Total War Rome 2 Resource Map

  1. Total War Rome 2 Resource Map Locations
  2. Total War Rome 2 Emperor Edition Resource Map
  3. I Made A Map Of All The Resources In Rome 2! (excluding ...
  4. Made A New Resource Map For Rome 2 [Emperor Edition V2.2 ...
  5. How To...add Hidden Resources

Adding Resources In RTW

  1. Rome Total War 2 Resource Map PS4 Back Button; Its filled by Provinces, just as its predecessors were you can see their borders clearly demarcated above. What you cant see is the new bit the smaller Regions that make up Provinces, all of which need to be captured individually before.
  2. On 23 August 2013 Total War: Rome II had achieved more than six times the number of pre-orders of that of Total War: Shogun 2, making it the most pre-ordered game in Total War history. 42 The game surpassed commercially all other games in Total War in both sales and number of concurrent players on its release day.

A new website allows players to plan ahead for their path of victory in The Creative Assembly's Total War: Rome 2. On the Campaign Map Planner, players can choose their faction of choice in the.

by Hussarknight

A nice feature of RTW is the resources that appear on the map and influence trade income and the training capabilities of a given province. What's great about this is that you can give a province extra resources and make your own. This guide will show you how.The resources in RTW can in general be divided into three groups: trade resources, mounts and hidden resources. Slaves are another group, but they should not require any editing unless you are adding an entirely new territory to the campaign map. I will now go through the process of adding resources step-by-step. Note that not all steps are required for all types of resources.

Step One: Adding It Internally

This step is required for adding and creating all types of resources.Make a backup of RTWdataworldmapsbasedescr_regions.txt. Now open the file. Inside it you'll find a list of all provinces in the game and their properties. This is what a typical entry will look like:War
Venetia
Patavium
gauls
Veneti
13 198 117
slaves, glass, textiles, dogs, pigs, italy
5
14
Now find the entry of the province you want to give an extra resource. The sixth line is all that needs editing. It's easy: just add the name of the resource of your choice to the end of the line, like this:slaves, glass, textiles, dogs, pigs, italy,marble, coastalNow you've added the resource internally, it will influence the province you've given the resource to.

Step two: adding it graphically

This step is not required for hidden resources. It is recommended for trade resources and mounts.Make a backup of RTWdataworldmapscampaignimperial_campaigndescr_strat.txt and open the file. When you scroll down a bit you'll find a list of resources. This is what a typical entry will look like:
resourcegold,45,135
Copy a random entry and paste it at the bottom of the list, so that you'll be able to find it more easily.The first thing to do is setting the position for the resource. You can easily find out the coordinates of a place on the campaign map. First, place your cursor on the tile you want to know the coordinates of. Then press the ` or ~ key. Type show_cursorstat and press enter. It will now give you the x and y coordinates of the tile your cursor is hovering over. Now replace the x and y values you copied with the ones you just got. Like this:
resourcegold,93,86
Now you can easily change the type of the resource by changing it's name. This also works for mounts. It will now look like this:
resourcemarble,93,86
Before the resource will show up, you'll need to go to RTWdataworldmapsbase and delete the file called map.rwm. Do not worry, the game automatically recreates this file when it starts up. If you don't do this the resource will not show up on the map.

Step Three: Hidden Resources

This step is required for adding entirely new hidden resources only.Make a backup of RTWdataexport_descr_buildings.txt. Inside the file you'll find settings for all buildings in the game. At the top of the file you'll find a list of all hidden resources that can be used. Simply add your own to the list, like this:hidden_resources sparta rome italy coastalNot doing this will not cause a crash, but it will cause the hidden resource to be unusable and it will also cause an error message when exiting the game.

Step Four: Models And Skins

This step is required for adding entirely new trade resources only.In RTWdata you will find a file named descr_sm_resources.txt. Inside this file you will find a list of all resources and the models and skins that they use on the campaign map, as well as their trade value. Here's what a typical entry will look like:

To add an entirely new resource, you'll have to give it an entry in here as well. It is easiest to copy an existing one and adjust it to your needs. This is what the lines in each entry mean:

type - The name of the resource, which is used in the game file as well as in-game.

trade_value - This sets how valuable the resource is for trade. The higher this value, the more it will add to trade income. A value of 0 here means the resource won't be traded.

Building

item - This sets the model that is used to display the resource on the campaign map.

icon - This is the icon that will be used for this resource on the trade summary scroll.

There is no line to set the texture (aka skin) of the resource. The texture files are located in RTWdatamodels_strattextures and are named after the following format: resource_[name].tga.dds. Like this:

resource_salt.tga.dds

You can change this texture with an image-editing program. However, you have to remember that textures may look weird when they are wrapped around a model to which they aren't suited.

For links to image editing and modeling software, see here.

Reference: a list of all default resources

Trade resources:

  • iron
  • wine
  • lead
  • silver
  • gold
  • marble
  • timber
  • glass
  • grain
  • amber
  • textiles
  • pottery
  • hides
  • olive_oil
  • marble
  • copper
  • purple_dye
  • incense
  • silk
  • tin
  • wild_animals
Mounts:
  • camels
  • elephants
Hidden resources:
  • rome
  • italy
  • sparta

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Welcome to Total War Modding on the TWC Wiki!

