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  1. #1

    Default Draknar's Mod Collection v5.03 for RTR 6.3

    Draknar's Mod Collection (DMC) v.5.03

    MOD COLLECTION FOR RTR6.3

    This collection includes the following mods:

    Naval Mod v2 by Desaix and team
    Metropolis Mod v1.1 by Chaotica
    4 turns per year v1.4 by Marcus Camillus
    Marcus Camillus's Player Formations v1.4
    Signiferone's Animation Pack by Signiferone and Trajan
    Darthformations v8.5 by Darth
    as well as many more tweaks, additions and fixes (see below for full details)

    DOWNLOAD DMC v.5.03 FROM FILEFRONT

    DOWNLOAD DMC v.5.03 FROM MEGAUPLOAD

    Version History:

    3.01
    Added SigniferOne's Animations Pack
    Added Axe animations
    See DMC Docs for detail skeletons available

    3.02
    Dust Mod V4 by Draknar

    3.03
    Gladius Loading Bar & Load Screens By Becksim

    3.04
    More Grass by Prof (Modified)

    3.05
    New Arrow by Kos007

    3.06
    DMC Battlemap movement V2

    3.07
    Huge Roman fort by lt1956

    3.08
    Fixed Custom Battles
    Added Historic battle Cannas V4

    3.09
    DMC export_descr_unit
    -Added modding info
    -Removed prec from horse archers

    3.10
    Added Hotfix just incase:
    -Gave Carthage ability to recruit Lybian Cavalry AOR unit.
    -Added in loading screen with current release number
    -Fixed it so Seleucid Agema are now recruitable in Media. "aor_mede" resource added to Spurius's descr_regions.txt file.
    -Added in map files from Spurius - map_regions.tga, map_roughness.tga, radar_map1.tga, water_surface.tga, radar_map2.tga
    -Added in map files from BDH - map_ground_types.tga, map_heights.tga
    -Late Roman Centurion skin now implemented.
    -Removed extra, empty lines in the export_descr_unit file.
    -Description of the Seleucid Royal Cavalry fixed.

    3.11
    Wall Mod 1.6 plus by Archer

    3.12
    AI formations by Darth (moddifed by DaVici)

    3.13
    added descr_model_battle.txt which turned on new skeleton

    3.14
    Added Proper Wonders by Epistolary Richard

    3.15
    Naval Mod Version 2.0 by Naval Mod Team

    3.16
    Add new features in descr_solar_system
    Reinstalled Skymod 1.32 by Archer (modified)
    Increased cost of walls

    3.17
    Increased the rebel’s strength throughout the map.

    3.18
    Added New Unit “Chosen Axemen” to Germans thanks to waitcu and his team.
    Added Axe anim to club unit so they will no longer stab with club for crying out loud.
    Removed the super spies feature where spy can see everything for miles by Ahmose

    3.19
    Added Mini Mods as Noted below.
    Added Spartans - ATG RED –High Quality skin replacement for spatans by AnastasioTheGreat
    Added Spartans sprite by Draknar
    Added Custom battles – Huge fort battle & Greek City Battle



    3.20
    Added descr_agent_ancillary changed costs to spy’s and diplomats
    Added new skin of Roman Crew by Nick

    3.21
    Added more Minimods to DMC
    Added Tiny Skin Expansion by Koinos (Keep up good skins)
    Updated PDF file

    3.22
    Added Marcus Camillus' Player Formations Mod / Modified by Snake / & Me

    3.23
    Added Realistic Tree Sizes 1.1 Mod by OrrieBoi
    Added Darth Formations 8.5
    Added Pinarius Horse Skins – Thanks Pirarius for the beta’s, I was worried, that you would never finished.

