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Thread: Announcements from Mods & Hosted Mods (All TW Games)

  1. #121

    Default Re: Announcements from Mods & Hosted Mods (Shogun 2 C&O)

    Changelog

    Changes v39
    //Campaign
    Ikko Ikki should no longer produce their own troops if their provinces rebel (not tested)
    Chosokabe extra range bonus was not working. Now they get +20 accuarcy
    Increased slot unlocking price just in case (do not affect game play, once you get the town it should be aroun 100 koku)
    Shimazu's Generals age corrected
    No longer toodler generals (got an Unicef ultimatum about it)
    Nerfed building melee and armour bonuses for camps and crafters.
    Stables food consuption reduced to 0/1/2 per level
    Fixes around Naban Quarter building (200 export and +3 cap)
    Now castles cost money to mantain instead of giving.
    Changed resource order for docs, first iron then stone
    Sengoku and Seki bune at harbour
    Increased AI tendency to develop naval tech and docs
    //Units
    Nerfed samurai bonuses
    Corrected xp for lvl 8 veterancy of land units
    Monks buffed (around 2 def and changes in weird stuff, like yari being more powerfull than naginata)
    Nerfed nagamaki units
    Nerfed heroes (around -2 armour)
    Buffed veteran samurai (around +1 def)
    //Combat
    Land units speed abilities reduced from +33% to +20%
    Reduced foot units velocity spreed
    Increased foot units walking speed
    Reduced a bit foot units running speed overall (slowler ones are faster now)
    Reduced charge speed
    //Other
    Some txt fix



    Changes v38
    hilly plane swaped to mountain 02
    New hilly plane
    Bullets can penetrate fortwall
    -Palisade 60%
    -Wood 40%
    -Stone 20%
    Changes to make Major clans last longer
    Deleted agressive AI submod
    Added no realm divide submod



    Changes v37
    Improved AI.
    Major clans should have better changes tu survive now.
    Improved naval AI, specially trade nodes usage.
    A wrongly placed metsuke for Tokugawa has been eliminated.
    Ninja Hero should be available for Rokkaku as unique unit.
    Yari ashigaru sashimono added.



    Changes v36
    -Tea fields icon changed (was wrong)
    -Fixed some duplicated building names
    -Fixed some building effects
    -Locked leased land, if you have one delete it.
    -Reduced admin cost logaritmic base (admin cost should be higher now)
    -Nihon Maru and Otaka Bune up. Nihon Maru cost a lot unless you own Kyoto.

    Guide V1 https://drive.google.com/open?id=1pUDbEcsHdoSgmK8V3NlGCmuPIe9MnbfI
    Note, before you freak out with the page number note that most of it are tables.



  2. #122
    Kahotep's Avatar Libertus
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    Default Re: Announcements from Mods & Hosted Mods (Rome II BMM)


    Egyptian Reskin Mod for DLC + Egyptian Chariots


    This mod reskins the native Egyptian units (as well as female generals) for the Ptolemaic faction, taking advantage of assets introduced in the Desert Kingdoms DLC. In addition, it introduces a new custom unit called the Egyptian Chariot, which can serve as a general in Custom Battles.

  3. #123
    Carmen Sylva's Avatar Domesticus
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    Default Re: Announcements from Mods & Hosted Mods (Rome II)




    The Desert Nomadic Temple - Overhaul

    ... is updated to Desert Kingdoms Patch.

    For further details look here:

    http://www.twcenter.net/forums/showt...1#post15544954

  4. #124
    Gigantus's Avatar The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it
    Patrician Moderator Emeritus Administrator Emeritus Modding Emeritus

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    Default Re: Announcements from Mods & Hosted Mods (Rome II)






    Real Experience Mod (REM) has moved into it's own forum!



    A global mod for TW: Rome II that improves almost all aspects of the game.

    Forum link:
    http://www.twcenter.net/forums/forum...ence-Mod-(REM)



  5. #125

    Default Re: Announcements from Mods & Hosted Mods (Rome II OCM)




    After several years i have finally re-visited and rebuilt my music mods (Dynamic + Epic Music Packs). You will find new content, removed tracks that people disliked and added more in. Volume and transitions are all working (Recommend music volume at 40% for optimum listening)

    Empire Divided Dynamic: A more theatrical sound encompassing modern music sounds used in the 21st century for films/TV. Not authentic but certainly appropriate for each culture and situation in game. This mod is built for use with Empire divided, as such it has a darker tone then previous mods and less focus for Greek states, But it can still be used with any mod/Campaign.

