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Thread: IB2 BRITANNIAE III DOWNLOAD AND DISCUSSION

  1. #361
    ebs's Avatar Centenarius
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    Oct 2012
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    Default Re: IB2 Britanniae II Expansion Mod

    So i download and start to play.. but i see again is have same old problems for me.. is dont have border line between ur cities.. when u looking to the map u see one color only.. i dont like this really and make me little nervous.. again in battle is dont have the green triangles.. now i must edit the conf.
    and when i build mining i dont get icon for that from my income section.. and why dont have priest for paganism?if i like to keep germanic paganisim for my faction religion i cant?
    Attached Thumbnails Attached Thumbnails min.jpg  
    Last edited by ebs; July 14, 2013 at 07:39 AM.

  2. #362

    Default Re: IB2 Britanniae II Expansion Mod

    Quote Originally Posted by ebs View Post
    So i download and start to play.. but i see again is have same old problems for me.. is dont have border line between ur cities.. when u looking to the map u see one color only.. i dont like this really and make me little nervous.. again in battle is dont have the green triangles.. now i must edit the conf.
    and when i build mining i dont get icon for that from my income section..
    If you dont not have a resource to build a mine than don't build them. You are still getting a trade bonus but your not getting the full bonus for the mining resource. That's how its works. You have now in game battle banners that distinguish your faction now so you should be able to tell what faction is yours. Some players think it looks ridiculous seeing green arrows on the battle field thus its a preference. ebs really...you cant see the vast differences between the colors of the faction borders?

    Quote Originally Posted by Kilij Ae Varyl View Post
    Hiya! Love the mod and the time period. I really like playing Romano-Britons and fighting the concilium largely responsible for the Anglo-Saxon occupation and then follow up by kicking the Germanics out of Britain. However whenever I play a Christian faction I always seem to have 80% Religious unrest even the settlement is majority Christian, best example is one settlement that was 90% Christian and still had 80% religious unrest. This is quite troublesome when I'm playing Guened and start with three settlements deep in the red due to this while they are still majority Christian. As much as I like a challenge, this seems quite arbitrary. I don't know if it's a bug or not, but it just doesn't make sense. On a side note, I think it would be interesting if Romano-Britons could revert to paganism, especially for Guened, which iirc, the region was quite the center of Brythonic druidic traditions. If the Roman factions can build Roman pagan temples, I think it's only fair that Romano-Britons could build their own pagan temples.
    The religious unrest has been adjusted-corrected for the upcoming attachment patch. It was set too high I think so it doesn't have room to breath and across the board you get that % standard religious unrest...My bad. The Romano British building pagan temples(specifically Gwynedd) is interesting. The ancillary druid was expanded w/a few important layers though to give it that esoteric pagan aspect to the game. We do have them with the ability to build Pelegiasim temples and anything more might be too much for the player or the AI
    Last edited by Riothamus; July 14, 2013 at 08:09 AM. Reason: w/some druic

    Under the esteemed patronage of Ramon Gonzales y Garcia IB and IB2 Mod

  3. #363

    Default Re: IB2 Britanniae II Expansion Mod

    Quote Originally Posted by Candy_Licker View Post
    So I'm in year 465 in my old Saxon campaign.

    After the Yutes broke the peace again, landing 7500 men on my shores, I crushed them within 1 turn. So I decided that Jutland had to be conquered to get rid of these troublemakers.
    I easily conquered the lower 2 settlements, then trapped their king in the third with my 2 armies. Since he had some quality troops there and the garrison script kicked in, I decided to siege the province down. They send as many relieve troops as they could, but I had 7000 experienced troops at my disposal, so I easily crushed their troops at what would be their kings last stand. After I annihilated their forces, my army way ready to enter the town, and then the garrison script kicked in again! I got the town, but had to slaughter another 2500 Jutes afterwards.

    Now they only have one settlement left in Jutland, and the money rolls in. Finally I can pay the more expensive building upgrades. Before I had to resort to some ticks. I had some generals with traits like archictect that gives 20% construction discount, so I sent them all around my realm to save some money

    Question: I still have my colony in Britain that brings in alot of money, but I still can't recruit my regular troops there after all these years. I can't build an armory, which is the prerequisite for building the warlords hall. I have a blacksmith, but can't build the armory. What to do?

    The Romans have nearly wiped out the Franks and might become a huge challenge. The war on three fronts (Romans, Frisians, Thuringians) has become to much for them. Thuringians and Alemanns are still fighting, no side has gained the upper hand yet. I hope that I can unite the 3 germanic factions around me against the Romans if the time comes.
    Connacht has been wiped out by the Ui Neill who are the big player in Ireland. In Britain, things are quite balanced. Saxons and Angles are good, but so is the Regnum. Alt Clut and Goddodin are also doing good, and have no problem holding the Picts off. Nothing decided here.
    You need a first level market. Its pretty much a standard base construction for the mod. This allows you to build the armory and treasure Vault-Chest and then to build your Kings Castle tree where you finest units can be found. Also you need to assimilate your conquered lands-if the same culture then assimilation is a minimum, but importantly you still need to have the government buildings in place to construct the higher type barracks. Can you post your in game campaign map? Show your progress of your Kingdom? Would love to see it

    Quote Originally Posted by Mr Kriegtooth View Post
    Yep, Gaelic Tribes Just crushed some at Teamhair. On that note, the Ard Ri code is working

    But im scared that well...um, I cant build the "elite" Irish units anywhere, and no buildings offer them that I have seen. No Elite Tuabanna, no Hammer Guys, or Deasbard, or Cludha.
    I think the above post explains your issue..Let me know guys if this all helps
    Last edited by Riothamus; July 14, 2013 at 08:28 AM.

