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Thread: [RELz] Total War: Alexander III

  1. #1
    20ninescene's Avatar Artifex
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    Icon3 [RELz] Total War: Alexander III

    Hi everyone,

    so I decided to release a little demo which lets you play the battle of Issus, it's intended to let you experience the new battle map environments, units, AI and combat balance system while we are still working on the campaign.


    Preview:







    Demo installation download mirrors: (Main download, install this first, before the patch)

    ModDB






    How to install:


    Firstly, remove any previous installation of this mod if present, to remove it simply remove the A3 modfolder inside "...\Steam\steamapps\common\Rome Total War Alexander".
    Next you need 7zip, it's free: 7-zip.org
    Once you have installed 7zip, extract the A3 folder into your "[Location where steam is installed, usually program files]\Steam\steamapps\common\Rome Total War Alexander", it should look like this "...\Steam\steamapps\common\Rome Total War Alexander\A3\data"
    If it asks you to overwrite anything, STOP IMMEDIATELY and check the integrity of your RTW Alexander installation!!

    To run the mod simply run RTW Alexander using the command line switches: "-show_err -mod:A3"

    In order to play vanilla again, simply remove the -mod:3A command line switch, if you want to uninstall the mod completely just remove the A3 modfolder.

    Please report if you come across any bugs Thanks in advance!





    YouTube playthrough:





    Signatures:

    Small: https://imgur.com/u82lYdG


    Big: https://imgur.com/QyRd8OV





    Credits:



    Mod Leader:
    20ninescene AKA Robbe Aerts


    Research:
    20ninescene
    Alexandros Megas (Patrick Waterson)
    Kmhistories AKA Belisarius
    Leon Katakalon
    LinusLinothorax
    Mausolos of Caria
    Pyres Δt Varanasi
    Suppanut
    The Winking Skeever



    Descriptions:
    20ninescene
    Alexandros Megas (Patrick Waterson)
    Creative Assembly - RTW Alexander
    Kmhistories
    Mausolos of Caria
    RevanLegion



    Unit stats:
    20ninescene
    SPQR Total War (Ideas only)
    Darthmod (Ideas only)



    Unit models:
    20ninescene
    ATG - ATG Spartan Pack, Greek city states general.
    Creative Assembly - RTW, RTW Alexander
    Lanjane
    Spartan Warrior/EB - base model for cappadocian and median cavalry and horses used for Bactrian cavalry
    Stefan 25/EB - base model for Bactian cavalry



    Chariot models:
    Tone - Roma Surrectum II(I)



    Vegetation models:
    20ninescene
    Creative Assembly - M2TW
    Éorl - Fourth Age Total War
    Tone - Roma Surrectum II(I)



    Grass
    20ninescene
    Creative Assembly - RTW, M2TW
    Éorl - Fourth Age Total War



    Skies:
    20ninescene
    Creative Assembly - RTW



    Scripting:
    20ninescene
    Creative Assembly - RTW Alexander



    AI Formations
    Sinuhet/Pavel Vesely
    Twix - Candelarius Extended Realism Mod version 2.2
    Quinn Inuit - ExRM 3.3.4 and 4.0
    Aradan - ExRM 3.3.4



    Mapping:
    20ninescene
    Creative Assembly - RTW, RTW Alexander



    Projectile Effects:
    20ninescene
    Creative Assembly - RTW
    Xeofox - Pulchra mors (New 3D explosion mod)



    Animations:
    20ninescene
    Creative Assembly - RTW, RTW Alexander, M2TW
    Alin - Europa Barbarorum
    Prometheus
    SignifierOne
    Res Bellicae



    UI design:
    20ninescene
    Europa Barbarorum (Hellenic UI)



    Beta testing:
    BHL_20
    Jackasaurus
    Liguedes
    Prince of Macedon
    Saul Tyre



    Special thanks:
    Ahowl11 (for giving me advice and keeping the RTW modding community alive)
    Total War Center (Front page announcement)


    Old first post:
    Spoiler Alert, click show to read: 




    Hi everyone,

    I think most of the RTW community can agree that CA left Alexander in an unfinished, unbalanced state with a way too small map.
    However: I'm working on a mod that will overhaul RTW Alexander to what it could have been if CA put more time and effort into it.
    The first version will have the following features:
    -Several turns per year
    -More factions
    -Diplomacy
    -Removal of fantasy units
    -New units including artillery
    -Balanced unit stats
    -A bigger map
    -Better animations
    -Larger battle maps and ability to zoom out further
    -Alexander's generals as unique units (similar system as characters in lord of the rings total war)
    -Religion used as culture: Hellenic - Eastern - Tribalism
    -shadowing enabled for the 2 major factions: Macedon and Persia
    -A rainforest climate
    -No more huge pine trees
    -Bugfixes
    -Better AI
    -Much more

    The graphical style of the first version will be vanilla, but the gameplay will be more historically accurate.
    Also Macedon is going to be the only playable faction because:
    1. The AI will never expand like alexander.
    2. This allows to have a different unit stat and cost system for the player and AI (to make sure the AI recruits balanced armies and to improve AI battle behavior).

