Christianity has become the state religion of the Roman empire. Paganism is still highly prevalent within the Barbarians and much of the Empire, especially in frontier towns and forts. Religion will be a major issue, especially with the resurgent Sassanid Empire's worship of Zoroaster and their persecution of Christians, and the different denominations of Christianity amongst the barbarians.
Rtw Barbarian Invasion Units
Are the Cataphracts still completely broken? Are the Urban Cohort still the go-to choice for Multiplayer battles? Here's a look at 10 of the best units in Total War: Rome Remastered, with the new balance changes taken into account. Much, you'll be happy to hear, has remained the same.
It seems fitting to start with a classic: the Urban Cohort, the elite Roman infantry unit that was a staple of Rome: Total War multiplayer battles back in the day. They are probably one of the most iconic units in any of the historical Total War games. These units are only available once the Marian Reforms have been passed in the campaign.
With the ability to form a testudo (the turtle defence strategy) and a total defence rating of 24, these guys are nigh-on impossible to take down. With their strong melee attack of 14 and a surprisingly powerful 18 ranged for their Pila, the Urban Cohort is undoubtedly one of the best melee units in Rome Remastered.
Rome isn't just known for their superior legions, but also the indestructible Praetorian Cavalry, right up there with the very best cavalry units in Rome Remastered. They have a great set of stats: 22 defence, 11 armour, and 11 melee attack.
Why are they so good? It's the missile range of 170 and strong ranged attack of 11 that set these archers apart from other units in the game. They're fast, have decent morale, and have a combat bonus in wooded areas (strange for a ranged unit, but there you go.)
The Cataphracts might give you horrid flashbacks to completely one-sided multiplayer matches, and that's a fair reaction. These heavily armoured cavalry units from the Seleucid Empire are a nightmare to deal with.
With 24 defence, 18 armour, and a charge rating of nine, Cataphracts can tear through most other cavalry units in the game, and even fair pretty well against the sturdy legions of Rome. These are some of the best horse units in Rome Remastered.
Parthia isn't known for its brilliant units. The Eastern Infantry are notoriously useless and will run away at even the slightest hint of danger, but the power of this faction is heavily balanced on rushing Cataphract Camels as soon as possible. Even the heavy cavalry of Rome stands little chance against these units.
No list of the best units in Rome Remastered is complete without the menace of Armoured Elephants. Carthage can get these up and running very quickly in the campaign, and although they're expensive, they cause terror on the battlefield.
With incredible stats of 19 defence, 16 armour, and eight charge, and taking into account that they're...you know, elephants, these are the jewel of any Carthaginian army. They tear through cavalry and crush melee units. Careful though, they can get spooked by the Incendiary Pigs and trample more of your own men than the enemy's.
They have decent stats when compared to other Spearmen units, such as 23 defence, 11 armour, and 10 morale. Their main advantage over the Spartans is that superior armour rating, up from three to 11. A very strong unit, overall.
Egypt has a great roster of units that are pretty well-balanced, although the Pharoah's Bowmen probably stick out as the best in their arsenal. Much like the Cretan Archers, except with a bonus to combat in the Desert, these archers are deadly at long range.
This is the expansion to the strategy title, Rome: Total War. While the original dealt with the rise of the Roman Empire to glory, the conquest of the Greeks and Gauls and the clash with the Carthaginians, the expansion deals with its eventual decline. The Roman Empire splits in two, forming the Western and the Eastern Empires. Historically, the tribal race knows as the Huns, the "Scourge of God" reached the gates of Rome burning everything in its way and turned back, while the Eastern part would rise again as the great Byzantine Empire. It is up to the player to assume the role of one of the two Emperors or the Warlords of the barbarian races and imitate or change History.
As Barbarian Invasion takes place several centuries after the end of the original game, the factions and provinces are very different. While the original Rome: Total War focused on the rise of Rome, Barbarian Invasion focuses on the decline of Western Rome during the Migration Period, as numerous Germanic and Asiatic tribes, such as the Huns, the Franks, and the Goths, migrate into Roman lands and the religion of Christianity begins to replace Roman paganism. Meanwhile, Eastern Rome struggles more with the Zoroastrians of Sassanid Persia than they do with the "barbarian" tribes. Several new gameplay features were added to reflect the tumultuousness of the era, while most of the fundamental gameplay mechanics are the same as they were in the original game.
In Barbarian Invasion, most barbarians are able to transform their faction into a "horde". When a barbarian faction loses its last province, rather than being destroyed, it becomes a horde and is forced to settle elsewhere (two factions, the Huns and Vandals, begin with no provinces, while other factions can appear later in the game as hordes). Barbarian factions with only one province may also choose to voluntarily abandon their province and become a horde. Hordes are very large armies that represent an entire faction, but they do not require upkeep. When a horde army successfully seizes a city, it is given the option of sacking the city (which does massive damage to the population and buildings of a city and gives the horde a large amount of money) or of settling in the city, which allows the horde to begin anew, with the new city as its capital; the faction is then able to conquer other provinces normally. When the horde settles, a portion of the horde army is disbanded and the population distributed into the city. Horde factions do not "die out" unless they are totally defeated on the battlefield and/or their major family members are all slain.[4]
To change the Unit Size setting, follow the steps below. Please note: changing from Recommended to Larger will impact the game's performance. It is a purely cosmetic setting, and does not grant you any more units in battle. For the best experience, we recommend that you do not change this setting.
