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Is it worth buying Rome Remastered for this?
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>>2132626
No idea, doesn't this mod just add a lot of thracian, roman and greek units? I bought Rome Remastered just to be able to play Vanilla again, steamed really fucked something up in the original games that made them stutter like a bitch to me. The only thing that is kind of annoying is that the UI takes some getting used to.
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>>2132626
No it's entire identity is cramming as much ass into your ass as it can with no cohesive plan on what they want to achieve and how to go about it in a reasonable way. The devs will likely troon out and splinter their dev team soon.
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>>2132728
I had the same stutter with the original, setting unit quality to High instead of Highest helped a ton.
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>>2132626
Well you can technically pirate the game and the mod as well
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>>2132626
Yes. EB style govt buildings, romans/italian peninsula, map size reduced from 1800 > 1300ish, more traits, yuuuge economic changes. buy it when the update drops sometime next year.
> as it can with no cohesive plan on what they want to achieve and how to go about it in a reasonable way
nothing theyre doing is undoable. the biggest things are the map and the time it takes to make units but those arent impossibly hard, just time-consuming. theyve already previewed some roman units. everything else such as scripting and building and all that is very much a thing that can be done.
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>>2132775
meant to reply to >>2132730
as well
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>>2132775
>everything else such as [the core of the gameplay that the rest of the mod should've been centered around] is a thing that can be done
I've seen enough failed projects to see where wrong priorities lead to. Scripts are going to bite them in the ass when they'll start implementing how different cultural buildings interact with the map.
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>>2132786
Still going strong after what, 4 years? And really the biggest problem with the last update wasn't scripts exploding but the item limit, which is now fixed with reduced map settelements. Other than that, all the scripts concerning buildings and traits worked. Don't see why they would all of a sudden explode on them. If anything with the new update they're simplifying the building chain, it used to be really convoluted in past updates. Nothing about the EB-style govt buildings seem to imply it will be fucking with the game, especially seeing as how it worked fine for EB.
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>>2132794
A lot of assumptions that rest on it worked so far and it worked in a different mod/game. Methinks they said the same thing to themselves when they added 1700 settlements to the game. But then came a day when they found out it doesn't work so far anymore and they had to rescope everything. But whatever. I don't have the energy for pointless fights over random shit on the internet anymore. Your money's your money do whatever you want with it.
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>>2132803
>Methinks they said the same thing to themselves when they added 1700 settlements to the game.
But that problem is being fixed and relatively speaking an easy fix, remove settlements. An issue arose, the team didnt explode and now they're chugging along for the next update. Also, they had different cultural effects for buildings and recruitment already, scripts related to sieging, traits, city-specific traits, different cultural buildings that gave specific units, AoR buildings and effects. Why would they suddenly not know how to do that for something already proven in another mod and given they've already shown they're capable of having cultural buildings work fine on their end too? It's silly to doompost about scripts when scripts was the least of the problems in the last update. And if what they want to add in scripting-wise doesn't work, they'll just not do it. They've already had ideas canned since they tried to do them but just wouldn't work in game in their internal builds. Why it would all of a sudden lead to the team imploding is idk crazy to me. If anything, modeling the units although "simple" from a modding perspective would be the main issue that would rupture the team because thats the most time-consuming and few people can do the modeling they want, not scripting. You even have your doomsday prediction all wrong. It would be modeling not scripting.
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>>2132807
Okay. Believe what you want to believe.
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>>2132626
Too "ambitious" for its own good, they don't really have a vision besides shoving as much shit as they can without breaking things. It also runs very poorly and they refuse to optimise it. When I played, they did something with the skybox and lighting that made the colours look oversaturated, too. Don't know if that's been fixed since.
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>>2132812
K
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>>2132843
I hate this kind of shit. I just want a few dozen or so more historically accurate factions and units. I don’t need a map so overloaded with autism that it will take me a year of daily playtime to complete one campaign
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>>2132626
Reminds me of the Empire 2 mod some people here hyped as the best thing since sliced bread. Its main selling point was that it added 2000 new unit types. It takes a special kind of person to enjoy playing bloated mods like that.
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>>2132884
Filthy casual
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I used to love Rome: total realism and Europa Barbarorum back in the day. I bought Rome remastered out of curiosity and tried it but I ended up refunding it, it felt really janky and clunky and stuttery. You can’t go home again
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>>2132884
>I just want a few dozen or so more historically accurate factions and units.
There are already mods for that though.
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>>2132626
no play vanilla or Rome Expanded instead
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>>2132626
It's fun.



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