Bethencourt's 1800 aims to create the Napoleonic atmosphere in Empire: Total War.
It is set to eventually include two campaigns: first Bethencourt shall integrate Napoleonic armies and technologies into the normal Empire Total War campaign; then, he plans to develop a new campaign set entirely in the Napoleonic Wars. Thus far he has developed numerous new units for the Austrian and French Napoleonic armies, previewed at his mods thread here. A few pieces of eye candy can be found below!
Spoiler Alert, click show to read:
1650
Presenting V1650, a Dutch VOC mod! This excellent mod by General Brewster strives to depict the United Provinces of Empire: Total War as they truly were back in 1650. The mod contains a new campaign map, new units, and many other small changes. Whether you build up your forces in New Amsterdam and expand west in the Americas, or set up an unstoppable trade empire in India, this mod is perfect for the Dutch enthusiast!
Darthmod Napoleon
Presenting DarthMod Napoleon version 2.2! In typical Darth Vader fashion, the mod has been patched multiple times in the past month. These patches include an all-new and improved launcher and dozens of other fixes serving to make the DarthMod Napoleon experience even more epic! Whether you're a die-hard Darth groupie or new to his work, DarthMod Napoleon version 2.2 makes an awesome mod even better!
Surrection (NTW mod)
♔EmperorBatman999♔ and ResPvblica present Surrection, a French revolution mod that is the successor to Revolution: Order of War. Surrection brings the graphical and gameplay improvements of Napoleon Total War to an Empire: Total War setting. Surrection allows you to take part in all the chaos, grit and epic battles that we call the French Revolution as either Royalist or Revolutionary forces.
Visit the thread http://www.twcenter.net/forums/showthread.php?t=508253 here to learn more.
And while you're there, take a look at this excellent video of the mod in action!
Spoiler Alert, click show to read:
E.K
Fredrick the Great's "Art of War"
Fredrick the Great's "Art of War" is a mod for Napoleon Total War which is built for - according to the mod's developers - "the people that are crazy over historical accuracy". Its goal is to bring the era of Fredrick the Great into Napoleon Total War's engine.
Its focus is ultra historical realism. It will add a fog of war system, a scaling system for all aspects of battle at a 4:1 ratio, an overhaul of morale, fatigue, musketry and melee mechanics, unit abilities, AI and naval mechanics.
It is currently a work in progress mod, with not even any screenshots to show you. You can, however, find more information about, and discussion of the mod, at its forum topic here.
- most aggressive outflanking around -
- much improved overall AI performance -
- heavily customised AI formations, improved player formations -
- very efficient skirmishing -
- cavalry avoiding spears -
- corrected pathfinding -
- countless fixes, tweaks, balancing changes -
- limited possibility of exploit use -
- optional Battle AI and Content Switcher (currently for SS and TATW) -
- reworked ReallyBadAI Hardcore, player temporarily loses control over charging units, including impetuous -
- reinforcements tweaks - AI made more aggressive -
- script optimisations -
- new art courtesy of cedric37 -
- AI uses hero abilities in Third Age: Total War - - better AI reinforcements behaviour, supports up to 8 AI armies in a single battle -
- AI not getting stuck during sieges - restored functionality -
- fixed random CTDs that might occur due to hard coded AI being unable to apply battle strategy [definitely solves 99% of issues] -
- better behaviour of elephants, mumakil, steam tanks etc. during sieges -
- AI deploys stakes on hard+ difficulty only -
Those are only the basic features: check the link for a long and detailed list of great changes
this mod is going to bring to campaigns and battles.
Germanicu5 is constantly improving the mod and bringing in new features.
So stay tuned, keep an eye on the mod, and be sure to always check out the newest version(s).
1648 - Der Dreißigjährige Krieg (The Thirty Years War) [DE]
1648
The "Thirty-Years" War
A period in history
in which the Catholics and Protestants of the fractious German states fought for their religion,
their freedom, or their Kaiser.
A war that lasted a whole generation and claimed thousands of casualties is
finally portrayed in a very detailed and promising Total War modification.