    Under the esteemed patronage of Ramon Gonzales y Garcia IB and IB2 Mod

  4. #364

    Default Re: IB2 Britanniae II Expansion Mod

    This is what I got changed thus far for an attachment patch:

    Lowered the -SOF_SQUALOUR decreased slightly
    Significantly Increased SOF_DISTANCE_TO_CAPITA(forces assimilation)
    Significantly Increased SOF_TAX_PENALTY Taxes on high setting will cause unrest much easier
    Increased SOF_GOVERNORS_INFLUENCE"> will enhance law in the provincial settlement much more
    Decreased SOF_RELIGIOUS_UNREST"> less effect now and set at different levels
    Decreased SOF_BUILDINGS_LAW buildings no longer set at 125 but now much lower and they will need to be built up for Assimilation process
    Added Wuduwasan Bowmen to Sahson 2nd Ranged Tier
    Added Extra Dumnonia governor
    Added extra starting army for Gywnedd
    Increased AI Germanic kings purse
    Sahson accent changed to E Germanic
    Alt Clut accent changed to Med-Latin
    Sahson Royal banner corrected(from Papal States)
    Rebels no longer access to the Welsh archer
    In game battle green Green Arrows will be in as default(will not need to change)
    Inceased diplomats range

    There are several other possible issues Im currently looking at that might be addded

    Under the esteemed patronage of Ramon Gonzales y Garcia IB and IB2 Mod

  5. #365

    Default Re: IB2 Britanniae II Expansion Mod

    Lowered the -SOF_SQUALOUR decreased slightly
    Significantly Increased SOF_DISTANCE_TO_CAPITA(forces assimilation)
    Significantly Increased SOF_TAX_PENALTY Taxes on high setting will cause unrest much easier
    Increased SOF_GOVERNORS_INFLUENCE"> will enhance law in the provincial settlement much more
    Decreased SOF_RELIGIOUS_UNREST"> less effect now and set at different levels
    Decreased SOF_BUILDINGS_LAW buildings no longer set at 125 but now much lower and they will need to be built up for Assimilation process
    Added Wuduwasan Bowmen to Sahson 2nd Ranged Tier
    Added Extra Dumnonia governor
    Added extra starting army for Gywnedd
    Increased AI Germanic kings purse
    Sahson accent changed to E Germanic
    Alt Clut accent changed to Med-Latin
    Sahson Royal banner corrected(from Papal States)
    Rebels no longer access to the Welsh archer
    In game battle green Green Arrows will be in as default(will not need to change)
    Inceased diplomats range
    fixed the mining resources-Starts as a visual rock and then when its constructed it transforms into a mine.
    Changed two settlement names: Pending
    Changed several bld descriptions: Pending
    There are several other possible issues Im currently looking at that might be added
    Just a tester for anyone who wants to try it out:
    Requires that you delete all compatibility or virtual files. Cannot play saved games on it
    7Z File Unizip. Destination:
    Open the click on mods folder copy or drop in your: - destination:
    C:\Program Files\SEGA\Medieval II Total War
    Feedback would be great
    Attached Files Attached Files
    Last edited by Riothamus; July 15, 2013 at 09:38 AM.

    Under the esteemed patronage of Ramon Gonzales y Garcia IB and IB2 Mod

  6. #366

    Default Re: IB2 Britanniae II Expansion Mod

    Quote Originally Posted by Riothamus View Post
    Lowered the -SOF_SQUALOUR decreased slightly
    Significantly Increased SOF_DISTANCE_TO_CAPITA(forces assimilation)
    Significantly Increased SOF_TAX_PENALTY Taxes on high setting will cause unrest much easier
    Increased SOF_GOVERNORS_INFLUENCE"> will enhance law in the provincial settlement much more
    Decreased SOF_RELIGIOUS_UNREST"> less effect now and set at different levels
    Decreased SOF_BUILDINGS_LAW buildings no longer set at 125 but now much lower and they will need to be built up for Assimilation process
    Added Wuduwasan Bowmen to Sahson 2nd Ranged Tier
    Added Extra Dumnonia governor
    Added extra starting army for Gywnedd
    Increased AI Germanic kings purse
    Sahson accent changed to E Germanic
    Alt Clut accent changed to Med-Latin
    Sahson Royal banner corrected(from Papal States)
    Rebels no longer access to the Welsh archer
    In game battle green Green Arrows will be in as default(will not need to change)
    Inceased diplomats range
    fixed the mining resources-Starts as a visual rock and then when its constructed it transforms into a mine.
    Changed two settlement names: Pending
    Changed several bld descriptions: Pending
    There are several other possible issues Im currently looking at that might be added
    Just a tester for anyone who wants to try it out:
    Requires that you delete all compatibility or virtual files. Cannot play saved games on it
    7Z File Unizip. Destination:
    Open the click on mods folder copy or drop in your: - destination:
    C:\Program Files\SEGA\Medieval II Total War
    Feedback would be great
    I was getting an error on the Aquisgranum settlement invalid spot so I moved it over I space. Also tweaked the money script a bit. Its for anyone to test
    Attached Files Attached Files

    Under the esteemed patronage of Ramon Gonzales y Garcia IB and IB2 Mod

  7. #367

    Default Re: IB2 Britanniae II Expansion Mod

    Final Attachment open for public testing. The next Attachment patch posted will be an official patch.
    IB2 Expansion Attachment Final Tester II.7z
    or
    Attached Files
    • IB2 Expansion Attachment Final Tester II.7z (4.74 MB, 0 views)


      7Z File Unizip. Destination:
      Open the click on mods folder copy or drop in your: -destination:
      C:\Program Files\SEGA\Medieval II Total War


