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Thread: Sword, Spear, and Shield Mini Mod Thread!

  1. #1

    Icon1 Sword, Spear, and Shield Mini Mod Thread!

    Sword, Spear, and Shield Mini Mod Version 2.8
    A RTW Veteran's Mod.
    by iLeeT_PeeP

    MOD DESCRIPTION
    I have always been fond of Rome Total War and have enjoyed countless hours playing the game which generally provides an amazing experience overall. However... I always felt there was a little room for improvement here and there and I felt something was missing in my experience. After searching over the whole mod community I was unable to satisfy my need for what I felt Rome Total War should be. What I was looking for were a few core changes that would stretch a long way without altering the whole game dramatically and have it keep true to its original feel. This mini mod is the result of my work and these ideas and is what I always felt Rome Total War should have been. It is completely mod foldered and will not interfere with your games original state... It should also be compatible with both RTW 1.5 and BI 1.6. Good games to all... and ENJOY.

    MOD CHANGES
    Version 1.0
    -Made all factions playable except the roman_senate and slave factions
    -22 new mercenary types with new recruitment concepts and regions
    -Set in new interface for barbarian culture
    -Changed experience chevrons from orange to a darker bronze color
    -Set a clean icon for character retinue
    -Reestablished every units armour and shield values according to actual models
    -Modified unit training times according to unit expertise
    -Removed wardogs from game
    -Removed incendiary pigs from game
    -Removed heavy onagers from game
    -Removed repeating ballistas from game
    -Set a decrease in population growth for mines
    -Renamed mines+1 to deep mines
    -Halved all regions base farm level with the max being five
    -Removed fifth settlement level
    -Set in settlement growth restricions
    -Only founding settlements are now able to expand to the fourth settlement size and recruit advanced units
    -Diplomats are now first avaliable in the third settlement level
    -Removed all faction intro movies
    -Reorganized every factions building browser
    -Numidian desert warrior mathematically modified to make numidia playable
    -Every faction leaders army given two additional elite/experienced units to form a core around
    -Halved all elephant hitpoints
    -Spanish have been renamed iberians
    -Reorganized all factions starting armies
    -Reorganized all starting armies in rebel towns
    -Set all factions starting treasury based off number of regions controlled
    -Changed the name of currency from denarii to coin
    -Added new descriptions for all factions
    -Doubled the trade output of markets
    -Better proportioned all temple improvements
    -Set all units charge distance to 50
    -German berseker units are now half the size and twice as hearty to keep the same balance
    -Roman siege weapons now use peasants as crew like every other faction
    -Set all siege weapon crews to 6 (the smallest size possible)
    -Adjusted a handful of unit parameters mathematically to keep a logical upgrade/purchase balance
    -All bodygaurd units no longer have an upkeep
    -Made a handful of "visual improvements" to the strat map
    -Removed mine model from strat map
    -Set in new egyptian officer texture which properly corresponds with the model
    -Modified britons head hurler unit behavior to be more practical
    -A handful of other unmentioned changes

    Version 1.1
    -Modified all unit cost and upkeep parameters mathematically based on strength and an expanded equation
    -Set in carthaginian style battle and strat map models for iberian generals
    -Corrected all mining glitches and set mining income accordingly
    -Renamed a few buildings
    -Fixed a minor typo

    Version 1.2
    -Added a few bonuses for capital settlements
    -Added an emmigration policy for controlling over population
    -Added third farm level for barbarian factions
    -Added a bonus on increased trade for roads
    -Added a population growth bonus to taverns
    -Set all peasant upkeep to 50 bypassing equation
    -Set in more happiness bonuses for certain buildings
    -Further modified the building browser
    -Further modified mercenary concepts
    -Gave all units except mercenaries a +2 bonus to their mental state
    -Increased the experience level of all existing roman senate armies
    -Removed horse archer unit from parthia and armenia
    -Added immortals unit for parthia
    -Fixed some building ui images

    Version 1.3
    -Modified starting diplomatic status for all factions
    -Carthage given back her regions of lepcis magna and cyrene
    -All factions now have a short campaign involving 2 other carefully chosen factions to destroy or outlast
    -Rounded off a few settlement populations
    -Fixed a few rebel army spawns
    -Adjusted game mechanics to neutralize grain bug
    -Refined a few initial changes
    -Removed officers and standards from several units
    -Corrected a few tooltips

