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Thread: Veni, Vidi, Vici; A Standalone Expansion for Igni-Ferroque [WIP]

  1. #1

    Icon3 Veni, Vidi, Vici; A Standalone Expansion for Igni-Ferroque [WIP]



    Veni, Vidi, Vici means in Latin; I came, I saw, I conquered, it was famously written by Gaius Julius Caesar in a letter to the Roman Senate in 47 BC after achieving a quick victory against Pharnacles II of Pontus at the battle of Zela. This mod will be a standalone expansion of my friend, Aleksi Mizaro's balance mod; Igni Ferroque; it will use files from Belisarius' Historical Immersion mod that is yet to be released.








    evelopers

    Lead Developer: Jeremy (KingXDestroyer)

    Balance and Art Developer: Aleksi Mizaro
    Co-Developer: Belisarius











    ampaign Map



    This map was created by AleksiMizaro for the purposes of this mod. This is map includes terrain details, de-facto rulership of lands and flags. Flag legend and description are in the Factions tab.


    Spoiler for high res version












    hanges from vanilla

    Changes in Campaign

    Spoiler for Campaign Changes

    *As of now*

    -Low Upkeep -High Payment
    -Start to End 1330-1453-1576 (246 years)
    -Long Campaign; long time to go through it
    -1 turn = half year or 1 turn = quarter year
    -Little skirmishes early on
    -Shorter turn time
    -Slow start; encourages trade and development, makes merchants more valuable; makes more income (cost more to recruit)
    -Spies and Assassins are more expensive but low upkeep
    -Spies and Assassins need training; they are valuable assets
    -Cities and Castles more expensive to upgrade; buildings more cheaper
    -Rebellions and unique faction events
    -Possibility of improved diplomatic AI
    -Event created non visible colonies that have to be paid money to protect and provide with another source of income
    -Remove the Americas in favour of larger map
    -More free upkeep slots
    -Low tier units attacking after a siege will lose men due to running of into town, getting drunk, fights and chaos
    -Every turn during a siege low tier peasants and archers are conscripted into defender's garrison
    -recruit clergymen from churches
    -uses map files from Belisarius' Historical Immersion mod (unreleased as of now); makes map 50% bigger
    -Much more minor cities villages and small towns
    -Cities will be surrounded by small villages and towns that can be upgraded to large towns or to castles that can be used as strategically to protect cities and the country; some forts are there from the start: forts along the alps and some across French-Spanish mountain borders etc.
    -Constantinople is the only city that starts off as a huge one which makes it VERY valuable. London, Paris, Roma, Frankfurt and Stockholm are the only large cities off the start of the game. Normal sized are somewhat common and minor cities are common.
    -New realistic traits, deformities and skills for general's traits.
    -Towns, and castles cannot upgrade to each other, ie; towns cant upgrade to castles, castles can't upgrade to towns (also after adding this, I realized this completely fixed the fast citadel glitch).
    -Large Towns and Citadels cannot upgrade to cities (whatever is a city by the start of the game is a city; this also encourages eastern faction expansion westward as some dont have cities)
    -If you own a city you control the city's region (ie; if you own london, you own the region of south-east england)
    -Coop and hotseat like campaign, without the use of file transfers, and can be played on the spot.


    Faction Changes
    Spoiler for Factions Changes

    (new/imported factions will be given new units)
    * The Turks are renamed Turkish States, given new flag and can become the Ottoman Empire if they gain Constantinople (new flag and name after they become the Ottomans)
    * HRE is split into three spheres (HRE is too damn complex with individual counties, etc); they are the countries historically who dominated each area along with a buffer state: The Austrian Sphere, The Brandenburg Sphere, The Central Sphere. If one of these factions conquers the whole of the HRE, it becomes The Holy Roman Empire.
    *Byzantines are renamed The Eastern Roman Empire; if they lose Constantinople, they become Greek City States until Constantinople is regained.
    *Russia's land is split into three; The Republic of Novgorod, which is from the teutonic expansion, Russian States which is based of vanilla Russia and Kiev which will be a fresh factions with some russian units and some new ones. If united by either faction it becomes The Russian Tsardom.
    *Kingdom of Lithuania and Teutonic Order are transferred over from teutonic.
    *Moorish land is split into two; North Africa becomes rebels and Iberian land becomes The Emirate of Granada.
    *Milan is replaced with The Republic of Genoa as it's land is part of the HRE except in Genoa; most Milanese units will be ported over.
    *Kingdom of Norway is imported from teutonic and Kingdom of Sweden will be a new faction.
    *Aragon becomes a new faction; Spain is renamed and reflagged as Kingdom of Castile.
    *Egypt becomes The Mamluk Sultanate
    *Sicily is renamed Kingdom of Naples and it's capital is in Napoli; island of Sicily is given to Aragon
    *Mongols and Timurids are mixed into the Golden Horde while Ilkhanate will be a mix of new units and Mongol units.
    *Bulgaria and Georgia are added as new fresh factions (new units and flags).
    *Bohemia is added and will be an important center during the reformation event chain.



