and enclaves can also be modified.
that control the factions... for example, it can be modified in this file that the
Julio Romans control the quarter for example I know that because I downloaded a
"descr_strat.txt" that modified all of that hehehe...
But I don't know how to do it, so don't ask me.

Mercenaries

I used to modify this file before, and it's fun at times, but it's not interesting.
When you learn to play, knowing that you can traditionally win hehe... The
Mercenaries can also be modified to determine where they will appear.
certain types of mercenaries, how many will be available, and how much defense, attack, and
you will have experience, including its price. It is very useful to know if you want to experiment.

In the same folder as the previous one: D:Program Files/Activision/Rome - Total


WarDataworldmapscampaignimperial_campaign, you will find the File:
In this file you will find paragraphs like this:

pool Germany
regions Tribus_Saxones Germania_Inferior Tribus_Chattii Agri_Decumates
Upper Germania
unit merc barbarian infantry,exp 1 cost 800 replenish 0.06 - 0.44 max 4 initial 2
unit merc barbarian cavalry,exp 2 cost 800 replenish 0.06 - 0.19 max 1 initial 1

It's the simplest thing in Total War... it was the first thing I modified in the game...
But let's analyze it a bit:
pool Germany

This that pool Germany says is the region where the mercenaries will be bought, you go
It is worth noting that there are several different ones like Pool Britain, Pool Spain, etc... it is indicating to us

a region.

* regions Tribus_Saxones Germania_Inferior Tribus_Chattii Agri_Decumates


Superior Germany

In this other line, it indicates the small regions that are on the map (in each region
there is an enclave, by conquering the enclave you conquer that region), well here you can
modify in which regions the mercenary units will be found.

* unit merc barbarian infantry,exp 1 cost 800 replenish 0.06 - 0.44 max 4 initial 2:
unit merc barbarian cavalry,exp 2 cost 800 replenish 0.06 - 0.19 max 1 initial 1

In these lines, it shows us two mercenary units, which can be listed one below the other.
from the other all the mercenary (or common) units you want. It also shows you
other data:

EXP:(experience 1, but we can modify it from 1 to 9).


- COST:(Costo de la unidad mercenaria, lo podes poner 0 si queres).
REPLENISH: (I suppose it is the time when it appears as available when you have already)
you bought it from everyone).
MAX: (The maximum number that will accumulate over time for this mercenary, if he
You put 9, for example, when you are playing with time, you can accumulate 9.
mercenaries of the same kind to buy.
The number of mercenary units that are already available, when
you start a new game).

Units

To modify the units, you must open the text document called:
export_descr_unit.txt
In it, you will be able to modify certain aspects of the unit, both its damage and its weapon type.
his combat style, his training, morale, even the factions that could recruit him.

It is worth noting that these files generally tend to include a brief explanation of
what they are about, and how they can be modified.

this file, for example, brings us a small introduction (too bad it's in English)

RTW Unit Details spreadsheet-generated unit descriptions


;

Data entries are as follows.


