Total War Center Forums  
<a href="http://www.game-advertising-online.com/" target=_blank>Game Advertising Online</a><br> banner requires iframes

Go Back   Total War Center Forums > Total War: Eras > Rome: Total War Hosted Modifications > The Fall of Rome (FoR) (BI)

The Fall of Rome (FoR) (BI) The Fall of Rome is a mod for Barbarian Invasion v1.6 focusing on the 375-476 AD interval. The action starts in the summer of 375 AD with the Huns about to destroy the kingdom of the Ostrogoths and send them as a horde towards the Roman Empire.

 
 
Thread Tools Search this Thread Display Modes
Prev Previous Post   Next Post Next
florin80
Old June 26, 2009, 05:27 PM / The Fall of Rome v1.2 (Download here)   #1
Major General
 
Posts: 4,757
off

NOTE: To avoid any confusion I want to say that this mod is not the same with Razor`s project of a couple years ago which had the same name. Razor had to abandon his mod before completion, but before that he released a number of beautiful late antiquity units. I simply liked the name and the units and Razor was kind enough to agree of their use here. Besides these however, the present Fall of Rome took nothing from the old project and as a result it also has a different concept. As a conclusion, this mod was developed completely independently and based on clean, vanilla BI, not any other mod.


Install Instructions:


1. Install Rome Total War Barbarian Invasions v1.6
- if you do not know what version your game is, start it and go to the OPTIONS menu. In the upper right corner it should say ver.1.6. If it says 1.4 you need to install the BI v1.6 patch.
- the game needs to be a clean(unmodded) version of BI v1.6.


2. Download The Fall of Rome v1.2 full install

http://www.megaupload.com/?d=43VXVFQ4

NOTE: if you already have The Fall of Rome v1.1 installed you can just install the v1.2 path found HERE.


3. Install The Fall of Rome v1.2
a) - the file you`ve downloaded is a rar archive and you will first need to decompress it.
b) - after you`ve decompressed it, double click the Fall_of_Rome_v1.2 installer to begin the process and follow its notes to completion.

NOTE:
- the mod is not mod foldered(will not install in its own sub-folder) and will overwrite the game`s files. This means that you can not install and play it along other mods(or vanilla RTW/BI) in\from the same game folder and also that uninstalling the mod means uninstalling the whole game.
- for a guide on how to install FoR in a separate game folder, so as to be able to play vanilla RTW and BI too, see post #16 bellow.
- you are advised to make a backup copy of your game folder before installing the mod in case anything goes wrong during the installation.
- one thing you should be aware of is that older versions of the game install in a folder named "Activision" while the default path of this installer is a "The Creative Assembly" folder, as valid for newer versions of Rome Total War - Barbarian Invasion. If your game is in the former category or you have installed it in a different location you need to direct the install towards the correct place.


Credits


Special thanks to bladerunner, leif and Razor for their big contribution without which the mod would have either been alot poorer or not at all.

Spoiler Alert, click show to read: 

Thanks go to the following people:

Razor - for roman, germanic and hunnic units. A good deal of the units(and most of the models) from this mod are his creation. And without his excellent roman units this mod might not have been started.

leif_erikson - special thanks for the numerous textures he created especially for this mod. The units of quite a few factions were upgraded thanks to him. Also for the building cards of the germanic/sarmatian/alan/hunnic foederati settlements.

bladerunner900 - lots of help with many things. From making the majority of the ui cards to helping create the arcubalistarii, avar horse-archers, hunnic general, hunnic light cavalry, hunnic horse-archers, sarmatian general, sarmatian horse-archers, sassanian horse-archers, frankish/alemannic warband units and pony mount models, plus adjusting and correcting others. He also provided the renders used both in the previews and for updating the interface with proper, late antiquity units.

Aradan - for making the Complete EDU Guide, for discovering the autoresolve balance settings(and for personally implementing them to this mod), for setting up the final version of the campaign_reset_map batch file, as well as for his direct advices on how to further balance the units stats and for designing the current foederati settlements system. Also for his general support with completing this project.

Salvor Hardin - for editing the kushan spearmen, alemannic raiders and germanic spearmen models, for the ui cards he made and his general support.

MihaiV - for his work on the sassanian horse archer, alan lancer and chionite bodyguards as well as for his general support.

vindafarna - for her help with history research.