The mod 1648
is settled in the period 1618-1648 of the wars in Central Europe
better known as the '30 years war'.
The battlefields of this conflict are all located in the area of the Holy Roman Empire.
The map has 24 factions and 198 provinces.
The pivotal aspect of the mod will be the struggle of the Kaiser with the counter reformation with
protestant leaders being his main adversaries.
Foreign powers enter the game as spawning factions like Siebenbürgen or as invaders like Sweden and France.
Poland-Lithuania (the Western areas), Denmark, Swiss Union and the United Netherlands have their part on the map as well,
although their influence in the beginning will be more passive.
The eighty years war between the Netherlands and Spanish Habsburg will also play a role in the overall war of that period.
The mod has followed new paths to make the game experience more intensive:
new music and sounds, new textures, new units, new animations, new stratmap elements and more.
One of the main special features of 1648 - Der dreissigjährige Krieg,
is certainly the modified cities, which introduce some the ability to place artillery on walls.
This fantastic innovation allows you to place cannons on your city walls,
in order to bombard attacking armies trying to break down your defenses.
For the English speakers:
The mod currently is released just in German,
not only because of the developers' native language, one of them the great TWC size Gigantus,
but also due to the setting and background of the project.
For those of you who don't want to try it out in German already right now,
you can sigh, an English translation is being worked on.
So
while you still have to wait for the translation to be completed,
Or you are already downloading and have to wait,
watch this nice little trailer bringing you in mood to start a 30-years war
The Holy War,
one of most interesting parts of history and the perfect scenario
for a Total War game.
Bellum Crucis has been developed since the end of 2006 as a community project
on Medieval Total War Italia.
It has been wildly successful, boasting thousands of downloads in Italy and abroad.
Bellum Crucis is an extended modification of Medieval II – Total War that aims at an overall improvement
of the game in all its aspects including the campaign map, unit models,
artificial intelligence,diplomacy, gameplay, and historical accuracy.
Four campaigns are playable.
The mod also features many scripts like a Garrison Script, Rise of Heroes, Prestige Script, New Agents and many more.
Next to some new factions which are brought into the game,
the number of regions has been maximized and have been rationally distributed over the entire extension of the map,
in order to optimize the pathfinding calculations of the AI,
while maintaining great historical exactitude in choosing the settlements.
Special attention has been given to diplomacy, as a very central role in the campaign.
Another focus lies on climatic distribution, directly influencing many aspects of the campaign
such as the appearance of snow during winter seasons and the reduced mobility of the characters.
Now the famous mod comes up with another new version: Bellum Crucis 6.3
The new Bellum Crucis is a stand alone and does not require an older version of the mod.
In case you do already have some prior version installed,
it is recommended to delete or rename the older folder.
The 6.3 version includes a lot of great changes,
the most important ones are listed below:
- Various improvements to mechanical governing diplomatic & the strategic and tactical IA -
- Changes to the strategy map perspective to the addition of the Abbasids and the latest factions -
- Addition of many new units and revision of many existing units -
- Added portastendardi for siege weapons -
- Made many new flags -
- New textures for the turrets on the strategic map -
- Improved the economic balance -
- Relics that can be captured in battle (killing one who has them) -
- Random sieges by armed rebels to the settlements on the borders of the map or on the islands -
- Added a script to limit participation in the Crusades \ jihad by AI -
- The system of differential recruitment between AI and human player -
- Various changes to the system of mercenaries -
- Updated the historical battles -
- Introduced the possibility of supplying units of the settlements under siege by sea -
- Various graphical updates -
- Adapted to new package of sound units -
- Many fixes and minor changes -
And at the end there is also something nice for you to look at:
They also published a little video with some nice information:
Broken Crescent
is a Total Conversion modification for Medieval II: Total War.
It is among the most popular M2TW mods and features a brand new campaign map, a multitude of new units and factions,
new religions, a "Titles" system and an AOR (Area Of Recruitment) system .
It is centered around the Middle Eastern warfare during the period between 1174 and 1400 AD.
It features Muslim, Christian, Pagan, Hindu and emergent factions.