      -Requires the Official Parts I II and the Expansion mod
      Lowered the -SOF_SQUALOUR decreased slightly
      Significantly Increased SOF_DISTANCE_TO_CAPITA(forces assimilation)
      Significantly Increased SOF_TAX_PENALTY Taxes on high setting will cause unrest much easier
      Increased SOF_GOVERNORS_INFLUENCE"> will enhance law in the provincial settlement much more
      Decreased SOF_RELIGIOUS_UNREST"> less effect now and set at different levels
      Decreased SOF_BUILDINGS_LAW buildings no longer set at 125 but now much lower and they will need to be built up for Assimilation process
      Added Wuduwasan Bowmen to Sahson 2nd Ranged Tier
      Added Extra Dumnonia governor
      Added extra starting army for Gywnedd
      Increased AI Germanic kings purse
      Sahson accent changed to E Germanic
      Alt Clut accent changed to Med-Latin
      Sahson Royal banner corrected(from Papal States)
      Rebels no longer access to the Welsh archer
      In game battle green Arrows will be in as default(will not need to change)
      Increased diplomats range
      fixed the mining resources-Starts as a visual rock and then when Its constructed it transforms into a mine.
      Changed several settlement names
      the man, the myth, the legend: Gaelic unit cards corrections
      smitty:-New roads on the strat map playing guides(New IB2 Developer)
      Updated roads on the strat map.
      Added two bridges connecting The Anglii factions as it may have caused path finding ctds
      Unit cards: Gaelic cards are now consistent
      Fixed roads in several areas
      Bonheddwyr added for the CB faction only in Viriconium
      Added a pict port at Di Ceith
      Unit description for the Marchog Safwywyr redone as of a standard Romano unit
      Gai armauhr renamed to a more appropriate Chodaoer and adjusted stats
      Pedites Romanii stats slightly increased
      Re colored several factions(smitty)
      Draco standard added to the The Marca Dummoni
      Building - High King descriptions done
      Textures for Marchog Safwywyr upgraded(Idea from Benczeb90
      Textures for Levy Spearmen upgraded WIP(caratacus work)

      Below will not be added
      Sprites WIP-Will not be upgraded at this time or for the final patch

      Expansion Attachment Read Me spelling will be corrected to that above
    Last edited by Riothamus; August 13, 2013 at 01:07 PM.

    Under the esteemed patronage of Ramon Gonzales y Garcia IB and IB2 Mod

  8. #368

    Default Re: IB2 Britanniae II Expansion Mod

    8/26/13

    IB2 Expansion Attachment Final Tester III


    7Z File Unizip. Destination:
    Open the click on mods folder copy or drop in your: -destination:
    C:\Program Files\SEGA\Medieval II Total War


    Click Here:IB2 Expansion Attachment Final Tester III.7z


    -Requires the Official Parts I II and the Expansion mod
    Lowered the -SOF_SQUALOUR decreased slightly
    Significantly Increased SOF_DISTANCE_TO_CAPITA(forces assimilation)
    Significantly Increased SOF_TAX_PENALTY Taxes on high setting will cause unrest much easier
    Increased SOF_GOVERNORS_INFLUENCE"> will enhance law in the provincial settlement much more
    Decreased SOF_RELIGIOUS_UNREST"> less effect now and set at different levels
    Decreased SOF_BUILDINGS_LAW buildings no longer set at 125 but now much lower and they will need to be built up for Assimilation process
    Added Wuduwasan Bowmen to Sahson 2nd Ranged Tier
    Added Extra Dumnonia governor
    Added extra starting army for Gywnedd
    Increased AI Germanic kings purse
    Sahson accent changed to E Germanic
    Sahson Royal banner corrected(from Papal States)
    Rebels no longer access to the Welsh archer
    In game battle green Arrows will be in as default(will not need to change)
    Increased diplomats range
    fixed the mining resources-Starts as a visual rock and then when Its constructed it transforms into a mine.
    Changed several settlement names
    the man, the myth, the legend: Gaelic unit cards corrections
    smitty:-New roads on the strat map playing guides(New IB2 Developer)
    Updated roads on the strat map.
    Added two bridges connecting The Anglii factions as it may have caused path finding ctds
    Unit cards: Gaelic cards are now consistent
    Fixed roads in several areas
    Bonheddwyr added for the CB faction only in Viriconium
    Added a pict port at Di Ceith
    Unit description for the Marchog Safwywyr redone as of a standard Romano unit
    Gai armauhr renamed to a more appropriate Chodaoer and adjusted stats
    Pedites Romanii stats slightly increased
    Re colored several factions(smitty)
    Draco standard added to the The Marca Dummoni
    Building descriptions - High King WIP
    Fixed the vineyard issue w/Concilium. and the other settlement.
    Fixed the Helwyr as it was only recruited in the middle building. Its now will be available the upgraded merc fort
    Textures for Marchog Safwywyr upgraded(Idea from Benczeb90)
    DARTH MOD RTW FORMATION MOD BY GRANTO FOR IB2 CB-MOD BY GRANTO FOR IB2 CB
    In Paris and Soissons their was a 1st level and a 3rd level stable so I eliminated the 1st level stable thus eliminating the problem
    The buildings I will correct to display the same
    midnites spear through the shield fix
    Southern European buildings now matched up
    Soissons accent to Mediterranean
    Textures for Levy Spearmen upgraded WIP(caratacus work)

    Under the esteemed patronage of Ramon Gonzales y Garcia IB and IB2 Mod

  9. #369

    Default Re: IB2 Britanniae II Expansion Mod

    8/26/13

    IB2 Expansion Attachment Final Tester III


    7Z File Unizip. Destination:
    Open the click on mods folder copy or drop in your: -destination:
    C:\Program Files\SEGA\Medieval II Total War


