ROMAE AD BELLUM - (RAW:E) Rome at War Expansion Concept

When you test it, look at the post above with the civ list to see which civs are actually complete. With the Roman civs, the bug it refers to is the Legionary, which is broken currently for both civs, but that should be fixed with the update.

So what happens if I make a legionary in the game, does it crash?

EDIT: I can’t make posts anymore today, according to the website, but I am so excited just to see the legions in-game

Are there specific scenarios campaigns that are aimed to be made? Is any assistance needed in that area?

EDIT: The mod is not working, there is an exclamation mark nearby in the mod screen whats going on?

I got it to work!

Not at all, it just won’t be affected by the correct upgrades, and the base stats will be wrong. You can still do it, but it won’t be the full glorious version it should be. It is possible that the version you just downloaded predates that though, in which case, the stats should all be right, but it will be affected by archer armor, instead of infantry like it should be.

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Ok, you’ll have to wait for the cooldown to expire, or to get promoted up the user ranks.

I’ve got that covered, as of right now, (when I find time/can be bothered) I’m working on recreating an expanded Ave Caesar campaign from AoE1 DE. Here are the full map screenshots for the first four maps:

Caesar and the Pirates

The Invasion of Britain

The Siege of Alesia

The Battle of Pharsalus

Once I finally get round to finishing Ave Caesar (missing two more levels, been busy with life and other parts of the mod), I have then planned out Hannibal and Alexander the Great as the next campaigns.

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I realize that China may not yet be included in the game, but I was also thinking of making maps for a campaign about the Han Dynasty’s opening of the Silk Road. I am not sure what the policy on campaigns are (if they represent centuries of time, or cover only one generation)

Have you ever done scenario scripting, is it easy to learn?

Possible missions:
Zhang Qian’s journey
-The player is dispatched to find the Yuezhi to make allies against the Xiongnu. Would require heavy scripting if it simulated Qian’s story

Steppe War or Battle or Mobei
More like a traditional build and destroy scenario, where the Hexi corridor is seized and the Xiongnu tribes are utterly destroyed**

War of the Heavenly Horses
I originally thought this could be split into two scenarios, but it could be expedited into just one. The Han army has to subdue the Tarim Basin before reaching Alexander Eschate, where the player will have to contend with hoplite armies and nomadic Saka attacks. Building walls on a river (to represent how the river was diverted) can help weaken the defenders. After which the player needs to build a tower (or wonder) that represents the historical location where Chinese/Persian traders would meet on the Silk Road.**

Opening the Silk Road
This could be a fascinating scenario where the growth of Eurasian trade is represented. A group of Chinese merchants with a few guards must travel to Daxia, Shendu, Anxi, and Tiaozhi (Bactria, India, Parthia, and Measmoptomia. Some way or another the Egyptians or Romans can be included as an optional easter egg at the far west of the map but to do so will enact hostility from the other factions

(because finding the far west to sell silk cuts out the middle man).

What does this sound like, pure madness?

Campaign Idea: Couldn’t make this a post because of forum restrictions.

I realize that China may not yet be included in the game, but I was also thinking of making maps for a campaign about the Han Dynasty’s opening of the Silk Road. I am not sure what the policy on campaigns are (if they represent centuries of time, or cover only one generation)

Have you ever done scenario scripting, is it easy to learn?

Possible missions:
Zhang Qian’s journey
-The player is dispatched to find the Yuezhi to make allies against the Xiongnu. Would require heavy scripting if it simulated Qian’s story

Steppe War or Battle or Mobei
More like a traditional build and destroy scenario, where the Hexi corridor is seized and the Xiongnu tribes are utterly destroyed**

War of the Heavenly Horses
I originally thought this could be split into two scenarios, but it could be expedited into just one. The Han army has to subdue the Tarim Basin before reaching Alexander Eschate, where the player will have to contend with hoplite armies and nomadic Saka attacks. Building walls on a river (to represent how the river was diverted) can help weaken the defenders. After which the player needs to build a tower (or wonder) that represents the historical location where Chinese/Persian traders would meet on the Silk Road.**

Opening the Silk Road
This could be a fascinating scenario where the growth of Eurasian trade is represented. A group of Chinese merchants with a few guards must travel to Daxia, Shendu, Anxi, and Tiaozhi (Bactria, India, Parthia, and Measmoptomia. Some way or another the Egyptians or Romans can be included as an optional easter egg at the far west of the map but to do so will enact hostility from the other factions

(because finding the far west to sell silk cuts out the middle man).

