Total War Rome 2 Resource Map

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. Rome II Campaign Map (Settlements, Resources, Wonders, Factions.etc) Max Pen Senior Member Registered Users Posts: 160 July 2013 edited July 2013 in General Discussion.

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Good News! A), Total War: Rome Remastered is here! B), it's moddable!

There will probably be some quirks initially, and because it looks sooo much better, there will also be more work involved in getting mod assets to match up.

KNOWN COMMON ISSUES:

  • Crash regenerating map.rwm - RR can write new map.rwn files to : C:UsersnameAppDataLocalFeral InteractiveTotal War ROME REMASTEREDVFSLocalRomeWritableMaps as 'base_map.rwm', if so, you need to rename it to map.rwm and move it to the appropriate folder. Attempting to generate a new map.rwm whilst there is a base_map.rwm present in the WritableMaps folder will cause an instant CTD on campaign start.
  • Invalid Manifest - 0kb empty .txt files within the mod will cause an error where the game makes the mod manifest but then thinks it is invalid! The vanilla games have some of these files, beware of copying them into mod-folder.
  • 1Mod Set-up
  • 3Textures
  • 4Campaign Map

SEE ALSO:

Mod Set-up

Total war rome 2 resource map pdf

NB: Please see below for details of map.rwm generation.

Mods can be uploaded and used from the Steam Workshop, the placing of those mods on your computer will be determined by Steam and your library set-up, for example a mod's file could be in:

D:Steamsteamappsworkshopcontent8859702471298638

Mods in development can be placed in the 'Mods' folder either in Local Mods or My Mods, the full path to these folders is normally:

C:UsersYOURNAMEAppDataLocalFeral InteractiveTotal War ROME REMASTEREDModsLocal ModsMods_Name etc.

If you have a small C drive and need to relocate this elsewhere you can use a hard-link on your computer, hopefully, the launcher options will later allow an easier way to change directory locations!

Within either Local Mods or My Mods you will then have a folder for Mod_Name. Within Mod_Name folder you need the mod's data folder a modinfo.json and a filelist.json

modinfo.json

This file you write yourself and it gives the name and description of the mod, a sample format is:

filelist.json

This is referred to as the 'manifest' for the mod. If you don't have one the game will generate it when you try and launch the mod. If you already have one and you've changed ANY of the mod's files, you should delete this file before launch so a new correct version can be generated.

0kb empty .txt files within the mod can cause an error where the game makes the mod manifest but then thinks it is invalid!

Differences to Rome: Total War

Total war rome 2 resource map download

For text file and folder structure differences see main article:- File Differences - Rome Remastered

There are numerous small and large changes to the files and file structure of Remastered in comparison to RTW. The changes are centered around:

  • Inclusion of higher resolution graphics and environmental effects
  • Inclusion of all language options within the same base game (instead of replacement)
  • Addition of separate mesh structure for 3D elements of campaign map
  • Addition of merchant agent type
  • 'Duplicate' text files with alternative statistics to suit toggled play-style options
  • New methods to override base files

Textures

RR still uses .tga.dds files (e.g. dds files but with the .tga name appended so that text files actually just ask for .tga)

Some textures are compressed using the LZ4 system, these also have an additional header section which can be ignored. IWTE now has an option that will de-compress a directory of these textures back to their starting .dds state.

Some textures are DX10 type, these you can probably open but not see the correct information, if you have a recent version of Photoshop you can use this plugin to open them. Otherwise, you need to convert them to .tga using the Texconv tool or similar. The easiest way to use this tool is by writing a .bat file (so you don't have to remember the commands each time!), and example .bat would be:

Fortunately, the game will accept and run happily with non-compressed DXT5 and DXT1 dds textures in the same way as RTW, so you only need to mess about with the above if you need to view or amend some of the existing textures.

RR has introduced a system of Physically Based Rendering for textures, thus the 'normal' textures that have been introduced with RR work slightly differently from the ones in M2TW:

.pvr

A .pvr version of the radar map is used, to open this file download the PVRTexTool or similar.