    Version 1.4
    -Modified several peasant unit parameters
    -Reincorporated peasants into the game for moving population between settlements and revolting
    -Corrected a few minor glitches

    Version 1.5
    -Removed forced emmigration policy due to improper ai use

    Version 1.6
    -Raised the value of gold/silver mine income
    -Modified some unit names
    -Corrected some texts
    -Set 3 factions to outlast for short campaign
    -Modified agents cost

    Version 1.7
    -Set in new world map to faction selection screen
    -Minor graphic improvement to experience chevrons
    -Set a static image for all founding settlement bonuses
    -Improved temple simulation

    Version 1.8
    -Imperial Palace added to Roman Senate faction for resetting in reforms

    Version 1.9
    -Removed urban cohort and first cohort units permanently
    -Optimized a few things for multiplayer gameplay
    -Reworked some bodyguard unit parameters
    -Further enhanced the tech tree

    Version 2.0
    -Corrected reform event
    -Town watch unit removed from pre-reform period
    -Further enhanced the tech tree
    -Removed arcani unit permanently

    Version 2.1
    -5000 coin bonus given to all factions
    -All smith buildings now only avaliable where iron/copper are present
    -Town watch unit readded to pre-reform period
    -Latium now has several goodies including a port
    -Fixed roman culture in all home provinces
    -Egyptians have been renamed ptolemies
    -Tagged all pre marian reform units
    -Further enhanced the tech tree
    -Fixed some tooltips

    Version 2.3
    -Macedonian light lancer rework
    -Stable requirement concept for cavalry

    -Revamped starting armies for all factions
    -Revamped all siege equipment parameters
    -Minor corrections to the tech tree
    -Corrected some tooltips
    -Further enhanced the tech tree
    -Modified mercenary costs

    Version 2.4
    -Added grain resource to rome

    Version 2.5
    -Corrected some minor armour calculations
    -Corrected settlement growth messages

    Version 2.6
    -Implemented new culture specific campaign map music
    -Added shrine bonus descriptions
    -Added in one new surprise type mercenary
    -Modified parthian starting armies
    -Retagged all mercenary units
    -Slightly increased founding settlement happiness bonuses
    -Improved graphics on world map in faction selection screen
    -Corrected all mercenary ack sounds
    -Buffed up rebel settlements to make them seem more faction-like
    -Buffed up some rebel army compositions
    -Corrected some rebel settlement cultures
    -Slightly modified roman starting armies
    -Improved eastern general armour calculation mathematically
    -New system in place for mercenary costs
    -Corrected all rebel sounds
    -A few other unmentioned fixes/changes

    Version 2.7
    -Further enhanced mercenary concepts

    Version 2.8
    -Further improved faction starting armies


    DEVELOPER TIPS
    1. You MUST run vanilla RTW at least once (preferabley Version 1.5) in order for the modification to launch on fresh installs.
    2. Set the campaign and battle map difficulties to at least HARD/HARD for a real challenge.
    3. Be very strategic on the buildings you choose to construct and use good planning to build your economy.
    4. Manage your armies wisely and choose only the units you need for them.
    5. Choose the right time to declare war and use peace time to build your factions economic status.

    MOD CONTENTS
    Modification
    Mod Banner
    Read Me

    INSTALLATION
    Installation is actually quite simple.
    1. Simply unzip the SSaS Mini Mod Version 2.X.zip file into your main "Rome - Total War" folder. (the folder where the games .exe's are located)
    2. After you unzip the file into the location you should see a "SSaS" folder in the same directory as the main games .exe's.
    3. Next we need to create a new desktop shortcut for launching the mod. Simply copy and paste "RomeTW.exe" onto your desktop.
    4. After you have a shortcut on your desktop we just need to direct that shortcut to launch the mod for us.
    5.Right click on the "RomeTW.exe" icon you just created on your desktop and left click on properties.
    6.After the Properties window opens up and with the Shortcut tab selected we need to modify the Target: command line.
    7. We need to direct this to your main "RomeTW.exe" located in your "Rome - Total War" folder which will vary depending on your version and personal installation.
    8. Example: "C:\Program Files\Activision\Rome - Total War\RomeTW.exe" is my directory (make sure you add the "s)
    9. Now just tag on the modification to the command line and we are all set... Add - mod:SSaS after the directory with "s you just created and Apply your changes.
    10. Example: "C:\Program Files\Activision\Rome - Total War\RomeTW.exe" - mod:SSaS (make sure you space everything accordingly)
    You have completed the installation and can now use the desktop shortcut you just created to launch Rome Total War with the modification.