Type the internal name of the unit. Note this is not necessarily the same as the on-screen.
name
dictionary The tag used to look up the on screen name
;
Category and class define the rough type of the unit. They're used for setting some
default attributes and for determining where units go in formation amongst other things
category infantry, cavalry, siege, handler, ship or non_combatant
; class light, heavy, missile or spearmen
;
voice_type Used to determine the type of voice used by the unit
;
; soldier Name of the soldier model to use (from descr_models_battle.txt)
; followed by the number of ordinary soldiers in the unit
; followed by the number of extras (pigs, dogs, elephants, chariots, artillery pieces, etc.
attached to the unit
; followed by the collision mass of the men. 1.0 is normal. Only applies to infantry
officer Name of officer model. There may be up to 0-3 officer lines per unit
Type of ship used if applicable
engine Type of siege engine used by unit
animal The type of non ridden on animals used by the unit
mount Type of animal or vehicle ridden on
;
Factors to add when in combat against enemy units that have the specified
mounts
Up to three factors may be specified, which may be classes of mount, or specific types
;
attributes A miscellaneous list of attributes and abilities the unit may have. Including
; sea_faring = can board ships
hide_forest, hide_improved_forest, hide_long_grass, hide_anywhere = defines where the
unit can hide
; can_sap = Can dig tunnels under walls
; frighten_foot, frighten_mounted = Cause fear to certain nearby unit types
; can_run_amok = Unit may go out of control when riders lose control of animals
; general_unit = The unit can be used for a named character's bodyguard
; cantabrian_circle = The unit has this special ability
; no_custom = The unit may not be selected in custom battles
; command = The unit carries a legionary eagle, and gives bonuses to nearby units
; mercenary_unit = The unit is s mercenary unit available to all factions
;
formation soldier spacing (in metres) side to side, then front to back for close formation
; followed by the same measurements in loose formation.
; followed by the default number of ranks for the unit
; followed by the formations possible for the unit. One or two of
square, horde, phalanx, testudo, or wedge
;
stat_health Hit points of man, followed by hit points of mount or attached animal (if
applicable
Ridden horses and camels do not have separate hit points.
;
Details of unit's primary weapon. If the unit has a missile weapon it must be the primary.
From left to right
attack factor
attack bonus factor if charging
missile type fired (no if not a missile weapon type)
range of missile
amount of missile ammunition per man
; Weapon type = melee, thrown, missile, or siege_missile
Tech type = simple, other, blade, archery or siege
Damage type = piercing, blunt, slashing or fire. (I don't think this is used anymore)
; Sound type when weapon hits = none, knife, mace, axe, sword, or spear
Min delay between attacks (in 1/10th of a second)
; stat_pri_attr
primary weapon attributes any or all of
; ap = armour piercing. Only counts half of target's armour
bp = body piercing. A missile can pass through men and hit those behind.
; spear = Used for long spears. Gives bonuses fighting cavalry, and penalties against
infantry
; long_pike = Use very long pikes. Phalanx capable units only
; short_pike = Use shorter than normal spears. Phalanx capable units only
prec = Missile weapon is only thrown just before charging into combat
; thrown = The missile type if thrown rather than fired
Launching an attack may throw target men into the air.
area = attack affects an area, not just one man
;
;Details of secondary weapons. If the unit rides on, or has attached animals or vehicles
then the secondary weapon details refer to their attacks. If the unit has missile weapons
the secondary weapon will be the one used for melee
If the unit has a primary melee weapon, it may have a secondary side arm.
stat_sec As per stat_pri (a value of no means no secondary weapon)
; stat_sec_attr As per stat_pri_attr
;
; stat_pri_armour Details of the man's defences
armour factor
defensive skill factor (not used when shot at)
shield factor (only used for attacks from the front or left)
sound type when hit = flesh, leather, or metal
;
Details of animal's or vehicle's defenses (note ridden horses do not have)
a separate defense)
; As per stat_pri_armour, except that the shield entry is ommited
;
Extra fatigue suffered by the unit in hot climates
;
Combat modifiers on different ground types. From left to right
scrub, sand, forest, snow
; stat_mental The base morale level, followed by discipline and training
Discipline may be normal, low, disciplined, or impetuous. Impetuous units may charge.
without orders
Training determines how tidy the unit's formation is.
;
; stat_charge_distance Distance from the enemy that the unit will begin charging
Extra delay over that imposed by animation, between volleys
;
; stat_food No longer used
; stat_cost Number of turns to build,
Cost of unit to construct
Cost of upkeep
Cost of upgrading weapons
Cost of upgrading armour
Cost for custom battles
List of factions and cultures that may have this unit

Explain each of the functions of the file, heh, what a pity that they haven't done that.
translated.