    V4
    Made Compatible with RTR 6.3
    Added New Rome naval unit by Riczu74
    Final fixed the sprites for Spartans

    v5.03
    Added Metropolis Mod 1.1 (thanks to Snake IV)
    Added Marcus Camillus' Player formations mod (was minimod before)
    Added 4-turns-per-year patch by Marcus Camillus
    Temporary exclusion of all "minimod" files

    If anyone is wants a mod to be included or excluded from DMC please post to RTR forum. To be considered for the collection the mod has to no crash due to Mod or unable to work with other mod without major work. Credit is due to the Modders. Hopefully, I will have time to add more in the feature in future if RTR stops patching there Mod. And special thanks to guys on RTR team who listen to my problems.
    If you have great Idea post it, more posts = better mod.
    Naval Mod Rules.

    Thanks to the Guys/Gals at----->

    http://forums.rometotalrealism.org/
    http://www.twcenter.net/
    http://rtw.heavengames.com/
    http://forums.totalwar.org/vb/


    Not compatible with any saved games or campaigns that were save before MOD


    How to install: (PLEASE READ THIS)

    Installation Instructions for a fresh install of RTW: See A
    Installation Instructions for people with 6.3 already installed: See B
    Installation Instructions for people with other mods installed: See C
    Installation Instructions for any other problems: See C
    Installation Instructions for people who have used DMC5.0b onwards or other MOD switcher based mods with RTR: See D


    Not compatible with BI

    A
    Instructions for a fresh Installation of RTW:

    1. Uninstall all traces of Rome on your PC.

    2. Install Rome Total War from your CD-ROM.

    3. Install the official Rome Total War 1.2 Update Patch

    4. Download/Install Total Realism 6.0 Full into your Rome Total War directory or visit http://rometotalrealism.org/

    5. Install the Rome Total Realism 6.2 patch

    6. Install the Rome Total Realism 6.3 patch.

    7. [Optional] Install the Music Addon (recommended being very good)

    8. Run RTR 6.3 and start playing to see if it works.

    9. Now run DMC_V5 installer.

    10. And finally play.

    If you have any problem Post it on one of forums.




    B
    Installation Instructions for people with 6.3 already installed:
    Sorry, but not compatible with save games

    1. Run DMC V5 installer.

    2. Play

    C
    Installation Instructions for people with other mods installed:
    (Option to cut down problems of interfering)

    1. Uninstall RTW.

    2. Delete the activision folder in program files.

    3. Follow the rest of the steps from Installation Instructions for a fresh install of RTW. (See A)

    D
    Installation Instructions with MOD switcher with RTR 6.3:
    Sorry, but not compatible with save games

    1. Uninstall Previous Modswitcher File

    2. Launch DMC v5 Installer, and follow instructions

    Any questions go to the DMC forum at http://forums.rometotalrealism.org//...?showforum=111

    Just remember this mod would not be possible without the help others.
    It would be long list of people to give thanks so to keep it short.

    Thank you.



    Looking for Campaigns with much more realistic feel?
    Try some house rules for those Veterans: (Or other words real men of total war)
    Preset up:
    Edit lines in “preferences.txt”
    MORALE:TRUE
    FATIGUE:TRUE
    LIMITED_AMMO:TRUE
    FOG_OF_WAR:TRUE
    RESTRICT_CAMERA:TRUE
    MINIMAL_UI:TRUE (optional)
    DISABLE_ARROW_MARKERS:TRUE
    BANNERS: FALSE
    RESTRICT_CAMERA:TRUE
    UNLIMITED_MEN_ON_BATTLEFIELD:TRUE

    Set Campaign Difficulty = “Hard”
    Set Battles Difficulty = “Very Hard”
    Set Size to = “Huge” (only your CPU can handle it otherwise Large)
    No Battle Time Limit
    Manage all settlements


    The top twelve rules, I found works the best:

    1. NO RELOADING! (From save games)

    2. No "cheats" (you know what I mean)

    3. No military units can go outside its territory for three years.(fighting only rebel & any attacks by AI)

    4. Fight all rebels, pirates in your area.

    5. Assassins are only used against spies.

    6. No “trade agreements Blitz” and other ways of generating cash from diplomacy, No
    bribing & must accept offers of peace when at war (no money, no cities in exchange), & No protectorates

    7. No forts blocking & No bridge defense. (AI doesn’t know how to handle them)

    8. Spies are for scouting only, No gate opening / spreading unrest.

    9. Routing enemy units that leave contact with your forces are allowed to escape. (Your duty is done, General)

    10. Minimize retraining, merge units instead. (It works out to your favor in long run)

    11. Start Battles first time, No waiting. (Are you afraid of little fog, rain?)

    12. When attacking a city, start the battle the first opportunity after your equipment is built.






    This release is dedicated to Draknar, who made this collection what it is.