    UNINSTALLATION
    To uninstall simply delete the "SSaS" folder in your main "Rome - Total War" folder. (the folder where the games .exe's are located) and the desktop shortcut you created.

    If for whatever reason you are having trouble you can email me @ nesig69@yahoo.com and I will try to assist you.

    Copyright 2015.

    DOWNLOAD LINK (Released 3/19/2015) NEW!
    Sword, Spear, and Shield Mini Mod Version 2.8
    http://www.mediafire.com/download/ev2m4rd7ba2bl14 .zip @ MediaFire (32.5MB)
    PULLED OFFLINE! .zip @ solidfiles (32.5MB)
    PULLED OFFLINE! .zip @ zippyshare (32.5MB)

    TIP LINK (Added 3/10/2015) NEW!
    Sword, Spear, and Shield Mini Mod Tips
    http://www.twcenter.net/forums/showt...1#post12662809 Tip #1 Peasant Migration
    http://www.twcenter.net/forums/showt...1#post14413630 Tip #2 Building Browser Model

    LINK (Added ?/?/????) NEW!
    Sword, Spear, and Shield Mini Mod Video 1
    COMING SOON! video @ youtube











     



    Good games to all...

    Last edited by iLeeT_PeeP; September 11, 2015 at 10:51 PM.

  2. #2

    Default Re: Sword, Spear, and Shield Mini (Tweaks) Mod Released!

    Seems interesting. There are a few things you have that I also would like to include or have already included in my personal mod

  3. #3
    TheBlackTower's Avatar Tiro
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    Default Re: Sword, Spear, and Shield Mini (Tweaks) Mod Released!

    Good one man ...... But why the settlement can go to the fifth level is bad . At lest the Capitals must do .

  4. #4

    Default Re: Sword, Spear, and Shield Mini (Tweaks) Mod Released!

    Quote Originally Posted by TheBlackTower View Post
    Good one man ...... But why the settlement can go to the fifth level is bad . At lest the Capitals must do .
    Not a necessity at all. Keeps things much more simple this way.
    I personally really appreciate this style of gameplay.
    Most of the construction in the 5th settlement level were mostly redundant anyways...
    It is a modification though so it is going to be a bit different than regular RTW as all mods are.
    Its going to come down to a matter of preference... Some people may like it. Others may not...
    However of course you are not forced to play it.

    Cheers...
    Last edited by iLeeT_PeeP; December 15, 2014 at 10:42 AM.
    Interesting Fact?
    Only the emperor or triumphant generals could wear all purple, anybody else doing so would be killed.


    Sword, Spear, and Shield Mini Mod Version 2.8


    by iLeeT_PeeP


  5. #5

    Default Re: Sword, Spear, and Shield Mini (Tweaks) Mod Released!

    Quote Originally Posted by ahowl11 View Post
    Seems interesting. There are a few things you have that I also would like to include or have already included in my personal mod
    Cheers bud.
    Interesting Fact?
    Only the emperor or triumphant generals could wear all purple, anybody else doing so would be killed.


    Sword, Spear, and Shield Mini Mod Version 2.8


    by iLeeT_PeeP


  6. #6

    Default Re: Sword, Spear, and Shield Mini Mod Released!

    Good work.

  7. #7

    Default Re: Sword, Spear, and Shield Mini Mod Released!

    Quote Originally Posted by Asgaroth View Post
    Good work.
    Thx m8.
    Last edited by iLeeT_PeeP; January 18, 2013 at 08:59 PM.
    Interesting Fact?
    Only the emperor or triumphant generals could wear all purple, anybody else doing so would be killed.


    Sword, Spear, and Shield Mini Mod Version 2.8


    by iLeeT_PeeP


  8. #8
    Lanjane's Avatar Artifex
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    Default Re: Sword, Spear, and Shield Mini Mod Released!

