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Thread: M2TW ARCADE: SSHIP

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    The Great Khan of Rome's Avatar Civis
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    Icon1 M2TW ARCADE: SSHIP

    M2TW UNREAL: SSHIP

    This mod implements a new balance system into SSHIP. It, while not very realistic, brings better balance than regular SSHIP. It works under the principle that battle balance should be better, battles should be longer, but not too long, that units should be more complicated, with more nuance and much more. It's rather noting that this is a work in progress, as not everything is done.

    This compatible with any submod, as long as they don't replace the EDU, Descr_Projectile, battle_config.xml and descr_area_effects files.

    Main features:
    Spoiler Alert, click show to read: 

    Features:
    - Heavy units are actually heavy; they no longer fall to peasant archers, archer militia, etc. You need composite bows, crossbows, and gunpowder units in order to kill them easily.


    - Morale is more than just for routing. Now it influences how accurate units are (N/A in SS and SSHIP), how much defense skill they have, and how much damage they inflict; low being the worst, with half def (.5) skill and 3/4 of their attack values (.75), disciplined being better with 1.5 times def skill and 1.25 times their attack values, and impetuous being the best with 2 times def skill and 1.5 times their attack values, as well as having +1 charge on both weapons (if they have one.) They also do better damage with javelins.

    - Unit size is dependent on many factors; instead of having it say to, 48 for all heavy infantry, it now depends on morale, unit type and ranged weapon (if they have one.)

    - Armour slows down units; unit speed for inf is dependent on their armor, to balance out the fact that they are much stronger and light units are much faster, but weaker. Cav speed is dependent on the mount.

    - Unit countering is more or less simplified, but not always universal. Light cav have small bonuses vs horses, but heavy cav have much better bonuses vs horses. Heavy inf have small bonuses vs horses, but not as much as spearmen, which will not always counter all types of cavalry equally. Spearmen get a mount_effect bonus proportionally to their spear_bonus, which also affects what type of spear it is (light_spear for spear_bonus_4 and spear for spear_bonus_6 and beyond.) Spear bonuses also correlate with the quality of the units; levies and militias get spear_bonus_4, pros and superiors get spear_bonus_6 and elites get spear_bonus_8, spear_bonus_12 is exclusive to phalanx units.

    - There are no AP weapons. This is for simplicity and game balance.

    - Units that have a single weapon get a charge bonus of +1. The exception is spearmen units.

    - Units have cultural, ethnic and faction bonuses and maluses. Eastern horsemen and Mongolian cavalry, for instance, get speed bonuses and faction unique units have bonuses/maluses that are tied to their faction.

    - Late era units get 5+ attack due to technological changes during that era.

    - Shield values are estimated to be simply coverage. It doesn't matter if it's vertical or horizontal, so round shields that only cover the hand or the wrist get the same values as those of kite or knight ones. It is also affected by morale, to represent how skillful the user is at their shield. (.25 for low, .5 for normal, .75 for disciplined, and 1 for impetuous)

    - There are no attack delays at all.

    - stat_charge_dist is dependent on morale, to represent the reluctance of low quilty soldiers vs that of high quilty ones. Generally, cavalry has higher charge distances.

    - Mass is now dependent on armor for infantry and mounts for cavalry. it is dived into three categories; light (add +0.2), heavy (add +0.5), and plate (add +1.3). Phalanx units get the maximum of 20.0 to help with their hard counter towards cav.



    This is a battle map only mod. There are no plans for the campaign map or any of the sort.

    DL link for v0.7: http://www.twcenter.net/forums/downl...o=file&id=4371

    Dev log:

    v0.5:
    - Release

    v0.6:
    EDU:
    - Applied low morale maluses
    - Applied disciplined morale bonuses
    - Fixed cavalry stat_sec weapon charge bonus (was 2 for normal and 3 impetuous), now 1 for normal and 2 for impetuous
    - Fixed charge bonuses for some cavalry that had only one weapon
    - Fixed inconstancies with attack delay for some units with swords (melee, melee_blade, piercing, sword, 10 to melee, melee_blade, piercing, sword, 0)
    - Fixed Senior Mounted Militia attack values; they used to have 55 (heavy cav) and 1 charge, but now have 30 (since their light cav) and 2 charge bonus, as they only have one weapon.
    - Fixed more inconstancies with attack delays (40 instead of 0)
    - Fixed single weapon charge bonuses for some units (10 to be exact)
    - Added charge bonuses for units with phalanx formation; this is to make them more versatile in combat
    - Rebalanced halberds; 50 attack for non-phalanx and 35 (same as axe) for ones with phalanx.
    - Swordsatffes, voulgiers, and atgeirs no longer share attack values; 30 for swordsatffes and voulgiers and 25 for atgeirs
    - Non-phalanx halberds mount_effect bonuses got halved to prevent them from being OP. Atgeirs have half as well. This also to emphasize phalanx units as being hard counters vs mounted units.
    - Voulgiers get the same bonuses as pikes now, to compete with them. It didn't make sense that Voulge Militia had the same bonuses but not the better Voulgiers, either.
    - Fixed Papal Guard to be consistent with other spear units.
    - Dismounted Christian Guard charge bonus is fixed.
    - Khabutu Archers sword made consistent with other units sword.
    - Merguen Archers also made consistent.
    - Removed all nos in the stat_*_attr. This mostly a leftover of the removal of the ap attribute. Doesn't cause the mod to crash, but looks odd.
    - Dismounted Ghulams made consistent.
    - Novgorod Home Guard now available for custom battles in era 1 (High)
    - Siphonatores greek fire now has an attack of 55, instead of 10.
    - Removed all stat_ground bonuses and maluses. This is mostly to make sure that no outside variables are messing with the balance.
    - Sword and Buckler Men made consistent with other single weapon units.
    - HRE unique units now have factional their bonuses. Thier gest is that they have powerful troops, but lack discipline and are often times untrained.
    - Imperial Knights and Foot Imperial Knights now have frighten_foot, so they inspire your troops while scaring enemy infantry. They also get a buff in def skill (+3).
    - Handgun bullets got attack values (30 to 45), to compete with crossbows.
    - Missle infantry are now weaker against cav (mount_effect elephant -12, camel -12, horse -12 for Peasant Archers,
    mount_effect elephant -12, camel -6, horse -6 for everyone else)
    - Crossbow inf now has a +1 mount_effect bonus against mounted units instead of +4 (reserved to gunpowder inf).
    - Some maces attack delays made consistent.
    - Siphonatores now have elephant +1, camel +2, horse +2 mount_effect.
    - Geitir made consistent with other javelin inf.

    Descr_Projectile:
    - All projectiles that have area as a stat_*_attr, now have an area in their projectile. I'm not sure why area is ubiquitous amongst projectiles, but later on (after all the morale stuff has been dealt with), only projectiles that have mass in their projectile name or unit sizes that 72 or greater will have it, as they have greater numbers and effect areas, rather than target individual troops like those of smaller numbers or have greater accuracy.
    - Added area 0.01 to arrows and bolts, area 0.001 to bullets. Javs have 0.1 (same as those of mass projectiles.)
    - Made quality, elite, and exceptional more accurate.

    v0.7
    battle_config.xml
    - melee-hit-rate increased from 0.75 to 1.00. Same with cavalry and melee-infantry.
    - missile-target-accuracy for cavalry and infantry also increased by the same amount.
    - elephants-hit-rate increased from 1.75 to 2.00. Same with missile-target-accuracy for elephants.
    - cavalry-vs-phalanx from 1.75 to 2.00.
    - phalanx increased from 0.5 to 0.75. (Combat is now faster overall.)

