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Thread: Downloads & Installation

  1. #1

    Icon14 Downloads & Installation


    Vae Victis: Download Information

    There are 3 places you may download the mod from, these are steam, moddb, and sourgeforge, here is how to download each.
    The mod will take up about 1.3 GB on your hard drive once installed.

    A few things to note: The steam and moddb versions are all 2x unit size and 4 turns per year; only the source forge link will contain other versions.
    Also, besides the regular mod type packs, we have put together a movie type pack for vfx stuff, like dust, blood, and deca
    ls. The file name is
    "Vae_Victis_vfx_no_activation_required", and is not included in the five Steam packs. It does not need to be activated as it is a movie type pack.
    These means that while in your data folder it is always active, so to remove it you must delete it.
    Note: The movie file is online compatible even if the other players do not have it.


    Steam - Here you will need to subscribe to all 5 packs on steam. The main mod packs will need to be activated just like any other mod.

    Vae Victis Steam Link
    part 1
    VFX only pack for steam users
    Vae Victis Steam Collection

    Sourceforge - This link contains a .rar file which you must extract, and put all pack files in your Rome 2 data folder usually found here:
    SteamLibrary\SteamApps\common\Total War Rome II\data
    You must enable the main pack with any mod manager you wish, and again the Vae_Victis_vfx_no_activation_required does not need to be activated.

    Vae Victis - Default (x2 unit sizes, 4 turns per year) (550 MB .rar file)
    Vae Victis - Vanilla Unit Size (4 turns per year) (550 MB .rar file)

    Moddb - This uses exactly the same installation instructions as the sourceforge file, but it is only 2x unit sizes, and 4 turns per year.

    Vae Victis Moddb link (550 MB .rar file)


    Last edited by Magnar; August 24, 2015 at 06:32 AM.

  2. #2
    Magnar's Avatar Artifex
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    Default Re: Features, Installation, and Download

    Change Log

    Spoiler Alert, click show to read: 

    v.612 (23/8/15)

    1. Reworked Etruscan units
    2. Infantry no longer turn on the spot or react immediately to orders
    3. reduced acceleration and deceleration
    4. barbarian mustering stance no longer increases upkeep
    5. garrisons fixed
    6. fixed some entity values
    7. Removed below water damage for some weapons that werent meant to have it
    8. Reasonable populace mod from Attila TW mechanic added: http://www.twcenter.net/forums/showt...nable-Populace
    9. Cimbri Cav and Carthage Citizen Cav (early) armour and stats fixed, were not listed as cavalry.
    10. Fixed Parthian mounted standard bearers
    11. movment in own territory is now 20% quicker
    12. Cavalry Overhaul
    13. Spotting and hiding overhaul
    14. Hotfix for common crashes implemented UPDATE: This has been properly fixed now (i think)
    15. Thracian Rhomaphaia units fixed missing melee weapon
    16. Fixed missing melee weapons for getae archers and horse archers
    17. Arab Foot Archers bow placement fixed
    18. added small AP damage to melee weapons to improve unarmoured vs armoured melee
    19. Removed bonus vs cav from hastati melee weapon
    20. small first strike bonus added to spears (though it doesnt really have much impact on combat results)
    21. Armenian peltasts can now skirmish properly
    22. fixed missing etruscan axemen axes
    23. Infantry commander untis can no longer get the horse upgrade
    24. Ptoemaic pantadapoi javelinmen now have melee weapons
    25. Principes camillan no longer throw invisible spears
    26. Fixed parthian draco standard to show properly now
    27. Fixed animations for parthian cavalry officers
    28. Reworked unit attributes
    29. General Morale Script
    30. Barbarian Looting Script
    31. Nerfed pikes
    32. Fixed clipping on Getic General Cav
    33. Removed naval abilities from several arabian cavalry
    34. Size of eugeni levies increased to melee unit size
    35. Fixed numidian skirmishers to now be able to skirmish
    36. Halved pike turn speed
    37. Fixed text of 2 region effects not being displayed properly
    38. changed ai food bonus to be lower
    39. Added small starting food for players based on difficulty level
    40. Lowered looting income for non barbarians
    41. increased number of levies recruitable from client stats/vassals/satrapies from 1 to 3



    Change Log v.611 (11/4/15)