Let's see how the units are described in this file:

type Carthaginian sacred band infantry


dictionary carthaginian_sacred_band ; Sacred Band
category infantry
class spearmen
voice_type Heavy_1
soldier greek_armoured_hoplite, 40, 0, 1.3
officer Carthaginian_standard
attributes sea_faring, hide_forest, can_sap, hardy
formation 1, 1, 2, 2, 5, square, phalanx
stat_health 1, 0
stat_pri 12, 4, no, 0, 0, melee, simple, piercing, spear, 25 ,1
stat_pri_attr spear, spear_bonus_8
stat_sec 8, 3, no, 0, 0, melee, simple, piercing, sword, 25 ,1
stat_sec_attr no
stat_pri_armour 11, 7, 5, metal
stat_sec_armour 0, 0, flesh
stat_heat 2
stat_ground 2, 1, 0, -1
stat_mental 10, disciplined, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 2, 710, 270, 80, 110, 710
ownership carthage

===Small description ===

type (Specific Unit)


dictionary (Internal name of the unit)
category (Infantería/caballería/perros/elefantes, etc)
class (Lancer/swordsman/phalanx, etc)
voice_type (Tipo de voz Aguda/Grave)
soldier (model)
officer carthaginian_standard
attributes (Puede navegar, Puede esconderse. Puede escabar tuneles, Tiene buena
resistance)
formation 1, 1, 2, 2, 5, (square shape, and can form in phalanx)
stat_health 1, 0 (numero de veces que puede ser golpeado antes de morir)
stat_pri 12, 4, no, 0, 0, melee, simple, piercing, spear, 25 ,1 (tipo de arma y daño)
stat_pri_attr spear, spear_bonus_8
stat_sec 8, 3, no, 0, 0, melee, simple, piercing, sword, 25 ,1(tipo de arma y daño)
Secondary.
stat_sec_attr no
stat_pri_armour 11, 7, 5, metal (tipo de Armadura)
stat_sec_armour 0, 0, flesh
body temperature, it determines if he gets tired faster depending on
climate
stat_ground 2, 1, 0, -1
stat_mental 10, disciplined, highly_trained (training level, determines whether to flee, or
fight to death
stab_charge_dist 30 (stabbing distance hahaha)
stat_fire_delay 0
stat_food 60, 300 (I think it was the maintenance cost)
stat_cost 2, 710, 270, 80, 110, 710
ownership carthage (Factions that can recruit it)

I wouldn't know how to explain this to you without going into too much detail.

Buildings

To modify the buildings you must open the text document called:
export_descr_buildings.txt
Go near the previous one to modify the units.

Buildings sometimes share various features, because only cultures change,


cultures essentially include the barbaric, Egyptian, Middle Eastern, Greek, and Roman.
they share many units, within the file we find something like this:

}
building missiles
{
levels practice_field archery_range catapult_range siege_engineer
{
practice_field requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek,
roman
{
capability
{
recruit "carthaginian peltast" 0 requires factions { spain, }
recruit "barb peltast gaul" 0 requires factions { gauls, }
recruit "barb peltast german" 0 requires factions { germans, }
recruit "barb slinger briton" 0 requires factions { britons, }
recruit "barb archer dacian" 0 requires factions { dacia, }
recruit "barb archer scythian" 0 requires factions { scythia, }
recruit "carthaginian peltast" 0 requires factions { carthage, }
recruit "carthaginian archer" 0 requires factions { numidia, }
recruit "east peltast" 0 requires factions { armenia, pontus, }
recruit "east slinger" 0 requires factions { parthia, }
recruit "egyptian peltast" 0 requires factions { egyptian, }
recruit "egyptian slingers" 0 requires factions { egyptian, }
recruit "greek peltast" 0 requires factions { greek, }
recruit "roman velite" 0 requires factions { roman, } and not marian_reforms
recruit "roman light infantry auxillia" 0 requires factions { roman, } and marian_reforms
}
construction 3
cost 1200
settlement_min large_town
upgrades
{
archery range
}

This building would be the shooting range, for recruiting sharpshooters.

