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Thread: BI_Gameplay_fix_1.5_download here

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  1. #1

    Default BI_Gameplay_fix_1.5_download here

    http://www.twcenter.net/downloads/db/index.php?mod=671


    Barbarian Invasion Gameplay fix Version 1.5

    By

    Darth Vader




    *******HISTORY*******

    This is an urgent small enhancement (I plan to grow it as you got used to it) to improve vitally the gameplay of the expansion BI. Small changes of files to help the AI play better and also extra.
    What it contains:

    -Implementation of DarthFormations_8.0 to BI (Have not altered siege+bridge AI tactics. I have to test it thoroughly.
    -Realistic movement unit speeds.
    -Realistic projectile speeds
    -Morale boosts of units.
    -My extra custom locations for custom battles.

    That’s it….for starters.
    I hope you trust me that the above mentioned is a good enhancement.
    Need your comments.

    Installation:

    Target your RTW directory by browsing and install
    (for example C:\program files\Activision\Rome - Total War
    and not C:\games\Activision\Rome - Total War\Data=wrong)

    update V1.1 (2/10/2005)

    Synoptic changes:

    -fixed projectile velocities to fit new speeds and also created new model of arrow special for long range bows.
    -Balanced stats to feel like DarthMod series (Kept units default match ups)
    -Removed peasants from building queues of all factions and also are unavailable to custom battles. They are only available to rebel spawning and also the AI uses better armies without them in quick battles.
    -Balanced berserker units to be not supernatural but effective.
    -Changed mass settings of units, mounts, projectiles for a better game battle dynamic and feel.
    -Made some changes in formations to be better adapted in BI.
    -Removed trails from projectiles for better frame rate and also better visuals.
    -Wall towers fire in smaller rate of fire.
    -Inserted Darth Human formations of DarthFormations_8.0 to fix again the bug of all unit keeping formation with alt-click.
    (Previously I had left the same of CA’s but with no spacing between units modifications but the problem persisted)


    update V1.2 (8/10/2005)

    Synoptic changes:

    -Made some changes in formations to adapt better in BI
    -Made swimmers to be isolated from bridge and try to flank and surprise and not suicidally assault (and that seldomly).
    -Produced fire arrow also for long range archers. All archers now can have fire arrows.
    -Carefully balanced mass for mounts+chariots+elephants for a more realistic impact of charge and toss of troops and also to balance their power.
    -Balanced stats to make cavalry effective but not overpowered. Spearmen have a better chance to repel them when in cohesion and stand.
    -Made gate arrows+ballista to fire in even more less rate of fire (In big walls the besiegers could not breathe by the terrifying turbo firing ballistae…)
    -Balanced formations for better siege+bridge AI.(Given some offset and distance of troops from walls etc.)
    -Eradicated some peasant traces left
    -Removed priests,monks etc.(I do not like this comical units sorry)
    -Now the quick battles are producing better auto-pick troops.(Without Peasants+monks+etc)
    -General unit balances
    -Included the happiness mod of quin.(It has very good effect in campaign squalor)

    Note:I have found a way to make AI use precursor missiles (new CA bug) but this results to force AI use these
    units as skirmishers so I dropped the idea...

    ***Urgent fix 1.25***

    -Unfortunatelly I found out that testudo cannot be used by AI and CTDs when it tries too.So I changed this to shieldwall.I have tried to include
    testudo to romans but no lack.Pls update urgently

    ***Urgent fix 1.3***
    -I am feeling a little emparassed but due to my haste I did a typing error and the formations do not work for sieges.
    But I corrected this quickly don't you think?You MUST use 1.3 bcs you will get CTD's.

    ***Urgent fix 1.35***
    -Corrected formation error that prevented slaves,saxons,burgundii and some other to use them and CTD.
    I tried new BI techniques and so these problems occured.BUt now the adaptation is complete.

    ****NEW additions****23-10-2005
    -removed happiness mod of quin because of protests (sorry quin). Have created my version of modding squalor for barbarians while keeping the unrest problems for romans
    -created new battle system almost similar to DarthMod series.(increased swing rates,decreased fatality rates, many adjustments, helped the mass system etc.)
    -New formation additions available only for BI. (Removed AI default guard mode bcs this was useful for phalanx and there is no phalanx in BI, input of a command that makes AI general almost impossible to die as he prefers to stay back of his troops all the time….etc)
    -Some fixes introduced by player1 and his mod bugfix for BI. These are animation problems for crossbowmen and building queues problems.
    -Many other tweaks for gameplay for you to discover and have fun.

    ****NEW additions****04-11-2005
    -modded income from trade to help Human and AI build better armies and withstand squalor due to lack of peasant cheap units
    -included mountainmen to building queue for berbers

    ****NEW additions****03-12-2005
    -Included the fully tested BI_formations Version_1.0 created by me
    -Made many minor fixes to attributes of units that needed balance (for example sassanid generals were god-like before, now they are powerful but also vulnerable)
    -Unlocked all factions for BI except those that are rebels using Borsook’s mod located here http://www.twcenter.net/downloads/db/?mod=672. Thanks Borsook and all other that contributed as mentioned (Sirius 21, ngr, jpinard, Luvian)
    -Modded mass of mounts for more penetrating effect.
    -Increased speed for swimmers so they can reach the shore quicker and provide better support.