What does this sound like, pure madness?

That depends on the creator, look at the AoE2 DE campaigns for inspiration.

Well, I can make maps, and do trigger work, is that what you mean? There’s also xs scripting, and AI stuff, xs I’ve never tried, AI stuff I’m not great with. It is something that you can learn, but it takes practice. It does take a lot of time and work to put even one level together, and the more levels you want, and the more elaborate they get, the longer it takes to make.

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I think I am referring to triggers. I haven’t thought about xs and ai before.

Well, as someone who has made a couple of scenarios with 300+ triggers, I can tell you, it takes a while.

Is it programmed inside the scenario editor, or by a notepad++ file?
Also got the game to work last night- it’s amazingly beautiful. At first, I opened maps with just myself as a player to look at the Roman buildings. However, when I attempted to play with Egypt and Parthia the game crashed.

I can see you haven’t really had anything to do with the editor. It can all be done in there.

Hmm, that’s strange. Did you enable the datamod, pick your civs, and it crashed? Did you try multiple times and it gave a consistent result?

It crashed within the game after about 5 min. Using the data mod, I did not try the file again yet. I presumed it would have the same result?

I don’t think I’ve ever really had it crash on me, not sure what’s going on for you. Have you tried any other games with the datamod in which it broke?

No other incidents, just this one. This is the first time I used enhanced graphics but the game worked just fine before I included other factions.

I was scanning the workshop for the 2013 Age of Empires. I am just placing these links here, some of the assets might be useful if they could be ported in.

[Roman Crosses]

[New Roman Ruins]

[A Roman Castle]

[Roman Statue]\

[Hunnic Architecture](javascript:ShowEnlargedImagePreview( ‘https://steamuserimages-a.akamaihd.net/ugc/769477014838805855/D727800D4D6CF6E593BBC8924DA0B82F9B989F7E/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false’ );), I especially like the Hunnic temple here.

[More Hunnic Architecture]The feudal yurts are especially good.

[Viking Set]

I am not sure if anything is set in stone about the Central European Barbarians but the feudal buildings here might be amazing for them!

[Ancient Gaul Wonder]

Ancient Gaul Set
Could have some very useful assets even if they are just used as props on campaign maps

[Persian Fire Temple]

Had to delete most of the links because of the forum rules, but they are easy to find on the workshop.

Quality of pretty much anything from HD is too low to be useful, we would have to recreate it entirely, and there’s not really much point in doing that, if we are going to do from scratch, we might as well start clean and do a better job.

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July 2022 UPDATE is Now LIVE

Romae ad Bellum Release 7.12.22 (Latest Version)

July 2022 Update (Full Version)

  • Reworked Greek Civ Spartans
  • Custom Rendered Unique Unit for Britons the Ambaxtoi
  • New UI changes including Region Specific Panels, Menu Navigation
  • Roman War Dogs to replace Hunting Wolf

Bugs Resolved/Balance Changes

  • Fixed how tech upgrades affect Roman Legionary. Now they get benefits from Archer and Infantry correctly
  • Carthaginians now get correct Dock Bonus and other Unique Tech benefits
  • Siege Ballistae bug fixed for Romans
  • Roman Empire now age up 33% faster instead of 66%

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Not only do we have that update, we have now released a multiplayer version of the mod! You can find it here, or go ingame and search for Rome at War in the mod browser. Before hosting a lobby, make sure you select the datamod.

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Thank you @TheConqueror753 for getting Multi Player setup. Ever since we were able to play each other online using the mod, this project took on another life for me. Very excited to be able to offer this experience to others! The best mods are played!

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Screenshots shared by MOTHER on our discord:

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Can you leave a google pandownload,moddb 4.11G so slowly!