The year is 432AD or 463AD. In 423AD,the Roman Empire was losing ground. By 463AD Most Barbarian factions had settled on the once powerful Roman lands and they looked to further expand.
The Western Roman Empires Northern boarders were in 463AD what they were at the time of Caesar. Most Barbarian factions had settled on the once powerful Roman lands and they looked to further expand. Unfortunately for Rome, the once Jewel of the empire, it had become the barbarians great prize. COMING SOON
Mór Than's painting The Feast of Attila, based on a fragment of Priscus (depicted at right, dressed in white and holding his history):
"When evening began to draw in, torches were lighted, and two barbarians came forward in front of Attila and sang songs which they had composed, hymning his victories and his great deeds in war. And the banqueters gazed at them, and some were rejoiced at the songs, others became excited at heart when they remembered the wars, but others broke into tears—those whose bodies were weakened by time and whose spirit was compelled to be at rest."
It would take a mighty Roman ruler to once again reclaim its might or better yet, a mighty Eastern Roman ruler to bring back the empires glory...or again yet, a new barbarian faction to prove its prowess and mettle and become the new worlds greatest empire.
Units: are mostly from IBFD 6.5 and some from ArthurianTW
Map: Ice Torques beautiful BI WarMap
RIO III CDLXIII
![]()
Rio IBFD III 463
http://hosted.filefront.com/Rioth/
http://s6.quicksharing.com/v/1445320...II_463.7z.html
Newest Patch
This patch needs to be downloaded onto the Rio III Mod. It contains the material from the previous upgrade and also with new, vital add ons. Just copy this over the previous patch if installed.
upgrade patch .2
http://s15.quicksharing.com/v/380283...tch_.2.7z.html
http://hosted.filefront.com/Rioth/
unit placement correction and player1 character traits patch: copy onto .2 patch
http://hosted.filefront.com/Rioth/
upgrade patch .2
-addresses those annoying non fatal loading battle ctd
-put in a missing wre texture for the legio lanciarii
-made epic walls only for the city of constanople and further strengthened
-sapping can only occur by the Roman and Eastern Cultures
-Lombards in 432AD campaign now have an extra province
-Saxons and Gaels much more aggressive due to changes in alliances
unit placement correction player1 character traits
-proper texture and skeleton for the ostrogoth raider
-legio lanciarii strengthened
-testudo formation now for 4 Roman units: comitatenses, comitatenses armatus, palatina, and plumbatarii
-gothic horse archer correction to skirmisher
-goth raider fix included
-export units descriptions for unlocalized text placements
-player1 character traits fix
3 Okay, very quick fix for the 4 turn per year scripts
http://hosted.filefront.com/Rioth/
You can download WinRar here: http://www.rarlab.com/download.htm to extract after download
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
Cities There are 3 types of cities within the game.
1,Military cities: Military cities can reach their factions full military potential. These cities also have an advantage in weapon productions. The downside to military cities is that they are limited in building an advanced economy.
2,Economic cities: Economic cities can reach their factions full economic potential. These cities have an advantage in grain production. The Roman culture and the Romano British( a barbarian culture) can build mercenary forts to recruit foederati and mercenaries to protect their cities trade. The downside to economic cities is that they are limited in building an advanced army.
aMercenary fort: I want Mercenaries and foederati to become a major part in the 5th century Roman empire. One way to do this was to implement a two tier building such as a fort for them to be recruited. This I've done in what I call economic cities. (hidden resources applied for recruitment)
3,Capital cities: Capital cities are both economic and a military cities. They are distinguished by having an enhanced trading system that also economically benefits the surrounding provinces. The iron resource does not have to be present but if it is this will enhance the smiths effectiveness.
I think Having 200 provinces allows this system to work. Each faction will have ample ability to develop both types of cites. If playing the Romans there will be more of a need to rely on the foederati and Mercenaries.
To play the main campaign several files have to be deleted:
in bi/data/world/maps/base/map_heights.hgt..... delete map_heights.hgt.
Also very important ...to play the main campaign remember to delete the radar_map1 radar_map2 maps in the maps/campaign/barbarian invasion folder or the map will look fuzzy just in that one campaign. This will erase the outlines of the vanilla map and will thus show the magnificence of Ice Torques BI WarMap.
Special thanks to Ice Torque, Ramon_Gonzales_y_Garcia, and Attila, the forums originator, also the IBFD team for letting me make use their extraordinary work.



















Reply With Quote






