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Viking Invasion II (BI) Viking Invasion II aims to recreate the campaign of the cult-status MTW: Viking Invasion on the Rome BI engine. It sticks closely to the original campaign, only making changes to correct large inaccuracies, to improve gameplay and comply with the new engine. "This is about as good a Christmas present as the Total War community could hope for" - PCGamer, February 2009

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Aradan
Old January 27, 2009, 10:55 AM / Mod Information & Download   #1
 
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Compiled Mod Information on Viking Invasion II


Mod Name: Viking Invasion II (VI2)

Platform: Barbarian Invasion 1.6

Modfoldered: Yes, completely modfoldered (bi/VI2)

Timeframe: British Isles (and Scandinavia) during the early Viking Era (AD 851 - 1036)

Description: Viking Invasion II aims to recreate the campaign of the cult-status MTW: Viking Invasion on the Rome BI engine. It sticks closely to the original campaign, only making changes to correct large inaccuracies, to improve gameplay and comply with the new engine. It is also set a little later than the original campaign at AD 851 - two years after the birth of King Alfred the Great of Wessex.

Latest Build: Viking Invasion II 1.7 (full build, EXE version) / Viking Invasion II 1.7 (full build, RAR version)

Latest Patch: Viking Invasion II 1.7 patch (upgrade patch to 1.7 for those with version 1.6 or earlier only)

Submod: VI2: Dominion of Britannia 1.2 (EXE version) / VI2: Dominion of Britannia 1.2 (RAR version) - Requires VI2 1.7

Team Leaders: Aradan, MasterOfNone

Team Members: Aradan, MasterOfNone, Halie Satanus, Uranos, Antagonist, Keyser Soze

Wiki Page: Detailed Information about Viking Invasion II


Last edited by Aradan; May 30, 2009 at 05:09 PM.
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Old January 27, 2009, 02:36 PM / Re: Mod Information   #2
 
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Detailed Mod Information on Viking Invasion II



Viking Invasion II
a mod for Barbarian Invasion 1.6


Viking Invasion II aims to recreate the campaign of the cult-status MTW: Viking Invasion on the Rome BI engine. It sticks closely to the original campaign, only making changes to correct large inaccuracies, to improve gameplay and comply with the new engine. It is also set a little later than the original campaign at AD 851 - two years after the birth of King Alfred the Great of Wessex.

The map covers Ireland, England, Alba (Scotland), Jutland, Wales, and the isles and westernmost provinces of the Norwegians. There are 50 provinces and many new strategy-map trade resources and other models, as well as new map textures for both summer and winter.

Eight factions covering three cultures are included:

The Saxons

The West Saxons - Strong close-combat infantry; extra tier allowing improved farming and stone walls; superior warship; access to Select Fyrd units; poor cavalry

The Mercians - Strong close-combat infantry; extra tier allowing improved farming and stone walls; superior warship; access to Marcher Horsemen units

The Northumbrians - Strong close-combat infantry; extra tier allowing improved farming and stone walls; superior warship; access to cheaper Lithsmen mercenary units; ability to build priories; poor cavalry

The Vikings

The Danes - Strong close-combat infantry, especially in attack; superior boats; leaders can convert to Christianity after AD 878; very poor cavalry

The Norwegians - Strong close-combat infantry, especially in attack; powerful berserkers; superior boats; leaders can convert to Christianity after AD 878; no cavalry

The Celts

The Welsh - Good mix of infantry and cavalry; superior cavalry; longbowmen; can build priories; weak ships.

The Men of Alba - Good mix of infantry and cavalry; can build priories.

The Irish - Good mix of infantry; can build monasteries; can recruit Monks; poor cavalry; no archers.