    It seems that additional mines don't work. They decrease population growth, however, but bring zero income. You can simply check one in Arrethium by looking at the advanced settlement info.
    Don't run too far, you will have to return the same distance.
    - Biblical Proverb
    Nobody will try to figure it out if you are made of glass or of metal. They'll treat you the same way.
    When you show your strength, you'll find a company of those who want to steal it from you, but your weakness, you'll be all alone with it.

    - Winter Voices

    Lanjane's Barbarian Empires * Barbarian Empires: Hellenistic Legacy * Extended Cultures V * Rome - Total Realism 8 * Lanjane's Mini-Workshop * Rome: Total Music


  9. #9

    Default Re: Sword, Spear, and Shield Mini Mod Released!

    Quote Originally Posted by Lanjane View Post
    It seems that additional mines don't work. They decrease population growth, however, but bring zero income. You can simply check one in Arrethium by looking at the advanced settlement info.
    Mod pulled offline. Your absolutely right!

    None of the mines are giving the income they are supposed to.

    Very minor details... Ill get things straightened out soon.

    I will re-upload the mod once its ready.

    Thanks Lanjane for bringing this up to my attention.
    Last edited by iLeeT_PeeP; January 18, 2013 at 01:29 PM.
    Interesting Fact?
    Only the emperor or triumphant generals could wear all purple, anybody else doing so would be killed.


    Sword, Spear, and Shield Mini Mod Version 2.8


    by iLeeT_PeeP


  10. #10
    Lanjane's Avatar Artifex
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    Default Re: Sword, Spear, and Shield Mini Mod Released!

    Well, as far as I know, the number of resources which can be mined in RTW is hardcoded - gold and silver only. In Medieval II you can simply add a "has_mine" string to descr_sm_resources and just be happy, but there isn't such an option for RTW. So, don't bother with such hopeless task - you can simply change your new mines to bring more trade goods (and actually an according amount of income).
    You can add different UI pics for them too, for example an MTW ones. Grab them from my post here - http://www.twcenter.net/forums/showt...2#post12270882 (the file Building UI's new.rar)
    Don't run too far, you will have to return the same distance.
    - Biblical Proverb
    Nobody will try to figure it out if you are made of glass or of metal. They'll treat you the same way.
    When you show your strength, you'll find a company of those who want to steal it from you, but your weakness, you'll be all alone with it.

    - Winter Voices

    Lanjane's Barbarian Empires * Barbarian Empires: Hellenistic Legacy * Extended Cultures V * Rome - Total Realism 8 * Lanjane's Mini-Workshop * Rome: Total Music


  11. #11

    Default Re: Sword, Spear, and Shield Mini Mod Released!

    Quote Originally Posted by Lanjane View Post
    Well, as far as I know, the number of resources which can be mined in RTW is hardcoded - gold and silver only. In Medieval II you can simply add a "has_mine" string to descr_sm_resources and just be happy, but there isn't such an option for RTW. So, don't bother with such hopeless task - you can simply change your new mines to bring more trade goods (and actually an according amount of income).
    You can add different UI pics for them too, for example an MTW ones. Grab them from my post here - http://www.twcenter.net/forums/showt...2#post12270882 (the file Building UI's new.rar)
    hmm.. Interesting. Let me see what I can do to make sense of this...

    Silver mines appear to be working just fine.
    Last edited by iLeeT_PeeP; January 17, 2013 at 10:29 AM.
    Interesting Fact?
    Only the emperor or triumphant generals could wear all purple, anybody else doing so would be killed.


    Sword, Spear, and Shield Mini Mod Version 2.8


    by iLeeT_PeeP


  12. #12

    Default Re: Sword, Spear, and Shield Mini Mod Released!

    Version 1.1 has been released.

    Cheers to all and enjoy...
    Last edited by iLeeT_PeeP; January 17, 2013 at 08:22 PM.
    Interesting Fact?
    Only the emperor or triumphant generals could wear all purple, anybody else doing so would be killed.


    Sword, Spear, and Shield Mini Mod Version 2.8


    by iLeeT_PeeP


  13. #13

    Default Re: Sword, Spear, and Shield Mini Mod Released!

    Last edited by iLeeT_PeeP; January 28, 2013 at 04:28 PM.
    Interesting Fact?
    Only the emperor or triumphant generals could wear all purple, anybody else doing so would be killed.


    Sword, Spear, and Shield Mini Mod Version 2.8


    by iLeeT_PeeP


  14. #14

    Default Re: Sword, Spear, and Shield Mini Mod Released!