The campaign map is spanning from Constantinople and Egypt in the west to Northern India and Afghanistan in the East.
It encompasses all the classical and iconic lands of the Eastern and Islamic world.
fixed limited choices of factions in custom battle faction selection menu
fixed too long ladders
fixed too tall siege towers
added missing gubernatorial titles .tga
added missing victory conditions for Chauhans
lowered Chauhan bodyguards recruitment costs and upkeep
fixed broken battle UI
fixed unaccessible strat map resources (special thanks to Araven at forum.totalwar.org.pl)
in Kandahar Region, changed "honey" resource to "dogs"
fixed broken Raider's Loot script
fixed the issue of never dying family memebers
added missing Omani baqlah unit_info picture
fixed broken swordsmen animation (Taiji)
fixed spelling errors in descr_names.txt
changed "Middle Eastern" culture into "Islamic" (expanded.txt)
lowered building cost of dirt roads from 7000 to 4000
added win and lose .bik's to descr_faction_movies.xml
added missing Malik of Sindh title
fixed save corrupting 4th crusade siege script (special thanks to TechStrider)
crusaders besiegeing Constantinople appear as Latin army now (instead of old middle_eastern rebels)
improved Ayyubid behaviour
adjusted AI Cash Script (thanks to Polish fans of Broken Crescent)
improved Garrisons script
improved AI Faction Stacks script
So for every fan of this excellent mod,
or also anyone new to this project who's interest has been awakened:
Check out the new version and download this great mod, here:
The Kievan Rus' Khaganate
from their mod, that settles in the Mediteranean area around Greece from 872 till 1071.
The borders of the GC's map reach from southern Germany and Italy, to Tunis, Jerusalem and Belgrade.
"The main scenario is the huge – in numbers and in timeline - conflict that took place between the Medieval Roman Empire (Byzantium) and the Bulgarian Empire.
That conflict changed a lot in the middle ages Europe and those changes are more or less unknown to the public.
In order the player to have a spherical view of the changes that happened in Europe there are some more conflicts that influenced the world back then
and lead to the first crusade, the Norman establishment in Italy, the Magyar establishment in the central/east Europe and the birth of the Hungarian kingdom.
Also [...] the appearance of Turkish tribes in the eastern Anatolia and in the Middle East [will be shown].
Players will know the dynastic changes the Islamic kingdoms suffered that lead to the Islamic civil wars.
Players will learn about the last attempts of the Lombards to have a kingdom of their own and the birth of the HRE from the ashes of the East Frankia."
To see a full list of factions visit the FAQs in the TGC section. Two little cinematic trailer of the mod 8so far) can be viewed in this thread as well.
For further info and small previews, please go to the Collection of minor previews.
"While the lands of the Rus' have been occupied for centuries, their history truly lies within the heart of the Norse people - those who many know today as the Vikings. For many years, the Norse had been terrorizing the known world, raiding and attacking every civilized country in Europe. However, in their search for glory and gold, the Norsemen would create one of the largest and most powerful kingdoms in all of Europe."
The preview also explains the origin, background and conflicts, government and religion of the Kievan Rus'.
From "The Early Period" and the "Rorikid Dynasty",
to the "Years of Oleg" and "Christianity".
Of course the very informative preview also contains, beside a very detailed banner collection,
in-game screenshots of some of the faction's units, such as the
Druzhina Kagana
Each of these beautiful looking and detailed made models is obviously armed with a nice little description as well,
fitting to the rest of the developer's preview, who are indeed sticklers for details
- what is of course an advantage for the look and the general outcome of this promising mod.
So once again keep an eye on the mod and it's developers
to also see their next wonderful preview, which will certainly be another piece of eye-candy,
while we will all wait, wait for the beginning...
The team already released many very informative and beautifully detailed previews,
containing some artistically masterpieces such as the Character Artworks, Battlefield Banners, Character Portraits, etc...,
as well as some faction previews like the Karaman Begs or the Order of Saint John.
Now the mod developers provided another great insight into their work.
They did release another fantastic faction preview for us:
The Kingdom of Georgia
from their mod, that displays the Turkish area from 1310 till 1510.