    Factions
    Spoiler for Factions


    England - This chivalrous nation rules most of Britannia. But it is slowly decaying it's grasp on the isles. Ireland is slowly being lost to uncivil Irishmen through the loss of villages, towns and now are mobilizing against cities. Wales has mostly accepted English rule and are now loyal subjects, but there are some who think the Britons of old should rule themselves and even the whole of their old motherland. Scotland bravely resist the English in the north and will not give up without a fight to remember. France is bitter about the loss of french territories and claims the English throne as William the Conqueror was a de-jure vassal to the king of France. Only one can rule Britannia. And whoever rules Britannia.. Rule the waves!


    William "the Bastard", now known as "The Conqueror" may have crushed other claimants to the Kingdom of England, but he must still deal with the resistant Gaels in the Kingdom of Scotland should he wish to extend his rule to cover the whole of Britannia, it will however prove difficult as the Scots have experience at pushing back foreign invaders, first the Romans, then the Angles, Jutes and Saxons, and now the Normans. The Scots in fact have pushed into England's northern counties in Northumbria. If the Celtic lords in the north can push back these french speaking invaders, they might be able to unite Britannia under Celtic rule which had existed almost a millennia ago and if successful; a millennia more.



    France - The French are the descendants of the Franks of Old and will reclaim all for the glory of Charlemagne and Pepin the Younger. But first they must deal with the German pretenders who claim to be the heirs of Charlemagne, Caesar of Rome and Augustus of the Romans. The French will not let he mountains of the Alps and Switzerland stop them in reclaiming what is there's. They must also retake England which would greatly help them and also puts down a challenge to their rule. For the Glory of Charlemange. Montjoie! Saint Denis!


    Northern Holy Roman Empire - For too long the Germans of the North were ruled by the weak Southern Kaisers in their Mountain keeps. For too long The title Emperor of the Romans were held under sway of the weak. But they are now crumbling and once again, the strong North will rule the south once more. The crown of the Romans will be placed upon a true and strong Emperor, with Honor and Justice, rather than deceitfulness, treachery, and arbitration. For the Glory of Caesar!


    Central Holy Roman Empire - While the Northern and Southern rulers tore each other up, this empire and it's people, they allowed Heathen, Heretic and Foreigners to take grabs at the Empire. While the people of central part of the empire, defended against the false Franks to the west and the deceptive Slavs to the East. It is up to the righteous, the defenders of the empire to unite the empire and reconquer the borders of the old Romans. Aquila Elegit lovis Omnia Vincit!


    The Southern Holy Roman Empire - The south had always administered and protected their aggressive counterparts in North and while they do not directly challenge the Kaiser's claim, they will try to usurp this Empire. While this faction has the support of the Pope and the law, the North has the support of Imperial Guard. We must show these blood thirsty brutes who rules on behalf of god as the Holy Roman Emperor. Deus Vult!


    The Republic of Genoa - Genoa serves as the coastal gateway to the Mediterranean and beyond. This city is booming with riches, possibility and culture. While not militarily strong, they are able to source mercenaries from Milan to protect the city and it's colonies. The renaissance is dawning and it's ideas will spread from Italy to the Genoan colonies. Perhaps new trade routes could be explored and the ideas of the republic and renaissance be showed to the heathens from the Near and Far East while Venice would be clueless in Greece. From there Genoa will perhaps be able to take the spotlight from the other Italian powers, and build a new Roman State. A new Res Publica.