    EDU:
    - Applied impetuous morale bonuses
    - Some merc units (Arbalesters, Arbalest Militia for instance), are accessible now in custom battles and what era they're in depends on their armor and weapon.
    - Fixed some inconsistent cav charge bonuses with sec weapons
    - Made impetuous units better vs mounted units (camels and horses +1, +2 if they have spears)
    - Religious units now have lock_morale
    - Units with lock_morale get a debuff in size; if they're infantry, they get 18 and if they are cav, 8. Pikes and spears get 32.
    - Swiss Halberdiers made consistent with other impetuous units
    - Bashtinik Infantry made consistent with other spear units (Not sure what quality they are, so I put spear_bonus_6)
    - Thanes now have consistent attack dealy.
    - Imperial Knights made consistent (incorrect unit size for their morale)
    - Lancers made consistent (incorrect unit size for their morale and mount effect)
    - Norman Knights made consistent (incorrect unit size for their morale and mount effect)
    - Norman Cavalry made consistent (incorrect unit size for their morale and mount effect)
    - Fixed units that had projectiles with mass in their names that didn't have area in their stat_pri_attr. Also did the same with some that had 72 or higher unit size.
    - Removed stat_pri_attr area from non-mass projectile firing units or those with less than 72 or higher. Later gunpowder units also got it removed.
    - Georgian light archer composite_arrow is now consistent (used to be 5, now 15)
    - Removed spear_bonus_x from javelins.
    - Fixed Burgher Pikemen def skill (not consistent with morale)
    - Knives now have correct attack values (10).
    - Handguns now have more range (55 to 105), to make them more reliable (they were rather unresponsive with the firing.)
    - Gun bullets got a range boost; quality_early_pistol_bullet got 105 (same as handguns), quality_caliver_bullet got 190, quality_musket_bullet got 200, early_arquebus_bullet got 115, arquebus_bullet, mounted_arquebus_bullet and camel_gun_bullet got 170, flintlock_bullet got 215, elite_arquebus_bullet got 205, and quality_early_arquebus_bullet got 160.
    - Mercenary Arquebusiers fixed (size not consistent with morale and got gun mount_effects). They're also now available to all European factions in era 1 custom battles. In era 2, they're available to all non-Mongolian factions.
    - Hand Gunners mount_effects vs camels and horses increased +1
    - Sudanese Gunners fixed (size not consistent with morale and got gun mount_effects).
    - Black Band Arquebusiers fixed (size not consistent with morale)
    - Cossack Gunners fixed (size not consistent with morale)
    - Latin Handgunners fixed (size not consistent with morale)
    - Janissary Musketeers fixed (got gun mount_effects)
    - Cathlioc units now available in era 1 and 2 for custom battles (for northern and southern European factions). Same with Muslim units, which are only available to middle eastern factions.
    - Elephants now annihilate cavalry and camelry; they have a mount effect of +12 vs camels and horses.
    - Camels now have +6 vs horses, but now have -6 vs other camels.
    - Elephants now get 45 main armor. Sec armor and def is both 25.
    - Early arquebusiers (units with early_arquebus_bullet) are now able in the high period (era 1) for custom battles but are limited to Pisa, Venice, Timurids, papal_states, Sicily, and Jerusalem.
    - Morale stat_charge_dist changes applied for low and normal.
    - Gothic Knights are anti-cavalry-cavalry; they have frighten_mounted and better mount_effect, as well as more stat_charge_dist (+30)
    - Pike Militia now available in the high period (era 1). Also corrected their def skill (not consistent with morale)
    - Dismounted Imperial Knights now have a stat_charge_dist of 45. Dismounted Gothic Knights have a stat_charge_dist of 60 and get a 5+ increase on their def skill.
    - Elephants get a 300 stat_charge_dist.
    - Fire delays removed.
    - Lock morale units get a stat_charge_dist of 999 (meaning they always charge.)
    - Applied morale bonuses to knives
    - Arbalesters now available in the high and late period (era 1 and 2) to northern_european and southern_european factions (in custom battles.)
    - Prussian Spearmen fixed (didn't have correct mount_effect and light_spear inconsistent with superior)
    - Sergeant Swordsmen now available to those who have Sergeant Spearmen, in the high period (era 1.)
    - Mercenary German Knights now available in the late period (era 2), for custom battles. They're for HRE only
    - Mercenary Knights now available in the late and high period (era 2 and era 1), for custom battles. They're for northen_eruopaen and southren_eruopaen factions.
    - Condottieri now available to all Italian factions for the late period (era 2), for custom battles
    - Border Horse now available to England, for custom battles
    - Hobilars now available to Scotland, for custom battles
    - Scouts now available to Norway, for custom battles
    - Siege units now have correct knives (have attack delays and incorrect attack values)
    - Siege units get 60 for their crew numbers. The engine numbers depend on what type of engine. Gunpower ones have more engines.
    - Phalanx units, late gunpowder units, and Profesional and elite spearmen, now have a radius of 0.25 and have a tighter formation.
    - Javelinmen now has a radius of 1.25 and have a wider formation.
    - Regular spearmen get a radius of 0.5 and have a tighter formation. Light spearmen get 0.75 radii.
    - Hand gunners horse and camel bonuses reduced to +1
    - calivers, arquebuses, and muskets now get a bonus vs +1 elephants
    - georgian light horse archers armor fixed.
    - armour_ug_levels 5-15 reduced armor by 2, armour_ug_levels 16-20 reduced armor by 3, and armour_ug_levels 21-24 reduced armor by 5. This is to make their users not so powerful.
    - Fixed Templar Guard's mount_effect (used SS default values for two handers).
    - Templar Squires now have correct mount_effect for their type
    - Noble Spearmen now have correct mount_effect and spear type for their quality.
    - Dismounted Knights of Montesa and Knights of Montesa now available to Argon in custom battles.
    - Alforrats now available to Spain, and Portugal in the high and late period in custom battles.
    - Composite bows now have a short range.
    - Asian and Turkish horse archers are the only ones that have the cantabrian_circle ability.