The project is about the Second Anatolian Principality. It includes struggle and wars between the Anatolian Principalities
and the Balkans as well as the eastern factions.
It also contains conflicts about the Mediterranean and Aegean's islands,
features the Ilkhanids as well as the Timurid invasions.
The A.P.'s map focuses on Turkey, from the Balkans to Georgia, the north of Egypt till Baghdad
and the south coast of Crimea with all together 173 cities.
"At that time the country is ruled by the Bagrationi Dynasty. There were throne wars with Imereti dynasty and authority struggles in addition to unrest caused by the repression of the Ilkhanids in the Kingdom of Georgia. George provided national sovereignty when Ilkhanate lost their power, but that sovereignty ended with the spread of the threat of Tamerlane. Although, they are away from the Anatolian principalities, Ilkhanid and Timurid pressures is being felt quietly. Kingdom starts game with four regions. Our goal is to withstand the pressures of the Ilkhanid and Timurid and establish the Kingdom of Great Georgia. To achieve this, we deal with local Georgian rebellions."
Of course the preview also contains, beside some nice emblem collection and event pictures,
many in-game screenshots of some of the faction's units, such as the
Winter ends for us on March 20th, but the cold is still approaching in Westeros. Murfmurf presents us with a preview of House Stark. Each unit is lovingly handcrafted using community-made assets and the WTW team's modding expertise. If you count yourself as a Game of Thrones fan you have no excuse not to head over to the Westeros: Total War forum and check out this gorgeous preview. Winter is coming.
Ran No Jidai is a total conversion mod for Rome: Total War - Barbarian Invasion set in the brutal Sengoku period of Japanese history and has recently had a whole host of new features and upgrades added to it with the release of the new version (2.0).
As is to be expected the mod includes all the major clans and factions that participated in the conflict such as the Takeda and the Oda. The Ikko-Ikki are also included as a faction, but they function slightly differently to the other clans, as they will recieve any settlement that rebels away from any other faction and are also classed as a hording faction. The Ikko-Ikki campaign is certianly the most unique one in the mod, but the team has also put extensive work into making each faction as unique and historically accurate as they possibly could and so they all have their own strengths and weaknesses such as strong sailors for Mori and expert diplomats for Imagawa. Each faction also has its own videos and prologues and the net result of all these additions is to make all of the campaigns feel very different to each other.
The campaign in general has also seen a lot of extensive improvements. The first of these is that the economy, settlements, governors and generals have recieved an overhaul, which has added many new traits and ancillaries, better settlement progression and a new spying system, which allows both diplomats and assassins to be used in a spying role. The second change has been to the visual appearance of the campaign map, which has been improved with the help of the real-life climate maps of Japan. These changes to the climate types also affect food harvests in the game, so certain factions will find it very difficult to get good harvests due to the climate type; This will limit population growth for said factions and so they will be forced to expand if they want to increase their manpower. In addition to changing the campaign map appearance - there are also many new battle maps on which you can crush the forces of your enemy upon. The third major change to the campaign map in RNJ is the improvement of the AI, which is now much more challenging both in the campaign and in the battles and should prove a challenge even for veteran players. There are also dozens of new units included in this version and mercenaries and gunpowder units can be recruited for the first time - there will also be a lot of AoR units that will only be recruitable in certain areas or by certain religions such as Ashigaru Sword for the Urakami.
There are too many new features to talk about in this article, but if you want to read about them all in more detail or you want to take the reins of your favourite clan and experience them in game you can do so by visiting this thread!
-Brittanicus
LOTR:TW Settlement Previews
Alex TW > Lord of the Rings: Total War Settlement Previews
The Lord of the Rings: Total War (LOTR:TW) mod for Alex:TW is a total overhaul mod that aims to recreate the world of Tolkien during the third age of Middle Earth using the RTW engine. In particular they aim to achieve the same epic battles as seen in the movies and whilst previous versions have already done this for normal battles the new version will be doing the same for sieges with the addition of dozens of new unique settlements, as well as new generic cities for all factions.