    1. 2 new Arabian helmets added to existing Arabian units
    2. Smaller Achaean shield model added to achaean thureos units
    3. Added armoured horses mod
    4. Ptolemaic elephant mahout skin changed to eastern skin from african skin
    5. Fixed wrong weapon allocated to Ligurian unit
    6. Fixed Armenian officer animation so they no longer stand on the horse
    7. Reverted Saba icon back to vanilla
    8. Fixed thracian cavalry unit card
    9. Removed vanilla units from thracian roster
    10. Remove vanilla units from Illyrian custom battle rosters
    11. Removed remaining vanilla units from Cisalpine and Raeti factions
    12. change to ligurian starting army (switched cavalry with infantry)
    13. Fixed Armenian garrisons
    14. Added Draco standard to parthian officers
    15. Changed hoplite animation
    16. Fixed armour of venetic guard
    17. Further improvements to AI recruitment
    18. Fixed cisalpine recruitment
    19. Fix to unit encumbrance calculation for shields
    20. Fixed Arabian ui not being displayed properly
    21. Further tweaks and corrections to various unit stats
    22. Fix to oscii subjegation crash
    23. Autoresolve tweak
    24. Added larger hoplon model replacing smaller hoplon model
    25. Added more new Arab faction icons and new arab culture group icon
    26. English names of arabian units fixed
    27. Aetolian Rebels units changed to Aetolian Units
    28. More factional variety added to generic greek rebel roster
    29. Achaean Slingers fixed missing equipment
    30. Apuani warriors missing shields fixed
    31. Illyrian skirmish cav now have correct animation
    32. Added 2 new axe models to nth italian and illyrian axe wielding units
    33. Reworked Etruscan roster to be more historically accurate including new shield patterns and models
    34. Garrison fixes
    35. New unit spacing system (Celticus))
    36. Increased base chance to hit and defence values (due to how it affected the ai and autoresolve) base hit chance from 20% to 40% (same as vanilla) and defence +25%
    This will result in possibly slightly quicker combat and also more variation in unit kill speeds
    37. Minimum chance to hit reduced from 10% to 5%
    38. Mounted defence has been lowered by 25% (vs 25% increase to dismounted defence) making fighting dismounted more appealing and cav easier to kill in combat.
    39. Fixed scutari cavalry unit stats
    40. Added imposter models to some venetic units
    41. Removed germanic patterns from eugeni levies shields
    42. Added unit abilities to cisalpine units
    43. Fixed Cisalpine factions attributes
    44. Fixed illyrian cavalry shield colour
    45. Significant reduction in elephant HP to correlate with reduced jav damage from previous patch
    46. Camel HP reduced to match slighlty less than horse HP


    Change Log v.61 (21/02/15)