    Click Here:IB2 Expansion Attachment Final Tester III.7z


    -Requires the Official Parts I II and the Expansion mod
    Lowered the -SOF_SQUALOUR decreased slightly
    Significantly Increased SOF_DISTANCE_TO_CAPITA(forces assimilation)
    Significantly Increased SOF_TAX_PENALTY Taxes on high setting will cause unrest much easier
    Increased SOF_GOVERNORS_INFLUENCE"> will enhance law in the provincial settlement much more
    Decreased SOF_RELIGIOUS_UNREST"> less effect now and set at different levels
    Decreased SOF_BUILDINGS_LAW buildings no longer set at 125 but now much lower and they will need to be built up for Assimilation process
    Added Wuduwasan Bowmen to Sahson 2nd Ranged Tier
    Added Extra Dumnonia governor
    Added extra starting army for Gywnedd
    Increased AI Germanic kings purse
    Sahson accent changed to E Germanic
    Sahson Royal banner corrected(from Papal States)
    Rebels no longer access to the Welsh archer
    In game battle green Arrows will be in as default(will not need to change)
    Increased diplomats range
    fixed the mining resources-Starts as a visual rock and then when Its constructed it transforms into a mine.
    Changed several settlement names
    the man, the myth, the legend: Gaelic unit cards corrections
    smitty:-New roads on the strat map playing guides(New IB2 Developer)
    Updated roads on the strat map.
    Added two bridges connecting The Anglii factions as it may have caused path finding ctds
    Unit cards: Gaelic cards are now consistent
    Fixed roads in several areas
    Bonheddwyr added for the CB faction only in Viriconium
    Added a pict port at Di Ceith
    Unit description for the Marchog Safwywyr redone as of a standard Romano unit
    Gai armauhr renamed to a more appropriate Chodaoer and adjusted stats
    Pedites Romanii stats slightly increased
    Re colored several factions(smitty)
    Draco standard added to the The Marca Dummoni
    Building descriptions - High King WIP
    Fixed the vineyard issue w/Concilium. and the other settlement.
    Fixed the Helwyr as it was only recruited in the middle building. Its now will be available the upgraded merc fort
    Textures for Marchog Safwywyr upgraded(Idea from Benczeb90)
    DARTH MOD RTW FORMATION MOD BY GRANTO FOR IB2 CB-MOD BY GRANTO FOR IB2 CB
    In Paris and Soissons their was a 1st level and a 3rd level stable so I eliminated the 1st level stable thus eliminating the problem
    The buildings I will correct to display the same
    midnites spear through the shield fix
    Southern European buildings now matched up
    Soissons accent to Mediterranean
    Textures for Levy Spearmen upgraded WIP(caratacus work)

    Under the esteemed patronage of Ramon Gonzales y Garcia IB and IB2 Mod

  10. #370

    Default Re: IB2 Britanniae II Expansion Mod

    9/5/13
    IB2 Expansion Attachment Final Tester IV

    7Z File Unizip. Destination:
    Open the click on mods folder copy or drop in your: -destination:
    C:\Program Files\SEGA\Medieval II Total War

    Click Here:http://www.gamefront.com/files/23675...l_Tester_IV_7z

    -Requires the Official Parts IB2 Britaaniae I II and the Expansion mod
    Additions and Changes:
    Lowered the -SOF_SQUALOUR decreased slightly
    Significantly Increased SOF_DISTANCE_TO_CAPITA(forces assimilation)
    Significantly Increased SOF_TAX_PENALTY Taxes on high setting will cause unrest much easier
    Increased SOF_GOVERNORS_INFLUENCE"> will enhance law in the provincial settlement much more
    Decreased SOF_RELIGIOUS_UNREST"> less effect now and set at different levels
    Decreased SOF_BUILDINGS_LAW buildings no longer set at 125 but now much lower and they will need to be built up for Assimilation process
    Added Wuduwasan Bowmen to Sahson 2nd Ranged Tier
    Added Extra Dumnonia governor
    Added extra starting army for Gywnedd
    Increased AI Germanic kings purse
    Sahson accent changed to E Germanic
    Sahson Royal banner corrected(from Papal States)
    Rebels no longer access to the Welsh archer
    In game battle green Arrows will be in as default(will not need to change)
    Increased diplomats range
    fixed the mining resources-Starts as a visual rock and then when Its constructed it transforms into a mine.
    Changed several settlement names
    the man, the myth, the legend: Gaelic unit cards corrections
    smitty:-New roads on the strat map playing guides(New IB2 Developer)
    Updated roads on the strat map.
    Added two bridges connecting The Anglii factions as it may have caused path finding ctds
    Unit cards: Gaelic cards are now consistent
    Fixed roads in several areas
    Bonheddwyr added for the CB faction only in Viriconium
    Added a pict port at Di Ceith
    Unit description for the Marchog Safwywyr redone as of a standard Romano unit
    Gai armauhr renamed to a more appropriate Chodaoer and adjusted stats
    Pedites Romanii stats slightly increased
    Re colored several factions(smitty)
    Draco standard added to the The Marca Dummoni
    Building descriptions - High King WIP
    Fixed the vineyard issue w/Concilium. and the other settlement.
    Fixed the Helwyr as it was only recruited in the middle building. Its now will be available the upgraded merc fort
    Textures for Marchog Safwywyr upgraded(Idea from Benczeb90)
    DARTH MOD RTW FORMATION MOD BY GRANTO FOR IB2 CB-MOD BY GRANTO FOR IB2 CB
    In Paris and Soissons their was a 1st level and a 3rd level stable so I eliminated the 1st level stable thus eliminating the problem
    The buildings I will correct to display the same
    midnites spear through the shield fix
    Southern European buildings now matched up
    Soissons accent to Mediterranean
    Textures for Levy Spearmen upgraded WIP(caratacus work)
    Adjusted and lowered law and population to settlement buildings
    From Papirrus:
    Building and Settlement gramatical corrections done
    Mercenary 30% Infantry Increased recruitment cost and slightly lowered their moral in the merc fort to distiguish it
    Amored Fleet Sailors (Concilium Britanae)Added to final range
    Marchan Mor Councilium foederati unit card added
    3rd level Merc Fort now only for Southern European culture - Roman and Councilium factions
    Adjusted the economic system for Farms, markets, and Ports
    Romano Bitish governor palaces(2D art) redone WIP
    Last edited by Riothamus; September 06, 2013 at 10:28 AM.

