Total War Center Forums  
<a href="http://www.game-advertising-online.com/" target=_blank>Game Advertising Online</a><br> banner requires iframes

Go Back   Total War Center Forums > Downloads > Medieval II: Total War > Mods

Navigation
Main | Category Tree | Stats | Search
Downloads [Download Anno Domini 0.93 (beta)]
File Name: Anno Domini 0.93 (beta) (75.81 MB) Download
Author: Re Berengario I (Uploaded by Re Berengario I)
Date Added: February 09, 2007
Downloads: 13595
Grade: B+
Description
Anno Domini is a mod which is aiming toward a realistic gameplay and its many new features will give you a completely different game experience than vanilla.

Anno Domini Mod is aimed to the strategical player who also love to have a campaign the most historically correct possible. To reach this goal we implemented a lot of new features respect to the Vanilla version. Everything comes at a price though so be warned that turns will run significantly slower than the original game.
Maybe you can use the extra time to think more on your next move as there is very little space to errors. Running a middle-age dinasty is a hard job filled with perils, traisons, lack of money and nasty neighbours. Not only the strongest can survive, but more often the most cunning.




It is still in a "beta" stage because it is a work in progress and new features are included on a day per day basis.

To install the mod just run the setup program selecting a MTW2 vanilla folder (the original or a copy if you wanna keep the original safe and untouched). Once installed just click on the "Launch_Anno_Domini" file and you're playing!


FEATURES:

BIGGER MAP AND MORE REGIONS

Bigger map elaborated from one made by Spurius. We also modded out the dreadful "checker farm pattern".

191 Provinces with correct names and owners at the date of 1080. So for example Antioch would be Byzantine even if with the new distance from capital modifiers it tends to rebel in the very first turns (historically correct and I'm pretty pleased of it). This would make happy eastern-lover players as they'll have all the provinces of Kievan Rus (it splitted starting from 1116 not 1080).




HISTORICALLY CORRECT CHARACTERS NAMES



HISTORICAL EVENTS

Many historical events script, included all the most important eresies. And a lot more are planned to be added.



LESSER FACTIONS AND REAL REBELS

Rebel forces representing tribes and minor powers added, rebel faction renamed Lesser Factions to reflect the new concept.

Random brigand/pirates spawns have been reduced to the minimum, replaced to realistic rebel forces which are linked to some factors like your reputation, the happiness of the region, historical events, etc.
And those rebels HURT! They don't stand there watching their feet like in vanilla.

COMPLETELY REVISED VNVS AND ANCILLARIES.

New traits based on the seven deadly sins and seven virtues to give you the right middle-age flavor. Other traits linked to the basic education received when young (military, trade, religious, court) with different chances related to the faction.

New and revised ancillaries... no more foreign fruitcakes and other silly things whou would have lead to the burning stake in a second.

AUTOGARRISON

Important AI controlled cities will have an increase in their garrison troops during sieges. Don't be fooled by an almost empty settlement then,
if it's very popolous the enemy can field a lot of troops giving weapons to the inhabitants.

NEW FACTION EVENTS



Randomly, at the start of the turn, some faction events could be proposed to the player with him to decide what to do pressing the "show me" button of the advisor or dismissing it. They are mostly self-explainatory, but mostly of them have derived effects, good or bad or "mixed" even if the player doesn't accept them.
New faction events will be implemented at every release so to give a richer ruling experience!
A word of caution though when there are other message scrolls open sometimes you will have to press the "show me" button more than once to accept the event, pratically until it doesn't gray out.

Does your leader prefer to spend his hard earned florins on an illuminated Book of Hours or recruit some new knights?
Choices... choices...



COMPLETELY NEW MEDIEVAL GRAPHIC ART



Loadscreens, events, ancillaries and a lot of other things now use famous artistic graphic from middle age and renaissance times. No more "plastic look" but a coherent and immersive background for you playing.

NEW GAMEPLAY AND REPUTATION SYSTEM


The basic principle of Anno Domini is reaching your victory conditions without angering too much the other factions. It is based on your
global reputation which can be controlled on the Diplomatic Screen of the game. The worse your global reputation is the more the other factions
will be happy to declare war on you. The worse your global reputation is the more disloyal your generals and family members will become too.
In short words none will trust you.

What decreases your global reputation:

- Invading a settlement. If the settlement was owned by a faction of your same religion the reputation hit will be far greater.
Global reputation max is 10, min is -10.