    ENJOY!!!!







    The gameplay is GREATLY improved. Feel it yourself and report to me!
    Last edited by DARTH VADER; December 08, 2005 at 06:55 AM. Reason: update

  2. #2

    Default

    Im using yoru formations mod on RTW-RTR and I have to say the AI is much better, adn then you come up with that! shouldn't we be paying you? ^^

  3. #3

    Default

    I have not bought BI. By what I'm reading and now this download, that the AI is still retarded. Is this the case? If so, I will have to wait for modders to fix everything again. At least it will be cheaper when it's required for mods.

    Darth you continue to be an excellent modder. you da man.

  4. #4
    Tiro
    Join Date
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    America
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    Default

    I didn't even know BI was out yet. That's how much I pay attention to official Creative Assembly developments. I don't think I'd buy BI if there wasn't a modding community though.

    I guess I'll be able to try this out when I get the time to buy the expansion.

  5. #5

  6. #6
    Vimes's Avatar Semisalis
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    Default

    Darth - Would your update (1.1) be compatable with a campaign previously started with your first revision of your mod...? And if it will be ok to use it in a campaign in progress will the new features work in that campaign or would a new one need to be started...?

  7. #7

    Default

    Darth

    What I would really like to see in terms of a mod is slower troop movements and longer battles. I dont really want to see anything else interfered with at this early stage until we can all experience the game expansion properly and all see what needs improving for the best.

    Although I quite liked your last few patches for RTW Darth I cant believe that you have played the game quite enough yet to warrant this extent of changes already. I did feel that your last mod to RTW started changing things for the worse and sometimes, as in all artwork, the trick is to learn when to stop.

    Nats

  8. #8
    Tiro
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    Default

    Quote Originally Posted by nstutt
    Darth

    What I would really like to see in terms of a mod is slower troop movements and longer battles. I dont really want to see anything else interfered with at this early stage until we can all experience the game expansion properly and all see what needs improving for the best.

    Although I quite liked your last few patches for RTW Darth I cant believe that you have played the game quite enough yet to warrant this extent of changes already. I did feel that your last mod to RTW started changing things for the worse and sometimes, as in all artwork, the trick is to learn when to stop.

    Nats
    Well, you're always entitled to your oppinion, but that doesn't necessarily mean a majority of people agree with you.

  9. #9

    Default

    Hey darth, good work. BI truely was NOT playable prior to this mod.

    Quick comment here. Can you nerf the strength of Calvary?

  10. #10

    Default

    I was thinking about making cavalry less powerful.
    In fact I will test by making their mass less and by giving spears more bonus against them.

  11. #11

    Default

    what is the idea to go to elite units like bersekers and just remove the hit points and rest is the same ,u create a huge unbalance

    And u formations in bi seems that are not helping ai !!!!!
    Last edited by Storm_Kronos; October 05, 2005 at 06:08 PM.

  12. #12

    Default

    Darth, could you please modify your mod to have governors buildings spawn units for rebels, such as they do in rtr 6, my case being sicily that does not have mercs hireable so you can just keep sacking the city with one unit

  13. #13

    Default

    Storm_Kronos:rest=not same. I have modded mass and their toss/swing ability but maybe I reconsider to make them 2hp. In fact when they get berserk they get a HP extra (BI option) which I modded.
    Formations:a statement of yours that needs questioning with others.

    userfriendly:pls specify better your request.

    Also I plan to get rid of monks,priests,etc

  14. #14

    Default

    How precisely are the Darth Mod 8.0 formations improving the BI/RTW 1.3 AI and formations which themselves are already a good improvement? The AI now does a good job of flanking and is good at protecting their generals which is what the 8.0 formations was good at when applied onto patch 1.2 versions of the game. I want to know what to look for to see as an improvement on top of BI. Thanks.

  15. #15

  16. #16
    Trajan's Avatar Capodecina
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    The mod is great and all but I noticed when I was defending a bridge in a battle against the Huns, they wouldn't cross. Only the horse archers tried to cross but the infantry and non-archer cavalry just stayed put. They wouldn't even move when I sent two roman cavalry archer units across the river to lay down some archer fire. Only after suffering heavy casualties, they fled. This scenario has happened twice in a row. I never had this problem when using your 1.1 fix.

  17. #17

    Default

    I tried to stop stupid crossings by the AI bcs they were suicidal. It was intented. I hope you noticed better AI results.

  18. #18
    Trajan's Avatar Capodecina
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    Default

    In open battles, yes, but in those bridge battles I mentioned, the AI just stood there and didn't cross except the horse archers.

  19. #19

    Default

    If it is a custom battle, yes it happens.It just calculates that it is pointless and stands.
    If you have a smaller army or play in campaign it will be different. Just tell me everyone...

  20. #20
    Trajan's Avatar Capodecina
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    No, those bridge battles where the AI just stood still was in my WRE campaign and my army consisted of over 4,000 men while the Huns had over 2,000. I just reverted back to your AI formations from 1.1 and the AI crossed the bridge while their horse archers laid down covering fire. It was pretty awesome because this took place during the night and the AI made some very smart moves. I didn't notice any stupid AI crossings.

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