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  1. #1
    Ramon Gonzales y Garcia's Avatar Nobleza y Valor
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    Default - Discuss IBFD Here -

    IBFD 7.04 (+ IMPERIUM JULIANORUM) has been released
    http://www.twcenter.net/forums/showthread.php?t=61497
    It can be installed over any existing IBFD7+ or on IBFD7.0

    Discuss the latest INVASIO BARBARORUM here.

    for IMPERIUM JULIANORUM, an IMPERIUM JULIANORUM discussion thread will be set up in the IJ sub-forum
    Last edited by Joar; August 31, 2010 at 07:15 AM.
    Ramon Gonzales y Garcia

    INVASIO BARBARORVM II



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

  2. #2
    Ramon Gonzales y Garcia's Avatar Nobleza y Valor
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    Default Re: == IBFD 7.04 Discussion ==

    Hi, I've just played Invasio Barbarorvm VII and I've found some things that were not at its' best, from my point of view.
    cheers, thank you for posting, and welcome to TWC

    Too large horse unit quantity
    this has been fixed for 7.04, especially for the Steppe peoples

    The Huns. It's not quite clear why they have two similar horse archers classes. Maybe the balance of armour/defence skill should be changed for one of them?
    they would become different tribes and therefore different recritment zones, I'm still not sure w/c ones, though...

    In common, it's a problem playing some factions that they have too many units
    I am starting to rethink the recruitment scheme in general to be more Region based, w/c would be more realistic but w/c would, however, result in much more units per faction.
    for example: before the Alamanni would have a 'levy' unit, then a 'medium infantry' unit, then a 'heavy infantry' unit. now I'm thinking they should simply be Alamanni. the armour upgrades would make them into heavier infantry as the faction progresses.
    this would make the unit tree simpler as it would just be a couple of units, but woul also have an expanded regionalized recruiment w/c would give more units w/ same stats but only looks diferent, and can be recruited in different places.
    but then this maybe for later inceptions of the mod

    The Parsarmenians. I'm not sure but maybe it's better to replace 'em with Alan caganate that ruled the Caucasus and the North of Black Sea region before the invasion of huns? The latters made alans a part of their tribal alliance but later alans became free as Danube Alans joined them. Some went to the Western Europe while some returned to the Caucasus and continued resisting the Sassanid Empire and the Eastern Roman Empire till mongols invasion.
    interesting point... maybe for a future inception of the mod...

    Slavs should probably appear some more eastwards, approximately in modern Ukraine territories.
    some people consider the Veneti Slavs (though some would dispute the point) and that would put them right about where they are now. another thing we must consider is that the Slavs, at this time did not exist as a nation, they were simply several tribes who have a common origin, probably fighting amongst each other as much as other peoples. Slavic 'nations' would come much, much later.
    Ramon Gonzales y Garcia

    INVASIO BARBARORVM II



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

  3. #3

    Default Re: == IBFD 7.04 Discussion ==

    Very very impressive - especialy IJ.

    I am sure many people will impressed by it and if you are the best way to describe IB in the next month or two is the common phrase "you aint seen nothing yet".

    Rio's IBFD v6 is going to be released shortly folowed by my Justinian campaign for it. There are a couple of things being planned or currently in development for IB which would be "above my pay packet" to say what they are. It suffices to say that I have been a IB fan for over a year and this is certainly the most interesting time I have seen.
    Under the Patronage of Imb39
    Patron of julianus heraclius, TheFirstONeill, Boz and midnite





  4. #4
    Orthanner's Avatar Miles
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    Default Re: == IBFD 7.04 Discussion ==

    Quote Originally Posted by Ramon Gonzales y Garcia View Post
    some people consider the Veneti Slavs (though some would dispute the point) and that would put them right about where they are now. another thing we must consider is that the Slavs, at this time did not exist as a nation, they were simply several tribes who have a common origin, probably fighting amongst each other as much as other peoples. Slavic 'nations' would come much, much later.
    That's true. Moreover, there is a version that Veneti Slavs mentioned by you faced so-called 'skolots' (I don't know how this word is to be written in English... but sounds so), the semi-settled tribes of later Scythians that had not been eliminated or driven out by Sarmatians. Also, I should mention that slavonic nation was unite just till the invasion of Avars in sixth century.