Campaign Map

War

One of the areas modders' have been most worried about was whether the game would support completely redesigned maps now that a model mesh system has been introduced for the campaign map. Although this looks like the vanilla shaped map, it's actually partway through porting a version of the Mundus Magnus large map for RTW (originally by ngr).

This still needs a lot of work and 'tweaking' but is working as a proof of concept of what should be possible. (WIP map is now released on Steam and IWTE version 21_05_B supports mesh creation)

Relationship to battle maps:

The below picture demonstrates the difference between what you might see on the campaign map and in battle if you don't deliberately align the two:

The left part shows the campaign map on a modified section of mesh. The area shown in green, where the army can move, is controlled by the map_heights.tga, map_ground_types.tga and map.rwm information. Where he would actually appear to stand is controlled by the heightmap .bin file generated from the mesh, so he will walk up that big lump, but he won't go below 0m (sea level), even though the mesh is below the water surface there. The second part of the picture on the right shows what you actually get at that spot in battle, which is based on the map_heights.tga, map_ground_types.tga and map.rwm information, plus interpretation from the vegetation and geography.db files.

Similarities to the original system:

A quick look in the data/world/maps folders will reassure RTW and M2TW modders that the map image and text files they are familiar with are still there. If you have a 'pure map' mod you should be able to use your existing map_heights.tga, descr_strat.txt etc to launch a mod for Remastered without much problem. If the mod has modded units, buildings, ancillaries etc, it will take more unravelling, just as porting a map between different mods would. If you try to copy in all of your mod's files you will probably find either some conflicts, or that you have overwritten new features in Remastered such as the addition of traits and ancillaries to support the new Merchant agent type.

That's the good news... your basic map files are still valid! The basic files drive the campaign map pathfinding, placement of settlements and resources and provide the climate/heights/ground_types information that is translated using the vegetation and geography.db files to make the battle maps.

The not so good news, if you were after a quick result, is that they don't generate the mesh or textures you view on the campaign map! So if you load a map of a different size or shape the areas not covered by the existing mesh, or already on raised land areas, will just appear as sea! They will function, and the trees and settlements will turn up, and your troops will be able to move on the parts supposed to be land... so if you ever wanted to do a mod based in the Everglades, this could be for you.

Revised UI components:

When you scroll into the campaign map or use the tab button, the game display switches to a 2d view with various overlays, the overlays are generated by the game but you will need a large base map underlying them showing your new map outline, the components are as follows:

Large 2D Map:

  • dataworldmapscampaignimperial_campaignferal_map.tga.dds - 4080 x 2496 size - these seem to work best if they are completely 'alpha'd out' with a black alpha layer
  • dataworldmapscampaignimperial_campaignferal_map_winter.tga.dds - winter version as above

NB: These textures need to be placed in mod-folderdataworldmapscampaignimperial_campaign for BI mods, they are not read from the barbarian_invasion campaign folder.

Mini Map in 3D view:

  • dataworldmapscampaignimperial_campaignferal_radar_map.tga - 1020 x 624 size - again mask out the sea area shape from map_regions.tga
  • dataworldmapscampaignimperial_campaignferal_radar_map_winter.tga - winter version as above

Components needed for new mesh map system:

To make things look good you obviously need to make a new or revised mesh!

Main Terrain and Heights:The mesh is actually formed from square chunks which in the vanilla map represent 20x20m squares in each case file, these can be found in:

  • data/terrain/campaign/pieces/ - cas format (will open with IWTW latest version .cas to .dae)
  • data/terrain/campaign/descr_map_tiles.txt - text file lists all the cas pieces and which summer/winter textures they use and which heightmap .bin file they use.
  • data/terrain/campaign/heightmap/ - bin files for functioning heights generated by the game from each of the pieces - NOTE: the game may initially regenerate these in the base folder instead of the mod folder, if so cut and paste them to the mod folder and run the base game without /heightmap/ files so they regenerate too.
  • data/terrain/campaign/textures/ - colour and normal textures for the terrain sections, the cas pieces use conventional uv mapping so although the existing textures are mapped as though projected horizontally, you can alter this. All the land textures with the exception of the farming overlay need to be 'painted' onto each pieces' texture.