    Descr_Projectile:
    - Crossbow bolts now have a lower velocity to make crossbow units more responsive (they don't all fire, which is annoying.) Gunpower projectiles got the same treatment.
    - Mass projectiles get a bigger radius (0.1 to 0.4), arrows and bolts also get a bigger radius (0.1 to 0.2).
    - grape_bullet now have lower accuracy. They also get the same mass, area, velocity, and radius as regular bullets.
    - Javelins now have a smaller radius and area.
    - mangonel_shot now is more effective (bigger radius, area, more damage)
    - Got rid of all flaming projectiles, except for composite bows, which have low ranges.

    descr_area_effects:
    - Area effects with explosion as a type, have the effective_radius and kill_radius equal to one another.
    - ae_cow_carcass now lasts longer but has less of an effect (it basically has better EOT or effect over time.)
    - ae_greek_fire_fear has the same radius as greek_fire and has more EOT.
    - ae_greek_fire has a bigger effective_radius and effective_damage, as well as a better kill_radius and kill_damage. ae_greek_fire_burn got the same treatment.
    - ae_barrel_explosion also got a better effective_radius and effective_damage, etc.
    - ae_cannon_shot_large is better (more effective_radius, effective_damage, kill_radius, and kill_damage)
    - ae_monster_shot_large is much better (kill_damage is the same as an explosion)
    - ae_small_cannon_shot is the same as ae_cannon_shot_large but has a smaller effective_radius and kill_radius.
    - aeset_cannon_shot_large_fiery now has ae_greek_fire_fear and ae_greek_fire_burn to make more effective and make it like an actual fire.
    - ae_medium_fire now is much bigger, has a shorter dealy and lasts longer.

    v0.8 (TBR)
    battle_config.xml:
    - plaza-capture time-limit now increased, but soldier-ratio was reduced.
    - Increased missile-target-accuracy for infantry (1.0 to 1.1) Same for melee-hit-rate.
    - Decreased missile-target-accuracy for cavalry (1.0 to 0.9) Same for melee-hit-rate.
    - Increased missile-target-accuracy for elephants (2.0 to 2.25). Same for melee-hit-rate.
    - Increased cavalry-vs-phalanx hit rate (2.0 to 4.0).
    - Increased phalanx hit rate (0.75 to 0.25). (Cav combat is a bit slower, but inf combat is faster. This to make sure inf focused factions have a chance against cav focused factions)