    Under the esteemed patronage of Ramon Gonzales y Garcia IB and IB2 Mod

  11. #371

    Default Re: IB2 Britanniae II Expansion Mod

    9/12/13
    IB2 Expansion Attachment Final Tester V
    Click Here:IB2 Expansion Attachment Final Tester V.7z
    7Z File Unizip. Destination:
    Open the click on mods folder copy or drop in your: -destination:
    C:\Program Files\SEGA\Medieval II Total War



    Optional Install
    In Game Battle settlements. Credit to:
    De Bello Mundi (DBM) Mod for their kind and generous permission to use their work.

    Parts I and II
    New In Game Battle Settlement Buildings I.7z
    New In Game Battle Settlement Buildings II.7z
    7Z File Unizip. Destination:
    Open the click on mods folder of In Game Battle Settlement Buildings I then II. Copy or drop in your: -destination:
    C:\Program Files\SEGA\Medieval II Total War


    -Requires the Official Parts IB2 Britanniae I II and the Expansion mod
    Additions and Changes:
    Lowered the -SOF_SQUALOUR decreased slightly
    Significantly Increased SOF_DISTANCE_TO_CAPITA(forces assimilation)
    Significantly Increased SOF_TAX_PENALTY Taxes on high setting will cause unrest much easier
    Increased SOF_GOVERNORS_INFLUENCE"> will enhance law in the provincial settlement much more
    Decreased SOF_RELIGIOUS_UNREST"> less effect now and set at different levels
    Decreased SOF_BUILDINGS_LAW buildings no longer set at 125 but now much lower and they will need to be built up for Assimilation process
    Added Wuduwasan Bowmen to Sahson 2nd Ranged Tier
    Added Extra Dumnonia governor
    Added extra starting army for Gywnedd
    Increased AI Germanic kings purse
    Sahson accent changed to E Germanic
    Sahson Royal banner corrected(from Papal States)
    Rebels no longer access to the Welsh archer
    In game battle green Arrows will be in as default(will not need to change)
    Increased diplomats range
    fixed the mining resources-Starts as a visual rock and then when Its constructed it transforms into a mine.
    Changed several settlement names
    the man, the myth, the legend: Gaelic unit cards corrections
    smitty:-New roads on the strat map playing guides(New IB2 Developer)
    Updated roads on the strat map.
    Added two bridges connecting The Anglii factions as it may have caused path finding ctds
    Unit cards: Gaelic cards are now consistent
    Fixed roads in several areas
    Bonheddwyr added for the CB faction only in Viriconium
    Added a pict port at Di Ceith
    Unit description for the Marchog Safwywyr redone as of a standard Romano unit
    Gai armauhr renamed to a more appropriate Chodaoer and adjusted stats
    Pedites Romanii stats slightly increased
    Re colored several factions(smitty)
    Draco standard added to the The Marca Dummoni
    Building descriptions - High King WIP
    Fixed the vineyard issue w/Concilium. and the other settlement.
    Fixed the Helwyr as it was only recruited in the middle building. Its now will be available the upgraded merc fort
    Textures for Marchog Safwywyr upgraded(Idea from Benczeb90)
    DARTH MOD RTW FORMATION MOD BY GRANTO FOR IB2 CB-MOD BY GRANTO FOR IB2 CB
    In Paris and Soissons their was a 1st level and a 3rd level stable so I eliminated the 1st level stable thus eliminating the problem
    The buildings I will correct to display the same
    midnites spear through the shield fix
    Southern European buildings now matched up
    Soissons accent to Mediterranean
    Textures for Levy Spearmen upgraded WIP(caratacus work)
    Adjusted and lowered law and population to settlement buildings
    From Papirrus:
    Building and Settlement gramatical corrections done
    Mercenary 30% Infantry Increased recruitment cost and slightly lowered their moral in the merc fort to distiguish it
    Amored Fleet Sailors correction (Concilium Britanae)Added to final range
    Marchan Mor Councilium foederati unit card added
    3rd level Merc Fort now only for Southern European culture - Roman and Councilium factions
    Merc Infantry now separated bt appearence and costs as suggested
    Adjusted the economic system for Farms, markets, and Ports
    -Romano British govenor palaces(2D art) redone WIP
    Last edited by Riothamus; September 11, 2013 at 11:39 PM.

    Under the esteemed patronage of Ramon Gonzales y Garcia IB and IB2 Mod

  12. #372

    Default Re: IB2 Britanniae II Expansion Mod

    9/23/13
    IB2 Expansion II Mod
    Click Here: Pending!