To use these first You have to press [] during game play to display the console window. Then, enter one of the following codes to activate the corresponding cheat function: ? - Display help for desired commandgamestop or bestbuy - 10% cheaper units in campaign modeoliphaunt - 40% bigger elephants in campaign modeshow_battle_paths - Show all valid processed paths in pathfindershow_battle_paths_for_unit - Show all valid processed paths in pathfinder for specific unit given a unit IDshow_battle_street_plan - Show the street plan for the settlementshow_battle_marker - Display a marker at x, y for t secondsshow_battle_circle - Display a circle at x, y of r radius for t secondsjericho - Walls fall down in siege in battle map modeadd_money 20000 - Increase money by 20,0001add_population - Add population to indicated cityauto_win - Attacker or defender automatically wins next auto resolved battle.create_unit - Creates a unit in the selected settlement or characters army with the stats you inputtoggle_fow - Toggle fog of warseason - Change seasoncapture_settlement - Capture indicated citytoggle_tow - Toggle tabbed output window displaytoggle_restrictcam - Toggle camera restrictionsgive_ancillary - Give character an ancillarycharacter_reset - Reset character to start of turn settingsshow_cursorstat - Show cursor position and region IDtoggle_terrain - Toggle the terrain to display various data sets; no parameter resets to normalgive_trait_points - Give character points for traitlist_ancillaries - List all available ancillariesmp - Give the character movement pointslist_characters - List all characters in the world or those belonging to a factionshow_landings - Show landing positions available to the AI from a given region; default hides themfilter_coastlines - Apply filter to world map coastlinestoggle_coastlines - Toggle strategy map coastline displayset_building_health - Set health of building of the specified type in a settlementai_turn_speed - Set maximum speed of turn processing during AI roundamdb_min - Set aerial map overlay depth bias for minimum zoomamdb_max - Set aerial map overlay depth bias for maximum zoomamdb_offset - Set aerial map overlay offset towards cameraoutput_unit_positions - Output positions of all units in the battle to the specified filekill_faction - Remove faction from the gamediplomacy_mission - Create diplomacy missionevent - create event at positioncontrol - Switch player control to specified faction; old faction may not act correctly as AI factioncreate_building - Create building of the specified type in a settlementdisable_ai - Disable AIhalt_ai - Halts turn sequence before the start of the specified faction's turn (the current faction if no faction given)run_ai - Restarts an AI turn sequencezoom - Zoom to specified aerial map zoomset_ranking_interval - Set denominator of the faction ranking graph interval (calculated as number_of_turns divided by denominator); if 0, then denominator will be set to number_of_turns for an interval of 1regenerate_radar - Regenerate radaradjust_sea_bed - Adjust sea bed to specified heightreload_shaders - Reload all vertex shadersreload_textures - Reload all texturestoggle_game_update - Firetoggle_perfect_spy - Toggle everyone's spying ability to perfect and infinite rangebuilding_debug - Toggle building debug modereset_display - Force display reset cycletoggle_underlay - Toggle underlaytoggle_overlay - Toggle overlaydiplomatic_stance - Set diplomatic stance between the two factionstest_ancillary_localisation - Add all ancillary to the character info displayperf_times - Toggle display of simple performance times of game update vs. displayburn_piggies_burn - Ignite all piggy winkstest_message - Test the event message specified in descr_event_enums.txtshow_terrain_lines - Display defensive terrain featuresmessage_collation_set - Toggle message collation (sets all factions)show_all_messages - Toggle show all messages to all factionsclear_messages - Clear all stacked messagesreapply_rigid_model_influence - Unknowntoggle_flowing_water - Toggle display of campaign map flowing waternw_stats - Toggle display of network statstoggle_pr - Toggle pr modelist_units - List all units in an armyvictory - Show victory message for faction for short or long campaigntrigger_advice - Trigger advicedamage_wall - Damage wall of settlementtest_victory_scroll - Open victory scroll declaring that the given faction is the victorupgrade_effect - Trigger unit upgrade effectforce_battle_victory - Force local player's alliance to win the battleforce_battle_defeat - Force local player's alliance to lose the battlegive_trait - Give character the trait at indicated levelprocess_cq - Complete all building in construction queue; can only be used onceprocess_rq - Complete all military units in recruitment queue; can only be used oncelist_traits - Lists all traitsmove_character - Move indicated character to desired coordinatesgive_trait_points - Give points for indicated character's traitforce_diplomacy - Force opponent to accept diplomatic proposalinvulnerable_general - General invincibile in combatdate - Changes datekill_character - Kill indicated character 2ff7e9595c
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