    ----------------------------------------------
    License Agreement:
    ----------------------------------------------
    Terms of Use:
    This software is FREEWARE. This software is provided "as is", without any guarantee made as to its suitability or fitness for any particular use.
    It may contain bugs, so use of this Mod is at your own risk. We take no responsibility for any damage that may unintentionally be caused through its use.


    ----------------------------------------------
    The Rome Total War software is property of:
    Total War Software © 2002 - 2004 The Creative Assembly Limited. Total War, Rome: Total War and the Total War logo are trademarks or registered trademarks of The Creative Assembly Limited in the United Kingdom and/or other countries.

    Published by Activision Publishing, Inc. Activision is a registered trademark of Activision, Inc. All rights reserved.
    ----------------------------------------------
    All trademarked names mentioned in this document and SOFTWARE are used for editorial purposes only, with no intention of infringing upon the trademarks.
    Last edited by Strakha; January 08, 2006 at 02:23 PM.

  2. #2

    Default

    Seems to be great, but i have 2 questions

    Is it compatible with DMC v4 saves???
    The 4 tpy is a minimod too???

  3. #3

    Default

    Quote Originally Posted by tosun
    Seems to be great, but i have 2 questions

    Is it compatible with DMC v4 saves???
    The 4 tpy is a minimod too???
    No problem:

    Compatible with DMCv4 saves? Unfortunately not - that is because of the addition of the Met Mod. You could always give it a go, it might just be that you'll have a few more buildings to build

    The 4tpy was a minimod, but then I thought, why not just fully incorporate it into the pack? That means you can choose whether to activate it or not, because if you don't take the in-game steps to activate it, the game just proceeds normally.

    Currently, there are no minimod options within the pack - some were integrated fully like the 4tpy, and the more controversial ones (maybe nophalanx and 0-turn recruitment) will be included as minimods at a later date, but right now we've got our hands full with the main pack itself.
    Last edited by Strakha; January 04, 2006 at 04:19 PM.

  4. #4

    Default

    I found RTR 6.3 pretty easy. Does this mod up the challenge? Is it stable? Look forward to trying it. Looks cool. If anyone can give a small review I'd appreciate it.

  5. #5

    Default

    I could give you a review, but it would be biased The latest version is 5.06 and if you want to see what others think then go http://forums.rometotalrealism.org/i...?showforum=111 (we've changed our name to RTR: Ancient Empires)

  6. #6

    Default

    Im playing it now. Germania....tough going for a while....excellent mod. One question, where are the German Axeman? I thought they were added but I haven't seen them yet. Which province are they trainable? Thanks.

  7. #7
    Kaweh's Avatar Aerani
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    Default

    Minimize retraining, merge units instead. (It works out to your favor in long run)
    How do I merge units?

    K.K

    SIBLESZ·CRANDAR·SIMETRICAL​·DARTH VADER·KAWEH·RAVEN DARKWING·KALOS
    · PROUD MEMBER OF ROMA SURRECTUM II ·

  8. #8

    Default

    Quote Originally Posted by Kaweh K.
    How do I merge units?

    K.K
    All you have to do, is put 2 units of the same soilders together by clicking and highlighting and dragging to the other depleted units. easy.