    IB2 Expansion II (Version III.100)
    -Requires the Latest Official IB2 Britanniae II Parts I and II
    Installer set path "C:\Program Files\SEGA\Medieval II Total War
    W/Desktop icon Launcher

    7Z Zip File:
    Unzip to desktop. Destination:
    Open the click on mods folder copy or drop in your:
    C:\Program Files\SEGA\Medieval II Total War

    Added 4 optional IB2 Britanniae Intro music
    1-Riders of Doom(Default).7z
    2-LevisQntalQntal VSilverSwan
    3-LEstasi Delloro (The Ecstasy Of Gold)
    4-Overture(The Who)

    Lowered the -SOF_SQUALOUR decreased slightly
    Significantly Increased SOF_DISTANCE_TO_CAPITA(forces assimilation)
    Significantly Increased SOF_TAX_PENALTY Taxes on high setting will cause unrest much easier
    Increased SOF_GOVERNORS_INFLUENCE"> will enhance law in the provincial settlement much more
    Decreased SOF_RELIGIOUS_UNREST"> less effect now and set at different levels
    Decreased SOF_BUILDINGS_LAW buildings no longer set at 125 but now much lower and they will need to be built up for Assimilation process
    Added Wuduwasan Bowmen to Sahson 2nd Ranged Tier
    Added Extra Dumnonia governor
    Added extra starting army for Gywnedd
    Increased AI Germanic kings purse
    Sahson accent changed to E Germanic
    Sahson Royal banner corrected(from Papal States)
    Rebels no longer access to the Welsh archer
    In game battle green Arrows will be in as default(will not need to change)
    Increased diplomats range
    Fixed the mining resources-Starts as a visual rock and then when Its constructed it transforms into a mine.
    Changed several settlement names
    The man, the myth, the legend: Gaelic unit cards corrections
    Smithy:-New roads on the strat map playing guides(New IB2 Developer)
    Updated roads on the strat map.
    Added two bridges connecting The Anglii factions as it may have caused path finding ctds
    Unit cards: Gaelic cards are now consistent
    Fixed roads in several areas
    Bonheddwyr added for the CB faction only in Viriconium
    Added a Pict port at Di Ceith
    Unit description for the Marchog Safwywyr redone as of a standard Romano unit
    Gai armauhr renamed to a more appropriate Chodaoer and adjusted stats
    Pedites Romanii stats slightly increased
    Re colored several factions(smitty)
    Draco standard added to the The Marca Dummoni and Alan Romano cavalry-(demagogos nicator suggestion)
    Building descriptions - High King WIP
    Fixed the vineyard issue w/Concilium and the other settlement.
    Fixed the Helwyr as it was only recruited in the middle building. Its now will be available the upgraded merc fort
    Textures for Marchog Safwywyr upgraded(Idea from Benczeb90)
    DARTH MOD RTW FORMATION MOD BY GRANTO FOR IB2 CB-MOD BY GRANTO FOR IB2 CB
    Faster battle movement for IB2 CB BY GRANTO
    In Paris and Soissons their was a 1st level and a 3rd level stable so I eliminated the 1st level stable thus eliminating the problem
    The buildings I will correct to display the same
    midnites spear through the shield fix
    Southern European buildings now matched up
    Soissons accent to Mediterranean
    Textures for Levy Spearmen upgraded WIP(caratacus work)
    Adjusted and lowered law and population to settlement buildings
    Gaels and Picts will now share the same culture but w/still be diverse in certain military and Economic buildings
    From Papirrus:
    Building and Settlement grammatical corrections done
    Mercenary 30% Infantry Increased recruitment cost and slightly lowered their moral in the merc fort to distinguish it
    Amoured Fleet Sailors correction (Concilium Britanniae)Added to final range
    Marchan Mor Consilium Britannorum foederati unit card added
    3rd level Merc Fort now only for Southern European culture - Roman and Consilium Britannorum factions
    Merc Infantry now separated: Unit card and costs changed as suggested
    Adjusted the economic system for Farms, markets, and Ports
    Romano British governor palaces(2D art)
    Marca Dumnonia w/Javelin(Borosiki suggestion to further modify)midites model
    Just Governor correction to law and personal security
    Corrected diplomatic wording
    Added stone walls to known large British settlements
    Floating houses in one spot in a custom battle WIP(W/(DBM) Mod buildings)

    Will be updating the first page and the Last page on this thread. Both the first and the last post will contain the DL Link in info for the IB2 Expansion II Mod
    Last edited by Riothamus; October 09, 2013 at 10:36 PM.

    Under the esteemed patronage of Ramon Gonzales y Garcia IB and IB2 Mod

  13. #373

    Default Re: IB2 Britanniae II Expansion Mod

    UPDATED 10/14/13
    IB2 BRITANNIAE II EXPANSION II

    IB2 Expansion II
    Requires IB2 Britanniae II Parts I and Part II. If you do not have this or if you are new to our forums - Click Here: IB2 CONQVESTVS BRITANNIAE II DOWNLOADS. The DL thread contains all IB2 downloads as well as the optional installs.
    IF both parts I or II are already installed then the Expansion II can go right over it or it can go right over the previous Expansion mod w/all its beta patches EXPANSION II WAS UPDATED 10/14/13

    Installer Filefront
    Expansion II
    IB2 Britanniae Expansion II.exe
    OR
    Installer Mediafire
    Expansion II
    http://www.mediafire.com/download/3l...pansion_II.exe
    Installer set path "C:\Program Files\SEGA\Medieval II Total War
    W/Desktop icon Launcher


    -Alternate-

    7z-Zip Files Filefront
    Expansion II
    IB2 Britanniae Expansion II.7z

    OR

    7z-Zip Files Mediafire
    Expansion II
    http://www.mediafire.com/download/f3...xpansion_II.7z

    Extract-Copy or paste your mods folder within your Medieval II Total War folder



    OPTIONAL INSTALLS:
    IB2 Expansion II Music Intros
    -Thus far only on Filefront
    1-Unzip sounds folder into a new folder
    Install in your sounds folder copy and paste:
    C:\Program Files\SEGA\Medieval II Total War\mods\IB2_Britanniae\data

    1-Riders of Doom (Default into)
    Riders of Doom(Default).7z
    2-LevisQntalQntal VSilverSwan
    LevisQntalQntal VSilverSwan.7z
    3-LEstasi Delloro (The Ecstasy Of Gold)
    LEstasi Delloro (The Ecstasy Of Gold).7z
    4-Overture(The Who)
    Overture(The Who).7z