All the major settlements in Middle Earth will have their own custom city. The world of men will receive several of them ranging from the majesty of Minas Tirith and the ruins of Osgiliath to the indomitable Helm's Deep and the coastal city of Dol Amroth. The other forces of good will also see custom settlements in the form of Rivendell and Caras Galadhon for the Elves and the Lonely Mountain for the Dwarves, as well as many more.
Minas Tirith
The forces of evil have not been forgotten either and they have also been given several new custom settlements; These include the menacing might of Barad-Dur, the impregnable tower of Isengard, the sinister beauty of Minas Morgul and of course the Goblin stronghold of Moria.
Isengard
There are several settlements still in development and new generic settlements which aren't included in the preview, but if you want to check out all the custom settlements above and more (and I highly recommend that you do) then you will able to view all of them in their full glory at this location!
-Brittanicus
Extended Realism Documentation
Rome TW > Rome Total Realism > Extended Realism Documentation
Extended Realism is a mod, which has used the Rome Total Realism mod as a base - however the changes the ExRM team have made are so extensive and so many that they may even confuse veteran players at first. Don't despair though, because Quinn Inuit has created an extremely helpful guide for all these new features and changes, so if there is anything you don't understand in the new version you should be able to find all the answers to your questions in the guides he has produced.
The guides cover the extensive changes to trading, farming, the many new scripts, combat re-balancing and new units, recruitment changes, map changes, the addition of new colony and governmental systems, as well as much more, so if you want to start learning early or just want a look at the plethora of new features all you need to do is visit this thread!
-Brittanicus
Extended Realism Unit Previews
Rome TW > Rome Total Realism > Extended Realism Unit Previews
The team behind the highly popular Extended Realism sub-mod for Rome Total Realism have in recent weeks been hard at work on a new version of their mod and so as a teaser for what you can expect Carados has been posting images of some of the glorious new units that will be included. It's been left to the fans to guess what each unit is, so if you think you can tell your Campanian Cavalry from your Roman bodyguard then head over to this thread to view the new units and make your guesses!
-Brittanicus
Mundus Magnus 4.0
RTW > Mundus Magnus 4.0
The Sage of Oz has released a new version of the ever popular and well known Mundus Magnus map for RTW. The new version includes several changes and additions such as new rivers across the entire map, changes to map heights, improved ground_types and more accurate geographical locations. To view the release thread and the download location all you need to do is visit this thread!
-Brittanicus
End of Days - 3 New Factions Addon
RTW > BI > End of Days > 3 Faction Addon
End of Days is a fantasy mod for RTW:BI set in the Dark Ages and focuses on a struggle between the forces of good and the Satanic nation of Magog. CapnDan has created a small addon, which brings 3 new playable factions to the main game called the Qin Empire, Kushan and Akagi. The new factions are fully integrated into all the mechanisms in the main mod such as the religion system and have been given new unit rosters, as well as different strengths and weaknesses.
-New Kushan Unit Roster
In addition the addon also makes several other changes to the campaign overall. These come in the form of some re-balancing for the existing units, recruitment changes and a few other bug fixes and small changes. If you want to experience these new additions in your own copy of EoD you can download it here!
-Brittanicus
Gallery
Mauryan Portraits Mod
RTW > Res Gestae TW > New Portraits
MarkusAntonius has shown the public some previews of a few new portraits for the mod Res Gestae Total War, improving the Mauryan portraits for generals and family members. No download link has been provided yet, but cast a look at what he has shown already.
As always, leave the artist some rep and supportive comments if you like his work.
-Boustrophedon
Amazon: Total War 6.0
RTW > Amazon TW > New Release
Amazon: Total War has experienced a massive revival and reignited interest after parthian shot took over the reins as modleader. As to how massive this revival exactly is? Just take a look at the changelog in the spoiler below to get a grasp of the extensive changes that have been made for this new release of a classic mod in vanilla RTW modding.
Spoiler Alert, click show to read:
Changes and specification in 6.0e-6.0g
- Emergency patch to repair Seleucid Cataphract Missing officer skin file CTD.
