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Thread: Necronox's Mod Compilation and Personal Overhaul

  1. #1
    necronox's Avatar ▬▬ι═══════- -═══════ιι▬
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    Default Necronox's Mod Compilation and Personal Overhaul

    The idea of this mod originally started by myself to reduce to number of mods on my list and making those which where not compatible, compatible by merging all of them together. This eventually evolved into a fully fledged mod incorporating many other mods which i enjoy and i started including my own modifications to it.


    Changes i have done myself:
    Changes Fatigue, units will tire significantly faster, especially when climbing or going uphill, however they recovoer significantly faster.
    Accuracy in fog decreased
    Extensive moral change, units fighting forts have extra moral, units will rout less often, defenders of settlements / forts have slightly better moral
    larger general 'aura' (moral effect range), other generals effect modified.
    slight Ancillery effect modified and increased.
    AI has been significantly changed, AI will no try to conquer town much more, Successfull AI faction will become very tough to beat later in the game. AI armies will no longer be 50% levies 50% slingers, they will not be more-or-less random, (sometimes they will have 40% horse and remaining infantry, or all infantry, or all elite infantry, etc..)
    AI will be more active in diplomacy, alliance will form easier, more war declaration, trade easier, etc....
    Missile weapon damages for bows slinghows and towers significantly reduced, since historically they did little unless they directly hit flesh, they 'maimed' more then they killed in any ways.
    shields protective value increased
    melee weapon damaged decreased
    Super heavy horse now runs slower then very heavy cavalry
    Armour values increased.
    General and armies/navy will get more skill points (1, 2, 3 or 4, etc...) depending on their level.
    Faction Personalities changed, more faction will trade, more will prioritize military and technology research, some faction increased loyalty, some are now expansionist.
    Reduced Squalor of buildings
    increased number of edicts allowed
    increased number of agents allowed
    increased number of armies allowed
    increased number of navies allowed
    increase number of recruitment (land) to 5
    increase number of recruitment (naval) to 4
    AI recruitmenet also increased.
    other small (minor) changes to AI and default units.

    As a result, battle will be significantly longer (15min+, i had a siege (village, no walls, coastal, last for 26 minutes), campaign will be much harder. larger factions such as carthage, seleucid, and egypt should not be conquered by smaller nations as readily anymore, and will put a decent fight,

    Screenshots:
    Army Balance:
    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 


    Mods Included:
    Auxilary Roman Archers, by Roest
    Kaziel's Romans
    (general only) by Octavian21
    Parthian Unit Pack by Osbot
    City Recruitement Mod by Osbot
    Realistic Unit Heights by Prometheus.
    Os's Greek Infantry Variation by Mr. Os
    Epirus Roster Expanded by Mr. Os
    1 Turn technology Research (post #5) by Kambe
    City Sack and Liberation mod by Dresden
    Prof's Collection (Greek thorax swordsman and Spartan Heroes V2) by Prof

    Other Information
    I have asked and used the mods mentioned above according to the modding guidelines found here. i have not modified any of their content.
    I have also included my own modifications (see list) to the game.
    Not save compatible
    I have included one version without the 1 turn technology research by Kambe for those who want to play without it.

    I recommend playing with 4 turns per year, this can be done following these steps:
    Spoiler Alert, click show to read: 

    you will need editsf for this which can be found here
    open startpos.esf
    go to:
    COMPRESSED_DATA >> CAMPAIGN_ENV >> CAMPAIGN_MODEL >> CAMPAIGN_CALENDAR,
    change first int value (should be 1 if you have 1 turn per year), and change that to the desired number of turns per year, e.g 3,4,6,8,12 so on.


    Credits (and thanks) to:
    Roest
    Osbot
    Prometheus
    Mr. Os
    Kambe
    Dresden
    Prof

    External download:

    Rapidshare (click 'to download' > select & download)

    To Install
    Place inside data folder (steam/steamapps/common/rome II total war/data)
    use a modmanager to activate and lunch mod.


  2. #2
    necronox's Avatar ▬▬ι═══════- -═══════ιι▬
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    Default Re: Necronox's Mod Compilation and Personal Overhaul

    This mod is for patch 3.


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