Bucellarii - for his very helpful historical advices.

khshayathiya - for his very helpful historical advices.

Tzar - for making the building card of the generic foederati settlement and the Fall of Rome logo used in the main menu and on the loading screens.

MaxImus - for the sassanian heavy infantry.

Carajudo - for the gloss files he made and for the sughdian warrior texture.

Uranos - for the ui cards made by him and the radar map correction. And also for his know-how on porting maps and other useful tricks that made some modding easier, especially getting a new, bigger map ingame which otherwise might have been too much work to seriously contemplate.

Caius Britannicus - for the sarmatian armoured horse archers, the sassanian horse archers, the hunnic light cavalry(all used here in an edited form), the arab infantry, the cap of the hunnic horse archers and the palm trees.

y2day - for making the chionite loading screen symbol.

seleukosART - for his excelent supporting graphics.

Goth - for the sassanid elephant model, the sughdian warrior model and parts of the lombard and burgundian campaign descriptions. Also for being a true pioneer of BI mods. His Bi all factions mod proved an inspiration in quite a few regards.

Pinarius - for his excellent horses.

Prometheus - for the grass add-on, the Res Gestae animations, the Res Gestae horses, the sassanid cataphract, the garamante slingers and spearmen, the celtic charioteers, the sarmatian cataphracts, the pony mount, the celtic archers, the sarmatian light lancers, the armenian cataphracts, the sarmatian cataphract horse, the berber bodyguard cavalry and the barbarian interface.

Europa Barbarorum - for their animations, the kurdish javelinmen, the sassanian levy spearmen, the armenian levy spearmen, the eastern/mountain slingers and the celtic chariot(the vehicle).

Rome Total Realism - for the campaign ground textures, the sky textures, the celtic skirmishers, the camel used by the berbers, the berber javelinmen and the routing banners textures(all from RTR 7 TIC) as well as the sassanid general and captain textures.

LAca - for the berber light cavalry, the berber camel rider and the berber spearmen.

Variag and Neo - for their half armoured horse, the alemannic raiders, the saxon spearmen and the germanic officer.

IBFD and Ramon Gonzales y Garcia - for the frankish francisca heerbann and sword heerbann units.

ngr - for the mundus magnus map used here in a resized form and the salt and fish resources.

morfeasnikos - for the fixes to the sassanid cataphract and sasanid cataphract horse models.

Zhuge_Liang - for the saxon bodyguards, saxon huscarls, pictish spearmen, romano british general, celtic general and celtic elite warband.

Luciano B - for the berber archers.

Hannibal Smith - for editing the sarmatian cataphract model.

Meretrix - for the textures used for the sassanid elephant and the cataphract camels.

SigniferOne - for the use of his animations.

TiFlo - for putting together the animation pack used here.

Sinuhet - for his BI ai formations.

Darth Vader - for his player formations.

HorseArcher - for his bi ingame lightning setup.

Marcus Camillus - for his campaign_map_reset batch file, updated here for BI.

Tony83 - for his valuable feedback and general support.

Mr.Gorby - for his support.

Publius - for the germanic shield texture used as the desktop shortcut icon.

Brusilov - for taking the beautiful in game pictures used in the previews.

Teleklos Archelaou and Shifty157 - for their tutorial on how to implement palms on the battlemap.

tornnight - for making the Name Verifier tool which was of real use when changing so many character names.

PatricianS - for his help during the previous versions

Steel Anvil - for his help during the previous versions



List of changes

Spoiler Alert, click show to read: 