- Emergency patch to repair Parthian Cataphract Missing officer skin file CTD, as reported by Resef.
- added load screen from RSII battlefield landscape.
- corrected Parthian armor issues to use more bronze than iron.
- Emergency patch to repair Macedonian Peasant missing file CTD.
- fixes for errors reported by Mark Centurion
- added standard bearer for Barbarian.
- added officers for all units except horde, merc, and rebels.
- re-skinned Armenic light horse archer
- more improved Darth Vader Foot Missile Bug parameters. AI is much more aggressive on the battlefield now.
Changes and specification in 6.0d
- Renamed titles and units to be more consistent with the storyline and their functionality.
for example, the head of Geothe Amazon is now Priestess Marshal, as the Geothe is an Artemis/Camilla Sect Theocracy.
The Gladiatus Cohort is now renamed, Xiphos Plumbatarii to indicated that they use the Xiphos style sword with shield, and they throw leadened darts using pole sling.
- New Armenian Units
~ Armenic Guard Immortal
~ Armenic Halberdier
~ Armenic Amazon Elite Horse Archer
~ Armenic Amazon Xiphos Legion
~ armored conscripted spearmen with pole sling throwing stones
~ Armenic Heavy Cavalry with pole-sling throwing leadened darts
~ Armenic Light Lancer
~ re-skinned Armenic Legion
~ re-skinned Armenic Archer
~ re-skinned Armenic Noble Maiden
~ Armenic Standard Bearer
~ new Armenic officer and general
~ new Armenic officer and general on strat map
- Until the first quest is completed, Armenian faction units mostly have the following characteristcs:
a. Their units are the best equipped, and almost exclusively all iron armored
b. They are awfully expensive, both in recruitment and upkeep.
c. They have the best equestrian mounts of any factions.
- New Armenian faction color, flag, and standard bearer, based on Armenian Artaxiad Dynasty flag
- Fine tuned Armenian Quests again to be more playable and interesting.
- Corrected the Amazon sword women animation issues.
- Re-factored offense points for Amazon and Armenic units using mini-leadened-bolts (plumbata)
- Re-animated Amazon Heavy Manu-Ballistae Cavalry units for all Amazon factions, switched from sword to spear/lance
- Amazon General Units adjustment on offense point and unit strength.
- New Armenian General Units and strat animations.
- Celt is now playable but not recommended if you intended to play a faction to achieve world domination.
- Roman remains Purple as Spartan198 suggested
- re-skinned Amazon Libyan units to be more Eurasian than African.
- New Amazon Cavalry of the Line Animation and skins.
- New Geothe Amazon Lanciarii Animation and skins.
- New light unit skins for most amazon archers, militia axes, militia cavalry.
- use the newly tested result from Darth Vader Foot Missile Bug parameters to enhance the AI's battlefield tactics.
- corrected mercenary units missing skins errors.
- new adjusted skins to make the Amazon unit more photo-like.
- new Amazon unit .cas files
- new sprite files as well as more sprite changes for existing files. This is by no means a completed task, but I am glad we finally have test methodology in place.
- Changes to give peasant and light units more ragged look, in keeping with the Balanced Unit Modeling principle (aka Parthian Shot's 6 Laws).
- Because the above changes in light units will make unit identification more difficult (Amazon TW has the banner turned off to make the battle more realistic), each peasant unit as well as light unit is given a standard bearer for easier unit identification on the battlefield.
- Add happiness points for Amazon cult temple even if some non-Amazon factions own the territory.
Changes in 6.0C
- emergency fix for Armenian Amazon Units
- adjusted Armenian Quests, so Sarmatian won't get the bonus Armenian supposed to get.
- wild animal icon by the shore of Sidon has been relocated to the beach.
- expanding unit info
- more RSII based load screens
- more text added.
- adjusted RSII battlefield map
- new stronger Armenian starting position
- new Armenian Armored Cavalry
- Amazonia General Unit adjustment
- corrected Armenian Temple Tree
- corrected EDU to allow Armenian to recruit Geothe Noble Maiden
- Enabled Testudo for Amazon Gladiatus Cohorts
New Features for 6.0B are
- RSII Battlefield map, combined with many 512x512 skins, the mod looks like a MTW2 project instead of RTW/BI project.