    In Game Battle settlements. Credit to:
    De Bello Mundi (DBM) Mod for their kind and generous permission to use their work. Please make a copy of your blockset and settlements folder first. Located in your IB2_Britanniae\data folder. Just copy and paste right there thus you can delete the new buildings settlements and blockset folders install if you do not like them.
    Parts I and II
    http://www.mediafire.com/?ah7xhx62gmvw15r
    http://www.mediafire.com/?b9aka6klvb3wvmc

    rhalina :revised EDU
    https://dl.dropboxusercontent.com/u/...du_rhalina.rar
    Spoiler Alert, click show to read: 
    This modification for Invasio barbarorum II: Conquestus Britanniae was made with the agreement of Riothamus.
    It's agreed for the next mod:
    Conquestus Britanniae (
    http://www.twcenter.net/forums/forumdisplay.php?1453-INVASIO-BARBARORVM-2-CONQVESTVS-BRITANNIAE-RELEASED )
    + expansion I
    + expansion II
    -----------------------------------------------------------------------------------
    Installation:
    Just copy and paste the files (don't forget to make a copy of the original-files if this modification is not our tastes!).
    This modification isn't save game compatible!
    -----------------------------------------------------------------------------------
    Main changes :
    1) for greater historical consistency , some units have being changed:
    - The Frankish antrusions unit, heavy skirmish-cav; ( Merovingian / Ripuarian ) are now heavy infantry fited with franciskas (skin of sword-heerbans) .
    - The Frankish " eoilumban " , a heavy unit with two-handed axes, are now heavy infantry with spathas and angons (skin adalingum ) .
    - The Allemanic "adalingum ", infantry unit, is now a heavy cavalry with spatha / framea ( skin gothic_cav ) .
    - The " frisianHVcav " heavy cavalry unit are now heavy infantry with spatha (skin frisian_inf_ostrogoth_model ) .

    2 ) A redistribution of " hit points ":
    - 1 for all basic units ,
    - 2 for some heavy units ,
    - 3 for some heavy units or half-elites " , as well as general ,
    - 4 for elite units ,
    - 5 for exceptional units ( Sahsons berserkers, the seniores palatini..)
    3) re destribution of some unit sizes :
    - The exceptional or elite units are now between 26 and 36 for infantry, between 16 and 25 for cavalry ,
    - The "half-élites" units are slightly lowered ( between 60 and 70 for most )
    - The archers units are lowered.
    4) an increase in costs of recruitment and recruitment times , to make the campaign more immersive, but less "fast" : a big defeat could cost you dearly ..
    5) an adjustment, depending on the faction and "classes" of units , for defenses and attacks.
    6) A adjustment morale of each unit ( often equivalent to the capacity defence points ), with a "standard" for general based 25 .
    7) A general price adjustment between 900 and 1100 according to the stats .
    8) concerning the "shield wall" capacity: added to most of the germanic units, which were in strong relation with the romanic-troops along the times.
    9) concerning the "charge-bonus": for infantry, changed to +5 for the most of the units (light, elites), and +4 for heavy and archers units.
    10) naval units and siege ones have not been changed .
    11) Just a point for the pict used on antrusion's unit cards: it's under the common rights of Rhalina and "Le Musée itinérant", as french team about cultural mediation / reenactment for the merovingian timeframe.
    ( http://www.musee-itinerant.org/site/ )
    Thanks to Baptiste for being the model.
    -----------------------------------------------------------------------------------
    Changes made by Rhalina from Planet.total.war forums for the IB team.
    (Thanks to the team for their job, and specially to Rio).







    IB2 Expansion II (Version III.100)
    -Requires the Latest Official IB2 Britanniae II Parts I and II
    Installer set path "C:\Program Files\SEGA\Medieval II Total War
    W/Desktop icon Launcher

    7Z Zip File:
    Unzip to desktop. Destination:
    Open the click on mods folder copy or drop in your:
    C:\Program Files\SEGA\Medieval II Total War

    Added 4 optional IB2 Britanniae Intro music
    1-Riders of Doom(Default).7z
    2-LevisQntalQntal VSilverSwan
    3-LEstasi Delloro (The Ecstasy Of Gold)
    4-Overture(The Who)