- the game starts in the summer of 375 AD with the Huns about to destroy the Greuthungi(Ostrogoths in game) and send them as a horde towards the romans.
- all factions are playable from the start, except for the two roman rebels factions and the generic slaves/rebels.
- the roxolani have been changed to Alans and they start as a horde fleeing from the Huns.
- the original goths are now the Visigoths to distinguish them better from the Ostrogoths who start the campaign in the historical Greuthungi position.
- the slavs have been converted into a playable Chionite faction, complete with new units, character names, temple and standards.
- the romano-british have been made a playable factions starting as western roman allies and depending at a first stage on the present western roman armies to protect them from the celts and saxons.
- the historical events have been revised to correspond with the new starting date and also to correspond better with actual, historical dates.
- a bigger map with more provinces has been implemented. The Sassanids are no longer a 5 regions border faction, but the superpower they really were. Life is harder for the eastern romans. If you want to conquer all of Britain or posses the entire roman Egypt or invade Scandinavia you`re now able to.
- the roman factions will no longer start with their economy going bankrupt and, to balance things, military buildings will only be available at the start in certain, relatively few, places. This prevents the player from creating huge new powerful armies before being hit by the invaders. The starting garrisons will also be weak and relatively few field armies will be here and there.
- the foederati units are now available via a new building complex, the foederati(germanic, sarmatian, alan and hunnic) settlements.
- new character names have been added for the huns, goths(visigoths and ostrogoths), lombards, franks and berbers. Different transliterations of the same name won`t be used as different names anymore. And these factions start the game with some of the historically mentioned characters. Their ages have been guessed, naturally, and their family connections have been forced a bit for gameplay reasons.
- historical names have been added to other factions too, but they have not entirely replaced the original lists yet.
- edited ground textures have been added for the campaign map, to give a different feel from the "roman republic to empire" drive of RTW.
- graphic enhancements have been added for the battles - grass and sky textures, palm forests with new palm trees and a new ingame lighting system.
- a new barbarian interface has been added to make further difference between cultures in this aspect.
- the roman, hunnic and sassanian interfaces have been updated to have the battle adviser and the military related buttons reflect the military equipment of this time frame.
- new, more graphically detailed, mounts (including ponies for huns) have been added.
- new animations have been implemented - such as the two handed lance animation for cavalry units.
- new roman units done by Razor with several extra skin variations done by leif_erikson have been implemented.
- new units have been implemented for all factions, even though not all the vanilla units have been replaced for this release.
- not all the new units have lods, but they all have sprites so they should work decently on poorer PCs too.
- all the units and mounts introduced by the Fall of Rome have gloss files.
- the huns no longer have the arab general voice on the campaign map; instead they sound barbarian.
- the culture of the visigoths, ostrogoths and vandals has been changed from nomad to barbarian.
- the deities and temples of a number of factions have been revised, not least to replace the scythian deities of the former "nomads": visigoths, ostrogoths and vandals.
- the peasants and other vanilla units(like the wardogs) considered unnecessary have been removed. Instead, the recruitment system has generally been brought down one level for the barracks, because the peasants have been replaced with the basic warbands/militia type units at the core government buildings level. Being recruitable from these buildings is important so as to prevent the revolt CTD bug.
- the pigs and dogs resources - unused anymore - have been replaced by tradeable fish and salt.
- Aradan`s balance changes for the autoresolved battles have been implemented. These will be very important as some factions will have exclusively cavalry core/faction units and would have otherwise been at a disadvantage.
- the slave faction is now able to recruit units from all levels of the governmental buildings, based on an aor system. So, anywhere on the map, they will have access to specific units. These also have low upkeep so as not to bankrupt the rebel faction, but their other costs and stats are identical to the regular aor/faction units.
- local units will be recruitable by certain factions based on the implemented aor system. The huns for example will be able to recruit germanic units in the regions with germanic population at the start.
- a revision has been made for the factions` starting attitudes and relations in the hope of making the non romans more willing to engage the Rome Empire and less willing to lose time fighting one another at the start of the campaign.
- the victory conditions have been edited for some of the factions in an attempt to make their activity more historical when controlled by the AI.
- changes have been made to the horde system so that the hording factions have more units/armies/characters when the horde is created and also to decrease the rate at which the horde disbands after settling in new regions. The hunnic horde now disband only after 5 settlements instead of 3 and the other factions only after 4 settlements. The initial lose to the horde is also much reduced from 33% to 10%.
- three new custom battles have been added; one located in North Africa in the middle of a palm forest, the second in the steppes and the third on a crossing over the Euphrates.
- new ai and player formations have been added.

- and other changes not mentioned because they`re purely of a technical nature or because they`re too small to be remembered. There were alot of changes to the text files with much effort devoted to putting things in good order and making it easier for future versions to be done, but these things won`t be evident for the regular non-modder player.


Last edited by florin80; January 26, 2010 at 03:58 PM.
florin80 is online now  
Reply With Quote
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

<a href="http://www.game-advertising-online.com/" target=_blank>Game Advertising Online</a><br> banner requires iframes

All times are GMT -5. The time now is 12:18 PM.


Forums powered by vBulletin® Version 3.8.4 - Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.