    1. Unique faction roster overhauls (see below)
    2. Reworked existing mod units (see below below)
    4. Small increase in damage for lighter javelins
    5. Further improvements to cultural component
    6. Reduced damage from pikes in formation
    7. Slight increase to base hit chance
    8. increased effectiveness of charges agaisnt armoured units9. Further improvements, balancing and mechanics for our cultural overhaul (we may have gone a little overboard with v.602 )
    9. Trade Routes Added (see trade route thread for details)
    10. Cultural aggression, tolerance and pride system added
    11. Imperium from battles reduced by 75%
    12. Increased range of all missiles by 10 as the unit range is calculated from the back man making shorter ranged missiles not getting used at all
    13. Pike formation nerfed
    14. Naval unit cards fixed
    15. Size of naval units in the x2 pack increased by 50%
    16. PO drift from war gains reduced. This makes any PO bonuses or penalties as a result of wins, losses and captures will last longer
    17. Reduced transport hp and speeds by a further 10% and 20% respectively
    18. Fixed naval units not being able to ram (some still can't but that is intended eg transports)
    19. Units on transport ships now get debuffs to their stats
    20. Naval patrol and raiding stance now damage the stats of enemy transport units in that sea region
    21. Reduced movement point cost from moving from sea to land
    22. Champions and dignitaries now have lower line of sight which will hopefully give spys a more scouting role
    23. Reduced transport turn speed further
    24. Units now stop less instantaneously
    25. Fixed parthian generals so that the later generals now become available later
    26. Artilery capture chance increased from 10% to 25%
    27. Naval double time stance now gives transports only +5% movement points and normal navies 35% movement bonus
    28. Political Overhaul integrated with VV
    29. Further improvements to the ai
    - seleucid specific ai added
    - Pirate and raiding ai made for celtic, balkan factions
    - changes to Nth african and iberian diplomacy ai, less suicidal now
    30. Jewish culture changed to Hebrew
    31. Hebrew symbol changed from star of david to Chai
    32. New faction preview images for a number of factions
    33. New persian faction icon
    34. Tribali changed from celtic to thracian
    35. Getae changed from Dacian to Thracian
    36. Garrison celtic swordsmen removed from custom battle
    37. Getae uniform colours changed
    38. Tylis vanila unit removed from custom battle roster
    39. Fixed syracusian light peltasts mellee weapon not showing in combat
    40. Parthia can recruit levy spears from lvl 1 main building chains now
    41. Fixed english name for parthian horse archers (mid and early were the switched)
    42. Fixed crash from black sea colony factions and massilia when selecting the political screen playing as those factions
    43. Qidi changed to Qedar
    44. Saba changed to Mamlaktin Saba
    45. Nabataea changed to Mamlakta Nabtaya
    46. Himyar changed to Mamlakat Himyar
    47. Mascat changed to Masqat
    48. Gerrhea changed to Hagar
    49. Fixed and tweaked unit base mass formulas (equipment mass should impact stats a little more)
    50. Adummatu changed to Dumat
    51. Petra renamed Rekem
    52. Eudaemon changed to Aden
    53. Maas-gat changed to Musqat
    54. Charmuthas changed to Duba
    55. Carthage tech and faction trait bonus to reduced merc upkeep reduced
    56. Changed text of Aetolian League when selecting faction in camapgaign (frmo Nova Carthago)
    57. New faction descriptions for Arabian factions
    58. Carthage starting money reduced from 7000 to 4000 (Was temporarily increased to combat the extreme cultural aggression which has now been fixed)
    59. Unit caps added to socii units
    60. New persia icon
    61. Attrition for being without regions reduced from 20 to 10%
    62. Streamlined celtic recruitment tree
    63. Equites now recruitable from main chain
    64. Spartan general no longer can get horse upgrades
    65. streamlined and improved germanic recruitment
    66. Fire arrow projectiles added to bow units
    67. breaking away from combat is now slightly harder
    68. Etruscan spacings made less varied
    69. some changes to etruscan unis equipment and therefore stats
    70. Attrition in sieges now requires a larger force to start taking effect
    71. Siege attrition halved
    72. Lower tax now increases growth by low = +1 very low = +2
    73. Changed the colour of some Auxilia units uniforms
    74. Polybian roman hamata changed from short sleeve to sleevless




    v.602 (17/12/14)
    1) Imperium gains from battles:
    - Cap increased from 10 to 15
    - Famous defeats now give -4 imperium
    2) Reduced cultural conversion rate by 75% (0.1 to 0.25). It should now take longer to spread your culture
    3) Removed effects from missiles
    4) Javelins no longer cause a shockwave
    5) Slight increase in naval replenishment in sea regions where the naval ship can be recruited from +2% to +4%
    6)Increased raidable amount of trade route from 70% to 85%
    7) Changes to army recruitment for ai (Greek, Germanic)
    8)Greek cav now recruitable from lvl 2 and on wards main building chains
    9) Reverted non overhauled greek factions to vanilla army compositions
    10) Starting roman levy unit now correctly has 240 men instead of 24 men
    11) Spartan Character Nikon can no longer use vanilla royal spartans as bodyguard unit
    12) Increased the debuff to defence when a unit is outnumbered
    13) Added loose spacing to all missile infantry
    14) Removed tech requirement for Chatti Youths
    15) Increased AI prioritising of cavalry when creating armies
    16) Carthage, Egypt, Seleucid should use more mercenaries in their armies from a max of 25% to 50%
    17) Added custom campaign ai behaviour for Rome. It should now act differently to other factions in almost all areas. Rome will be less forgiving and more willing to back stab as well as more willing to trade and go to war.
    18) Further improvements to the missile weapon damages and more variation between different levels of missile weapons
    19) added second type of sling ammunition. Short range sling ammunition now does slightly more damage but has a lower trajectory and better accuracy.
    20) reduced missile units strength in auto resolve calculation
    21) Cretan archers now have their correct bow stats (Composite with broadhead arrows rather than weaker self bows). Cost and upkeep has been increased accordingly.
    22) New cultural system
    23) Fixed name of greek peltasts

    v.601 (19/11/14)