    Once we have a balanced, bug-fixed and stable vanilla-style version, I would like to send the files to CA and ask them if they could use these to create an official update for the steam version of RTW Alexander and ask them to modify the code of the .exe to enable and disable the background script automatically.

    New factions (WIP and subject to change)
    Spoiler Alert, click show to read: 

    note: Egypt is actually Pauravas


    A sneak peak of the historical battles we're overhauling (WIP)
    Spoiler Alert, click show to read: 


    Also, I took some screens of my edits to units: (again it's a WIP and subject to change)
    Spoiler Alert, click show to read: 



    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

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    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 




    Campaign map: (WIP and subject to change)
    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Signatures:
    Small: https://imgur.com/u82lYdG


    Big: https://imgur.com/QyRd8OV


    The team & credits:
    Mod leader: Me
    "Second in command": The Winking Skeever, Kmhistories
    3d artist: Me, Xeofox, Leon Katakalon, also some models are taken from RTRVII, including Cretan Archers
    2d artist: Me, Leon Katakalon
    Mapping: Me
    coding: Me, The Winking Skeever, Kmhistories, Leon Katakalon
    unit, building and faction descriptions: Me, crazyroman, Kmhistories, RevanLegion
    research: Kmhistories, Alexandros Megas, Pyres Δt Varanasi, The Winking Skeever, LinusLinothorax, Leon Katakalon, RevanLegion
    translation to Greek: Kmhistories, Morpice
    public relations: Me, Kmhistories, Morpice
    pre-alpha testing: Prince of Macedon, The Winking Skeever, Kmhistories
    advice on nomadic factions: Xeofox
    animations: Me, Prometheus, SignifierOne
    environments: Me, 0AD (open source game), Eorl + the Fourth Age Total War team


    Stay tuned!

    If you are interested in helping me out, feel free to let me know
    Last edited by 20ninescene; June 11, 2019 at 02:13 PM.

  2. #2
    crazyroman's Avatar Artifex
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    Default Re: Alexander Reloaded

    Hey awesome work ! Can i ask what units are subject to removal ?

  3. #3
    20ninescene's Avatar Artifex
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    Default Re: Alexander Reloaded

    For example sicklemen and indian female archers. Also the immortals and phrygian axemen will become cavalry units.

  4. #4

    Default Re: Alexander Reloaded

    Quote Originally Posted by Non-binary person View Post
    I think most of the RTW community can agree that CA left Alexander in an unfinished, unbalanced state with a way too small map.
    The map was deliberate on CA's part. They needed to make it small enough to be conquerable in Alexander's lifetime. That won't be a problem with 4tpy of course, looking forward to this mod.

  5. #5
    20ninescene's Avatar Artifex
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    Default Re: Alexander Reloaded

    Yeah I figured that out but they could have easily increased the turns per year.

    We're probably going for 6, 8, 12 or 24 tpy.

    As I said I'm going to offer the mod files to CA once we have a stable, balanced vanilla style version so they can update the steam version of Alexander to make it awesome if they want to, I will also include autumn and spring vegetation files for them.

    I'm aware that they might refuse our offer, but we can try.

    After the gameplay is balanced and stable we will focus on realistic skins, but we won't offer those to CA and keep those as a mod. However if they ask to use those we'll let them
    Last edited by 20ninescene; February 24, 2018 at 03:42 PM.

  6. #6
    crazyroman's Avatar Artifex
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    Default Re: Alexander Reloaded

    I hope there will be a non-steam version as well

  7. #7
    Frunk's Avatar Form Follows Function
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    Default Re: Alexander Reloaded

    A very ambitious project! Good luck! +rep

  8. #8
    20ninescene's Avatar Artifex
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    Default Re: Alexander Reloaded

    I hope there will be a non-steam version as well
    Yes our mod will also be compatible with non-steam versions of the game

  9. #9
    Foxcon's Avatar Foederatus
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    Default Re: Alexander Reloaded

    i am impressed by the professional look of it. You have proven your skills not only in 2d but also 3d. Since i enjoy vanilla-styled mods i am really looking forward to this one.

  10. #10
    20ninescene's Avatar Artifex
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    Default Re: Alexander Reloaded

    Thank you very much for your compliments

  11. #11
    Miles
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    Default Re: Alexander Reloaded

    Can you show a screen of the map/provinces?

  12. #12
    crazyroman's Avatar Artifex
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    Default Re: Alexander Reloaded

    The map with all the provinces and the cities is not ready yet.But of course it will be a lot different from the vanilla one.

  13. #13

    Default Re: Alexander Reloaded

    Nice idea! From the central Asia of the steppe, you can massagetov, dahov. And haomaivarga can be mercenaries. You can easily narrow the boundaries.



  14. #14
    20ninescene's Avatar Artifex
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    Default Re: Alexander Reloaded

    @xeofox yes this mod will have more steppe factions than any previous rtw mod, however we would need the help of an expert (like you, if you have time and energy) to decide which nomad factions are worth including.