Shows the features shared by this building: { barbarian, carthaginian, eastern,


Parthia, Egyptian, Greek, Roman

* Show a list of the units that are trained in the building:

recruit "carthaginian peltast" 0 requires factions { spain, }


recruit "barb peltast gaul" 0 requires factions { gauls, }
recruit 'barb peltast german' 0 requires factions { germans, }
recruit "barb slinger briton" 0 requires factions { britons, }
recruit "barb archer dacian" 0 requires factions { dacia, }
recruit "barb archer scythian" 0 requires factions { scythia, }
recruit "carthaginian peltast" 0 requires factions { carthage, }
recruit "carthaginian archer" 0 requires factions { numidia, }
recruit "east peltast" 0 requires factions { armenia, pontus, }
recruit "east slinger" 0 requires factions { parthia, }
recruit "egyptian peltast" 0 requires factions { egyptian, }
recruit "egyptian slingers" 0 requires factions { egyptian, }
recruit 'greek peltast' 0 requires factions { greek, }
recruit "roman velite" 0 requires factions { roman, } and not marian_reforms
recruit "roman light infantry auxillia" 0 requires factions { roman, } and marian_reforms

In the case of the Romans, specify what they train, before and after the reforms.
from Mario:
recruit 'roman velite' 0 requires factions { roman, } and not marian_reforms
recruit "roman light infantry auxillia" 0 requires factions { roman, } and marian_reforms

* And in all cases, put the faction to which the unit belongs in brackets:
recruit "carthaginian archer" 0 requires factions{ numidia, }
recruit "east peltast" 0 requires factions{ armenia, pontus, }

But there are also cases of the temples, which do not necessarily all allow
recruit a unit, but they also provide some bonus.

}
building temple_of_battleforge
{
levels temple_of_battleforge_shrine temple_of_battleforge_temple
{"temple_of_battleforge_large_temple":"large battleforge temple","temple_of_battleforge_awesome_temple":"awesome battleforge temple"}

{
temple_of_battleforge_shrine requires factions { spain, gauls, armenia, }
{
capability
{
happiness_bonus bonus 1
recruits_exp_bonus bonus 1
}
construction 1
cost 400
settlement_min town
upgrades
{
temple_of_battleforge_temple
}

In this case, highlight in red the bonuses that the temple gives, which would be happiness 1.
(5%) and Experience of trained troops +1.

In Bluehighlight, the building level which is 1, The cost which is 400 dernarios, Settlement
minitown (small town) which is the level of the enclave where it is available. and
upgrades 'temple_of_battleforge_temple', which is the level 2 temple that follows it. it is the
temple to which it will evolve.

If the enclaves are of any use, they have several levels... starting from village,
until metropolis and they are:

- settlement_min village(Villa)
- settlement_min town(Pueblo)
- settlement_min large_town(Pueblo grande)
- settlement_min city(Ciudad)
large_city(Metropolis)

MODS

To add mods to Total War, you just have to download them and install them in the folder where
you have Total War installed, but that's not all, you have to do something else as well,
they don't tell you that by chance...

First of all, since I am going to explain how to install the mods, I'm going to give you a couple.
pages where to download mods for Total War, and then I'm going to recommend the ones that I like.
they seemed more complete and better, of course, than the ones I tried.

* Total War/Barbarian Invasion/Alexander mod pages:

[Link]
=99&type=
ModDB is a very famous gaming site, it's full of mods, not just for Rome Total.
war and its sequels, but also of Half Life, Warcraft, among other great games... it is a
ideal page.

[Link]

TWCenter is a page dedicated to Total War... It is full of new mods and projects.
They are English-speaking, but there are many Latin Americans there too, and it is a page.
fan of RTW.

[Link]

This page is where game downloads are posted, similar to ModDB but one
a simpler page, where you can find everything as well, and it's worth looking for games,
mods, maps, and models for your favorite games... I even downloaded several mods here, which
I didn't find it on the other two pages that I already mentioned.

Mods in Total War are folders that contain the modified files... if you
they have the Alexander or the Barbarian invasion you will see that they are simply a couple of folders
that contain everything inside.