    1. Reduced AI recruitment slots for very hard and legendary difficulties from 4 to 3 and 5 to 4 respectively
    2. Increased base income from all settlement main stuctures
    3. Corruption occurs sooner and stronger: corruption now starts from 2 regions instead of 1, corruption mid point reduced from 40 to 35 regions (province capitols count as 2) and the corruption at that mid point is increased from 55% to 70%
    4. Small trade resource price change from 5 to 1, hopefully will result in more variable trade pricing.
    5. added missing ai table for new cultures
    6. tweaks to AI priorities and aggressiveness
    7. Reduced building costs by 25% (to encourage the ai to build more) and increased build times by 2 turns per building
    8. pugio model should now display properly
    9. replaced bodyguard unit in athenian starting army with a regular hoplite unit as was intended
    10. removed side arms for romans and greeks due to a bug with hoplite formation and shield wall
    11. Fixed Parthian cavalry melee weapons not showing
    12. Changed name of Dahae to Volci and fixed the general to be celtic instead of nomadic and changed custom battle available units
    13. Corrected text for early Roman units from Camillian to Camillan
    14. Fixed raiding impact on public order
    15. Reduced AI construction costs to encourage more development
    16. Bithynian Basilikoi Peltasts now have skirmish mode
    17. Added some missing textures
    18. fixed extra large garrisons (if you find any 20 unit garrisons please post on the bug forum so i can fix them as well)
    19. fix for some roman garrison units
    20. Reduced number of heavy infantry in Greek garrisons and replaced with lighter troops
    21. Removed new coloured kill bars in battle
    22. Added artillery to roman custom battles
    23. Galatian and thracian bithynian guard units category changed from melee cavalry to melee infantry
    24. Aetolian light peltast armour corrected. was incorrectly 22 now is correct amount of 9
    25. Cavalry counter tactics now multiplies bonus v cav by 4 instead of 3 and adds 6 bonus vs elephants instead of multiplying by 6
    26. removed food cost of recruitment until we overhaul the food system further
    27. Changed starting culture for Parthian starting province to 50% Estern, 50% Nomadic (Culture is on a province basis not regional, that province has 2 regions, 1 nomadic, 1 eastern hence the 50/50 split)
    28. Added missing javelin model to parthian hillmen
    29. Removed buggy custom ability from parthian cav archers
    30. Changed Bithynia's culture back to eastern to match their religious buildings.
    31. Fixed some unit voices (greek hoplites and some bithynian units)
    32. Fixed starting gaellaci army which still had vanilla units and also increased size (for the x2 size version)
    33. Vanilla royal spartans available for a spartan general changed to mod's spartan bodyguard unit
    34. Campaign map now switched to Idreaus' Greek map
    35. Removed head hunt from germanic clubmen
    36. Removed frenzied charge from germanic unit abilities
    37. Added hoplite recruitment to greek main chain. Barracks buildings for greeks will now increase xp of recruited hoplite units instead
    38. Spartan Citizen Cavalry moved from allied barracks to main barracks
    39. Fixed Carturges Gaedann animation, melee weapon should now appear
    40. Corrected Botroas armour and stats
    41. Carthage elephants now available from lvl 2 main barracks and upwards
    42. Tweaked unit height and unit spacings
    43. A number of Iberian infantry are now unlocked via the tech tree (this is temporary till we get our scripts up and running again)
    44. Added additional Carthaginian general option
    45. Add iberian and celtiberian units to military chain
    46. Replaced all transports for x2 module with largest hellenic ships to increase capacity from 200 to 238
    47. Fixed all unit upgrades to be the difference in the units recruitment costs + 20% of the difference
    48. Recruitment now gives a -3 to growth instead of -10
    49. Reworked mercenary upkeep and recruitment costs
    50. Change tech for cataphract unlock from ammunition to kataphractoi