    Previews : To be added

    Mod Link : Empire Divided Dynamic

    Empire Divided Epic: More Traditional focused sounds for greater authenticity. Think more to 90's/Early 2000's for musical influences as well as some modern TV. This mod is built for use with Empire divided, as such it has a darker tone then previous mods and less focus for Greek states, But it can still be used with any mod/Campaign.

    Previews : To be added

    Mod Link : Empire Divided Epic


    All mods will be updated and more content added when i find the time. PM me for track lists. DO NOT upload this to steam without my permission.

    *Bonus* Will be uploading a prebuilt Wwise project for anyone who wants to give it a go, with all the hard work done. All you will need are tracks to add and to follow a few key steps. More on this later.



    Tyso3

  6. #126

    Default Re: Announcements from Mods & Hosted Mods (All TW Games)



    Unit Pack Compatibility Project - Empire (UPC-EMP)

    This update of the community language translation project UPC-EMP contains several small fixes of already included mods and some adaptions to the four new additional supported languages which have been added in the last release.

    Enjoy UPC-EMP
    Swiss Halberdier

  7. #127

    Default Re: Announcements from Mods & Hosted Mods



    Additional Units Mod - Empire (AUM-EMP) 3.7

    This update of AUM-EMP contains several optimizations and some fixed and enhanced unit-to-buildings assignments.

    Vanilla and Darthmod

    Enjoy AUM-EMP
    Swiss Halberdier

  8. #128

  9. #129
    Carmen Sylva's Avatar Domesticus
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    Default Re: Announcements from Mods & Hosted Mods (Rome II BMM)





    My "Aethiopia et Nubia" - Unitmod


    ... is updated to Desert Kingdoms Patch.

    For further details look here:

    http://www.twcenter.net/forums/showt...1#post15551897

  10. #130
    Commissar Caligula_'s Avatar The Ecstasy of Potatoes
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    Default Re: Announcements from Mods & Hosted Mods (Attila)

    Total War: Rise of Mordor - Important ThreadsSubmods, Trello & Other Resources | Public Release, Feedback, Discord & the Future of the Mod | The Art of Rise of Mordor
    Factions & Units | The Team | Recruitment | FAQ


    On the 25th March, two brave Hobbits who were very, very far from home ventured into Mount Doom and destroyed the Ring, ending Sauron's reign of terror.
    In celebration of this, we have decided to release an alpha version of Rise of Mordor for Total War: Attila!

  11. #131
    Benjin's Avatar Artifex
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    Default Re: Announcements from Mods & Hosted Mods (Rome II OCM)



    Announcing my "AAA Generals (Rome) - Aging, Advancing, Acclimatising" mod for Total War: ROME II.

    (If the above GIF is too much, here's the original title with an alpha background)

    ABOUT
    This is the first - in potentially a series - of campaign agent character mods that aims to provide players with a mod that dynamically replaces the existing general appearances with alternating variants (over 2,500 VariantMeshDefinition files for Rome alone!) based on three attributes for all campaigns, compatible with all overhaul mods (e.g. Divide et Impera). While in a battle, their appearance from the campaign will transfer over as well.

    These three attributes are:
    1. Age - As a general character's age value increases over the years, their facial appearance will gradually look older. This will provide a visual clue to the player that a character will soon be reaching a natural death.
    2. Advancement - As a general ranks up through battles, their gear will become more extravagant as befits their status and accumulated gravitas.
    3. Acclimatisation - When a season changes to winter, they will swap their appearance to a version which will wear winter clothing. This will provide a bit more immersion and variation to their appearances.

    Rome (Polybian + Marian / Imperial) will be the first playable culture group to have their generals done, since their vanilla general appearances are in such dire need of replacement and most people will encounter them in their campaigns anyway.
    3D ARTIST (MODELS/TEXTURES), ANIMATOR, RIGGER

  12. #132

    Default Re: Announcements from Mods & Hosted Mods (Empire)



    War of Quadruple Alliance - Version 2.0

    This mod is situated in 1718 AD. The King Felipe V of Spain, refus to abide by the resolutions of the Treaty of Utrecht of 1713 and mantains belligerent policies in Sardinia and Sicily. As a result, England, France, the Netherlands and finally the House of Habsburg declare the war to Spain.