The Barbarian invasion, its folder is called BI, and that of Alexander is Alex, it is essential that
Know the names of the main folder of the mod to be able to play the mod.

Create a shortcut for Total War, go to properties and you will see it says, for example:

D:Program FilesActivisionRome - Total [Link]

The only thing they should do is move the main folder of the mod they have downloaded to
the total war folder, and in the shortcut replace what it says with this instead
example
Assuming it is the barbarian invasion:

"D:Program FilesActivisionRome - Total [Link]" -show_err -nm -mod


:BI-enable_editor

That will not only allow you to play the mod, but it can also prevent
certain problems when trying to enter.

Among the mods I downloaded, there is one called Diadochi... the main folder of the mod
Diadochi is called DTW, so I had to create the shortcut for this mod.
let it be like this:
"D:Archivos de programaActivisionRome - Total War - [Link]" -show_err -

nm-mod TW --enable_editor
I hope you have understood me.

Now among the best mods that I downloaded and tested is the 'Diadochi', very good.
very complete, it practically has no errors... the music is really good...

and another called 'Aristeia', which is based on the Trojan War... look for the mods in the
the pages I passed to them... The one about the Trojan War is pretty great, a whole great job
the truth.

There is another very complete mod that caught my attention called 'End of Days 2'.
very rare, but download it because it's really worth it... it’s about a mythical apocalyptic war
outside of the traditional.

And of course, the official mods cannot be missing... the 'Barbarian invasion', the 'Alexander', and
even the 'Medieval Total War'

Tricks

Hahaha I couldn't leave without clearing up your doubts about this topic as well... because I went overboard
hours looking for a solution to tricks that didn't work for me because I didn't know how
write them, and others that simply do not work, no matter how well I do it.

The list of tricks that don't work is long hahaha, among them are process_rc, the
invulnerable _general, the date that changes the year, the one that has to do with the
general things, and those kinds of things... as a player, one cannot execute those commands... but the
CPU can... because it even does it, you notice it when you open the console and press the
little arrow 'downward'... the command appears to have been executed, but when you want it
run again you, it throws an error...

Those who do move are the following and I write as they are:

process_cq Antioquia(Build all queued buildings immediately)

Why don't some people get the process_cq? First of all, because they have to write it.
well... 'calm down, it's all in lowercase proscess_cq, then leave a space and write
the name of the enclave that they want to build everything instantly... But keep in mind the
The name of the enclave must always start with a capital letter.

process_cq Rome, process_cq Paetovio, Process_cq Dumah...

add_money 400000, add_population Alegandria 40000(add: Money Drenarios,


Population

Always keep in mind that if you are going to name a city, it should start with a capital letter...
if the city has 2 words like Lepcis Magna it is written like this:

add_Population Lepcis_magna 40000, or else add_population Lepcis magna 40000

and the same can be applied to the process_cq Lepcis magna

Toggle_fow (reveals the entire map)

The one who also verifies that if it runs is the one for adding units with commands... but
unfortunately it can only be done once, then you have to close the rome and do it again
open... therefore I do not use it.

And among others... many are useless, but if you want to try new commands, I'll leave you this one.
page with commands for Rome Total War... if any of you find a command that works, please share it.
He wants to communicate it or mentions it, or else he sends it to me by private message...

I'm leaving you the page with commands and tips, but in English, for you to enjoy.

[Link]

Come in and try to translate it, I highly recommend it.

PIZZA TRAINER
I know that many do not support tricks or hacks, in this case a trainer... A
Trainer in Total War is a program that forces the game to have unlimited coins, and to
to be able to move infinitely on the turns. The best trainer of total war I found is the
Pizza trainer, this thing is really cool, although the truth is I don't even use it anymore because I've already found the

defect to the AI, hahaha...

Well, for those who want to annoy the AI as they like, I'm leaving the trainer.
pizza, they just have to execute it before opening the rome, and the keys that activate the trainer
sonF8yF12

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