Coastline:Gives the surface for the waves/surf effect near the shoreline, and can be found in:

  • data/terrain/campaign/coastline/coastline.cas - model of the surface
  • data/terrain/campaign/descr_map_coastlines.txt - text file which lists the above model
Rome 2 buildings

Rivers:These do not automatically appear where the map_features.tga shows them, instead they use a model surface similar to the coastline in:

  • data/terrain/aerial_map/river_mesh.cas - the river model - will only be visible if above the level of the terrain mesh - unfortunately as the game still generates region boundaries with wiggles/bend variety automatically, and doesn't generate the mesh for the rivers, it is currently difficult if not impossible to get rivers and boundaries to align exactly

Rome 2 Buildings

3D Frame:

  • data/terrain/campaign/frame/ - contains a cas model and textures for the 3d frame that hides the edges of the map

map.rwm

RR does regenerate map.rwm files (assuming the same set-up would load under RTW), you may need to check where they have been regenerated.

If you launch vanilla, or a mod with maps in /base, and delete map.rwm, and the game runs, check if the .rwm has been written where you expect! It may tend to write it to: C:UsersnameAppDataLocalFeral InteractiveTotal War ROME REMASTEREDVFSLocalRomeWritableMaps as 'base_map.rwm', if so, you need to rename it and move it to the appropriate folder.

Attempting to generate a new .rwm whilst there is a base_map.rwm from another folder in /Users/ will CTD.

You can also use map.rwm files from RTW.

If you copy your map_*.tga files from base into your campaign folder then the map.rwm will be created in that campaign folder within the mod-folder, it is recommended that you use this method and copy that map.rwm into your base folder for custom battle purposes. This will avoid the potential of causing clashes with other mods/vanilla.

Units

Although still .cas files the RR units use the 'type 3' chunk system previously only used for some shoulder pads and minor elements of RTW units using the model_flexi_m system. The main body of the unit can have vertexes weighted variably between any two bones for the lod_0 model. Primary and secondary weapons must still exist within the .cas as a separate mesh and use only one bone.

Only the base .cas name is given for the model in the DMB file the game looks for and needs four model .cas files for each model named:

base_name_lod0.cas
base_name_lod1.cas
base_name_lod2.cas
base_name_lod3.cas

If you haven't got 4 different lod level models, copy the closest one you have and re-name it to suit.

Text Strings and Menu Items

Some of the text displayed in game isn't read from data/text folders, it's from

SteamsteamappscommonTotal War ROME REMASTEREDContentsResourcesen.lprojLocalizable_Game.strings - (which is plain text)

these strings can be changed and included in a modfolder @

mod-folderdatastring_overridesen.strings

example shown is for English the same principle applies on other languages.

Instructions are contained in the readme.txt inside data/string_overrides:

As an example the text seen on buttons and on the main menu selection items is in the Localizable_Game.strings, however, other parts of the menu text can be found in data/text/menu_english_stm.txt and language variants.

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Resources Overview

  • Most Resources are produced by the main city building line, the map above shows the various locations for the main campaign.
  • When a region produces a resource, it also has special buildings that can be built in that region. These buildings usually either provide more of the resource or better trade for that resource. Some other types of options also include improved weapons/armor and other choices for certain resources.
  • Some Resources are special Resource Chains in that they are only produced in limited locations but can then be spread by other building types. These include Warhorses, Salt and Slaves. Once you acquire these through trade or conquest, you can build special buildings to take advantage of these and produce more or store them for supply purposes in the case of Salt.
  • Another type of Resource is produced by the region itself which includes Spices and Amber. These are primarily trade resources and also have accompanying trade routes that improve the regions around them.