All the Total War Series games are modifiable to an extent, but the ease, scope and manner of possible modifications varies between the games.

The popularity of the user-made modifications has contributed to the Total War games' ongoing success. Here you can find links to advice and tools which will enable you to make your own mods.

This page is not the place to find modifications, please refer to each individual game portal or Category:Mods for that.


  • 3Warscape Engine Modding Overview
  • 4TW Engine 2 Overview
  • 5TW Engine 1 Overview

Modding on Total War Center

  • On TWC each game has its own Modding Workshop section and sections where mods can be posted and discussed, additionally;
  • TWC Downloads provides a categorised hosting facility for mods and tools, files up to 100mb can be hosted directly on TWC, larger files hosted off-site can be linked to from the download pages.
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Modding Information on the Wiki

Most of the modding information is divided by game or engine, see the boxes below.

  • Modelling, Textures and Graphics - Modding Index lists tutorials and resources that apply to all games.


Warscape Engine Modding Overview

The TW Engine 3 with the graphic engine 'Warscape' has been used for Total War titles from Empire: Total War onwards, there are similar tools and principles used in modding these games. Some, but not all, of the games benefit from Assembly Kit tools released by CA.

  • Official CA Warscape Modding Tips - at totalwar.com
  • Where to Start Guide - at totalwar.com


Total War: Three Kingdoms

Total War: Three Kingdoms benefits from an Assembly Kit released by CA, the kit includes Dave (for database editing), Terry (for battle map creation), BoB (for compilation of pack files), and the Variant Editor (for editing unit model collections), read more here. To find the kit go to the 'Tools' tab in your Steam account.

For further modding information see:

  • Total War: Three Kingdoms - Modding Index - on TWC Wiki for links to tutorials, useful answers to modding questions, tools and resources.
  • 3K Tools, Tutorials and Resources section - on TWC Forums to reply with questions about the tutorials etc. or add your own!
  • Three Kingdoms Modding Workshop - to ask modding questions.


Total War Saga: Thrones of Britannia

Total War Saga: Thrones of Britannia has an Assembly Kit tool. Both PFM and Rusted Pack File Manager also offer Thrones of Britannia support.

For further modding information see:

  • Thrones of Britannia Modding Workshop - on TWC, and the Tools, Tutorials and Resources section


Total War Rome 2 Resource Map Locations

Total War: Warhammer I & II

Total War: Warhammer benefits from an Assembly Kit released by CA, view the quick start guide for Terry here. Please note that due to the Games Workshop licensing Warhammer has a more restrictive EULA for modding than the other titles, search 'Modding Terms' here.

For further modding information see:

  • Total War: Warhammer - Modding Index - on TWC Wiki for links to tutorials, useful answers to modding questions, tools and resources.
  • Total War: Warhammer Tools, Tutorials and Resources section - on TWC Forums
  • Total War: Warhammer Mod Workshop - to ask modding questions.


Total War: Attila

Total War: Attila has an Assembly Kit released by CA which incorporates Dave (for database editing), Terry (for battle map creation), BoB (for compilation of pack files) and TeD (for creation of individual battle-map tiles for land, sea and sieges). Terrain Raw Data was also released allowing tiles created with TeD to be placed on the campaign map, read more here.

For further modding information see:

  • Total War: Attila - Modding Index - on TWC Wiki
  • Total War: Attila Tools, Tutorials and Resources section - on TWC Forums
  • Total War: Attila Mod Workshop - to ask modding questions


Made

Total War: Rome II

Total War: Rome II has an Assembly Kit which includes Dave (for database editing), BoB (for compilation of pack files), and a Variant Editor (for editing the look of characters, units and ships), see the Guide to Rome II Assembly Kit.

This Modding Guide for Novices also provides a good starting point for new Rome II modders.

For further modding information see:

  • Total War: Rome II - Modding Index - on TWC Wiki
  • Total War: Rome II Tools, Tutorials and Resources section - on TWC Forums
  • Total War: Rome II Mod Workshop - to ask modding questions


Total War: Shogun 2

Total War: Shogun 2 has an Assembly Kit which also allows for 'campaign map reprocessing', find more details about the kit here and see this guide for How to use the Official Modding Tools.

For further modding information see:

  • Total War: Shogun 2 - Modding Index - on TWC Wiki
  • Total War: Shogun 2 Tools, Tutorials and Resources section - on TWC Forums
  • Total War: Shogun 2 Mod Workshop - to ask modding questions


Napoleon: Total War

Napoleon: Total War can be modified using user-created tools such as the Pack File Managers, there are no CA released tools for NTW.

For further modding information see:

  • Napoleon: Total War - Modding Index - on TWC Wiki
  • Napoleon: Total War Tools, Tutorials and Resources section - on TWC Forums
  • Napoleon: Total War Mod Workshop - to ask modding questions


Empire: Total War

Empire: Total War can be modified using user-created tools such as the Pack File Managers. CA have not released any official tools for ETW.