- New Armenian Armored Amazon Gladiatus Legion Cohort.
- New Amazon Gladiatus Cohort for Amazon Factions.
- New Amazon Foot Companion, Amazon Round Shield Cavalry skins.
- New Amazon Chariot cards, skin, according to the BUM principle.
- New Amazon General Units skin.
- New unit defense parameter for Foot Companion, Round Shield Cavalry.
- new Amazonia game start configuration.
- new Amazonia quest configuration
- Armenia Quests and Armenian Amazon units.
- new weapon type called the "pole-sling" has been added.
- New Incendiary Amazon Trireme and Bireme naval units available for factions who have fulfilled their quests.
bug fix and changes in Release 6.00A:
- New Thyssagetae force distribution and units for the start of the campaign.
- New Amazon General Units for Thyssa Amazon and Amazonia.
- New Thyssa Amazon Quests.
- New Balanced Load screens.
- New Amazon Ballista Cavalry and infantry units.
- New Amazon Balista Elephant Animation by Andrey.
- New Amazon Round Shield Cavalry.
- New Amazon Standard Bearer skins.
- Newly expanded Amazon agents and general picture repository.
- Revised capability for Roman and Greek ballista and scorpion units.
- New Amazon Border Horse Archer skins
- New Amazon Heavy Peltast units
- New Amazon Halberd cas files created by Andrey with skin mods by me to make them look like speared labrys.
Still not convinced? These pictures should go a long way to help you make up your mind and download this mod.
These many changes and new units certainly deserve your approval so go over to the mod forum right here, take a look around and leave some friendly comments to those whose hard work made this release possible. The original release thread is here.
Enjoy this wonderfully original idea for a mod and as always leave some friendly comments and rep if you enjoyed the work of the modders.
-Boustrophedon
Ancient Egypt - Total War
RTW > Ancient Egypt TW > WIP
Some shameless self-promotion I know, but since I'm writing for the Eras section and I have started my own mod, who would be better suited to write a blurb on this project? I (Boustrophedon) am the modleader of a new and upcoming mod focused entirely on Egypt during the New Kingdom timeframe.
My team and myself have done some groundwork already such as research and faction artwork as well as many other small things like loading screens, custom music and things like that. Work on the map has begun and is in the final stages, though CTD's are still present and need to be hunted down first.
For more information on the scope of this project and other essential information please visit the WIP thread here. You can find the team and the finished work in the OP. Thank you for your interest and make sure to rep my team for their great work so far!
-Boustrophedon
Scandza: Total War
RTW > BI > Arthurian TW > Scandza: TW Erilaz has released a playable beta for a new project of his, called Scandza: Total War and it is a mod focusing on Scandinavia in the 400-700 AD timeframe. The map below will clarify the scope of this mod.
The release thread contains all the information you need as well as the download link. Take a look at this mod and leave the modder some friendly comments and some rep if you enjoyed his work.
-Boustrophedon
Roma Surrectum 2.5
RTW > Roma Surrectum > New Release
Any serious RTW player will have played this mod at least once. Stunning units, a beautiful map and too much goodies to name them all. The Roma Surrectum team have been working hard on further improving their 2.0 release, which was probably the most anticipated mod for RTW of these last few years. In this beta release many of the new content is already present though bugs still exist, hence the prefix "beta". Grab a hold of this patch HERE in the Roma Surrectum subforum.
Enough introduction! Take a look around in the release thread and the subforum but here are some screenshots of my own, focusing on the new content added in this release.
Scripted historical events: Invasion of Cimbri and Teutones in northern Italy
Spoiler Alert, click show to read:
New traits and ancillaries: Galatia
Spoiler Alert, click show to read:
Completely new factions with new units: Galatia
Spoiler Alert, click show to read:
Revamped political roleplaying: Rome
Spoiler Alert, click show to read:
Military decorations: Rome
Spoiler Alert, click show to read:
This and much more can be found at the link above. Minor bugs and a few CTDs have been reported, but nothing gamebreaking so far. If you do find any problems with your game then consult the stickied threads in the Roma Surrectum subforum.