DLC Campaign Resource Maps

Buildings – Resources Required

You must acquire these resources by either trade or conquest in order to build the listed buildings.

Wine

Barbarian City Centre – Mead Hall (4)
Eastern City Centre – Eastern Polo Pitch (3), Eastern Major Field (4)
Hellenic City Centre- Odeon (3), Hippodrome (4), Wine Shop (3), Wine Market (4)
Roman City Centre – Circus (4), Wine Trader (2), Wine Shop (3), Forum Vinarium (4)
Roman Port – Emporium (4)

Timber
Barbarian Artisans – Woodworker (2), Carpenter (3), Builder’s Hall (4)
Barbarian Port – Raider’s Port (4)
Barbarian Religious – Grove of Wodanaz (2), Shrine of Wodanaz (3)
Eastern Military Buff – Range (2), Marksmen’s Range (3), Craftsman’s Quarters (2), Siege Workshop (3)
Eastern Port – Drydock (4)
Hellenic Military Buff – Target Stands (3), Marksmen’s Range (4), Assault Course (3), Ephebic College (4), Practice Fortifications (3), Stratopedon (4)
Hellenic Military Main – Field Engineer’s Workshop (2), Siege Engineer’s Workshop (3), Skirmisher Camp (3)
Hellenic Port – Military Port (4), Neosoikoi (4)
Roman Military Buff – Target Stands (3), Doctor Saggitariorum (4), Assault Course (3), Basilica Exercitoria (4), Praetoria (3), Armidoctor (4)
Roman Military – Field Engineer’s Workshop (2), Siege Engineer’s Workshop (3)
Roman Port – Portus Classis (4), Coastal Patrol (4)

Silk
Eastern City Centre – Eastern Spice Market (3), Eastern Spice Bazaar (4)
Eastern Port – Trading Port (3), Seaside Market (4)
Hellenic City Centre – Mouseion (3), Akademia (4)

Slaves
Barbarian City Centre – Slave Trader (2), Slave Market (3)
Barbarian Religious – Nemeton (5), Oak of Teiwaz (5), Kurgan Field (5)
Eastern City Centre – Eastern Slave Trader (2), Eastern Slave Auctioneer (3)
Hellenic City Centre – Great Library (5), Slave Trader (2), Slave Market (3)
Hellenic Military Buff – Monument of Leonidas (5)
Hellenic Religious – Acropolis (5), Oracle of Dodona (5), Paradise of Daphne (5), Ptolemaic Temple Complex (5), Tophet (5), Hieron ton Megalon Theon (5)
Roman City Centre – Circus Maximus (5), Colosseum (5), Slave Trader (2), Graecostadium (3)
Roman Religious – Pantheon (5)
Roman Sanitation – Cloaca Maxima (5)

Salt
Barbarian Artisans – Brine Distiller (2), Salt Kiln (3), Salt Workshop (4)
Barbarian City Centre – Souterrain (3), Smokehouse (4), Great Fair (4)
Barbarian Enclosure – Potter’s Workshop (4)
Eastern City Centre – Eastern Caravanserai (4), Supply Warehouse (3), Supply Complex (4)
Hellenic City Centre – Deigma (4), Pandocheion (4), Supply Warehouse (3), Supply Complex (4)
Hellenic Outskirts – Amphorae Factory (4)
Roman City Centre – Slaughterhouse (3), Forum Boarium (4), Forum Cuppedinis (4), Supply Warehouse (3), Supply Complex (4)

Olive Oil
Roman City Centre – Taberna (3)
Roman Port – Trading Port (3)

Marble
All Quarry – Monumental Architect (4)
Barbarian City Centre – Warlord’s Hold (3), Great Hall (4)
Hellenic Region – All Major and Minor Cities Level 4 (other than horse/salt resource nodes)
Hellenic Religious – Royal Mausoleion (4)
Roman Region – All Major and Minor Cities Level 4 (other than horse/salt resource nodes)