    51. Cataphracts now not recruitable from level 1 city culture buildings. Now recruited from level 2 and up royal palace city culture buildings and level 3 and up heavy stables
    52. Tweaks to auto resolve values (need lots of feedback to determine if this is really an improvement)
    53. Parthian Horse Archers now recruitable from main settlement chain
    54. Added +1 recruitment slot to level 1 military buildings for Romans and Greeks
    55. Small increase to transport movement range from 4400 to 4550 (normal ships have 5000 movement points so are still faster)
    56. Replaced Krete's starting army skirmishers with cretan archers
    57. Replaced 1 of Rodos' starting hoplites with rodisian slingers
    58. Cretan archers and Rodos slingers now available from level 2 main barracks instead of level 3
    59. Increased xp gain rates by 1/3
    60. Carthage can now recruit sacred band unit as a general (this unit will upgrade to a cavalry unit with the first reform)
    61. Tweaked appearance, armour and stats of the following units: Aquiani Auxilia, Batavi Cavalry Auxilia, Briton Cavalry Auxilia, Brtion Infantry Auxilia, Delmatian Inf Auxilia, Gallic Cav Auxilia, Gallic Inf Auxilia, Thracian Inf Auxilia, Cohors Evotcati, Cohors Evocati Imperialis, Cohors Reformata, Prima Cohors Reformata, Cohors Imperialis, Prima Cohors Imperialis
    62. Increased all roman unit caps for camillan and polybian eras by ca 25% and made levy unit cap equal to other camillan infantry (increased unit caps is mostly to help the ealry Roman AI)
    63. Created a new system for determining unit qualities (The AI uses these to determine which units to recruit. Our new stats system screwed with my old qualities system which is why all the AI armies were so bad)
    64. Fixed pike animation so that shields now display when not in formation
    65. Greek pike officers now have pikes when in formation instead of holding air
    66. Added 4 rows of pikes pointing forward instead of 3
    67. Removed Spartan unit caps for campaign due to garrison units taking away from the recruitment limit. It will be put back in a later update most likely (without garrisons affecting it)
    68. Carthaginian Sacred Band now have a unit cap of 5
    69. Fixed bug where late germanic archers had only hald the unit with bows
    70. Aestii temporarily made Germanic till we look at them again
    71. Added naval units to Germanic fation custom battles
    72. Aestii custom battle units now germanic units instead of celt
    73. Aestii campaign recruitable units now germanic only
    74. Aestii starting units changed to germanic mod units
    75. Aestii culture changed from nomadic to germanic so that its buildings can spread its cutlure
    76. Reduced number of celtic units available to each faction. Now only factions that start in the area of the unit will be able to recruit units (eg Only Belgae factions can recruit Belgae Spearmen). This is not exact, but just for some units that were restricted.
    77. Changed which stats display for some unit types
    78. Fixed bonus v cav and bonus v elephant damage (it was switched)
    79. Renamed Bonus vs Large/Elephants/Infantry to AP vs Cavalry/Elehants/Infantry
    80. Fixed cavalry counter tactitics ability
    81. Removed loose spacing for greek pike units and some hoplite units
    82. Tarantine Cav can now skirmish
    83. Reduced military xp gain from champions and other sources (halved)
    84. Reduced starting xp from character skills ( level 1 = +1, 2= +1, 3= +2 from level 1 = +1, level 2 = +2, 3 = +3)
    85. Missile Units defending in a siege will now get a 100% bonus to ammunition (not sure if this will affect garrison units as well)
    86. Reduced growth required for 1st additional building slot to vanilla levels to help those regions starting with only the main slot get started
    87. Reduced barbarian tech level bonus replenishment to match other tech level replenishment levels
    88. Slings are now more inaccurate
    89. Added unit recruitment to celtic city military building
    90. Gallic Shortswordsmen (Bagaudas) and slingers (Ioasatae) now recruitable from lvl 1 settlement
    91. Removed tech requirements for a number of celtic units
    92. Temporarily removed regional restrictions on all celtic units (will be added again with the AoR system)
    93. Gaelaiche are now an additional unit and not an upgrade from lugoae
