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Thread: ahowl11's VE Mod (Main Discussion) v19 New Map, New Factions & Unified Rome

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    Default ahowl11's VE Mod (Main Discussion) v19 New Map, New Factions & Unified Rome

    Hello! I bring to you the first version of my mod that will enhance the vanilla experience!
    My goals for this mod are:
    1) Keep vanilla look and feel intact
    2) Keep Vanilla factions, but enhance them and fix historical inaccuracies
    3) Make a better, well rounded game
    4) Add immersion without killing original feel.

    1.0
    Spoiler Alert, click show to read: 

    The main things added in this version are:
    Spoiler Alert, click show to read: 
    An extended east map, so that Parthia, Seleucid and Scythia can have a better starting position.

    The Bugfixer mod by player1, located here
    All Factions mod by Hader, located here
    Elements from Darthmod such as formations and unit stats
    New Animations by Signifierone, Prometheus and Alin
    Formatted to work on the Alexander expansion to incorporate all of it's features
    Many small fixes found in the credit list!




    Installation
    To Install, simply extract HRTW into your Rome Total War Directory, or if you use steam, your Rome Total War Alexander Directory. when making a shortcut, include this: -show_err -mod:HRTW
    v1.0 Features and Credits
    -Vanilla map extended east to incorporate Parthia and Persia. Better starting positions for Parthia and the Seleucids. Also two regions, one in Caledonia (Scotland), and the other in eastern Arabia are included.
    --10 Regions Added in Total, complete with resources, and mercenary pools.
    -Darthmod Unit Stats and Sizes
    -Darthmod formations
    -Got rid of Wardogs, Incendiary Pigs, Screeching Women and Arcani
    -Added officers and standard bearers to all eligible units, including cavalry. Complete with new animations.
    - Fixed Grain Bug
    -Added Bug Fixer mod by player1
    -Added All Factions mod by Hader
    -Added the following fixes to units from Medusa0
    --Cilician Pirate throws Harpoon
    --Town Watch Shield Bug fixed
    -- Julii Hastati & Principes have Shoulder Pads like other Roman families
    -Added new animations made by Signifierone, Prometheus and Alin
    --Roman Infantry fight properly
    --Phalangites use two hands
    --Hoplites fight overhand and use different formation
    --Cavalry have different poses depending on their weapon
    --Archers and horse archers use bows correctly
    --Javelinmen fire at a faster rate
    -Fixed Rebel Strat Banners so they reflect the correct culture
    -Made mod compatible with Alexander.


    Thank you for helping me:
    -Suppanut
    -Robbe
    -Lanjane
    -comrade_general
    -uanime5
    -countberengar
    -saul_tyre
    -texoman
    -mausolos


    2.0
    Spoiler Alert, click show to read: 

    Tired of playing vanilla with Bronze Age Egyptians? Well, the problem has been solved!
    In this edition of my enhancement mod, I focused almost exclusively on remaking Egypt into the Ptolemaic Empire. It is a must when you are trying to enhance the vanilla game, and quite frankly I'd like this to be pretty historical, not a blend of fantasy and history, or a time-warp.
    Spoiler Alert, click show to read: 

    The Ptolemaic Phalanx awaits orders


    With this version, you will receive the following:
    -ReallyBad AI script for battles (this is largely untested, but it has popular demand in the community, because apparently it does a good job of making battles harder. I'll be testing myself, but please give feedback on it!)

    *To activate the script, when the campaign starts, select a settlement, then click on the advisor. Then check your treasury to make sure that 1 denarius has been added to your treasury. If you exit out to start/load another campaign, before you do, click the '?' button in the menu and it will terminate the script. Otherwise you'll need to restart the game!*

    - Egypt completely overhauled to Ptolemaic Empire. From the units, to the culture, names, sounds, and icons, there is nothing 'Egyptian' about this faction other than the location it starts in.

