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INVASIO BARBARORVM II (IBII) A modification set in the late Roman Era, the mod is planned to be developed by sub-campaigns focusing on major events of the era building up to a final grand campaign set during the fall of the Western Roman Empire.

 
 
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Ramon Gonzales y Garcia
Old March 16, 2009, 04:41 AM / DOWNLOAD INVASIO BARBRORUM 2 HERE   #1
 
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Nobleza y Valor
 
Posts: 1,750
++++++++++++++++++++++++
The IB2 team is proud to present:



-Requires a clean MTW2 Kingdoms installation
-An IB2 Mod folder will be created within your MTW2 Kingdoms mods folder

THE IB2 BETA 0.1 (click on link)
Mirror 1: IB2.exe


Requires the IB2 Beta

IB2 Vandals 1.0 Patch is set up to install:
C:\Program Files\SEGA\Medieval II Total War
IB2 1.0 Patch.exe


IB2 Vandals 1.1 Patch
IB2 Vandals 1.1 Patch.rar
Extract mods folder to your desktop -Recommend Vista users to open their MTW2 Kingdoms folder and then drop the mods folder inside, copying over all files.

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WRE

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Pedites Bucellarius: Pedites Bucellarius were elite foot troops and sworn retainers for their lord.
Equites Bucellarius: Equites Bucellarius were elite cavalry troops and sworn retainers for their lord.
Domesticorum Pedites: This is an infantry guard unit normally based in Rome

Vandals
-----------
Vandal Nobles are heavily armed and armoured cavalry warriors who are expected to charge into enemies and hack them to pieces.
Vandal Heavyspearmen: In the 5th century Western Roman Empire cavalry may be king, but Vandal heavyspearmen are the regicides!
-----------
Visigoths
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Gardingi: A warlord leads a personal guard of able and fierce warriors
Saiones: The Visigoth Saio was a sworn retainer exclusively to his lord.
Gardingi Infantry: These men are noblemen. As such they are better armed and trained, ready to be thrown into the fight at the moment of decision.
-----------
Suebi and
Mercenary units

-----------------
Mercenary Pedites Romanii: Mercenary Pedites Romanii are equipped, and fight, in the same fashion as 'proper' Romans - and indeed, they see themselves as being Roman rather than Barbarian. They are hard, dedicated warriors, determined to defend their people and homes.
Sarmatian Western Argaragantes: Argaragantes are the warrior elite among the Sarmatians. Although, for several generations living within the Roman Empire, they are at heart steppe warriors, with all that implies about their skills as horsemen and archers!
Mercenary Steppe Infantry: Mercenary Steppe Swordsmen fight on foot with swords bows, shields and some armour protection. They are not quite heavy infantry, but are certainly too well armed to be considered light troops and too experienced to be not taking seriously.
Uzgilesun Skuzzon: Chosen Archers are highly prized for their skills as excellent bowmen, being fleet of foot and expert hunters. They are armed with self bows and melee weapons.
Barduwarja: Every tribe needs its heroic warriors: men who stand head and shoulder above the rest. Men who laugh at danger! Men who show no fear no matter what the odds!

-Units armour upgraded
-new unit textures
-retexturing units
-unit balancing
-game balancing
________

New Traits and Scrips:
-Added Authority Level Traits
Removed traits
-Remove Faction Leader And Heir export_vnvs
-Remove Faction Leader & Heir Traits And Triggers
-Remove Exheir Trait And Triggers
Altered traits
-Trigger barbarian_faction_heir_converts
-Trigger barbarian_faction_heir_converts_effects
-Trigger nomad_faction_heir_convert
-Trigger carthaginian_faction_heir_converts
-Trigger carthaginian_faction_heir_converts_effects
New campaign script and relgious modifications: TNZ
Spawned Characters
-Seubie, Visigoths, Romans, spawning character leaders
1. Adding a campaign script that stops a faction from building temples not of their religion but without remove the building from the export_descr_buildings file.
It works by adding event counters to the temple buildings in the export_descr_buildings file.
2. Adding the orthodox religion bonus to the barb city hall and hinterland kings castle buildings.
3. Removed churches from the settlements of non-catholic factions in the descr_strat file.
4. Diplomats: new files with the traits and ancillaries for diplomats changed back to using Influence.
-Script that spawns more Generals for the Vandalorum, Gothum and Suebian factions.
-Script that on the first turn sets the religion of the Vandalorum, Gothum and Suebian faction settlements to 35 percent orthodox.