    About Alans. If you wish, I can give you some info about their equipment, tactics and economics.
    Last edited by Orthanner; September 02, 2007 at 07:54 PM. Reason: I've forgotten. Don't want to post a new message.
    RTR VII Team member/Sarmatae archaeologist

  5. #5

    Default Re: == IBFD 7.04 Discussion ==

    Senor Ramon and team!

    Muchas Gracias for 7.04!


    hellas1- Muy Excellante!

  6. #6
    Titus's Avatar Ordinarius
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    Default Re: == IBFD 7.04 Discussion ==

    Thanks guys !

  7. #7

    Default Re: == IBFD 7.0+ Discussion ==

    Hi,

    As a one time (12-18 months ago) lurker on the IBFD thread I have to say that it's great this mod is still breaking new ground in the period portrayed. Awesome work guys! Great display of dedication from all, particularly the originals (you know who you are ).

    So, having recently returned (a week ago) I've been catching up on what's going on. I haven't downloaded anything as yet.....too busy with work/home life. Maybe this weekend.....

    A few of the debates that have stood out revolve around troop portrayal within the limitations of the RTW engine. These were issues that I tried to tackle when I considered doing a mod about this period (before I realised I had neither the time or skill to do so ). The main points and my 'solution' to them was as follows-

    1. Troops and their weapons/armour- There was no way within the limitations of the RTW engine that a warrior of virtually any kind during this period (except the very poor) could be represented 'accurately'. So certain compromises have (my opinion) to be made.

    If we take a west germanic warrior as an example. If he was from a rich warlords comitatus he may have been armed with a dagger, sword, spear, angon, and a fransisca (not to mention the spiked boss on his shield). Far tto many weapons to represent with the RTW engine.

    My own 'solution' to this problem was merely to represent the warrior as a sword and shield bearing fellow (his image on screen that is) but then to include a bonus vs cavalry (for the spear), a short ranged but powerful attack with limited ammo (to represent any angons and fransiscas), a high attack (for the combined effect of sword and spiked boss combination), and warcry ability (to represent the ferocity of the initial charge), but generally a lower defence to represent the fact he was most likely only wearing a helmet and his shield was smaller (if bearing a spiked boss that is).....now I'm sure there was more, but I haven't looked at a RTW EDU in along time so please forgive.

    In short I had decided to forgo visual detail for what I considered a 'realistic' game effect. Not sure that this is any value to you as I perceive you may have gone the other way ie- NOT in any way lacking realism, but with the combined arms effect spread across different units armed in different ways with each visually reproduced in that manner. If I'm wrong I plead ignorance for not having had a chance to actually see 7 in action.....yet

    2. Comitatus representation- My final 'solution' to represent the Comitatus of a Warlord eventually came down to characters/generals and their bodyguards only. For most germanic factions these would be foot troops because whilst many 'barbarians' rode to war/pillage/skirmish, in battle they usually dismounted and fought at the head of their troops. This idea was (as far as I know) not tested to any degree so I have no idea as to it's feasability in game.....but it seemed like a good idea at the time.

    The reason I mention this point is a comment made by Ramon in a thread (that I can't find anymore ) about considering 'narrowing' down the variety of troops per faction.

    Obviously this method was never intended to represent the contents of a horde, just the influential Warlords and their personal retinues.

    *********************************************************
    So anyways, just a few things that sprung to mind when reading resome recent debates. I look forward to dredging up other 'old' thoughts and putting them forward for discussion/analysis/demolition.

    Cheers,

    Quilts

  8. #8

    Default Re: == IBFD 7.0+ Discussion ==

    This is one badass mod to say the least....Thank you for making this fantastic mod

    Keep up the good work guys.

  9. #9

    Default Re: == IBFD 7.0+ Discussion ==

    Hi, sorry for my bad english...

    I have a problem with Invasio Barbarorum Flagellvm Dei 7.03

    I play the Saxons and i try to kill the British Romano or Pikten
    but i can,t occupy/ capure the last Capitol from both. (Freeze)

    Falls ein deutschsprachiger das besser ins englische Übersetzen kann
    wäre das sehr Nett.


    Danke schon mal.


    Hier nochmal das Problem auf Deutsch.