    The Most Serene Republic of Venice - Venice, a city of beauty, a city of wealth, a city of the trade. These are the things that define Venice, the ever growing Mechant Republic in the Mediterranean. The Greeks have somewhat recovered after the crusaders sacked their city of the world's desire. Their islands and coastal cities are ripe for conquest now that the turks have reforged their old hatred for one another. The Turks may be open to trade and may be a valuable ally. Perhaps Greek and Roman knowledge may return to Italia and the Venicians look to be the ones who do just that. Let the gold flow!


    The Papal States - His holiness the Pope is rather troubled. In the east, Islam is on the rise, and orthodoxy is drifting even more away from Rome, making reunion harder, the north is plagued with heresy and witchcraft and in the west, Christians are fight each other more than they are against the Muslims. But he has hope from the heavens above. The Turks and Mongolians have weakened the Romans in the East, making it easier for the west to help them, thus making it easier to mend the schism and making the east accept the Pope's authority. Then an organized crusade would be easier to finally drive Islam from whence it came. But something is happening in the Western Roman Empire, something that could change the path of Christianity. Does god favour his believers, or is this his way of punishing them for their sins? In nomine Patris, et Filii, et Spiritus Sancti, Amen!


    Kingdom of Naples -
    Although Sicily's proximity to Rome has given the island a rich history, it now stands as a true fledgling among the European powers. While having lost the island to the Aragonese, it still has a legacy left over in Naples. Naples has a healthy relation ship with the Papal States and could use their friendship to reconquer the Italian islands from Aragon, and perhaps buy territory from the Pope so as to conquer Northern Italy. Or the Southern Italians can return to their dynastic Norman roots and invade Mediterranean cities, such as reconquering Carthage. Both plans of action can work, but it's whether they will work. Only time can tell.










    Additional Things


    Link to Main Mod: http://www.twcenter.net/forums/showt...8#post14879478
    Poll regarding # of turns per year: http://www.strawpoll.me/10340657
    Last edited by KingXDestroyer; July 17, 2016 at 04:34 PM.

  2. #2

    Default Re: Veni, Vedi, Vici; A Submod For Igni-Ferroque [WIP]

    Sounds great so far

  3. #3
    BagaturSasha's Avatar Invictus
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    Default Re: Veni, Vedi, Vici; A Submod For Igni-Ferroque [WIP]

    Oh thats great! I will wait it!

    Leader of the "Creative flame" studio.
    Author of the book "Legends of Moon Landscape"
    also author of the books "Fly", "Volcanorium" and other works too. Mostly specialized on fantasy.

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  4. #4

    Default Re: Veni, Vedi, Vici; A Submod For Igni-Ferroque [WIP]

    I anyone has sugestions feel free to say and go in depth with it.

  5. #5
    Vladyvid's Avatar Wizard of Turmish
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    Icon13 Re: Veni, Vedi, Vici; A Submod For Igni-Ferroque [WIP]

    -Every turn during a siege low tier peasants and archers are conscripted into defender's garrison
    How does it make any sense that they are conscripted during a siege? Do you imagine they just pass the besieging army and say "sorry guys we are going to the castle/city you are besieging because we were conscripted" and the besieging army just goes "oh sure, move along"?

    -Event created non visible colonies that have to be paid money to protect and provide with another source of income
    Explain. What are the conditions for having such invisible colonies? Are they for all factions? How do you protect them and how do you exploit them?

    -recruit clergymen from churches
    What does it change exactly? As far as I know you can recruit priests in vanilla if you have churches, so whats the difference here?

    -Remove the Americas in favour of larger map
    Would be nice to see that map, or at least if you can give an idea of what it would contain that is different from vanilla?

    Also, since you say its
    -Start to End 1330-1453-1576
    then what are the starting factions?
    What emergent factions are planned?
    Any idea about the rosters?
    Any scripted attrition or war exhaustion?
    Any scripted uprisings?
    Wars of succession?
    What about crusades and jihads - any changes there?
    Any new religions?
    Any pics?

    More info please.

    BTW not familiar with the Igni Ferroque, but that seems like basicly a battle tactics mod? All the untis Ive seen had vanilla skins and everything and only tweaked stats and how they fight? I suggest make new units skins so that its more interesting, more historically acrurate and altogether more awesome. There are tons of medieval mods so you should have it very easy to find ready units and what not.

