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Thread: Age of Charlemagne: Imperator Romanum (RELEASED)

  1. #1

    Default Age of Charlemagne: Imperator Romanum (RELEASED)

    Age of Charlemagne:
    Imperator Romanum

    A Historically Accurate Overhaul



    This is a little side project I've been working on to make everything in the Age of Charlemagne DLC much more historically accurate. I have spent alot of time researching the life of Charlemagne and what his empire was like and I have tried to change as much of the vanilla game as possible to match what the historical reality was like. The overhaul includes:

    - All vanilla units, generals and faction leaders have been reskinned according to what they most likely looked like at the time. I have used several very good sources, including contemporary descriptions and art, and come up with a very different look from what the vanilla game offered. Thanks to beautiful models from the 1212 team, FOTE team, Hadrien and Drama belli you will get a whole new look at how the warriors of this time period equipped themselves.
    - All vanilla units have had their combat stats rebalanced to create a brand new combat system based on my historical research. Mid tier infantry now are very solid as defensive units but are not effective as attackers. Christian and muslim levies are basically farmers and city folk who will flee at the first opportunity while the more barbarian faction's lower tier troops are
    hardier woodsmen and hunters who put up a fight. The turning point comes when the christian and muslim factions build up their infrastructure and can train their professional and heavily armed soldiers. However, the historical pricing for paying for these troops was extremely expensive, almost 44 golden solidi per man or $500,000.00 to equip a 160 man armored cavalry squadron. Which takes us to the economic overhaul.
    - The primary sources of income will now come from the Church and the farming system, this will recreate the basic pillars on which the european feudal system which was beginning to be developed during this time. Building monasteries, churches and estates will now offer major economic bonuses which help to pay for the extremely expensive tier 2 and 3 units which recreates how clergymen and landowners were relied on by charlemagne to provide him with the real soldiers of his army. This gives an advantage to the christian factions but it is balanced by their lower tier units inability to fight.
    - I have recreated the diverse cultural and ethnic nature of the Carolingian army by adding units for each of the various kingdoms comprising their empire. Now you can recreate the real carolingian army by having contigents of lombards, gascons, aquitainians, provencals, septimanians, alemanians, bavarians, neustrians, bretons and burgundians.
    - All factions, units and cities have been renamed to match the contemporary language and spelling of the time period.
    - Thanks to the Ancient Empire team, Christmas Sandwich and Melcor the UI has been overhauled to provide a new feel that matches the historical setting's interesting mix of ancient rome developing into early medieval styles including new flags and faction banner colors.
    - The campaign map has been edited to provide a more historically accurate starting situation. There are now 12 turns per year which really allows you to play the game at a pace more similar to how the lords at the time would live and fight. Charlemagne or Karl as he was known now inherits a basic carolingian army from his father at game start as he deals with the aquitainian and gascon uprising. War with the Saxons didnt begin until 772 so there is peace on the eastern borders but relations are poor. The Saxon tribes starting positions have been updated to reflect their historical locations and their starting settlement fortifications have been strengthened so you will now get a much more historically accurate recreation of the Saxon War. The fortifications of the cities across europe that had maintained their roman walls have also been strengthened to reflect this, which leads to the next update of the fortification models.
    - Much of the settlement walls and tower models have been changed to make them look more historically accurate. Now you will see massive roman walls and towers guarding the old roman cities and the weird looking stone towers in lower tier settlements have been replaced with wooden watch towers.
    - Apart from all that I have also added in a lot of little gameplay mods like longer fires, stronger walls, double garrisions, better Campaign and Battle AI and many others that I feel add to the overall Historicity of the project.

    This is the Steam Page Link to see Updated Screenshots of the mod:
    http://steamcommunity.com/sharedfile...?id=1205733401

    This is the Google Drive Link to Download the Full Mod:
    https://drive.google.com/open?id=1DP0MLG8EtqftP_FU6q7K-QyWHStkb8Dx


    Last edited by Athos187; November 19, 2017 at 10:40 PM.

  2. #2

    Default Re: Age of Charlemagne: Imperator Romanum

    Last edited by Athos187; November 16, 2017 at 08:34 PM.

  3. #3

    Default Re: Age of Charlemagne: Imperator Romanum


  4. #4

    Default Re: Age of Charlemagne: Imperator Romanum

    Great news! Thanks for yor fantastic job Athos!
    Last edited by Rampante-Cid; November 17, 2017 at 07:53 AM.



