IB2 1.0 Patch
-billydilly spash screen
Requires the IB2 Beta
IB2 1.0 Patch is set up to install:
C:\Program Files\SEGA\Medieval II Total War
IB2 1.0 Patch.exe
IB2 1.0 Patch
-New Units
New IB2 units:
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WRE
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Pedites Bucellarius: Pedites Bucellarius were elite foot troops and sworn retainers for their lord.
Equites Bucellarius: Equites Bucellarius were elite cavalry troops and sworn retainers for their lord.
Domesticorum Pedites: This is an infantry guard unit normally based in Rome
Auxilia Palatina Seniores: are elite heavy infantrymen, armed and equipped much as other late Roman soldiers. Their status as an elite palace guard makes them something of a special forces within the field armies of Rome.
Vandals
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Vandal Nobles: are heavily armed and armoured cavalry warriors who are expected to charge into enemies and hack them to pieces.
Vandal Heavy Spearmen: In the 5th century Western Roman Empire cavalry may be king, but Vandal heavyspearmen are the regicides!
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Visigoths
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Gardingi: A warlord leads a personal guard of able and fierce warriors
Saiones: The Visigoth Saio was a sworn retainer exclusively to his lord.
Gardingi Infantry: These men are noblemen. As such they are better armed and trained, ready to be thrown into the fight at the moment of decision.
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Suebi and
Mercenary Units
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Mercenary Pedites Romanii: Mercenary Pedites Romanii are equipped, and fight, in the same fashion as 'proper' Romans - and indeed, they see themselves as being Roman rather than Barbarian. They are hard, dedicated warriors, determined to defend their people and homes.
Sarmatian Western Argaragantes: Argaragantes are the warrior elite among the Sarmatians. Although, for several generations living within the Roman Empire, they are at heart steppe warriors, with all that implies about their skills as horsemen and archers!
Mercenary Steppe Infantry: Mercenary Steppe Swordsmen fight on foot with swords bows, shields and some armour protection. They are not quite heavy infantry, but are certainly too well armed to be considered light troops and too experienced to be not taking seriously.
Uzgilesun Skuzzon: Chosen Archers are highly prized for their skills as excellent bowmen, being fleet of foot and expert hunters. They are armed with self bows and melee weapons.
Barduwarja: Every tribe needs its heroic warriors: men who stand head and shoulder above the rest. Men who laugh at danger! Men who show no fear no matter what the odds!
-Units armour upgraded
-new unit textures
-retexturing units
-unit balancing
-game balancing
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New Traits and Scrips:
-Added Authority Level Traits
Removed traits
-Remove Faction Leader And Heir export_vnvs
-Remove Faction Leader & Heir Traits And Triggers
-Remove Exheir Trait And Triggers
Altered traits
-Trigger barbarian_faction_heir_converts
-Trigger barbarian_faction_heir_converts_effects
-Trigger nomad_faction_heir_convert
-Trigger carthaginian_faction_heir_converts
-Trigger carthaginian_faction_heir_converts_effects
New campaign script and relgious modifications: TNZ
Spawned Characters
-Seubie, Visigoths, Romans, spawning character leaders
1. Adding a campaign script that stops a faction from building temples not of their religion but without remove the building from the export_descr_buildings file.
It works by adding event counters to the temple buildings in the export_descr_buildings file.
2. Adding the orthodox religion bonus to the barb city hall and hinterland kings castle buildings.
3. Removed churches from the settlements of non-catholic factions in the descr_strat file.
4. Diplomats: new files with the traits and ancillaries for diplomats changed back to using Influence.
-Script that spawns more Generals for the Vandalorum, Gothum and Suebian factions.
-Script that on the first turn sets the religion of the Vandalorum, Gothum and Suebian faction settlements to 35 percent orthodox.
New Buildings:
-Buildings Modified to reflect a darkening age(as it was in the west in terms of decaying technologies and exodus city populations)
-Added certain prescribe buildings
-Buildings economically modified to reflect the era..
-New buildings...and some redone
Government Buildings:
a-Provincial Civil Governor
b-Senate
-Banks- Guilds: increase econ and infra structure
a-Tabernae Argentariae
b-Curiales Guilds
c-Royal Mint
d-Empires Treasury
Merc Buildings: recruit units
a-Mercenary Fort
b-Mercenary Fortress
-Kings Fort Buildings: Barbarian branch off from urban area.. Recruit elite units
a-Treasure Chest
b-Hall of Heroes
c-Kings Castle
d-Kings Court
-Mithras building info pics added
-More hun hordes
-Infra structure needed a slight tweak..Increased econ for all factions
-More barb units at the start
-Vandals financially benefit from port taverns(piracy)..a meeting place
-Game Balancing
-Population modification: Displaying the urban exodus on a minor scale
-The economic impact of the Curiales Guilds and the Provincial Civil Government on buildings within the edb
-Descriptions of units and unit cards(some descriptions used from julianus heraclius mod, INVASIO BARBARORVM: SOMNIUM APOSTATAE IULIANI.
http://www.twcenter.net/forums/forumdisplay.php?f=253[/URL]
Riothamus: Buildings and game testing
midnite: Textures, unit models and game testing
TNZ: Scripting and game testing
Imperiumiv:Beta testing
Includes Patch I
-Mod now more balanced to play out more historically
-Midnites huge units
-Midnites Re Done Germanic and Roman Textures
-legio_xx's Roman unit cost increases
-Rio's Barbarian unit costs adjustments and strat adjustment
-Lepsis Magna name corrected
-IB2 CIG File: city names with Faction Banner applied
IB2 Beta Patch II
Vandals starting position:
-The Vandals Start of in Africa in control of Tingis and an adjacent province in Africa and appear like a horde.
-Limited family trees
Upgraded the infra structure of all the factions with the Romans being a little better: Added churches farms and ports to many regions
-City infra structures and pop: farms, churches and ports added for historical realism
-Win conditions: added win conditions that historically represent the Barbarian ultimate expansion
-More armies: Larger armies to represent for realism
-IB2 Beta Map: Mountain ranges, farms and rivers edited for more realism
a..Land bridge between Africa and Iberia removed: Not needed for The Vandals in 429AD were entirely in Africa and we dont want them to pack up and leave to go straight back to Iberia lol
-Textures: new shields and modified upg1 armor of the milites and new Faramanne texture
-added Ricimer name(missing in 2 files)
-Custom Battles: fixed and playable
-Export_descr_unit: javilin distance and time edited..-unit costs re adjusted to balance the increase revenue from an increased infra structure.
-Armour upgrades made more exspensive for the WRE.
-Battle_config: The distance at which missle units fire their missles. The amount of men within the range of the missles before the missle unit fires.
-Emergent faction: a secret lol
-6 turns pr yr by GrnEyedDvl 2 winter back to back followed by 4 summers
-Config_ai_battle: Barbarians much more aggressive and will hold their ground longer and in their skirmishing attack they are more likely to throw their javelins as do the Romans
-TNZ Starting maps