-Boustrophedon
End of Days 2 Micro Mod
Building on top of the ample framework for the End of Days 2: Lycan Rising modification for RTW the user Casual Tactician hopes to make your killing much more pleasurable in this dark fantasy universe. This handy micro mod introduces two new changes with one effecting gameplay and the other helping you affect the gameplay.
One change offers a much more in depth unit information page for units allowing you to understand how your units operate on a much deeper level.
Like so:
Spoiler Alert, click show to read:
The other change is designed to make your battles longer as to enjoy the fruitful atmosphere and tactics of the mod. He offers three packages of which all work to reduce unit lethality by either 25, 30, or 50 percent depending on your choice and preference.
You can download the files and see more information here!
Brought to you by Kamos.
Persian Invasion
Comrade_general presents one of his newest mods, Persian Invasion! This is the mod for any true Persian Empire fan!
Mod features two campaigns, Greek Hegemony and Greco-Persian wars. There is many interesting factions to play as, such as Spartans, Scythians, Macedonians and of course, Persians and many other factions. The units are detailed and balanced, all factions have many different units to try out and battles are long and fun.
If you want to know more, you only have to visit this thread!
Written by: Clagius.
Tools, Tutorials and Resources
[Tool] TW Script Editor v0.5.8
Squid has recently released an update for his extremely useful TW Script Editor, which can be used to edit and validate scripts for RTW, BI, Alex, M2 and Kingdoms.
The update contains several improvements over v0.5.7 and fixes for bugs found in previous versions.
Squid has also updated another of his useful tools - the Trait/Ancillary validator, which can be used to check and display errors and problems associated with Traits and Ancillaries.
The new version improves on and adds several new features over the previous versions with several problems also being fixed.
RTW > BI > Invasio Barbarorum Flagellum Dei > New Portraits
Joar has recently updated his series of portraits for the Late Ancient World. From the Arthurian era to the Sassanids and other Eastern powers, many beautiful portraits have been designed and displayed in this thread here. For some true artistry check out the link and enjoy the wealth of graphic material on display. Only the Arthurian portraits have a download link, but keep an eye out for the others.
- Justinian
Spoiler Alert, click show to read:
- Narses
Spoiler Alert, click show to read:
I naturally assume you will agree such beautiful work deserves your attention. Leave the artist some rep and some friendly comments while you're at it.
Questions are not necessarily there to be answered, but possibly there to inspire thinking.
Nullius addictus iurare in verba magistri, - quo me cumque rapit tempestas, deferor hospes.
If mind is common to us, then also the reason, whereby we are reasoning beings, is common. If this be so, then also the reason which enjoins what is to be done or left undone is common. If this be so, law also is common; if this be so, we are citizens; if this be so, we are partakers in one constitution; if this be so, the Universe is a kind of commonwealth.
Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth.
There is no chaos in the world, only complexity.
Knowledge of the complex is wisdom.
From wisdom of the world comes wisdom of the self.
Mastery of the self is mastery of the world. Loss of the self is the source of suffering.
Suffering is a choice, and we can refuse it.
It is in our power to create the world, or destroy it.
Homo homini lupus est. Homo sacra res homini.
When deeds speak, words are nothing.
Human history is a litany of blood, shed over different ideals of rulership and afterlife
Sol lucet omnibus.
You have power over your mind - not outside events. Realize this, and you will find strength.
Neither should a ship rely on one small anchor, nor should life rest on a single hope.
The only way to deal with an unfree world is to become so absolutely free that your very existence is an act of rebellion.
Ο Νούς νοεί τον εαυτόν του ως κράτιστος και η νόησή του είναι της νοήσεως νόησις.
'Nothing is true, everything is permitted.' is merely an observation of the nature of reality. To say that nothing is true, is to realize that the foundations of society are fragile, and that we must be the shepherds of our own civilization. To say that everything is permitted, is to understand that we are the architects of our actions, and that we must live with their consequences, whether glorious or tragic.