    Version 1.2 has now been re-prepared, packaged and released!

    Cheers to all and ENJOY...

    Happy gaming.
    Interesting Fact?
    Only the emperor or triumphant generals could wear all purple, anybody else doing so would be killed.


    Sword, Spear, and Shield Mini Mod Version 2.8


    by iLeeT_PeeP


  15. #15

    Default Re: Sword, Spear, and Shield Mini Mod Released!

    I am proud to announce the 4th version of my mini mod Version 1.3 is now uploaded and ready.

    The mini mod itself is starting to become quite promising... and im very proud of the work I have put into it.

    Cheers to all... and ENJOY.
    Interesting Fact?
    Only the emperor or triumphant generals could wear all purple, anybody else doing so would be killed.


    Sword, Spear, and Shield Mini Mod Version 2.8


    by iLeeT_PeeP


  16. #16
    Rijul.J.Ballal's Avatar Domesticus
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    Default Re: Sword, Spear, and Shield Mini Mod Released!

    Love the immortals man!

  17. #17

    Default Re: Sword, Spear, and Shield Mini Mod Released!


    PeeP's RTW TIPS!
    (On the move...)


    Let me share with you all a helpful tip.

    Tip #1
    Peasant Migration


    You are going to notice, if you try the modification, that getting your population to grow is a much more difficult challenge! As it is intended to be...

    You have to ensure that your population has a good supply of food, is not being over-taxed, and has health/other population increasing buildings constructed in a very strategic manner to support their well being.

    Also, if you recruit way too many troops from one particular town/city, it can greatly effect that town/cities ability to create more able citizens for you.

    What you can do is a peasant migration to move population between your cities...

    The regular cost for performing a migration is 900 coin with an upkeep of 450 coin per turn until they arrive at their location.

    I will walk you through on how to do this...

    Alright. So this is my empire as of now. I have the town of Osca selected on the frontier with the Gauls. I am going to be migrating peasants to this town because it is the launching point for alot of my troop training and refitting due to this ongoing war with the Gauls and it is in no way is able to maintain a healthy enough population all on its own to support all of my armies. Luckily however, I have been maintaining my other cities/towns quite well, so I have more able citizens ready if need be.


    So now what we will do is select an alternative town/city that has had time to grow its population to healthy numbers. Peace time is sometimes important now as it gives your towns/cities a chance to grow their populations to healthy numbers again. In this case, my town of Carthago Nova has a nice healthy population and is very able to provide us with healthy peasants.


    Next, what we will do is recruit a stack of peasants, which we will be migrating to our desired town/city. Peasants have a recruit time of 0 turns, so they can be gathered in an emergency situation if need be. We can recuit 900 per turn, which is a good amount of population to migrate.


    After we create the desired stack, we simply begin their journey over to the town/city you desire to migrate them to.


    Once they arrive in the territories borders, we simply disband the peasants into that territory and the population will be transfered to that town/city.


    You can also select all units to be disbanded and hit Ctrl+D.

    A simple, yet very effective way to "migrate" your peasants between towns/cities.

    Good games to all...

    -iLeeT_PeeP
    Last edited by iLeeT_PeeP; March 10, 2015 at 01:46 PM.
    Interesting Fact?
    Only the emperor or triumphant generals could wear all purple, anybody else doing so would be killed.


    Sword, Spear, and Shield Mini Mod Version 2.8


    by iLeeT_PeeP


  18. #18
    Hanti's Avatar Semisalis
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    Default Re: Sword, Spear, and Shield Mini Mod Released!

    Quote Originally Posted by iLeeT_PeeP
    Removed horse archer unit from parthia and armenia
    Quote Originally Posted by iLeeT_PeeP View Post
    I am proud to announce the 4th version of my mini mod Version 1.3 is now uploaded and ready.

    The mini mod itself is starting to become quite promising... and im very proud of the work I have put into it.

    Cheers to all... and ENJOY.
    So you have removed their core, iconic unit
    Any reasons for doing that?

    PS: If you will try to improve your project please consider graphics changes. I would gladly play the mod that being vanilla-like one, has ALL units re-skinned to something more colourful. I am sick of those green mercenaries

  19. #19

    Default Re: Sword, Spear, and Shield Mini Mod Released!