    94. Periokoi and Neodamneis no longer considered spartan units with regards to the spartan +1 xp faction trait
    95. Added 3 new custom army templates for Carthage
    96. Provided available unit recruitment to carthage lvl 1 settlement
    97. Added new hellenic army templates to Epirus
    98. Gave Cyrenaica access to arcadian and lybian hoplites (until they get their own overhaul)
    99. Removed AoR restrictions for Carthaginian units (Until the AoR overhaul)
    100. Added new alternate Ptolemy army template to help Cyrene out with early army recruitment
    101. Tweaked formations to make them weaker from rear and flanking attacks (Pike phalanx, hoplite phalanx, shield wall, spear wall)
    102. Reworked a whole bunch of stat stuff including weapons, shields, cav charge
    103. Fixed error with costing calculations that resulted in some unit equipment costs beign too low.
    104. Some unit mass and speeds have been fixed. Eg Many roman units are now slower and heavier
    105. Added loose spacing ability to Iberian melee and spear infantry
    106. Many units cost and upkeep have been increased due to fixing an incorrect formula in costing and upkeep
    107. slight increase to base hit chance (15 - 18) and charge damage (20-22)
    108. Fixed second wind
    109. Changed Aetolian League's army templates from Carthaginian to Greek (Athens)
    110. Turendetani and Aetolian League no longer start off at war
    111. Added missing general unit availability to Aetolian League
    112. Removed Volcii steppe general recruitment and replaced with celtic
    113. Added additional Celtic general options to some factions
    114. Barritus ability can now be used while moving
    115. Increased shield missile block by a flat 4%,
    116. New missile stat effects to add to battlefield tactics of missiles.
    -Heavy Javelins now reduce shield block chance and shield defence and slow the enemy briefly.
    -Light Javelins do the same as heavy just to a lower extent
    -Arrows slow a unit and add a temporary small HP negative to units
    -Slingers slow units for longer than arrows
    117. Tweaked projectile reload times
    118. Further tweaks to AI unit recruitment priorities. Armour is more significant now for AI
    119. Increased military aggressiveness of Carthage
    120. Changed AI priorities
    121. AI attitude to resource trading and ownership has now been varied. Vanilla is (0.5 trade and 0.5 ownership), now the different personalities will vary ownvership vs trade eg Self centered AI will want to own resources more and trade resources less where ass a resource horder will take resources from anywhere more. Strategic AI will value certain resources more than others and some other changes.
    122. Halved chariot HP
    123. Nerfed vanilla chariots and elephants
    124. Reduced AI bonuses for legendary to be roughly in line with very hard
    125. Increased min zoom height slightly to avoid terrain clipping
    126. Added celtiberian scutarii recruitment to artisian bronze workshop and military buff tavern building for cities
    127. Added edetani warrior recruitment to bronze workshop
    128. Iberian/Celtiberian Veteran Shield warriors added to horn maker level 3 and 4
    129. Increased Carthage starting treasury so it can take care of its initial public order issues quicker from 4000 to 7000
    130. Changed VO of spartiotoi hoplites from 'Citizen Hoplites' to 'Spartans'
    131. AI now gets increased xp gain rate to help it cope with the higher xp levels. The bonus is tied to difficulty level +50% for easy, +100% for normal +150% for hard +200% very hard +220% legendary
    132. Renamed Bonus vs to Anti Infantry, Anti Cav ... though not sold on the new titles and will likely change them again to something else.
    133. Reduced missile block chance bonus from hoplite phalanx from +25% to +15%, (pike phalanx = +20%, shield wall = +10%)
    134. Changed max values for various stat types.
    135. Slight increase in base hit chance from 15 to 18%
    136. Roman military training stance renamed to winter quarters
    137. Fleets no longer suffer attrition when blockading
    138. Changed diplomacy culture of Etruscan from barbarian to hellenic
    139. Carthage now start at peace with Turdetani