  9. #9
    Kaweh's Avatar Aerani
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    Quote Originally Posted by JOPO769
    All you have to do, is put 2 units of the same soilders together by clicking and highlighting and dragging to the other depleted units. easy.
    Thanks. :original:

    K.K

    SIBLESZ·CRANDAR·SIMETRICAL​·DARTH VADER·KAWEH·RAVEN DARKWING·KALOS
    · PROUD MEMBER OF ROMA SURRECTUM II ·

  10. #10

    Default

    Quote Originally Posted by JOPO769
    Im playing it now. Germania....tough going for a while....excellent mod. One question, where are the German Axeman? I thought they were added but I haven't seen them yet. Which province are they trainable? Thanks.
    They don't appear to be there - I can't explain why. Thanks for bringing it to my attention, I'll re-add them for the next release.

    Edit: Upon discussion we have decided not to as it would be historically inaccurate.
    Last edited by Strakha; February 07, 2006 at 01:32 PM.

  11. #11

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    10. Minimize retraining, merge units instead. (It works out to your favor in long run)

    Why merging? and how this will work on my favor on the long run?

    thanks

  12. #12

    Default

    Why merging? and how this will work on my favor on the long run?



    When you retrain a unit with cheverons, the new soilders added during retraining are raw recruits. This will lower the overall experience of the unit. The more soilders you need to add to bring it to full strength, the more experience your unit will lose. The original soilders don't lose thier experience, but the overall unit experience reflects the added raw recruits. Make sense?

    If you merge 2 units with the same experience, you wont lose any chevrons.

    example: You have 100 triarii with 2 silver cheverons, you merge this unit with another 2 silver cheveron unit every soilder will have the same experience.

    This is how I understand it. Hope it helps.

  13. #13

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    Ok this may sound stupid but in my experience, when i retrain them i didn´t saw any experience go down.. in fact if they had 3 experience, they kept those 3, at least on the UI Cards... while when i merge them, i did see it goes down... this is why i always retrain them now.. but could be making a mistake

  14. #14
    Kaweh's Avatar Aerani
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    Quote Originally Posted by booker
    Ok this may sound stupid but in my experience, when i retrain them i didn´t saw any experience go down.. in fact if they had 3 experience, they kept those 3, at least on the UI Cards... while when i merge them, i did see it goes down... this is why i always retrain them now.. but could be making a mistake
    I'm quite sure you're right about this. As far as I know, retrained units lost experience in MedievalTW, and no longer in RomeTW (which is quite stupid).

    K.K

    SIBLESZ·CRANDAR·SIMETRICAL​·DARTH VADER·KAWEH·RAVEN DARKWING·KALOS
    · PROUD MEMBER OF ROMA SURRECTUM II ·

  15. #15

    Default

    yeap it´s like that i tested and they don´t loose experience.

  16. #16

    Default

    I suppose you could think of it as a house rule rather than as something that helps. Funny how that was got rid off. In some ways it's not too unrealistic because you could consider that the better recruits would be selected for the more experienced units.
    Last edited by Strakha; February 12, 2006 at 10:18 PM.

  17. #17

    Default

    I already love RTR vanila, but this mod makes it perfect, thank you.
    There is only one thing I don't get:
    I'm playing as the Gauls and the Veneti Bagaudam are more expensive than the Gaesatae although their stats are worse. Any idea why?

  18. #18

    Default

    We'll be addressing all the unit stats in our next release, but thanks for bringing that to my attention. For our next release we'll also be porting it over to RTR Gold Right now it is RTR Gold compatible, but many of the files are still RTR6.3

  19. #19

    Default

    I just want to mention that we are almost finished our next version. We have ported the mod over from RTR 6.3 to RTR Gold (so now Gold is properly integrated, in all its glory ) and we shall also be making major changes to the combat stats - see http://www.twcenter.net/forums/showthread.php?t=44547 as an example. Other major changes include Marcus Camillus's 4tpy mod v.1.9 (or v.1.82 if it's not ready), the realistic map mod, the realistic cavalry mod, and changes to the animations.

    When it's finished and ready for release a full changelog will be posted. Also, the mod will be under the title "RTR: Ancient Empires"

  20. #20

    Default Re: Draknar's Mod Collection v5.03 for RTR 6.3

    hi Draknar
    cant you update the mod to work with RTR platinum?

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