    Quote Originally Posted by Hanti View Post
    So you have removed their core, iconic unit
    Any reasons for doing that?

    PS: If you will try to improve your project please consider graphics changes. I would gladly play the mod that being vanilla-like one, has ALL units re-skinned to something more colourful. I am sick of those green mercenaries
    The main reason I removed the East Horse Archer unit is because the unit pictured in its unit cards and its unit description was not even the same model in-game. So the armour/shield values were not matching up with that incorrect model.

    I decided to just do away with the unit as a whole and both Parthia and Armenia's roster is just minus that one unit. Better this way... The game remains nice, clean and organized.

    In doing so it actually only left the Armenians with Cataphracts and Cataphract Archers... So the only logical place as the Armenians to build Stables is at their capital since they are only recruitable in the 4th settlement level. You actually have to upgrade your stables to breed better horses over and over until you are able to field cataphracts...

    This is ok though... It gives Armenia a very unique feel when you play as them and of course diversity amongst factions is always better. You can always hire cavalry mercenaries if you need to as well.

    "I am sick of those green mercenaries "

    LoL...

    I too was also tired of the green mercenaries so this has now been fixed. If you do try the mod out play as VH/VH and I would very much like if you would share the progress of your empire here... It is very challenging at that difficulty.

    Cheers bud.... and good games.

    -iLeeT_PeeP
    Last edited by iLeeT_PeeP; March 11, 2013 at 07:34 PM.
    Interesting Fact?
    Only the emperor or triumphant generals could wear all purple, anybody else doing so would be killed.


    Sword, Spear, and Shield Mini Mod Version 2.8


    by iLeeT_PeeP


  20. #20
    Hanti's Avatar Semisalis
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    Default Re: Sword, Spear, and Shield Mini Mod Released!

    Quote Originally Posted by iLeeT_PeeP View Post
    The main reason I removed the East Horse Archer unit is because the unit pictured in its unit cards and its unit description was not even the same model in-game. So the armour/shield values were not matching up with that incorrect model.

    I decided to just do away with the unit as a whole and both Parthia and Armenia's roster is just minus that one unit. Better this way... The game remains nice, clean and organized.

    In doing so it actually only left the Armenians with Cataphracts and Cataphract Archers... So the only logical place as the Armenians to build Stables is at their capital since they are only recruitable in the 4th settlement level. You actually have to upgrade your stables to breed better horses over and over until you are able to field cataphracts...

    This is ok though... It gives Armenia a very unique feel when you play as them and of course diversity amongst factions is always better. You can always hire cavalry mercenaries if you need to as well.
    Fair enough. I can see that rebels still have horse archers.

    Quote Originally Posted by iLeeT_PeeP View Post
    "I am sick of those green mercenaries "

    LoL...

    I too was also tired of the green mercenaries so this has now been fixed. If you do try the mod out play as VH/VH and I would very much like if you would share the progress of your empire here... It is very challenging at that difficulty.

    Cheers bud.... and good games.

    -iLeeT_PeeP
    Yes. Mercenaries look better now. But what really I wanted to say is just one-colour-armies (yellow Egipt, red Romans etc) it's not what pleases my eyes.

    Anyway, I've run Egipt for a while. In city of Sidon I have second "founding building". Good thing, but was it intended?

    Additional issues:
    1. Movement allowance is far too small. I would like to be able to move spy/diplomat/army through whole province in on turn
    2. Chariots in Egipt in 270 BC is anachronism. Shouldn't they have Hetairoi instead?
    3. Script error in EDB.txt at line 3526 column 3 (about julii settlements).


    Background

    If Egyptian capital is Alexandria, then Ptolemaic Egypt, along with the other Hellenistic states outside of the Greek mainland after Alexander the Great, had its armies based on the Macedonian phalanx and featured Macedonian and native troops fighting in Hellenistic style.

    Remember that in 332 BC, Alexander the Great, King of Macedon invaded Egypt. He visited Memphis, and oracle of Amun at the Oasis of Siwa. He conciliated the Egyptians by the respect which he showed for their religion, but he appointed Greeks to virtually all the senior posts in the country, and founded a new Greek city, Alexandria, to be the new capital.

    http://en.wikipedia.org/wiki/Ptolemaic_Army
    Last edited by Hanti; March 12, 2013 at 11:29 AM.

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