Well done, it’s out there…
I see that and I leave the game xd…
The bonded Siege Tower ship needs to be made quite abit larger I feel.
The Oars also stay static?
That’s not going to happen. It’s unwieldy enough already.
Yes, the oars are static. It’s a lot of work to animate this stuff.
Perhaps the tower could be made taller/larger then.
Also not happening. I’ve spent 4.5 hours today giving this ship a custom destruction animation, and it basically takes my PC out of action, so I’m not going through that again.
it looks perfectly fine as it is.none of the scales of units or buildings are realistic anyway.
The Rome at War mod team is happy to introduce you to a massive new update:
The Mare Nostrum Update:
Build Spotlight
- Carthage received a new unique building, capable of mass producing ships
- Massive naval overhaul is now live (You can play the naval tutorial here)
- Many other balance changes
- There is a Rome at War water tutorial you can download through the mod manager
General Changes
Gameplay related
- Siege Towers now gain an arrow attack, but must be manually told to attack a unit
- Wild Boars +5 damage to Scouts, now kill them in three hits instead of five
- Sheep now die to Scouts in two hits instead of one
- Unique technology selection time to research decreased from 3 seconds ➤ 1 second, making it harder to cheat the system
- Chariot health increased from 90 ➤ 120
- Chariot attack decreased from 11 ➤ 9
- Chariot melee armor increased from 1 ➤ 2
- Chariot pierce armor decreased from 1 ➤ 0
- Chariot bonus damage against buildings decreased from 1 ➤ 0
- Chariot bonus damage against archers decreased from # # ########## * Chariot bonus damage against infantry increased from 2 ➤ 7
- Chariot train time increased from 24 ➤ 32 seconds
- Elite Chariot health increased from 110 ➤ 150
- Elite Chariot melee armor increased from 1 ➤ 2
- Elite Chariot pierce armor decreased from 2 ➤ 1
- Elite Chariot bonus damage against buildings decreased from 2 ➤ 0
- Elite Chariot bonus damage against siege weapons decreased from 2 ➤ 0
- Elite Chariot bonus damage against infantry increased from 2 ➤ 9
- Elite Chariot bonus damage against archers decreased from 4 ➤ 2
- Elite Chariot train time increased from 20 ➤ 26 seconds
Non-gameplay related
- Chemistry renamed ➤ Advanced Weaponry
- Squires renamed ➤ Forced March
- Thumb Ring renamed ➤ Marksmanship
- Spearman, Pikeman, Halberdier renamed ➤ Levy Spearman, Spearman, Auxiliary Spearman
- Trade Cog renamed ➤ Merchant Ship
Naval Update Changes
Note: Due to lacking AI support, the naval overhaul is only compatible with multiplayer. You can install the naval combat tutorial here, and the multiplayer version of the mod can be downloaded from here
Eco/Building changes
- Dock is now split into two buildings, the Port, and the Shipyard
- Shipyard can only train military ships, Port can only train economic ones
- Shipyard is an Early Antiquity Age building, and requires a Port to be constructed first
- Fishing Ships can be garrisoned in Ports
- Construction Ships added
- Construction Ships can build Sea Towers and Fish Traps in the Early Antiquity Age, and Sea Walls/Gates from the Middle Antiquity Age
- Construction Ships can repair other ships and buildings
- Shipyard technology Reinforced Prow added: Triremes gain the ability to swap to a ramming attack; cost
Generic Warship changes
- Monoreme movement speed decreased from 1.43 ➤ 1.25
- Bireme movement speed decreased from 1.43 ➤ 1.3
- Bireme pierce attack increased from 7 ➤ 8
- Trireme movement speed decreased from 1.43 ➤ 1.35
- Trireme pierce attack increased from 8 ➤ 9
- Fire Ship movement speed increased from 1.35 ➤ 1.38
- Demolition Raft speed decreased from 1.5 ➤ 1.4
- Demolition Raft +10 bonus damage against Boarding Ships
- Demolition Raft +225 bonus damage against Sea Towers
- Demolition Ship speed decreased from 1.6 ➤ 1.45
- Demolition Ship +10 bonus damage against Boarding Ships
- Demolition Ship +250 bonus damage against Sea Towers
- Heavy Demolition Ship movement speed decreased from 1.6 ➤ 1.5
- Heavy Demolition Ship +300 bonus damage against Sea Towers
- Juggernaut, Elite Juggernaut, Quinquereme, and the Quinquereme technology all removed in their current form
New Generic Warships
- Scout Galley, Scout Ship, Elite Scout Ship added
- Hemiolia, Trihemiolia, Elite Trihemiolia added
- Boarding Ship added
- Juggernaut and Elite Juggernaut reworked, and can now swap between single target and barrage attacks
- Quadrireme added
- Quinquereme upgrades from Quadrireme, no longer requires other unlock technologies
- Octeres added
Civilization Changes
Athenians
- Quadrireme and Quinquereme don’t require Advanced Weaponry to unlock; cost -10%
Carthaginians
- Imperial Age unique technology Sacred Band (Cavalrymen and Spearmen +40% attack speed) removed
- New Imperial Age unique technology Mega Shipyard Engineering: Cothons can now be constructed; costs 800w 600g
Egyptians