    EDU:
    - All units with phalanx formation should now have start_phalanxing as one of their attributes
    - Units now charge better. They have smaller stat_charge_dists now, with the maximum being 25, the minimum being 0.
    - Crusader mercenary_units now available for all Christian factions, including greek factions. The Byzantine Empire helped with the crusades, that's what it represents.
    - All phalanx units now only available in the high and late period.
    - Morale bonuses for shield values now applied. Those with low for their stat_mental get .25X their def skill, which then the remainder of which is added to the shield values. .5X is for normal and .75X is for impetuous and disciplined (as not to make impetuous units overpowered, as the original plan was to make them have their whole def skill added to the shield value.)
    - Spears (not light spears) now have the same damage as swords. This is to show the dynamic between them in real life. Morale bonuses and tech bonuses are also recalculated.
    - Albanian Cavalry now available for Sicily in the early and high period for custom battles.
    - Serbian Hussars now available for Hungary, Byzantium, and Rum in the late period for custom battles.
    - Steppe Kazaks now available for Russia and Kievan Rus in the early, high, and late period, Lithuania in the high and late period, and the Mongols in the late period for custom battles.
    - Yasi Archers now available for Lithuania in the high and late period, and for the Mongols in the late period for custom battles.
    - Welsh Longbowmen now available for England in the high period for custom battles.
    - Mercenary Pavise Crossbowmen now available for northern_european, and southern_european factions in the high and late period, and eastern_european, middle_eastern, and greek factions in the late period for custom battles.
    - Mercenary Spearmen now available for northern_european, southern_european, greek, eastern_european, and middle_eastern factions in all periods for custom battles.
    - English Huscarls now available for England in the early and high period for custom battles.
    - African Tribal Warriors now available for Egypt and Moors in the high and early period in custom battles.
    - ME Crossbowmen now available in the high and late period in custom battles.
    - Black Band Arquebusiers now available for Pisa, Venice, Aragon, Spain, Portugal, and the Papal States in the late period in custom battles.
    - Mercenary Ribault and Mercenary Monster Ribault are now available for northern_european, southern_european factions in the late period in custom battles.
    - Mercenary Monster Bombard now available for Rum, Timurids and Kwarezm in the late period in custom battles.
    - Basque Archers now available for Aragon in the early and high period in custom battles.
    - Smolensk Infantry now available for Russia and Kievan Rus in all periods in custom battles. They are also available for the Mongols in the high and late period.
    - Cossack Gunners now available for Russia and Kievan Rus in the late period in custom battles.
    - Slavic Javelinmen now available for Russia, Kievan Rus, and Lithuania in the early and high period in custom battles, and for Poland in the high period.
    - Prussian Spearmen, Prussian Axemen, and Prussian Auxillia are now available for the HRE in the high and late period in custom battles.
    - Swabian Swordsmen now available the HRE in the late period in custom battles.
    - Macemen and Axemen now available for all European factions in all periods in custom battles. Also changed attack delays to make it consistent with other units.
    - Andalusian Infantry now available for Spain, Portugal and the Moors in the high and late periods in custom battles.
    - Armenian Infantry now available for Rum and Kwarezm in the high and late periods in custom battles.
    - Mangonels now are available to all factions in its ownership tag.
    - Armenians of Celicia now available to Jerusalem in the high period only, Rum and Georgia (timurids) get them in the high and late period in custom battles.
    - Doppelsoldner and Landsknechte units are now available to Pisa, France, the HRE, and Venice in the late period only in custom battles.
    - Swiss Halberdiers and Swiss Armored Pikemen now available to The Papel States, the HRE, and Pisa in custom battles.
    - Flemish Pikemen now available to France and the HRE in custom battles.
    - Lithuanian Skirmishers now available to Russia, Kievan Rus and Poland in the late period in custom battles.
    - Lithuanian Axemen now available to Russia, Kievan Rus and Poland in the late period in custom battles.
    - Ducal Axe now available to Lithuania in the high and late period in custom battles.
    - Catalans now available to The Moors, Spain, and Portugal in the late period in custom battles.
    - Carroccio Standard V and Great Cross's spears now fixed (used to be light_spear)
    - Javliens now have the same damage as spears (25). Morale bonuses recalculated for them (better units throw harder).
    - Javliens now have morale bonuses. They didn't have them before after all this time apparently.
    - Light Swordsmen (Light Men At Arms) fixed (had attack delays.)
    - Rebalanced Mangonels to be anti-personal siege engines; they have lower damage and accuracy towards buildings but have greater damage and accuracy towards units.