Faction Invasor Faction Owner Global reputation
catholic catholic -3
catholic orthodox -2
catholic islamic/rebel -1
orthodox orthodox -3
orthodox catholic -2
orthodox islamic/rebel -1
islamic islamic -3
islamic catholic/orthodox/rebel -1

- Having faction leader and other named characters with poor command, loyalty/authority, chivalry and piety. Buildup wisely your family members and generals. A dreadful general can win battles but can make you very hated all around the world.

- All other transgression like walking with troops in foreign ground without permission, undeclared attacks, etc (same things than in Vanilla).

- Sign an alliance with factions of opposite faiths. Do it at your peril!

- Being excommunicated

- Suffer a crushing loss

- Every turn you are at war with a faction (more if with a faction of the same religion)

- Some faction events

What increases your global reputation:

- Royal titles

- Have your faction winning a crusade/jihad

- Have one of your cardinals elected as Pope

- Having faction leader and other named characters with good command, loyalty/authority, chivalry and piety.

- Have a crushing victory

- Every turn you are at peace (lesser factions, mongols and timurids excluded)

- Some faction events

IMPORTANT NOTE: The recommended difficulty level is "medium", experienced players can switch to "very hard" for the battles.

ROYAL TITLES



Owning some regions gives your faction leader, TILL HIS DEATH, some royal titles. Of course you cannot acquire a royal title owned by another faction
until its leader die (naturally... or not, you got the point ;>).

Islamic and othodox titles are planned to be included in future versions (with also different ancillaries, bonuses, events and all things related to the different cultures).

TROOPS, SPIES AND ASSASSINS UPKEEP COSTS

Troops upkeep costs are halved for turn but if you bring an army out a settlement it will cost you a lot of money for every turn your army stays
mobilitated. The further the army moves from your capital, without ending in a settlement, the higher will be its upkeep cost.

Spies and assassins in enemy lands cost a fortune because they need to bribe guards, agents, nobles, captains and so on to perform their tasks.

USING YOUR GENERALS ON THE BATTLEFIELD

Beware of suicidal tactics, your generals can acquire a "wounded" trait if they get hit a lot during the battle. Once wounded they can recover
their health or they can become permanently ill, while wounded or seriously ill they can barely move. On the opposite side fighting in battle can
also give some good bravery traits, while watching the carnage from a distance can result in some cowardly traits. There's no easy way... it's war
after all!

DARTH VADER OS 16 INCLUDED

DOWNLOAD LINKS

http://files.filefront.com/Anno_Domi.../fileinfo.html

http://fileho.com/download/809855932...Setup.rar.html
Images
Anno Domini 0.93 (beta) by Re Berengario I on February 09, 2007
Downloads [Download Anno Domini 0.93 (beta)]


Comments (please report bad comments by PM to an administrator)
Steve-le-Grand
February 09, 2007 at 09:39 PM
Nice mod, I tried the beta 0.92 and I loved it. And 0.93 is a lot better.
Vijilla
February 13, 2007 at 10:21 AM
Great Mod!Lots of interesting changes. However, I have a problem. The campaing works like slow down, with lot of time while the AI factions move. My characters also move slower than in other mods or the original game. Is my computer the problem? Anybody has this problem?

P.D.: Sorry for my english. i'm spanish and I don't speak it very well.
Re Berengario I
February 13, 2007 at 07:12 PM
The bigger map and all the new features come at a price as I stated in the description. Turns are a lot slower than original but also gameplay is a lot more on the strategic side.
Steve-le-Grand
February 13, 2007 at 09:04 PM
I'm Swiss .