- Middle Antiquity Age unique technology Per Ankh (Priests and Horus Warriors +20 HP) removed
- Middle Antiquity Age unique technology Pharaoh’s Guard (Medjay Warriors +2 melee armor) removed
- Imperial Age unique technology Maryannu (Chariots +6 attack) is now a Middle Antiquity Age technology
- New Middle Antiquity Age unique technology Kopis: Medjay Warriors and Swordsmen +2 attack;
- New Imperial Age unique technology Great Library: Villagers work 2% faster for each university technology researched; costs 1000w 400g
- Imperial Age unique technology Aegyptiaca now also affects Priests, cost reduction changed from -40% ➤ -30%
- New unique unit Tessarakonteres (transport ship/warship) added
Germani
- Dejbjerg Wagon cost changed from 300 wood ➤ 200 wood
- Unique technology Batavi Uprising now trains Champions and Auxiliary Spearmen, instead of Swordsmen/Spearmen matching player upgrade levels
Huns
- Temple graphics changed from Pagan Shrine ➤ Nomadic Shrine
Iberians
- Early Antiquity Age building graphics (except Town Center, Barracks, Port, and Shipyard) ➤ Celtic equivalent graphics
- Middle Antiquity Age and Imperial Age building graphics ➤ Roman Early/Middle Antiquity equivalents
- Temple graphics changed from Roman Temple ➤ Pagan Shrine
Macedonians
- New unique unit Tessarakonteres (transport ship/warship) added
- Elite Juggernaut is free
Numidians
- Numidian Cavalryman renamed ➤ Amazigh
- Mercenary Numidian Cavalryman renamed ➤ Amazigh Raider
- Amazigh Raider has now been reworked substantially into a cavalry archer unit
- Middle Antiquity Age unique technology Cultivated Fruits removed
- New Middle Antiquity Age unique technology Foggaras: Mills collect 20% of the food from nearby Farms when completed; costs 400w 250g
- Ring Archer Armor removed
Persians
- Warships require -10% population space
Phoenicians
- Demolition Ships upgrade instantly upon reaching the next age
- Middle Antiquity Age unique technology ############# upgrades Shipyards to Harbors (formerly upgraded Docks to Harbors)
Roman Republic
- Shipyards work 25% faster
- Middle Antiquity Age unique technology Corvus changed from Fire Ships +1 range ➤ Boarding Ships +1 range, +1/+1 armor
Spartans
- Warships (except Boarding Ships) +1 ship armor in the Middle Antiquity Age
- Imperial Age unique technology Peloponnesian League changed from Polyremes +6 attack; Swordsmen +3 against Spearmen ➤ Polyremes +4 attack
Bugs and Issues
Fixes
- Greek Fortified Towers use the correct skin
- Delta graphics fixed for Ports and Shipyards (so flames, garrison flags, and snow appear in the correct place)
- Legionaries correctly no longer use the flaming pilum and have corrected stats for all civilizations
Known Issues
- Fishing Ships and Construction Ships share the same UI, making it appear like Fishing Ships can build sea defenses. Status: Unfixable due to modding constraints
- The AI cannot cope with most of the mod, unique techs and the naval overhaul being most obvious: Status: Unfixable until a skilled AI scripter is able to volunteer their services, in the meantime, use the multiplayer mod to play with others online, you can install the multiplayer mod here
- Needing to research an extra selection option before having access to a unique technology. Status: Potential solution known, but non-functional due to modding constraints
- Floating delta graphics (snow, fire, and garrison flags). Status: Fixable, but requires time, solution in development.
WoW!!!
it felt like a dream…
after all the talks about naval warfare changes
this is what i thought it would be,
a building ship / villager-builder sea counterpart
a boarding ship / monk sea counterpart
you guys have done it all and exceed my expectations
would it be possible to add natural obstacle at sea?
like a storm, or sea monsters/wild animals counterpart
to add more challenge of course
but don’t mind me if it takes too much work
Thank You for this awesome mod!!!
Are you planning on adding any Indian civs? Since Alexander reached India.
If you already announced them I wasn’t around to see it. lol
It’s entirely likely. They aren’t on the planned list as of right now, but they are almost guaranteed at some point down the line.
Yeah,palintonon…it for there…
Warning: Do not get your heart set on the artillery piece. Yes, it looks cool. Yes, I have a cool design concept for it mechanically. Yes, I could probably animate it. No, I do not want to spend 12 hours rendering the ballista. So maybe it’ll happen, maybe it won’t.
The model is from AbeJin, @TheConqueror753 had a cool animation going for it. We may have Sapsan animate it given the complexity. We need artillery and I am committed to adding them to the Mod.
Check out this excellent overview of Mare Nostrum from @IronKaiser5. He walks through the new tutorial created by @TheConqueror753 showcasing the new ship classes and tactics for Romae ad Bellum Mod.
Thank you @IronKaiser5 for putting this video together for us!
My pleasure! Thank you guys for putting out such a fascinating mod!