    And yeah there are tons of medieval mods and you decide to make ... another one? Deja vu?

    Anyways good luck, since it makes you happy, have fun with it!

  6. #6

    Icon12 Re: Veni, Vedi, Vici; A Submod For Igni-Ferroque [WIP]

    Quote Originally Posted by Vladyvid View Post
    How does it make any sense that they are conscripted during a siege? Do you imagine they just pass the besieging army and say "sorry guys we are going to the castle/city you are besieging because we were conscripted" and the besieging army just goes "oh sure, move along"?


    Explain. What are the conditions for having such invisible colonies? Are they for all factions? How do you protect them and how do you exploit them?


    What does it change exactly? As far as I know you can recruit priests in vanilla if you have churches, so whats the difference here?


    Would be nice to see that map, or at least if you can give an idea of what it would contain that is different from vanilla?

    Also, since you say its then what are the starting factions?
    What emergent factions are planned?
    Any idea about the rosters?
    Any scripted attrition or war exhaustion?
    Any scripted uprisings?
    Wars of succession?
    What about crusades and jihads - any changes there?
    Any new religions?
    Any pics?

    More info please.

    BTW not familiar with the Igni Ferroque, but that seems like basicly a battle tactics mod? All the untis Ive seen had vanilla skins and everything and only tweaked stats and how they fight? I suggest make new units skins so that its more interesting, more historically acrurate and altogether more awesome. There are tons of medieval mods so you should have it very easy to find ready units and what not.

    And yeah there are tons of medieval mods and you decide to make ... another one? Deja vu?

    Anyways good luck, since it makes you happy, have fun with it!
    Note this is all the things I have planned as of now, I will update as we go.

    1. In real life, if you are a peasant within fighting age and strength in the besieged settlement they would be conscripted/given a weapon to defend their city and home. (The people who are conscripted live in the city and it is for the defending garrison.)

    2. This is mostly a possibility; it is just meant as a Risk/reward long term investments; the colonies will not be factions.

    3. Clergymen are a military unit that is added in Igni Ferroque.

    4. More settlements, more details, villages, more cities and fortresses etc.

    5. We are currently brainstorming but as soon as were done discussing, I will edit the main posts for the factions (ASAP), there will be two mongol factions and more will be planned, but other factions will have requirements to become (upgrade?) historical factions based of of what they became. Rosters will be mostly based of Igni Ferroque roster and Aleksimizaro will help with balancing and creating the rosters of new factions, there will be scripted attrition and war exhaustion, there will be scripted uprisings and events (such as protestant reformations), there will be wars of succession, we haven't decided anything about crusades but what I want is to allow, Shia and Sunni Jihads, scripted crusades etc, new religions will include: all new protestant denominations, Islamic denomination, orthodox denominations, other christian church minorities such as the Copts. We are currently in the pre-development stage and aren't expected to finish this for awhile; thus WIP. Pictures will be uploaded in things like dev diaries?

    6. Igni Ferroque is a balance mod and is meant to keep the basic vanilla feel, this is an standalone historical expansion (I know, it's a bit confusing for you) that will expand on the balance created by Aleksimizaro and make it more historically accurate while keeping the balance, new units that will be created and/or imported from DLC.

    7. I wished to make this as I felt there were a lot of things that other mods got wrong and didn't change the way the campaign is played.
    Thank you for the constructive criticism, hope this made your day
    Last edited by KingXDestroyer; June 01, 2016 at 09:27 PM.

  7. #7

    Default Re: Veni, Vedi, Vici; A Standalone for Igni-Ferroque [WIP]

    That slay...

  8. #8
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Veni, Vedi, Vici; A Submod For Igni-Ferroque [WIP]

    Quote Originally Posted by KingXDestroyer View Post
    Note this is all the things I have planned as of now, I will update as we go.

    1. In real life, if you are a peasant within fighting age and strength in the besieged settlement they would be conscripted/given a weapon to defend their city and home. (The people who are conscripted live in the city and it is for the defending garrison.)

    2. This is mostly a possibility; it is just meant as a Risk/reward long term investments; the colonies will not be factions.