Major Changes and Enhancements from VI Original:

  • Unit rosters tweaked to create greater historical accuracy
  • Tech-tree simplified and restructured to suit confines of a 3/4 tiers rather than 5 tiers
  • Hordaland has been divided into two to create the new province of Rogaland
  • Several new provinces added to Ireland to fill out the originally large provinces there and also to more accurately reflect its diversity and improve gameplay


New Features

  • Provincial Information structures give flavour text and custom bonuses for every Province
  • Incorporates Aradan's unit and unit-autoresolve balance (now even more advanced!)
  • Saxon and Celtic Emissaries may travel with princesses and bishops to increase their effectiveness
  • Provincial and Kingdom titles for family members implemented, including Local Lord traits for better settlement-specific management
  • Recruitable mercenaries
  • Culture-specific recruitment buildings and limited ZoR
  • Campaign Script customizes game-start conditions according to faction selected by player to make for a greater challenge


Main Credits

Arthurian Total War - many battlemap and stratmap units, as well as their map as a base
Chivalry Total War - battlemap units
Age of Vikings and Fanatics - Viking and some Saxon units, as well as base for interface
Aradan - for unit balance, unit-balance coding, traits and ancillary coding, campaign testing and tweaking including heavy work on campaign balancing (and campaign script), sprite generation and general enthusiastic support!
Halie Satanus - for 3d model tweaks, creation of several new models and loading screens, faction symbols and banners, and adjustments to various 2D elements
Uranos - for unit cards and map tweaks and miscellany
Antagonist - for his advice on historical matters, unit roster design and descriptions, and faction intro text for Alba
Anallein - for his contribution to the base campaign script

And to DaVinci (Chivalry), Antagonist (Arthurian), Halie (End of Days), Uranos (Europa Barbarorum), Aradan (Fourth Age), Bovi (Europa Barbarorum) and Anallein (RTR) for general feedback, beta-testing, support and advice.


And remember, "Modders stand and fight because if you run, you'll only die tired."



Bonus

Age of Vikings and Fanatics - Total War open-source files.



DOWNLOAD LINK: http://www.thefourthage.org/downloads/aovaf.rar

NOTE: The AoVaF.rar file is provided as a resource file only. It is not a working mod. If used in a public mod you must credit "Age of Vikings and Fanatics".


Last edited by Aradan; January 27, 2009 at 09:04 PM.
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Old May 21, 2009, 06:02 PM / Re: Mod Information & Download   #3
 
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Detailed Mod Information on Viking Invasion II: Dominion of Britannia



Viking Invasion II
Dominion of Britannia

a mod for Barbarian Invasion 1.6

* Requires Viking Invasion II 1.7 *


Viking Invasion II: Dominion of Britannia aims to take the original Viking Invasion II (itself based on the cult-status Medieval Total War: Viking Invasion) and add more options for play whilst also enhancing historical accuracy.

The map covers Ireland, England, Alba, Jutland, Wales, and the isles and westernmost provinces of the Norwegians. There are about 15 more regions (same map) to traverse and conquer, and two brand new factions - the Uí Néill and the East Angles - to lead to victory.

Major Changes and Enhancements from VI2 1.7:

  • Irish factions can now recruit Monastic Levies from monasteries
  • Unique strategy-map models for Saxon large towns, cities and large cities
  • 15 New provinces (Britain and Ireland)
  • Greater geographical historical accuracy
  • Unit stats reworked for even greater unit balance
  • Campaign balance improved
  • Saxon culture renamed to Anglo-Saxon
  • Uncrowned and Crowned trait for Kings implemented
  • New ship for the Vikings (credits to 1066 open-resource mod, with sails by Halie Satanus)
  • New Stone Henge model (credit to 1066 open-resource mod)
  • Now possible for Anglo-Saxon factions to have monks in their ranks
  • New Laigini elite unit for Men of Leinster (formerly "The Irish" faction)
  • Recruitable mercenaries redistributed to be more historically accurate
  • Walls now only buildable from large town and up
  • Viking names edited to be more accurate (thanks to Dansk)
  • And lots of textual and visual tweaks throughout!

Main Credits

In addition to those for VI2, and those already mentioned above, we'd like to give credit to Keyser Soze for his persistence in wanting to submod VI2 to the point where we decided to make it official and work together to complete it.


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