    Ich habe da ein Problem mit dem (Mod) Invasio Barbarorum Flagellvm Dei 7.03

    Ich spiele die Sachsen und schippere nach (England) rüber um gegen
    die British Romano und die Picten zu kämpfen, leider schmiert (Freeze)
    mir das Spiel ab, sobald ich von einem der beiden ihre letzte Stadt
    einnehme, ebenso wenn ich im Kampf alle ihre Generäle töte, selbst
    mit Assassinen geht es nicht.

    Solange ich nicht ihnen ihre letzten Stadt oder General töte
    läuft alles... Vielleicht kennt jemand dieses Problem und hat
    dafür eine Lösung.


    Ich spiele mit einer reinen Rome 1.5 / Bi 1.6 TW Gold Version
    mit dem Mod Invasio Barbarorum 7.03 unter Windows 7


    MfG Ampala
    Last edited by Ampala; December 29, 2009 at 01:49 AM.

  10. #10

    Default Re: == IBFD 7.04 Discussion ==

    Why i can go to the IBFD 7.04 download's page???

  11. #11

    Default Re: == IBFD 7.04 Discussion ==

    Yay!

  12. #12

    Default Re: == IBFD 7.04 Discussion ==

    . I hope all these reflect my feelings right now. THANK YOU, THANK YOU SO MUCH!!!!!

  13. #13
    SeniorBatavianHorse's Avatar Tribunus Vacans
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    Default Re: == IBFD 7.04 Discussion ==

    Downloaded. Played. Fell on the floor in rapture. A great big thanks to you all for your great work! I can't stress enough how much I am living IBFD in all its guises. For a late roman buff like me,, it's heaven . . .

  14. #14
    julianus heraclius's Avatar The Philosopher King
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    Default Re: == IBFD 7.04 Discussion ==

    Quote Originally Posted by SeniorBatavianHorse View Post
    Downloaded. Played. Fell on the floor in rapture. A great big thanks to you all for your great work! I can't stress enough how much I am living IBFD in all its guises. For a late roman buff like me,, it's heaven . . .
    Glad you like it, I hope you will try an AAR about Julian's invasion of Persia (and emulate his hero Alexander!!)

    Cheers

    Avatar & Signature by Joar

  15. #15
    Black Francis's Avatar -IN-NOMINE-XPI-VINCAS-
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    Default Re: == IBFD 7.04 Discussion ==

    Congratulations Ramon and all who worked on 7.04.

    Be sure to get this on the front page!

    IN-HOC-SIGNO-VINCES

  16. #16

    Default Re: == IBFD 7.04 Discussion ==

    Your release has given this saturday much value:
    1) Compliments to Mylaes new buildings SUPERB I really enjoy the addition of the cities historical over view.
    2) I tried out IJ but found the 355AD script is titled NO SCRIPTS and in the 361 script option after you activate the script (through the advisor and dismiss) she keeps popping out every time you click on a city or the faction info button???
    Very impressed with the berbers new skins ....:hmmm: tempted to start a campaign just for that.

    Thanks yet again to the IBFD team for your hard work and time devoted to giving us such enjoyment from this mod
    SALUT!

  17. #17

    Default Re: == IBFD 7.04 Discussion ==

    And hooray the R-B get new horsies! Thanks Ramon!

    I'll start up a new campaign and see if the blank free peoples unit banners issue remains.

  18. #18

    Default Re: == IBFD 7.04 Discussion ==

    Bravo Ramon!!! It runs like a 4 barrel 1969 Dodge Charger

    Under the esteemed patronage of Ramon Gonzales y Garcia IB and IB2 Mod

  19. #19
    Black Francis's Avatar -IN-NOMINE-XPI-VINCAS-
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    Default Re: == IBFD 7.04 Discussion ==

    Ramon,

    After having a look through the buildings it would appear that there are quite a few of the old descriptions still in the game that often just don't make sense...

    EDIT: In fact I am not sure any of my corrected text is in.
    Last edited by Black Francis; September 01, 2007 at 06:31 PM.

    IN-HOC-SIGNO-VINCES

  20. #20

    Default Re: == IBFD 7.04 Discussion ==

    Quote Originally Posted by Black Francis View Post
    Ramon,

    After having a look through the buildings it would appear that there are quite a few of the old descriptions still in the game that often just don't make sense...

    EDIT: In fact I am not sure any of my corrected text is in.
    eep!! well.. here comes 7.04a!

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