Livestock
Barbarian Enclosure – Royal Camp (4)
Barbarian Religious – All Temples Level 4
Eastern Religious – Royal Mausoleum (4), Astudan (4), Temple of Great Fires (4)
Hellenic Religious – All Temples Level 4 other than Royal Mausoleion
Roman City Centre – Cattle Trader (2)
Roman Religious – All Temples Level 4

Total War Rome 2 Resource Map Printable

Leather
Barbarian Enclosure – Bard’s Grove (3), Bardic Circle (4)

Lead
Barbarian Region – All Major and Minor Cities Level 4 (other than horse/salt resource nodes)
Eastern Outskirts – All Outskirts Level 3 and 4 (excluding Farms)
Hellenic Outskirts – Brick Baker (3), Brickworks (4)
Hellenic Sanitation – Gymnasion (4), Arboretum (4), Alytarches (4), Great Cistern (4)
Roman Outskirts – Brick Kiln (3), Tile Factory (4)
Roman Sanitation – Thermae (4), Vigiles Urbani (4), Cloaca (4)

Are Trade Resources Worth It? — Total War Forums

Iron
All Mines – Sluiced Mine (4)
Barbarian Artisans – Ironsmith (3), Iron Workshop (4)
Barbarian Enclosure – Large Herd (3), Stables (3)
Hellenic Military – Blacksmith (2), Foundry (3)
Roman City Centre – Gladiator School (3)
Roman Military – Blacksmith (2), Fabrica (3), Auxiliary Barracks (3), Auxiliary Garrison (4)

Warhorse
All Warhorse Breeders – Level 2, 3 and 4
All City Centres – Warhorse Pens (2), Warhorse Breeder (3), Warhorse Ranch (4)
Barbarian Enclosure – Horse Ranch (4), Royal Herd (4)
Eastern Military – Nisean Stables (4)
Hellenic Military Buff – Hippeis Stables (4)
Roman Military Buff – Basilica Exercitoria (4)

Grain
All Horse Regions – Level 3 and 4
Barbarian City Centre – Storage Pit (2), Public Market (3)
Barbarian Enclosure – Cattle Ranch (4), Yurt Maker (4)
Eastern City Centre – Eastern Bazaar (3), Storage Pit (2)
Easter Military – Animal Trader (3)
Hellenic City Centre – Makra Stoa (3), Storage Pit (2)
Hellenic Military Buff – Horse Corral (3)
Hellenic Outskirts – Cattle Ranch (4), Ranch (4)
Hellenic Port – Trading Port (3), Emporion (4)
Roman Military Buff – Veterinary (3)
Roman City Centre – Storage Pit (2)
Roman Outskirts – Cattle Ranch (4)

Gold
Barbarian Artisans – Goldsmith (2), Mint (3), Jewelsmith (4)
Eastern Region – All Major and Minor Cities Level 4 (other than horse/salt resource nodes)
Eastern City Centre – Eastern Satrap’s Palace (3), Eastern Royal Palace (4)
Seleucid City Centre – Satrap’s Palace (3), Satrap’s Great Palace (4)
Hellenic Military – Mercenary Camp (4)

Glass
Eastern City Centre – Eastern Clay Tablet Archives (3), Eastern Danesgah (4)
Roman City Centre – Archives (3), Scriptorium (4)
Roman Outskirts – Amphora Factory (4)

Fish
All Salt Regions – Level 4
Barbarian City Centre – Tavern (3)
Hellenic City Centre – Inn (3)

Copper
Barbarian Artisans – Bronze Forge (3), Bronze Furnace (4)
Eastern Military – Blacksmith (2), Weaponsmith (3), Royal Stables (3)
Hellenic Military – Shieldmaker (2), Armourer (3), Hoplite Barracks (3), Royal Barracks (4)
Roman Military – Shieldmaker (2), Armourer (3), Cohort Barracks (3), Legion Barracks (4)