    Lowered the -SOF_SQUALOUR decreased slightly
    Significantly Increased SOF_DISTANCE_TO_CAPITA(forces assimilation)
    Significantly Increased SOF_TAX_PENALTY Taxes on high setting will cause unrest much easier
    Increased SOF_GOVERNORS_INFLUENCE"> will enhance law in the provincial settlement much more
    Decreased SOF_RELIGIOUS_UNREST"> less effect now and set at different levels
    Decreased SOF_BUILDINGS_LAW buildings no longer set at 125 but now much lower and they will need to be built up for Assimilation process
    Added Wuduwasan Bowmen to Sahson 2nd Ranged Tier
    Added Extra Dumnonia governor
    Added extra starting army for Gywnedd
    Increased AI Germanic kings purse
    Sahson accent changed to E Germanic
    Sahson Royal banner corrected(from Papal States)
    Rebels no longer access to the Welsh archer
    In game battle green Arrows will be in as default(will not need to change)
    Increased diplomats range
    Fixed the mining resources-Starts as a visual rock and then when Its constructed it transforms into a mine.
    Changed several settlement names
    The man, the myth, the legend: Gaelic unit cards corrections
    Smithy:-New roads on the strat map playing guides(New IB2 Developer)
    Updated roads on the strat map.
    Added two bridges connecting The Anglii factions as it may have caused path finding ctds
    Unit cards: Gaelic cards are now consistent
    Fixed roads in several areas
    Bonheddwyr added for the CB faction only in Viriconium
    Added a Pict port at Di Ceith
    Unit description for the Marchog Safwywyr redone as of a standard Romano unit
    Gai armauhr renamed to a more appropriate Chodaoer and adjusted stats
    Pedites Romanii stats slightly increased
    Re colored several factions(smitty)
    Draco standard added to the The Marca Dummoni and Alan Romano cavalry-(demagogos nicator suggestion)
    Building descriptions - High King WIP
    Fixed the vineyard issue w/Concilium and the other settlement.
    Fixed the Helwyr as it was only recruited in the middle building. Its now will be available the upgraded merc fort
    Textures for Marchog Safwywyr upgraded(Idea from Benczeb90)
    DARTH MOD RTW FORMATION MOD BY GRANTO FOR IB2 CB-MOD BY GRANTO FOR IB2 CB
    Faster battle movement for IB2 CB BY GRANTO
    In Paris and Soissons their was a 1st level and a 3rd level stable so I eliminated the 1st level stable thus eliminating the problem
    The buildings I will correct to display the same
    midnites spear through the shield fix
    Southern European buildings now matched up
    Soissons accent to Mediterranean
    Textures for Levy Spearmen upgraded WIP(caratacus work)
    Adjusted and lowered law and population to settlement buildings
    Gaels and Picts will now share the same culture but w/still be diverse in certain military and Economic buildings
    From Papirrus:
    Building and Settlement grammatical corrections done
    Mercenary 30% Infantry Increased recruitment cost and slightly lowered their moral in the merc fort to distinguish it
    Amoured Fleet Sailors correction (Concilium Britanniae)Added to final range
    Marchan Mor Consilium Britannorum foederati unit card added
    3rd level Merc Fort now only for Southern European culture - Roman and Consilium Britannorum factions
    Merc Infantry now separated: Unit card and costs changed as suggested
    Adjusted the economic system for Farms, markets, and Ports
    Romano British governor palaces(2D art)
    Marca Dumnonia w/Javelin(Borosiki suggestion to further modify)midites model
    Just Governor correction to law and personal security
    Corrected diplomatic wording
    Added stone walls to known large British settlements
    Floating houses in one spot in a custom battle WIP(W/(DBM) Mod buildings)

    Updated the first page and the Last page on this thread. Both the first and the last post will contain the DL Link in info for the IB2 Expansion II Mod
    Last edited by Riothamus; October 18, 2013 at 03:01 PM.

    Under the esteemed patronage of Ramon Gonzales y Garcia IB and IB2 Mod

  14. #374

    Default Re: IB2 Britanniae 2 Expansion II

    Opened thread for feedback...

    Under the esteemed patronage of Ramon Gonzales y Garcia IB and IB2 Mod

  15. #375

    Default Re: IB2 Britanniae 2 Expansion II

    Great mod ! It is quite a challenge to play as a romano-british faction. Though, I am winning now as the Concilium.

    Envers et contre tous...et c'est tant mieux ainsi ! Ze political profile



  16. #376

    Default Re: IB2 Britanniae 2 Expansion II

    Quote Originally Posted by Diocletianus View Post
    Great mod ! It is quite a challenge to play as a romano-british faction. Though, I am winning now as the Concilium.
    Wht year are you in Diocletianus? Starving for feedback lol

    Under the esteemed patronage of Ramon Gonzales y Garcia IB and IB2 Mod

  17. #377

    Default Re: IB2 Britanniae 2 Expansion II

    I downloaded and directed to C:\Program Files(x86)\SEGA\Medieval II Total War.

    Note the '(x86)', rather than C:\Program Files\SEGA\Medieval II Total War

    May be important. If not important or misleading, apologies and please delete.

    The first installation worked once then never again. Reinstalled, it's fine and I've started a CoS campaign (H/H) with which I'll write an AAR. BTW, last week I stumbled on a boxed Rome TW Gold Ed for $12. I'd never played Rome before. Now I understand some of the inspiration for this mod.

    Thank you very much for the Expansion, Riothamus.

  18. #378

    Default Re: IB2 Britanniae 2 Expansion II

    Quote Originally Posted by Theramines View Post
    I downloaded and directed to C:\Program Files(x86)\SEGA\Medieval II Total War.

    Note the '(x86)', rather than C:\Program Files\SEGA\Medieval II Total War

    May be important. If not important or misleading, apologies and please delete.

    The first installation worked once then never again. Reinstalled, it's fine and I've started a CoS campaign (H/H) with which I'll write an AAR. BTW, last week I stumbled on a boxed Rome TW Gold Ed for $12. I'd never played Rome before. Now I understand some of the inspiration for this mod.

    Thank you very much for the Expansion, Riothamus.
    I have the same option for C:\Program Files(x86)\SEGA\Medieval II Total War.
    but I like to keep it installed C:\Program Files\SEGA\Medieval II Total War for it seems to be trouble free

    Is that DoS? The Romans in Gaul your playing? Looking forward to your AAR, And Yes we are very much inspired by the last century of the Western Roman Empire and post Roman antiquity

    Under the esteemed patronage of Ramon Gonzales y Garcia IB and IB2 Mod

  19. #379

    Default Re: IB2 Britanniae 2 Expansion II

    Consilium of Britain, actually (CoB). Don't know why I had 'CoS' stuck in my brain.

  20. #380
    john duca's Avatar Biarchus
    Join Date
    Dec 2011
    Location
    Romania
    Posts
    658

    Default Re: IB2 Britanniae 2 Expansion II

    Time to play!

    Edit: few bugs on campaign map
    -the name of the "buildings tab" is missing (you know , army , building, agents tabs)
    -when you click on a city you can see in the right that the name is no centered(probably because it appears "settlement_large..."
    Last edited by john duca; October 18, 2013 at 07:30 AM.

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