  15. #15
    isa0005's Avatar Campidoctor
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    Default Re: Alexander Reloaded

    Awesome! Can't wait to give this a crack!

  16. #16
    Saul Tyre's Avatar Senator
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    Default Re: Alexander Reloaded

    Good luck with this project laddie, I will be watching out for the release
    My personality is who I am....my attitude depends on who you are!!!
    RTR: Imperium Surrectum Team Member/adviser/tester
    RTR Project Group member/RTR8_4.0 beta tester.
    RSII_WWC Team Member/tester.XC_5 Beta tester
    My TW youtube channel: https://www.youtube.com/SaulTyre












  17. #17

    Default Re: Alexander Reloaded

    Quote Originally Posted by Non-binary person View Post
    @xeofox yes this mod will have more steppe factions than any previous rtw mod, however we would need the help of an expert (like you, if you have time and energy) to decide which nomad factions are worth including.
    Short concept
    Factions:
    Saka as saka- but only mercenaries at their borders (one kind of army)
    Dahae- also mercenaries
    Charezmiya is very difficult (a small state on the map, but powerful) is not worth making mercenaries, but at your discretion.
    Massagetae are a full-fledged faction of nomads
    Sarmatians - if not mercenaries, then similar in politics and behavior as Massagets (perhaps a neutral first time)


    UNITS:
    Massagets - units as Scythians (RTW VANILLA) only hats of Scythian (not conical tigrahaud). Do not use naked (without clothes Scythian VANILLA units and need other womens unit if it`s need ) Minimum or no heavy armor.
    Sakae - mercenaries (Scythian in a conical hat) one unit at border area only.
    Dahae - Massagets of another color
    Sarmatians - it`s same with Massagetae but without hats of a different color.
    Chorezmia - I like to see it as a separate faction, but it is difficult.



  18. #18

    Default Re: Alexander Reloaded

    Quote Originally Posted by Non-binary person View Post
    Also Macedon is going to be the only playable faction because:
    1. The AI will never expand like alexander.
    Well, in Darthmod for Napoleon Total War (Epic edition 2.65+++), in every campaign in which i was playing a coalition faction, i've always seen the French Empire expanding eastwards (steamrolling German states and heading towards Wien). Is a similar mechanic possible to implement in Alexander, in order to play a Persia and to try to contain the Macedonian tide?
    "They make a desert, and call it peace" - Caledonian chieftain Calgacos' personal opinion about Pax Romana

  19. #19
    20ninescene's Avatar Artifex
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    Default Re: Alexander Reloaded

    Quote Originally Posted by isa0005 View Post
    Awesome! Can't wait to give this a crack!
    Thanks for your compliments. We're currently working towards a first alpha version. We currently have a first pre-alpha version and we're working towards a second pre-alpha version. You could get access to it if you join the team!

    Quote Originally Posted by Saul Tyre View Post
    Good luck with this project laddie, I will be watching out for the release
    Thank you very much! You could help alpha (and later beta) testing. Are you interested in doing a series of historical battles as Macedon?

    Quote Originally Posted by xeofox View Post
    Short concept
    Factions:
    Saka as saka- but only mercenaries at their borders (one kind of army)
    Dahae- also mercenaries
    Charezmiya is very difficult (a small state on the map, but powerful) is not worth making mercenaries, but at your discretion.
    Massagetae are a full-fledged faction of nomads
    Sarmatians - if not mercenaries, then similar in politics and behavior as Massagets (perhaps a neutral first time)


    UNITS:
    Massagets - units as Scythians (RTW VANILLA) only hats of Scythian (not conical tigrahaud). Do not use naked (without clothes Scythian VANILLA units and need other womens unit if it`s need ) Minimum or no heavy armor.
    Sakae - mercenaries (Scythian in a conical hat) one unit at border area only.
    Dahae - Massagets of another color
    Sarmatians - it`s same with Massagetae but without hats of a different color.
    Chorezmia - I like to see it as a separate faction, but it is difficult.
    Thanks for your advice Do these 5 factions cover the whole steppe area in the north of the map? What about the area above the black sea?

    Quote Originally Posted by Archesel View Post
    Well, in Darthmod for Napoleon Total War (Epic edition 2.65+++), in every campaign in which i was playing a coalition faction, i've always seen the French Empire expanding eastwards (steamrolling German states and heading towards Wien). Is a similar mechanic possible to implement in Alexander, in order to play a Persia and to try to contain the Macedonian tide?
    Well, Napoleon total war is a totally different engine so what applies there doesn't apply for RTW Alexander. (Since Empire total war, Ca remade their engine from scratch)

  20. #20
    Saul Tyre's Avatar Senator
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    Default Re: Alexander Reloaded

    Quote Originally Posted by Non-binary person View Post
    Thank you very much! You could help alpha (and later beta) testing. Are you interested in doing a series of historical battles as Macedon?
    Thanks for asking but let me think about it, I'm preoccupied with many things including RL at the moment and maybe find a little time for Alpha but I'm more likely to be ok for beta.
    My personality is who I am....my attitude depends on who you are!!!
    RTR: Imperium Surrectum Team Member/adviser/tester
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