Downloads: Ager Romanus - A mod for DarthMod 8.1
Ager Romanus - A mod for DarthMod 8.1
July 09, 2011 at 09:30 AM
|Whats in the mod???|
July 09, 2011 at 10:52 AM
Here you go, KingFoey.
The Border Reiver
July 09, 2011 at 09:34 PM
|Thanks VictorianVictory. I haven't updated this section yet.|
July 10, 2011 at 05:59 AM
|Thank you very much VictorianVictory|
The Border Reiver
February 08, 2012 at 08:07 PM
|The mod is basically a texture update of the strat map which I believe adds a greater depth to the feel and look of the map. Unit and AI changes have not been made as these are essential DarthMod features.
What is Included in this mod.
1. Mini mods by Riczu changing strat map characters, ships, blockade.
2. Skins by Snake IV for Roman Generals and Captains for strat map.
3. Reintroduced original strat map banners for Roman Factions, no longer all with axe.
4. New campaign map textures.
5. Added 30 New Provinces.
6. Better aligned some province boundaries.
7. Removed secondary colours from mini map, altered some colours for faction.
8. Winter Textures for Strat Map by Charge
1. The Britons now start with Londinium only and must conquer (unite) all rival rebel settlements before an overseas expansion. This was done to curtail the quick overseas expansion that occurs currently.
2. The Scipii lose their starting position and fleet on Sicilia and start with one province (Capua). This stops their quick takeover of the mediteraenean.
3. The Brutii lose Croton and their fleet and this is a rebel greek settlement that must be taken before they expand overseas. Once again this is done to curtail early overseas expansion.
4. Julii start with 7500 Denari, to face the might of Gaul early on. The Brutii and Scipii start with only 2000 Denari to curtail them. Senate increased to 25000 Denari.
5. Carthage starts with 40000 Denari to help them be a super power early on. They also start with (Alaria) Corsica and (Olbia) Northern Sardinia.
You will notice the addition of (mostly) all new provinces have been given to the rebel faction, and for the most part do not contain a garrison. While at first this may appear as an exploit for the human player, it is serving a greater function for the AI. My reasoning here is if the the AI can easily take a handful of empty settlements early on, then the chances of building bigger and stronger empires is enhanced, thus making it harder for the human player to easily conquer a faction, or likewise the AI to kill off factions very early on.