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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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#181 | |
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Colour Sergeant
Posts: 467
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For the next patch would it be possible to add a minimap in the victory conditions screen, which tells you which regions you need to conquer to win, like in the Fourth Age Total War.
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#182 | |
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Armoury Sergeant
Posts: 599
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Managed to get a campaign running with the West Saxons on VH/VH...very cool!
Another proposal for the future... ...the normal Viking units with the two-handed axes...with the grey top...paint them (dark) brown (and give them coloured round shields on their backs if possible), and they will look perfect! Or give them the top of the West-Saxons archers...at the moment they look like they haven't been finished... |
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#183 | |
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Flame Imperishable
![]() Technical Staff • Artifex |
We considered it, here are so many regions that need to be conquered for some factions, that the whole map would be filled with "targets" and it would look ugly. As for the Vikingr, Halie can answer that.
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#184 | |
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Armoury Sergeant
Posts: 599
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I like the peasant units...it should always be possible to recruit them...
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#185 | ||
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Emperor of ice cream
Citizen |
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#186 | |
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Flame Imperishable
![]() Technical Staff • Artifex |
The peasants are used for a special purpose - and the AI likes to spam them, which is the reason they are blocked.
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#187 | |
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RTW Modder 2004-2009
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Viking Invasion II 1.2 is out!
So finish your campaigns! Major changes include campaign rebalance (especially for Danes), historical battles rebalance, and recolouring of mercenary units. They are all now bright orange (just kidding!). There are also some new traits for both the Vikings and the development of the Alfred character for the West Saxons (thanks to Aradan). And lots of other little tweaks. http://www.topnotchmods.net/mods/vi2 A patch is available for those who already have 1.0 or later. Please give feedback! Last edited by MasterOfNone; September 29, 2008 at 05:50 PM. |
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#188 | |
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Light Infantryman
Posts: 19
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Noo, just when my West Saxon campaign started to get interesting because EVERYONE was at war with me. England will have to wait
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#189 | |
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Indefinitely Banned
Posts: 631
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Downloaded 1.2 MON Thanks
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#190 | |
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Armoury Sergeant
Posts: 599
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Downloading 1.2 for tonight!
I just have to extract the folders within the rar into the Rome-folder, haven't I? What about equipping the normal vikings with capes (of course of brown colour or dark blue or dark red or dark...)...just in case modding round shields on their backs is too difficult...probably the capes will look better than the shields... Cheers Last edited by Halvar von Flake; September 30, 2008 at 03:09 AM. |
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#191 | |
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Armoury Sergeant
Posts: 599
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I extracted the bi-folder into the Rome-folder but I can't see a difference (mercenaries still violett)...in the starting menu it says 1.I in the top right-hand corner...
...do I need a special exe-file...? |
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#192 | |
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RTW Modder 2004-2009
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If it still says 1.1 then you've not installed it correctly. Can't see what can go wrong if you put the bi folder in the RTW directory though
Anyway, I made another of my tacky videos, this time on applying the patch - http://www.topnotchmods.net/mods/vi2 which might help. |
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#193 | |
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Armoury Sergeant
Posts: 624
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#194 | |
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Light Infantryman
Posts: 22
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This is an excellent mod. In my opinion, it is better than the original. Thank you dearly for sharing your wonderous work.
Archie
Where is the love?
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#195 | |
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Light Infantryman
Posts: 19
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Downloaded 1.2. Great work with the danes, now you can exterminate and raze London and the city in Middle Engle even better, so you porbably won't run out of money soon
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#196 | |
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Armoury Sergeant
Posts: 599
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Finally I managed the upgrade (1.2)... don't know what went wrong in the beginnig...
...mercenaries look brilliant! Have you changed the religious unrest parameters...? I played West-Saxons on VH/VH and no peasants revolt helped me against the Danes...started again on Raider/VH... The shields of the Thegns don't really look as they were Thegns' shields... Anyway, thanks a lot! Great fun! The mod is far better than the original... Last edited by Halvar von Flake; September 30, 2008 at 07:03 AM. |
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#197 | |||
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Flame Imperishable
![]() Technical Staff • Artifex |
I have given the Vikings a loot bonus + a new "terror" trait, that kicks in after you enslave/sack/exterminate a settlement and slowly fades away. This is to demonstrate the fear of the local population caused by such savage actions (and give Vikings a temporary helping hand in stabilising a settlement). As all traits though, it needs a named character. So, raid with your FMs!
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#198 | |
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Drummer and Fifer
Posts: 133
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Thank for this mod guys, we really need VI2. I have some suggestions.
I played the Dans campain in 1.1 v., h/h level. As I take the saxons town and exterminate populace - the loyality was only 40% and after 2 turns (low tax rate) the rebels push out my 3/4 steak with king. In this town was only 400 people. How can I rool the conquered sattlements? In anouver battle in Iriland 1 troop of kerns hold my 2 troops of houscarls - impossible (I now the Irish were fierse warriors - but sow?). So units stats should be rebalanced. The Dans and Norvegisns were quait different because Norwey was isolated from christian world. The Dansk housecarl IMHO must have corslets like saxons champions (gisibe) in IBFD (Vendels culture). Please ceep work on this excellent game, eagerly wait the final release.
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#199 | |
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Flame Imperishable
![]() Technical Staff • Artifex |
Version 1.2 is out, that changes the danish campaign balance and the rebellion-issue. As for the unit balance, I'm positive I've done a good work. The AI gets both hardcoded, depending on difficulty level, and softcoded (by us) bonusus. And of course there are other parametres to take into consideration, like ground elevation, terrain type, morale, fatigue, general's command and so on.
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#200 | ||
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The Yellow "M"
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