    Descr_Projectile:
    - Changed a-lot projectile velocities and *_angles.
    - All projectiles now have damage_to_troops. It's the same as their stat_* damage stat in the EDU. This does not account for the morale bonuses.
    - mangonel_shot rebalanced. self_explode prob is lower by .2, but min sec is lowered by .3 and max sec is lowered .6. Area effect also changed.
    - Rebalanced trebuchets. Projectiles don't bounce anymore and have a smaller radius. (Most of the sats for the mass, etc, come from Unreal Total War: M2TW). Same for catapults, ballistas, cannons, culverins, and basilisks.




    descr_area_effects:

    descr_mount:
    - camel radius changed from 1.2 to 0.9. Mass changed from 3 to 2.75. Height changed from 2.5 to 1.75.
    - eastern barded horse radius changed from 1.2 to 1.0. Mass changed from 3 to 8. Height changed from 2.5 to 2.2.
    - eastern armoured horse radius changed from 1.2 to 1.0. Mass changed from 3.5 to 10.25. Height changed from 2.5 to 2.2.
    - russian armoured horse radius changed from 1.2 to 1.0. Mass changed from 3.75 to 9.1. Height changed from 2.5 to 2.2.

    If you want to look up specifics on why the submod was balanced the way that it was, check here on what I know about combat in Rome 1: http://www.twcenter.net/forums/showt...-sats-work-etc. Much of M2TW's combat is the same as Rome.

    This project is canceled as of now. This is due to how the balancing system has changed over time.
    Last edited by The Great Khan of Rome; May 14, 2019 at 06:26 PM.
    Creator of UNREAL, balance mod series that promises changes to everything Total War, and it's offshoots, MEGA for other games. Basically, I'm reject Radious.

  2. #2
    kostic's Avatar Domesticus
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    Default Re: M2TW ARCADE: SSHIP

    Interesting. Unfortunately I can not use it with my mod because it also modifies the EDU...

  3. #3
    The Great Khan of Rome's Avatar Civis
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    Default Re: M2TW ARCADE: SSHIP

    I can make patches for other mini mods if you give me the EDU.
    Creator of UNREAL, balance mod series that promises changes to everything Total War, and it's offshoots, MEGA for other games. Basically, I'm reject Radious.

  4. #4
    kostic's Avatar Domesticus
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    Default Re: M2TW ARCADE: SSHIP


  5. #5

    Default Re: M2TW ARCADE: SSHIP

    I actually love this so much but dont understand what is arcady about heavy units not dying to spears and archers. Maybe realistic would be a better name for such mod?

  6. #6
    The Great Khan of Rome's Avatar Civis
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    Default Re: M2TW ARCADE: SSHIP

    Generally, heavy units will get killed by archers and spears, if they are much weaker or if the unit is in a bad situation. Heavy units are also vulnerable to fast mobile units, due to their slow speed. It's unrealistic that heavy armor would not have obvious weak points that they did have back then, it just that M2TW is too simplistic to show that off in unit sats.
    Creator of UNREAL, balance mod series that promises changes to everything Total War, and it's offshoots, MEGA for other games. Basically, I'm reject Radious.

  7. #7

    Default Re: M2TW ARCADE: SSHIP

    Exactly, but from testing it in all the mods I came across even the most full plate armor units die to spear peasants HEAD ON! I say let them die as a result from being outflanked, let them have small units number so that they can get overwhelmed and outflanked easier, meaning spamming them will result in failiure, let them have some counters that would otherwise be not so inefective versus mobs of peasants but dont allow them to suffer causaulties in head on fights with units that are not armed to fight better trained and better equiped units. Such heresy!

  8. #8
    The Great Khan of Rome's Avatar Civis
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    Default Re: M2TW ARCADE: SSHIP

    I had a custom battle where a unit of Imperial Knights was surrounded by Peasant Infantry. They barely took any casualties while the peasants got massacred.
    Creator of UNREAL, balance mod series that promises changes to everything Total War, and it's offshoots, MEGA for other games. Basically, I'm reject Radious.

  9. #9

    Default Re: M2TW ARCADE: SSHIP

    You are a lucky man!

  10. #10

    Default Re: M2TW ARCADE: SSHIP

    Quote Originally Posted by The Great Khan of Rome View Post
    I had a custom battle where a unit of Imperial Knights was surrounded by Peasant Infantry. They barely took any casualties while the peasants got massacred.
    As it should be. It always bugged me losing disturbing numbers of professional units to peasants.

  11. #11
    The Great Khan of Rome's Avatar Civis
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    Default Re: M2TW ARCADE: SSHIP

    This is longer being updated. Visit here for the continuation:

    https://www.twcenter.net/forums/show...3#post15785773
    Creator of UNREAL, balance mod series that promises changes to everything Total War, and it's offshoots, MEGA for other games. Basically, I'm reject Radious.

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