    Last edited by Magnar; August 23, 2015 at 03:33 PM.

  3. #3
    Magnar's Avatar Artifex
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    Default Re: Downloads & Installation

    Sourceforge download link for default pack is up now.

  4. #4

    Default Re: Downloads & Installation

    Only 291 MB on sourceforge Vae Victis.rar
    Would this be right?
    On Mod DB there is more than one Vae Victis and none that resembles Roma 2: Imperium Aquilarum.
    On the internet there are many Vae Victis. What gives?

  5. #5

    Default Re: Downloads & Installation

    Quote Originally Posted by Lannes1 View Post
    Only 291 MB on sourceforge Vae Victis.rar
    Would this be right?
    On Mod DB there is more than one Vae Victis and none that resembles Roma 2: Imperium Aquilarum.
    On the internet there are many Vae Victis. What gives?
    Yes, it is a compressed rar file, the actual size is around 800mb I believe
    here is the moddb link http://www.moddb.com/mods/vae-victis

  6. #6
    Magnar's Avatar Artifex
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    Default Re: Downloads & Installation

    Quote Originally Posted by Lannes1 View Post
    Only 291 MB on sourceforge Vae Victis.rar
    Would this be right?
    On Mod DB there is more than one Vae Victis and none that resembles Roma 2: Imperium Aquilarum.
    On the internet there are many Vae Victis. What gives?
    I've already answered your first question on steam, but for those wondering the same thing: the sourceforge .rar file is ca 291 mb and it includes all mod files.

    When extracted the total size will be almost 750mb

    The Moddb mod page is currently awaiting authorisation, so Im not sure when that will occur.

    Vae Victis is a famous saying so it is no surprise that others have used the same name for other projects.

  7. #7
    Daizus's Avatar Foederatus
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    Default Re: Downloads & Installation

    Only x2 units sizes?

  8. #8
    Magnar's Avatar Artifex
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    Default Re: Downloads & Installation

    Quote Originally Posted by Daizus View Post
    Only x2 units sizes?
    im uploading the x1 unit size atm. Its at around 80%, check back in a little bit and there will be a x1 unit size link as well.

    EDIT: x1 unit size is up now
    Last edited by Magnar; October 31, 2014 at 11:27 AM.

  9. #9

    Default Re: Downloads & Installation

    Thanks Magnar and General George S. Patton. All cool. Have played the first battle. It has a totally different and good feel to it, compared to Rome II.
    Congratulations and many thanks for the rigorous work the mods team has put in.

  10. #10

    Default Re: Downloads & Installation

    Exciting can't wait to give it a try once its all uploaded.

  11. #11
    bobbyr's Avatar Semisalis
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    Default Re: Downloads & Installation

    Downloading right now.

    Huge thanks to the whole team, great job guys. This has already become my favourite mod from the preview videos. Can't wait to try it myself in a few minutes




  12. #12
    Indefinitely Banned
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    Default Re: Downloads & Installation

    i think its cool i'll try.

  13. #13
    Samraat Mahendra Maurya's Avatar Campidoctor
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    Default Re: Downloads & Installation

    Impressive my friend, Impressive
    Ich bin Kaiser von mauryan reiches

  14. #14

    Default Re: Downloads & Installation

    Does this mod have an AI or is the vanilla AI?
    The object of war is not to die for your country but to make the other bastard die for his.

  15. #15
    Magnar's Avatar Artifex
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    Default Re: Downloads & Installation

    Quote Originally Posted by neoiq5719 View Post
    Does this mod have an AI or is the vanilla AI?
    The AI is a tweaked version of vanilla, we havent yet done a full AI overhaul yet.

  16. #16
    Civis
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    Default Re: Downloads & Installation

    not work for custom and historical battle

  17. #17
    Magnar's Avatar Artifex
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    Default Re: Downloads & Installation

    Quote Originally Posted by nicolae View Post
    not work for custom and historical battle
    Whats the problem with custom battles? are you using other mods with it as well? which factions did you try to play as ?

  18. #18

    Default Re: Downloads & Installation

    What do you guys have planned for the next version? I understand a hotfix is on the way but I'm dying to know what other features are being added

  19. #19
    Magnar's Avatar Artifex
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    Default Re: Downloads & Installation

    Quote Originally Posted by MattyCakes View Post
    What do you guys have planned for the next version? I understand a hotfix is on the way but I'm dying to know what other features are being added
    The hotfix wont add new content, only fix bugs and perhaps some campaign tweaks.

    The update after that will have new content.

    What exactly it will contain is unclear as of yet as we are currently working on a number of different areas all at the same time, so it's about what is done when the time comes.

    Probable inclusions will be:

    - Unique lusitani roster
    - Arabian rosters
    - maybe ligurian and venetii
    - small additions to etruscans
    - UI additions
    - Probably a bunch of other stuff as well

  20. #20

    Default Re: Downloads & Installation

    It will have some tweaked roman's, new models, tweaked historical battles, and new environments I hope to

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