    3. Clergymen are a military unit that is added in Igni Ferroque.

    4. More settlements, more details, villages, more cities and fortresses etc.

    5. We are currently brainstorming but as soon as were done discussing, I will edit the main posts for the factions (ASAP), there will be two mongol factions and more will be planned, but other factions will have requirements to become (upgrade?) historical factions based of of what they became. Rosters will be mostly based of Igni Ferroque roster and Aleksimizaro will help with balancing and creating the rosters of new factions, there will be scripted attrition and war exhaustion, there will be scripted uprisings and events (such as protestant reformations), there will be wars of succession, we haven't decided anything about crusades but what I want is to allow, Shia and Sunni Jihads, scripted crusades etc, new religions will include: all new protestant denominations, Islamic denomination, orthodox denominations, other christian church minorities such as the Copts. We are currently in the pre-development stage and aren't expected to finish this for awhile; thus WIP. Pictures will be uploaded in things like dev diaries?

    6. Igni Ferroque is a balance mod and is meant to keep the basic vanilla feel, this is an standalone historical expansion (I know, it's a bit confusing for you) that will expand on the balance created by Aleksimizaro and make it more historically accurate while keeping the balance, new units that will be created and/or imported from DLC.

    7. I wished to make this as I felt there were a lot of things that other mods got wrong and didn't change the way the campaign is played.
    Thank you for the constructive criticism, hope this made your day
    Thanks for the response! Yeah now that explains a lot and you should probably put that info in the first post cause it looked pretty vague as it was, at least in my opinion I guess.

    I like the idea of scripted reformation, curious how will that be handled but I imagine it should be a major pain in the ass for the catholic factions. Historically different nations dealt with that in a different manner and I suppose 3 main reactions could be classified: they fought against the new religion, they accepted is as the state religion, or they tolerated the new religion but kept their own state religion. In terms of this game's mechanics probably only the first 2 (fight or convert) would be easy to portray, but Im curious maybe you also consider going for the third option aswell?

    About those peasants comming from the city that is under siege, ok fine that could make sense, but will the city population be reduced by that? If you want to go for as much historical accuracy as possible, would you try to have the city population be reduced proportionally to how many new conscripts join the defences? Will there be a threshold when no more conscripts can join the defences, cause you know like all able bodied men were already conscripted and you only have old people and children left? I know that maybe irrelevant in case of large cities but in case of small ones it would be valid question. Also, do you plan to have starvation and drastic drop in the population of a besieged city if the siege takes long? Starvation would often kill more people than the besieging army, often leading to the surrender of defenders.

    About those fighting clergymen, Im surprised, do you mean like priests with sticks sort of like the vanilla religious fanatics? Is this based on some historical accounts from that period?

    Thank you for the constructive criticism, hope this made your day
    Cheers, I guess I just like to "put a stick in the anthill" (a saying in my country) sometimes, to see what comes out!

  9. #9
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Veni, Vedi, Vici; A Standalone for Igni-Ferroque [WIP]

    BTW shoudnt it be "veni vidi vici" not "vedi", since "vidi" comes from "videre" not "vedere" ?

  10. #10

    Default Re: Veni, Vedi, Vici; A Submod For Igni-Ferroque [WIP]

    Quote Originally Posted by Vladyvid View Post
    Thanks for the response! Yeah now that explains a lot and you should probably put that info in the first post cause it looked pretty vague as it was, at least in my opinion I guess.

    I like the idea of scripted reformation, curious how will that be handled but I imagine it should be a major pain in the ass for the catholic factions. Historically different nations dealt with that in a different manner and I suppose 3 main reactions could be classified: they fought against the new religion, they accepted is as the state religion, or they tolerated the new religion but kept their own state religion. In terms of this game's mechanics probably only the first 2 (fight or convert) would be easy to portray, but Im curious maybe you also consider going for the third option aswell?

    About those peasants comming from the city that is under siege, ok fine that could make sense, but will the city population be reduced by that? If you want to go for as much historical accuracy as possible, would you try to have the city population be reduced proportionally to how many new conscripts join the defences? Will there be a threshold when no more conscripts can join the defences, cause you know like all able bodied men were already conscripted and you only have old people and children left? I know that maybe irrelevant in case of large cities but in case of small ones it would be valid question. Also, do you plan to have starvation and drastic drop in the population of a besieged city if the siege takes long? Starvation would often kill more people than the besieging army, often leading to the surrender of defenders.