So, because the time between two turn is very long, I play computer in front of the Tv
Hilton G
February 14, 2007 at 10:01 AM
Installed the mod OK, but now I can't "click" any of the games tool buttons - like "Building queue" or "finances". The "building queue" and "unit queue" buttons are greyed out?
Steve-le-Grand
February 14, 2007 at 05:09 PM
mhhhmmmmm, make sure that your main M2TW directory was clean when you installed the mod.
Re Berengario I
February 15, 2007 at 10:43 AM
Quote:
Installed the mod OK, but now I can't "click" any of the games tool buttons - like "Building queue" or "finances". The "building queue" and "unit queue" buttons are greyed out?
You have the advisor open who's asking you to make a choice.
Hilton G
February 16, 2007 at 07:03 AM
Ah yes, thank you Berengario! You are right, I seem to remember the lady in the top left corner having a highlighted button. I will shall remember to answer her in future and not ignore her!
adikikatara
February 16, 2007 at 12:31 PM
great mod,have the same problem with vijilla though...and after some time it crashes when i try load...
adikikatara
February 16, 2007 at 07:25 PM
Sorry,forget my last coment,my mistake...the only problem i have is the speed in the strategy map...
ramtha
February 19, 2007 at 03:30 AM
I haven't tried it yet but by the sound of it, it sounds like the greatest mod by far!...downloading now
timurlane sallhi
February 26, 2007 at 12:35 PM
I got to give it to you ,you really know what you are doing,however one thing always concerns me wheree is Southern Asia on the map ,cause if you like the Timurid facticon you should have this minor addition, and particularly new elite forces from that area for example Indian elephants.Would be very glad if some one would do that :hmmm: :hmmm: :hmmm: :hmmm: :hmmm:
Mikalos Denmakr
March 03, 2007 at 06:53 AM
hmm..strange i did post a comment but for some reason it didn't show up.

Gonna try again.


OK, first of all, i just wanna say GREAT MOD!, THX.

Im playing Venice in my first grand campaign.

Think its great that Venice only consist of the city it self on the island and with so many mercenaries from start. Money just keep coming in.
Also the lesser factions attacks in the open and defences in sieges seem better than vanilla.


Question:

Is it all factions that get this rich from start as Venice does?
Re Berengario I
March 03, 2007 at 08:27 AM
Quote:
Question:

Is it all factions that get this rich from start as Venice does?
No
[G-Shock]
March 04, 2007 at 05:34 AM
I wish i could play this mod, it's very cool...the problem is that everytime i quit, next time i play i go to load my campaign and the game crashes. Constantly, upon loading completed.

I save normally, at the beginning of each summer/winter turn, i use the quicksave and of course, the autosave. I tried all the 3 and it's still a crash so, im dropping because i have to but i hope you will fix it Berengario.

It's definitely the best mod out there.

1 thing i wish to see fixed: Venexia is useless in the hands of AI because it doesn't move by sea to attack the Holy Roman Empire. Perhaps that piece of land should be crossable and then it would be a good challenge. What i see as holy roman empire, is that Venexia has huge army on the "island" but never does anything with it.

Anyway...good job, i will check in with next release to see if my problem has been fixed.

Mikalos Denmakr
March 04, 2007 at 06:45 AM
Well haven’t tried that yet G-Shock, seeing Venice or Venexia as AI faction.

But i can tell u for sure, that playing, as Venexia on H/VH is a challenge.

In my previous post i wrote that i had all these money coming in pr turn and so i did. The year was 1096 when i wrote that. Now i am in year 1108 and I’m beginning to lack money. Also had a couple of years without money! Why?


Economy:
It takes the time to build buildings in ANNO DOMINI, so I’ve had to make use of merchant warriors instead in big scale. They maybe aren’t expensive in upkeep, but in buying them they are.
And all the tournaments / hunting’s / gatherings being advised to hold for my nobles by my council also drains my income. So basically that’s a good economical challenge.


Crusades:
The crusade has been called upon this city (Islam) in the east, cant remember the name, although it beings with the letter U and is positioned just north of Egypt.

I first captured the city with a force consisting of 16 mercenary units, that when the crusade was called was in a siege on Crete (Orthodox). But when the crusade city was captured I didn’t exterminate the population. So I got riot after riot and after 3 turns a revolt. The city turned to minor factions and all of a sudden a new army from that faction moved down a full stack next to the city which had 1,5 stack inside.

I defeated these forces as well, although I did lose a lot of troops in doing so. I then exterminated the city and I got riot followed by riot and revolt again. I was kicked out after 3 turns again. The riots were founded in religious unrest.

Once again I lay siege and took the city, exterminated it and was kicked out after 3 turns again.

So now, in 1108 I finally decided to send in loads of priests first to convert the region before attempting to cap the city again. Only problem / challenge is of course that you don’t get priest just like that in ANNO DOMINI.


Battles:
I’m actually loosing battles in ANNO DOMINI. Or at least I am so far, were most of my forces aren’t native Venexians.


Castles:
I think its great that you can actually by a general from a Castle every second or third year. It gives castles a larger strategic value than in vanilla.
Re Berengario I
March 04, 2007 at 07:45 PM
@ [G-Shock]

MTW2 has problems in saving games while a script is in execution. The savegames seems to turn out corrupted.

