The Black Scrolls Initiative - A Tactical Addon (for other mods and the original game)
By BlackAlpha
A mod for Total War: Rome 2 v1.4
Main Mod File
Version 1.8
Compatibility patches for other mods
Close Combat
Lines of Battle
Magnar Mod
Radious Battle Mod
Radious Total War Mod
Silven Total Improvement Mod
General mod info
This mod was created because no one else had done it yet.
Maybe no one else was willing to do it. Or maybe no one knew how.
Regardless, it had to be done. Someone had to do it.
Someone had to fix the formations, the magic arrows and the other lunacy that no one had fixed yet.
Some of the tactical options that made the old Total War games fun had been taken away from us by the game developers.
These options had to be taken back.
And so, it was done.
Here are the results...
Cross-mod compatibility
- Black Scrolls includes compatibility patches for other popular mods.
- This allows you to run Black Scrolls together with other mods.
Realistic, tactical fire weapons
- Removed fire javelins and horse fire arrows because they are a bit ridiculous and unrealistic.
- Reduced rate of fire of fire arrows (roughly +5 seconds compared to normal arrows to simulate having to light the arrow before shooting).
- Reduced damage of fire arrows so that their damage is similar to normal arrows.
- Added a morale penalty and a very slight rate of fire penalty to units that are hit by fire arrows.
Projectiles that make sense
- All infantry projectile based weapons are now properly affected by armor (projectiles used to pretty much ignore armor).
- Slingers have the lowest armor penetration. Bows have medium armor penetration. Javelins have high armor penetration.
- The more powerful the projectile weapon/ammo is in its class, the more range and armor piercing properties it has.
- Slingers have slightly lower accuracy compared to bows.
- If you shoot at enemies who are in melee with your units, then you might also severely damage your own units.
Armor that works
- All melee weapons are now properly affected by armor.
- Reduced armor penetration on all melee weapons so that armor now gets a higher chance to stop incoming blows.
- Removed armor penetrating properties from melee weapons that should not have them.
- Low quality melee weapons might struggle a bit against enemies wearing heavy armor.
- Units with heavy armor can take more of a punishment, so battles sometimes last a bit longer.
Meaningful fatigue penalties
- Soldiers will get tired faster when running.
- Soldiers will get tired more quickly when in combat.
- Soldiers will get tired much faster when running up hills.
- Increased fatigue penalties a bit to make them noticeable, mostly for very tired and exhausted levels.
- Reduced the fatigue penalty that some abilities give you. They don't make your units exhausted straight away anymore (necessary because the exhausted fatigue level now has severe penalties).
Functioning formations
- Units using the Hoplite Phalanx formation can now use that formation to attack (ie. you can tell a unit to attack and it will retain its formation and bonuses).
- The first two front rows of the Hoplite Phalanx formation will attack enemies at the same time.
- The (solid) Square formation now has bonuses against cavalry and charging units.
- The Testudo formation now protects against incoming projectiles, but is still somewhat vulnerable to armor piercing ammo, like higher tier bows and all javelins.
- Flanking has a bit higher effect on morale.
How to install
1. Extract the ".pack" file to:
(game folder) \ data
Optional: Compatibility patches for other mods also go into that folder.
2. Open the mod manager, select the Black Scrolls mod on the left, and then press the Launch button on the right.
3. Enjoy!
NOTE: The mod manager can be downloaded from the following link:
http://www.twcenter.net/forums/showt...36-Mod-Manager
If you are trying to run Black Scrolls together with another mod, then please look at the next section below.
Combining with other mods
Black Scrolls is 100% compatible with a few other popular mods.
You can download compatibility patches from the Black Scrolls' main page.
You can use these compatibility patches to run Black Scrolls together with another mod. You must use the mod manager to do so.
The load order in the mod manager should be: 1. The other mod > 2. Black Scrolls > 3. Compatibility patch.
Remember that in the mod manager, the mod in the bottom is loaded FIRST and the mod in the top is loaded LAST.
Example of how the load list should look like inside the mod manager:
BlackScrollsInitiative_vXX_OtherModName_Patch
BlackScrollsInitiative_vXX
OtherModName
NOTE:
Close Combat must be manually converted to the "mod" format to make it compatible with the mod manager.
Magnar Mod must be manually converted to the "mod" format to make it compatible with the mod manager.
Radious Battle Mod mod must be manually converted to the "mod" format to make it compatible with the mod manager.
If you use Silven Total Improvement Mod, make sure you've installed the mod manager compatible version.
(If you need to do so, see the next section below on how to manually convert mods to the correct mod format.)
UNSUPPORTED MODS:
You can also try running Black Scrolls on top of other mods that currently don't have a compatibility patch,
but then Black Scrolls might might overwrite key features of the other mod. Or it might work just fine.
In other words, you do so at your own risk.
Just don't forget that the other mod must be compatible with the mod manager or bad things might happen.
Making other mods compatible with the mod manager
Some mods don't show up in the mod manager because the mod creator got lazy, so you'll need to fix the mod yourself.
Here's how to manually convert mods to the correct "mod" format to make them compatible with the mod manager:
1. Download the tool called PFM from the following link:
http://www.twcenter.net/forums/showt...More-DBE-fixes
2. Extract it anywhere and open the program. If it asks you, choose where Rome 2 is installed.
3. In the top left, go to: File > Open > Choose the mod's .pack file.
4. In the top left, go to: File > Change Pack Type > Then select "mod"
5. In the top left, go to: File > Save
If the mod comes with multiple .pack files, you must repeat the above steps for each .pack file.
6. Done. Now the mod's .pack file will be detected by the mod manager, assuming you've placed the .pack file inside the data folder in the game directory.
7. Optional: Go complain with that mod creator for making you jump through hoops and forcing you to do his job.
Permission / Legal
If you would like to use the contents of this mod in your own project, then please contact me (BlackAlpha) by private message on http://www.twcenter.net/forums/
Changelog
Version 1.8
- Compatible with game version 1.4 (patch 4). Probably won't work with older versions.
- Carefully copied over all the 'good' balancing tweaks that come with the patch.
- Added a bit higher morale penalty for being flanked.
- Made many tweaks concerning to the Hoplite Phalanx formation to make that formation function properly with the new game version.
- Increased javelin damage of melee units to compensate for the low amount of thrown javelins.
- Some minor tweaks.
Version 1.6
- Minor balancing tweaks to some changes made by this mod.
- Compatible with new official game patch.
Version 1.5
- Fire arrows now only affect the unit they hit, instead of the units they fly over.
- The Hoplite Phalanx formation now functions similar to a Pike Phalanx, the first two front rows will attack the enemy at the same time.
Version 1.4
- Increased club damage.
- Increased fatigue gain from running up hills.
- Increased fatigue gain from combat.
- Some minor tweaks.
Version 1.3
- Removed fire arrows from horses.
- All spears now have bonuses against cavalry.
- Increased fatigue penalties slightly.
- Added in a recent minor bug fix from the original game.
- Created a bunch of compatibility patches for other popular mods.
Version 1.2
- Changed filename of the .pack file to avoid a bug with the mod manager.
Version 1.1
- Increased damage of javelins.
- The testudo now protects less when hit from the side.
- Reduced armor penetration on all melee weapons.
- Removed armor penetrating properties from melee weapons that should not have them.
- Non-armor penetrating melee weapons might struggle a bit against enemies wearing heavy armor.
- The general balance of the game should be similar to the original but you will see a larger difference when troops with low quality weapons attack heavily armored enemies.
Version 1.0
- Initial release.