    View more here

  13. #133
    4zumi's Avatar This one sparks joy
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    Default Re: Announcements from Mods & Hosted Mods (M2TW)



    Total Vanilla Beyond 2.9 is now released...

    A most beautiful campaign map, 400 new Ancillaries and Traits
    More color for rebels, more flags for orders and wales
    Touch ups, squashed bugs and other minor things

    Come in and find out...
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

    Discord: zumi's cookie corner
    Fighting for launch of "Cookie Friday" and "No Pants Saturday"

  14. #134
    Caillagh de Bodemloze's Avatar to rede I me delyte
    Content Director Patrician Citizen Modding Staff

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    Default Announcements from Mods & Hosted Mods (All TW Games)





    Warriors, White wolves and Snow trolls star in the third DCI: LA-faction preview video, of the Hill-men of the North.
    DCI: Last Alliance is a WIP submod for Third Age: Total War for Medieval II: Total War - Kingdoms.
    It brings the player to the end of the Second Age, when an alliance of Elves and Men challenges Sauron's might.

    See the preview here!







  15. #135

    Default Re: Announcements from Mods & Hosted Mods (All TW Games)

    Upcoming fixes for the Attila mod launcher and new information about updates for other Total War mod launchers

    Here is the new information confirmed by Creative Assembly about the upcoming fixes for the Attila mod launcher and also the confirmation about future updates for other Total War mod launchers.


  16. #136

    Default Re: Announcements from Mods & Hosted Mods (All TW Games)



    Unit Pack Compatibility Project - Napoleon (UPC-NAP)

    This update of the community language translation project UPC-NAP contains several small fixes of already included mods and some adaptions to the four new additional supported languages which have been added in the last release.

    Enjoy UPC-NAP
    Swiss Halberdier

  17. #137

    Default Re: Announcements from Mods & Hosted Mods (All TW Games)



    Unit Pack Compatibility Project - Shogun (UPC-SHO)


    This update of the community language translation project UPC-SHO contains several fixes of already included mods, a new mod and some small optimizations on the technical side of the mod.

    Enjoy UPC-SHO
    Swiss Halberdier

  18. #138
    Caillagh de Bodemloze's Avatar to rede I me delyte
    Content Director Patrician Citizen Modding Staff

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    Default Announcements from Mods & Hosted Mods (All TW Games)





    Rome Total Realism 8 for Rome: Total War - Alexander will release beta version 4.0 on April 29th.
    The new beta version includes balance changes, bugfixes, and new descriptions, as well as map changes and new units.
    This release is a bridge towards future versions - and the eventual release of RTR8 in all its glory.

    See more here!







  19. #139

    Default Re: Announcements from Mods & Hosted Mods (Shogun 2)



    Rise of The Goguryeo is a total conversion mod for Shogun 2: Rise of the Samurai. It takes place during a period known as the Three Kingdoms period of Korea. It is from one of those kingdoms, Goguryeo, that Korea derives its name.

    A new version of this WIP mod has just been released. Now you can play as one of the three kingdoms on a brand new campaign map and with new unit rosters. At this point, the gameplay of the mod should not change much until release, however, there remains a lot to be done on the cosmetic side.

    If you wish to play a pre-release version of the mod and contribute to its development, now is the best time to do so

    Please visit the mod forum page here to download the mod.

  20. #140
    Commissar Caligula_'s Avatar The Ecstasy of Potatoes
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    Default Re: Announcements from Mods & Hosted Mods (Warhammer I & II)


    This mod is for Total War: Warhammer 2
    Welcome to Campaign Recruitment Events created by Drunk Flamingo and Caligula.
    This mod adds event messages that fire when you recruit a unit for the first time in your campaign.

    For example, the first time you recruit a High Elf Archer, a message will appear but not any subsequent times.
    This mod supports every faction that is in both the Vortex and Mortal Empires campaigns.

    Download Link (Steam Workshop)
    Mandatory Additional Download (Steam Workshop)
    Example
    More examples can be found here.

    Last edited by Commissar Caligula_; April 21, 2018 at 09:20 AM.

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