In the mod subforum there's a new campaign_scipt which should fix almost completely the problem (brute force solution, you can't save while a script is running), but an almost safe solution is to save before clicking on the "next turn" button. There shouldn't be scripts running in that moment.
[G-Shock]
March 05, 2007 at 07:15 AM
I have installed Darthmod, then Anno Domini, then i tried Road to Jerusalem.

I still think Anno Domini is the bestest mod out there. It is true, campaign is challenging and the enemy is strong and u need to fight battles personally and u can lose and WILL lose if you don't give your best effort which both comes from planning and from managing the army on the field.

I am the inventor of the AOR and ZOR of RTR and have been modder myself in RTR for quite a time...not to mention being i am an original betatester of STW, the very beginning of Creative Assembly. They went much ahead with ai logics and kept the game open so now we can have this. Let's see how to improve this mod i love so much. (I get from the SS you are italian like me so we are in affinity, send me a pm if u think i can help you out)

The main problem of Venice is that seen from the POV of Holy Roman Empire, Venice just sits there. It doesn't cope or do anything, just sit. I believe this is because the Island and the AI don't cope too well and the AI doesn't really want to move by sea. Solution would be to make that piece of water crossable by land...i'd really do that. Venice is the city ok but the army would be on the land not on the "gondolas"

I have noticed the rebels spawn like mushrooms but they always spawn the same 8-unit army. This should be randomized. 8 units is ok for a rebel army but the unit type, xp and equipment should be randomized.
A thing i would like to see is the garrison rising when a settlement is besieged. ...the other mods give a ridiculous garrison...the garrison should be linked to the number of free units the settlement can produce. So, generally it should be 1-2-3-4-5 units depending on settlement size...what kind of units? The lamest, always. Make them be paid by the player both in levying and upkeeping and it will be done. Not much but still something you can use to defend (but this must be true for AI too when u besiege them).

You said there's a -X when attacking a same religion settlement but then if the objective is to get X regions, you will never take it because you will always be under pain of excommunication (and we know what this means) and to nothing serves the "be at peace and ur reputation improves" when everyone is attacking you...The military and economic power of a faction did reflect on the papal choices not just its warmongery.

I ll make an example: I lost a territory on rioting at the beginning (i am holy roman empire). Later on, Milan captured it...then started moving in my lands. This is an "infraction" i had to punish and so i attacked. Milan doesn't take penalty from pope when entering my lands but if i don't keep them away they will take my towns and castles so i HAVE to and can't be penalyzed by the pope.

When you are at war with someone, you win by taking settlements and releasing their pressuring troop production from your lands. You can't win a war without taking settlements because they will keep coming for you till they take you out so you must take them out and with this thing of the reputation it's impossible. A key solution would be the Crushing victory, the production of churches and priests but it is too little. If with just ONE settlement i lose 3 points of reputation i need 3 churches and priests to capture ONE settlement? U see how impossible it gets...especially since i play very hard / very hard....with those costs...and times to build....

Perhaps a "event" such as "Donate Funds to the Church" to "buy" a reputation point would be a good solution....remember...the pope still stops you when you are winning against a faction and you're ALWAYS under pain of excommunication....
Vagabond
March 06, 2007 at 04:48 PM
yo, nice work ^^
but the turns do really take their time
and 8 turns (4 years) for a port or a brother is not reasonable, would you decrease it pls
i played as the English, at the second turn ,my account went from 450 to -19250 ( last turn finance report said i had a profit about 2500), then , what's wrong ?
Mikalos Denmakr
March 07, 2007 at 05:33 AM
Did u check u merchaneries?

I had a big boom of money income in the beginning playing as Venexia (Venice), but when lesser factions began to focus on my regions = riots and revolts and heretic caused religious unrest in some of my cities and I lost my initial mercenaries due to competition and old age, then my income almost turned red.

After a clean up in enemy lesser faction armies in my regions and clan up of most of the heretics and recapping revolting cities my income began to increase although very slowly.

First when I had shipped out enough mercenaries to the area west of Constantinople (4) and 1 on Crete, my income, after a year or two began to get back in shape.


Downloads section coded by: CyberRanger & Jelle
<a href="http://www.game-advertising-online.com/" target=_blank>Game Advertising Online</a><br> banner requires iframes

All times are GMT -5. The time now is 06:18 PM.


Forums powered by vBulletin® Version 3.8.3 - Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.