For further modding information see:

  • Empire: Total War - Modding Index - on TWC Wiki
  • Empire: Total War Tools, Tutorials and Resources section - on TWC Forums
  • Empire: Total War Mod Workshop - to ask modding questions


TW Engine 2 Overview

The TW Engine 2 was used for Rome: Total War and Medieval II: Total War, there are similar tools and principles used in modding these games. Compared to the Warscape games RTW and M2TW allow much greater modding potential including the possibility of making 'Total Conversion' mods including completely new campaign maps.

Total War Rome 2 Emperor Edition Resource Map

Once familiar with modding one of the games you will find it relatively easy to mod the other. The methods for changing the campaign maps are almost identical and many text files such as export_descr_buildings.txt and export_descr_unit.txt which control unit recruitment are also almost identical. However, some recognisable files from RTW which still exist in the base M2TW files such as descr_daytypes.txt confusingly are not actually used by the M2TW game engine!

I Made A Map Of All The Resources In Rome 2! (excluding ...


Medieval II: Total War

Medieval II: Total War allows easy modification of many elements by straightforward text editing. The campaign map for M2TW can be modified by altering .tga image files and text files. Battlemap unit models and settlement structures can be edited via user-created tools many of which export and import to Milkshape ms3d files.

M2TW provides a system of mod-foldering to help avoid over-writing the base files. Bare Geomod is a recommended resource to start modding on a bare but fully functional mod-folder of your own.

The M2TW game engine provides an automated system for the generation of unit sprites, but not vegetation sprites, IWTE can be used to create vegetation sprites and amend the descr_vegetation.db which does not auto-regenerate. The descr_geography_new.db file can be made to re-generate but there are drawbacks.

For further modding information see:

  • Medieval II: Total War - Modding Index - on TWC Wiki
  • Medieval II: Total War Modding Category - for other Wiki pages
  • Medieval II: Total War Tools, Tutorials and Resources section - on TWC Forums
  • Medieval II: Total War Mod Workshop - to ask modding questions


Total War: Rome Remastered

Total War: Rome Remastered uses an updated version of the Rome: Total War engine which will accept high definition textures and various other graphics improvements. Many gameplay elements can still be modded just by altering text files, the political and battle-map can be altered by manipulating .tga files, however, the campaign map uses a modelled mesh for the visible strategic map.

For further modding information see:

  • Rome: Total War - Modding Index - on TWC Wiki
  • Rome: Total War Modding Category - for other Wiki pages
  • Rome: Total War Tools, Tutorials and Resources section - on TWC Forums
  • Rome: Total War Mod Workshop - to ask modding questions


Rome: Total War

Rome: Total War allows easy modification by text editing for many elements such as; unit stats and recruitment, character traits and diplomacy. The campaign map for RTW can be modified by altering .tga image files and text files. Unit recruitment, character traits, diplomacy and many other aspects can be modified by changing text files. Battlemap unit models and settlement structures can be edited with the help of tools such as the CAS Importer/exporter for 3ds max (by Vercingetorix).

The RTW game engine provides an automated system for the generation of unit and vegetation sprites. The engine will also regenerate a modified descr_vegetation.db file and descr_items.db (for battle-map structures), the descr_geography.db file will not regenerate.

There are minor but important differences between the game engines for RTW and the BI and Alexander expansions see Features of Rome - Total War's Different Game Engines for details.

For further modding information see:

  • Rome: Total War - Modding Index - on TWC Wiki
  • Rome: Total War Modding Category - for other Wiki pages
  • Rome: Total War Tools, Tutorials and Resources section - on TWC Forums
  • Rome: Total War Mod Workshop - to ask modding questions


TW Engine 1 Overview

The TW Engine 1 was used for Shogun: Total War and Medieval: Total War.


Medieval: Total War

Medieval: Total War was the first readily 'moddable' Total War game.

For further modding information see:

  • Medieval Mod Workshop - on TWC Forums
  • M:TW Modification - Forum on the .org


Shogun: Total War

Shogun: Total War was the first-ever game in the Total War Series, it is widely regarded as being hard/impossible to mod. Some unit stats and other small matters can be altered if The Mongol Invasion expansion is used, but most modding efforts were concentrated on the more receptive next game in the series.

For further information see:

  • Shogun: Total War forum - on TWC
  • S:TW Modification forum - on the .org


Total War Modding

Indexes to Tools, Tutorials & Resources by Game:
Three Kingdoms | Warhammer I & II | Attila | Rome II | Shogun 2 | Napoleon: Total War | Empire: Total War | Medieval II: Total War | Rome: Total War
Cross Platform Information:
Modelling, Textures and Graphics - Modding Index

Main Categories for Other Modding Pages on the Wiki:
M2TW Modding Category | RTW Modding Category

Modding Workshops on TWC:
Three Kingdoms | Brittania | Warhammer I & II | Attila | Rome II | Shogun 2 | Napoleon: Total War | Empire: Total War | Medieval II: Total War | Rome: Total War | Medieval I

Made A New Resource Map For Rome 2 [Emperor Edition V2.2 ...

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How To...add Hidden Resources

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