  5. #5

    Default Re: Age of Charlemagne: Imperator Romanum

    Thanks Rampante , have a little bit of polishing to do tonight and then I plan on releasing it as a final version mod tomorrow night

  6. #6
    LinusLinothorax's Avatar Attested Africa-Nerd
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    Default Re: Age of Charlemagne: Imperator Romanum

    Looks pretty damn good. You should change the stance of the Avar khan though, because right now his sword is kinda floating.

  7. #7

    Default Re: Age of Charlemagne: Imperator Romanum

    Ya thats on my to do list for tonight

  8. #8

    Default Re: Age of Charlemagne: Imperator Romanum

    Amazing man !

  9. #9

    Default Re: Age of Charlemagne: Imperator Romanum

    when u put the mod on steam ?
    as i see the playable factions not changed, so the startpos untouched? ( i ask bcs. i found a mod, was added new playable factions for AOC campaign, and i will use it )

  10. #10

    Default Re: Age of Charlemagne: Imperator Romanum

    Mod google drive link has been added to the original post, enjoy

  11. #11

    Default Re: Age of Charlemagne: Imperator Romanum

    Sorry for the delay, mod has been reuploaded and is now available for download

  12. #12
    Sixt's Avatar Civis
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    Default Re: Age of Charlemagne: Imperator Romanum

    A little bug, Galmatan swordsmen from the lombards, when i zoom in i see the men, are there, but when i zoom out the men disappear.
    See attachments

    I was not using any mods than imperator.
    Attached Thumbnails Attached Thumbnails 20171120065112_1.jpg   20171120065106_1.jpg  

  13. #13

    Default Re: Age of Charlemagne: Imperator Romanum

    Ohh, 18 Gig ... and i bet u dont make 2 parts. One "core" parts for db tables , and second just for huge models-texture files ?
    BCS. in that big .pack we cant anything changing, the PackFileManager cant handle so big files, saving changes never end, or ages.
    (sorry my english)

  14. #14

    Default Re: Age of Charlemagne: Imperator Romanum

    Dont know why but when I break my mods into parts they just dont work at all. Its a big pack but everything works perfectly so I'm happy

  15. #15

    Default Re: Age of Charlemagne: Imperator Romanum

    I am sure work perfectly. i just ALWAYS check all mods, db tables . and somtimes(all times ) changing som things . maybe som texture, or garrisons, or add som new units, or add anotherstyle unit cards etc. just for my fun. but these big pack filles cant handle . sorry my critic .
    Last edited by Hunor; November 20, 2017 at 01:19 PM.

  16. #16

    Default Re: Age of Charlemagne: Imperator Romanum

    I actually saved a change the other day actually, just took about 10 minutes for it to save

  17. #17

    Default Re: Age of Charlemagne: Imperator Romanum

    Athos,

    Really enjoying the mod (and really looking forward to 1066 as well). Two things I noticed and I wanted to ask if they were intentional or not:

    1. All newly recruited bow units have 50 men, which seemed like an odd number since all other units have either 80 or 160 (and the bow units that armies start with have 160). Wasn't sure if it was a balancing thing or a bug of some kind.

    2. One of the Frankish units (Pedites Baioaria) is classed as skirmisher cav while it appears to be a spear infantry unit.

    Thanks for all your hard work on this and on all of your upcoming projects.

  18. #18

    Default Re: Age of Charlemagne: Imperator Romanum

    Ya the massed archery they had in vanilla just simply didnt exist during this time period, it really started to get going around the 11th century and was one of the new military technological advances that William the Conqueror used to give him an advantage over the anglo saxons. It also helps give the pagan and muslim factions more of a historical edge since they relied on archery much more than the franks or anglo saxons during this time period. Left the original 160 man starting units to give a bit of a boost in terms of missile cover tho.

    Ya i looked at the bavarian infantry classification and couldnt figure out why they were being classed as skirmisher cav, it really only affects custom battles tho. I will probably release another version down the line that fixes stuff, for now I'm finally just enjoying a campaign for once instead of modding

  19. #19

    Default Re: Age of Charlemagne: Imperator Romanum

    I see the reason behind of units disappearing while you move your camera away is that they don't have the impostormodels while making the variantmodeldefinitions.

  20. #20

    Default Re: Age of Charlemagne: Imperator Romanum

    Interesting, never heard of those. Ill make sure to see how I can add them for the final version of the mod

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