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October 19, 2007, 10:42 AM
#1
Rio IBFD VII Expansion Read Me: Contributers
Rio VII IBFD Flagellum Dei:Expansion Mod
IBFD forums
http://www.twcenter.net/forums/forumdisplay.php?f=113
Rio sub forum
http://www.twcenter.net/forums/forumdisplay.php?f=254
If Rio VII Flagellum Dei is already installed with or without the patches, just install the Rio VII Expansion over it.
Mod Switcher DL Instructions
To play the Rio IBFD VII Flagellum Dei mod with the new Rio IBFD VII Expansion:
1 clean 1.6 bi. Copy the bi and change the copied bi folder to rio.
2 dl Rio VII flagellum Dei and install it. It will install in the rio folder.
3 dl Rio VII Expansion and install it. It will again install in the rio folder.
Expansion Mod:
-added handful of units: IBFD 7.3 units
-certain textures redone: Ostrogoth Saiones: slav raiders ect..
-redid and added(textures: Arthurian TW and IBFD) 3 romano cadbury castle units
-separated engineer(Fabrum)units from orig. unit: model units and ui cards that were shared
-fabrum units are elite infantry that can sap and are available to the more developed factions
-added missing several dmb slave textures
-fixed(corrected) Vandal Infantry unit
-celtic peasant available for Roman British
-tweaked moral unit stats
-reduced sightly the cavalry numbers for each unit
-Frankish line better corrected in both 432AD AND 463ad campaign
-roman cities in both campaigns city pop reduced, decreased rebellions at the start: billwestwater idea
-roman elite units recruitment now further region specific
-custom battle badon fixed costs and type units redone
-refined(separated names, descriptions) certain Germanic satrapy units
-foederati will be available mostly in Germanic lands
-starting Roman armies redone: more emphasis on militia
-edited map between ERE and the Sassanids: Powerful rebel(free) armies in the Sudia Arabia peninsula
-saxons and celts limited to 1st tier logistics and not able to build treasury: avoids a top heavy faction.
-nomad and Huns have access to 1st tier logistics
-certain building and intro pics redone
-economic tempo increased thus creating a faster AI build up
-satrapy units will be distinguished by a gold shield
-all patches are included...the Installer will just need the Rio VII FD to install over
-Turnus' in game battle changes..some of the changes might be an optional dl.(maybe a separate install)
Those who at on time or another have helped with their ideas which now most recently includes
http://www.twcenter.net/forums/showthread.php?t=64371
-billwestwater
-Turnus
-I cant thank enough Ramon Gonzales y Garcia for his support and help he has provided me in the accomplishments of the Rio IBFD Mod thus far...
Rio IBFD VII Flagellum Dei Read Me
visit the INVASIO BARBARORUM official development site:
TWC - http://www.twcenter.net/forums/forumdisplay.php?f=113
Special thanks to Ice Torque,For his magnificent BI WarMap. Ramon Gonzales y Garcia, For the use of the IBFD units, Agraes for the use of Arthurian TW Units, and Mylae,(wonderful buildings) Attila, IBFD Mod Founder, and the IBFD team for letting me use their great work. The work put into making quality mods by them is truly remarkable. Thanks again Ramon for allowing me to display this mod on this noble forum.
New City level infra structure gov buildings.
Treasury building: needed to build upper tier economic buildings in a military city
logistica Engineering building
logistica logistics building: needed to build upper tier military buildings in an economic city
logistica Engineer Corps building
Will allow the military and economic cities to build buildings outside of their ascribed predispositions: Military cities can build high level economic buildings and likewise for economic cities. Capital cities remain supreme in all aspects of building.
2. Empire East: Master Fabrica building.
Only in Constantinople
3. Prerequisite: Master Fabrica
An advanced infantry-cavalry-Strategikon-barracks and unit(s)-for Empire East: davidharvey1 idea.
better armoured troops
4. Horse Stud farms: impacts trade more for Nomadic and Hun cultures
5. Mod will be in a Mod switcher format....By Ramon Gonzales y Garcia
6. General unit ...attributes increased. Hit points back to 1
7. very limited number of sapping units will be only recruited at the new siege_engineer building.
8. redid many unit armour stats.
9. Further Blended in Pics and Gaels.
When either the Pics or the Gaels conquer each others territory they will be able to recruit some of the others factions units. They will although have separate textures thus appearing differently in the game battles.
10. Britannia Question
Due to the large number of provinces in Britain(Hibernia, and Pict land) The ability to build the higher military and economic technologies will be non existent in many of the cities.
11. Core buildings starting with the governors villa(large town) will be a hearth of sorts for a factions advanced unit. This will up tempo the game a bit and give factions a strong unit early on in the game. This will be more magnified with the Saxons for they will be able to eventually recruit the units below by the creation of the Imperial palace.
kotsetla Ceorls
Geneatas Ceorls
Geoguth
Duguth.
12. Added several Slav units such as an armoured Chosen Noble and a others(with some texture manipulation) including the candidati bodyguard.
13. Revised several provinces on the map.
14. Scolots regional province and city corrections.
15. Edited
16. From the Ostrogoth palace.. the Saiones(Ostrogoth elite late units) can be recruited.
INFO
http://www.freewebs.com/merseybooks/...%20Cavalry.pdf
grave site illustrated:
http://www.24hourmuseum.org.uk/conte.../2007_1913.jpg
loading screen7 pic from HBO series
http://news.bbc.co.uk/1/hi/in_pictures/4399216.stm
17.Interface editing:
interface barbarians
McBride battle interface barbarians
Huns interface pic
Slavs interface
Slavs battle interface
Installer is set up to install the patch to where your rio files are located.
Gaelic and Slavic Patch Install:
-Gaelic names to separate Picts and Gael Irish
-Gaelic revision in family tree
-Revised Hibernia map names
-Revised provinces more towards to 5th century Ireland
-descr_vegetation Leviathan DarklyCute idea to bring it to the forum for DL
-several slav region names corrected
-Slav warlord now armed with bow and sword..different texture(Manipulated)
-slavs able to trade food, weapons
-Slavs warlord can be recruited from gordfort:
-Slav warrior resembles the bi vanilla Germanic night rider
-Slav third tier Svarog God description fixed(replaced the God Agni)
-Slav campaign interface changed
-Pai god remains a choice for Nomadic cultures:Even though not a Slav deity it is Under nomadic culture
-Armenian texture corrected.
-Old letter P on the menu splash screen to show the patch was installed
-Many thanks to Scolots help with the Slavs
Missing Ostrogoth palace unit textures
http://www.iabrno.cz/agalerie/pavlova.htm.....shaman illustration
Illustrations © Libor Balák
Translated and modified by Vít Lang after discussions with the author.
© Antropark 2005
Riothamus mod creator, and author to what the mod portrays from its beginning to its ever developing end: Rio VII.
Active and Past Rio VI Contributors:
Scolot: game ideas... Slav and Asian region corrections
Magio: game play tester... game ideas
Hohenlohe: game ideas
davidharvey1: game ideas
rasputin753: game play tester... game ideas... City fixes
Duke of Serbia: Slav historical corrections
Legion Augusta III: game play tester... game ideas(economic)... smith alteration ideas
cherryfunk: game play tester... game ideas
Raguel: game play tester... game ideas
Oswald von Wolkenstein: game play tester... game ideas
Turkeys: game play tester... game ideas
Bonifacius: game ideas... region corrections
Last edited by Riothamus; March 16, 2008 at 01:21 PM.
Under the esteemed patronage of Ramon Gonzales y Garcia IB and IB2 Mod
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