New Buildings:
-Buildings Modified to reflect a darkening age(as it was in the west in terms of decaying technologies and exodus city populations)
-Added certain prescribe buildings
-Buildings economically modified to reflect the era..
-New buildings...and some redone
Government Buildings:
a-Provincial Civil Governor
b-Senate
-Banks- Guilds: increase econ and infra structure
a-Tabernae Argentariae
b-Curiales Guilds
c-Royal Mint
d-Empires Treasury
Merc Buildings: recruit units
a-Mercenary Fort
b-Mercenary Fortress
-Kings Fort Buildings: Barbarian branch off from urban area.. Recruit elite units
a-Treasure Chest
b-Hall of Heroes
c-Kings Castle
d-Kings Court
-Mithras building info pics added
-More hun hordes
-Infra structure needed a slight tweak..Increased econ for all factions
-More barb units at the start
-Vandals financially benefit from port taverns(piracy)..a meeting place
-Game Balancing
-Population modification: Displaying the urban exodus on a minor scale
-The economic impact of the Curiales Guilds and the Provincial Civil Government on buildings within the edb
-Descriptions of units and unit cards(some descriptions used from julianus heraclius mod, INVASIO BARBARORVM: SOMNIUM APOSTATAE IULIANI.
http://www.twcenter.net/forums/forumdisplay.php?f=253[/URL]
-Unit balancing
Riothamus: Buildings and game testing
midnite: Textures, unit models and game testing
TNZ: Scripting and game testing

Imperiumiv:Beta testing

Includes Patch I
-Mod now more balanced to play out more historically
-Midnites huge units
-Midnites Re Done Germanic and Roman Textures
-legio_xx's Roman unit cost increases
-Rio's Barbarian unit costs adjustments and strat adjustment
-Lepsis Magna name corrected
-IB2 CIG File: city names with Faction Banner applied

IB2 Beta Patch II
Vandals starting position:
-The Vandals Start of in Africa in control of Tingis and an adjacent province in Africa and appear like a horde.
-Limited family trees
Upgraded the infra structure of all the factions with the Romans being a little better: Added churches farms and ports to many regions
-City infra structures and pop: farms, churches and ports added for historical realism
-Win conditions: added win conditions that historically represent the Barbarian ultimate expansion
-More armies: Larger armies to represent for realism
-IB2 Beta Map: Mountain ranges, farms and rivers edited for more realism
a..Land bridge between Africa and Iberia removed: Not needed for The Vandals in 429AD were entirely in Africa and we dont want them to pack up and leave to go straight back to Iberia lol
-Textures: new shields and modified upg1 armor of the milites and new Faramanne texture
-added Ricimer name(missing in 2 files)
-Custom Battles: fixed and playable
-Export_descr_unit: javelin distance and time edited..-unit costs re adjusted to balance the increase revenue from an increased infra structure.
-Armour upgrades made more expensive for the WRE.
-Battle_config: The distance at which missile units fire their missiles. The amount of men within the range of the missiles before the missile unit fires.
-Emergent faction: a secret lol
-6 turns pr yr by GrnEyedDvl 2 winter back to back followed by 4 summers
-Config_ai_battle: Barbarians much more aggressive and will hold their ground longer and in their skirmishing attack they are more likely to throw their javelins as do the Romans
-TNZ Starting maps

A work in progress. We are aware of certain other issues and will address them soon.. enjoy






After months of hard work the IBII team has brought purely for your delight the first Roman Mod, with a completely reworked map, completely reworked units and skins. Including new traits and ancillaries, new 2d art, new UI and never seen before Late Roman units on a new engine.

Africa Vandalorum is a provincial campaign focusing on the Vandal invasion of Africa, play as the Vandals, The Western Roman Empire, the Visigoths, the Suebians, or the Berbers.

You decide, you rule, you conquer, you play.

INVASIO BARBARORVM 2: AFRICA VANDALORVM


Note: This is a beta and you will be likely to come across a glitch or two when playing. If so just report it so we can rework it and create a full Africa Vandalorum campaign




previews:



[spoiler]




YouTube Video
ERROR: If you can see this, then YouTube is down or you don't have Flash installed.



































The IB2 Team:
Ramon Gonzales y Garcia
Riothamus
midnite
MathiasOfAthens
TNZ
Char

Nevada
PSEUDOROMANUS

anunnak
AnthoniusII
Mylae



with indirect input from the IB1 team:
julianus heraclius
Gaiten
ihatemonday
juve
Pompeius Magnus
Joar
Atilla Reloaded



additional input from other modding projects:
EOR:
East of Rome (EOR)
Nakharar
Giovi
y2day




The Fall of Rome
leif_erikson's shield texture for the Buccellarious
Razor



Arthurian Total War
Arthurian: Total War (BI)



Art by Hereje



FactionHeir: Improved Horde Faction Behaviour.
http://www.twcenter.net/forums/showthread.php?t=168252



Riczu79



Prometheus



Barebones Mod
BareBonesWars (BBW)



Maced0n



SSTC mod (Chim)



Crimson Tide (Marku)



Argent Usher's real horses mod



still work in progress - so just sit tight
Ramon Gonzales y Garcia

INVASIO BARBARORVM II sig by Nakharar and Giovi





Proud patron of Riothamus, Pompeius Magnus and SeniorBatavianHorse
If we had gone so far, it is because we stand on the shoulders of giants

Last edited by Riothamus; February 01, 2010 at 10:59 PM.
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