    About those fighting clergymen, Im surprised, do you mean like priests with sticks sort of like the vanilla religious fanatics? Is this based on some historical accounts from that period?


    Cheers, I guess I just like to "put a stick in the anthill" (a saying in my country) sometimes, to see what comes out!
    Thank you for the reply! I didn't put everything as when I created this thread, I didn't have a list of factions and everything else. With the reformation; I believe the engine is capable of that and that the third one is possible, but don't count on that.

    Again if the engine is capable, I will have the militia's disband 1 year after the siege is lifted (4 or 2 turns - haven't decided yet > enter the poll) as the people wouldn't want to stay in the garrison as they only joined to protect their homes, otherwise, I will have the population drop proportionately. There will not be a threshold as cities and castles have 1000 people+ and there wouldn't be much old people as the morality rates were pretty extreme and the average life expectancy was about 40-60 years old, though the max you can get will only be 5-10 units just so you can't spam out units. Attrition for the defending army will have a limit to how many turns you can hide behind your walls, and people will die, when it runs out, you will be forced to sally out or surrender.

    The clergymen are from the teutonic or crusades dlc (can't remember ) and will be recruited from churches. There are some historical accounts of fanatical clergymen rallying and helping defend the city. They aren't the same as the religious fanatics, religious fanatics are a light shock unit in this, clergymen are a support unit just like in Total War: Rome's Barbarian Invasion that provides morale.

    Thanks (BTW I saw the name error and fixed it)
    Last edited by KingXDestroyer; June 02, 2016 at 06:32 PM.

  11. #11

    Default Re: Veni, Vidi, Vici; A Standalone Expansion for Igni-Ferroque [WIP]

    Update
    Added new factions and new settlement mechanics to OP.

  12. #12

    Default Re: Veni, Vidi, Vici; A Standalone Expansion for Igni-Ferroque [WIP]

    This is looking really promising

    I'll keep checking the thread as you update and add stuff.

  13. #13

    Default Re: Veni, Vidi, Vici; A Standalone Expansion for Igni-Ferroque [WIP]

    Update
    * Added new Town, village and castles mechanics as well as region/province mechanics
    Last edited by KingXDestroyer; June 05, 2016 at 08:32 PM.

  14. #14

    Default Re: Veni, Vidi, Vici; A Standalone Expansion for Igni-Ferroque [WIP]

    Update
    * New thread art/title picture/campaign map (includes high res version for download) created by AleksiMizaro


  15. #15

    Default Re: Veni, Vidi, Vici; A Standalone Expansion for Igni-Ferroque [WIP]

    Quote Originally Posted by KingXDestroyer View Post
    Update
    * New thread art/title picture/campaign map (includes high res version for download) created by AleksiMizaro

    ;D

  16. #16

    Default Re: Veni, Vidi, Vici; A Standalone Expansion for Igni-Ferroque [WIP]

    Update
    * I have been taking a break as it is summer but the modding will start some time between now and the beginning of August.
    * Alpha release date expect some time Q4 2016 to New Years. Beta will be sometime Q1 2017 and Full release will be Q2 2017.
    * I have been a lazy potato, so I finally decided to finish the factions list.


  17. #17
    Kesten pire's Avatar Foederatus
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    Default Re: Veni, Vidi, Vici; A Standalone Expansion for Igni-Ferroque [WIP]

    Keep it up, after the break

  18. #18

    Default Re: Veni, Vidi, Vici; A Standalone Expansion for Igni-Ferroque [WIP]

    Quote Originally Posted by Kesten pire View Post
    Keep it up, after the break
    Thanks, really encourages me to keep doing this!

  19. #19

    Default Re: Veni, Vidi, Vici; A Standalone Expansion for Igni-Ferroque [WIP]

    Any news on this? Looks really great in concept.

  20. #20

    Default Re: Veni, Vidi, Vici; A Standalone Expansion for Igni-Ferroque [WIP]

    Quote Originally Posted by HolyBob View Post
    Any news on this? Looks really great in concept.
    Yes sorry, its just a bit hard with school and like that, also the fact im lazy. But this mod concept is too much to simply abandon. I will do updates on the mod starting sometime in the fall.

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