    Spoiler Alert, click show to read: 

    Ptolemaic Egypt with new General/Captain designs


    - 3 New Settlements: Hippo Regius, Aleria, and Iconium. The first two are for Carthage and the latter is for the Seleucids.
    - New Greek Officer for all Greek factions, including the Rebels.
    - Rebels now have a Greek Standard Bearer
    - Militia Hoplites now have shirts!
    - Historical Battle of Raphia updated to accommodate Ptolemies

    THE NEW PTOLEMAIC EMPIRE FACTION ROSTER & RECRUITMENT
    Spoiler Alert, click show to read: 
    Example: Vanilla Unit - New Unit
    BARRACKS
    Tier 1: Nubian Spearmen - Militia Hoplites
    Tier 2: Nile Spearmen - Levy Pikemen
    Tier 3: Desert Axemen - Phalanx Pikemen
    Tier 4: Pharaoh's Guards - Royal Pikemen
    RANGE
    Tier 1: Slingers & Skirmishers - Peltasts
    Tier 2: Bowmen - Archers
    Tier 3: Pharaoh's Bowmen & Onagers - Onagers
    Tier 4: Heavy Onagers - Heavy Onagers
    STABLES
    Tier 1: Desert Cavalry - Militia Cavalry
    Tier 2: Nubian Cavalry - Greek Cavalry
    Tier 3: Nile Cavalry & Camel Archers - Companion Cavalry & War Elephants
    SMITH
    Tier 1: Egyptian Chariots - N/A
    Tier 2: Egyptian Chariot Archers - N/A
    PORT
    Tier 1: Bireme - Bireme
    Tier 2: Trireme - Trireme
    Tier 3: N/A - Quinquereme
    GENERAL
    Pre-Marian: Egyptian Chariots - Greek Cavalry
    Post-Marian: Nile Cavalry - Macedonian Cavalry
    OTHER
    Tier 1-6 Peasants (Egyptian) - Peasants (Greek)

    The new Ptolemaic Unit Roster (excluding Peasants, who are campaign only)


    CREDITS
    My main source for unit textures and unit cards was from the mod 'The Hellenic States' or 'THS' made by comrade_general. Other units were redone by my good friend Lanjane. The officer, is from a Russian mod, Barbarians Revenge, they have done an amazing job with their units.
    The 3 new cities were taken from the Vanilla Balance Mod, made by Barbarossa82 on totalwar.org
    The ReallyBadAI Script was made by Germanicu5 and it was intended for M2TW. Again, this is experimental, I am not sure how it will work with RTW.
    I want to thank uanime5 for everything he does to help, Lanjane for his amazing art skills, suppanut for his mapping genius, comrade_general for all things re-coloring, and my friends on slack who give feedback, advice and ideas.
    Download

    To Install:
    One thing that I need to be clear on, is this mod runs on the Alexander.exe not the regular Rome Total War exe. Please make sure you use an Alexander Install.
    If you have the last version of the mod, simply extract into the same location and overwrite your files. Make sure to delete the map.rwm file in HRTW/data/world/maps/base folder.
    If this is your first crack at my mod then follow these instructions:
    To Install, simply extract HRTW into your Rome Total War Directory, or if you use steam, your Rome Total War Alexander Directory. when making a shortcut, use the Alexander.exe or in steam go to Launch options and include this: -show_err -mod:HRTW


    Features listed in the forum or the latest article, once approved!



    Enjoy!



    Versions 3-7 are Located Here (Units are not part of the mod starting with v8, but all other features are in the game)

    Carried over from v3:
    - Barbarian UI from BI added to barbarian culture
    - BI buildings added to campaign and battle map. (Not activated fully, still only 3 tiers for barbarians)

    Carried over from v4:
    - Veggiemod by Robbe Aerts implemented (his work is amazing!)
    - Grain Resource re-added as it's not a bug, take advantage of it in the 6 regions it is located in!
    - Phalanx bugs fixed.. they are more cohesive and men don't slide backwards and glitch out
    - Redid Fatigue.. All heat modifiers based on the vanilla -2 - 5 scale, and all units have either hardy or very_hardy. This is a better solution to turning fatigue completely off
    - Mercenary Peltasts now have Peltast skin in mercenary color. Illyrian Mercenaries are back to the way they looked in vanilla.
    - New Transparent bases under settlements.. No more white patches!
    - New Strat Map Captains for each faction, thanks to crazyroman!
    - Culture Specific Battering Rams, from tutorial made by Seasoned Alcoholic
    - Towers rate of fire reduced, thanks to Robbe!
    - Peasants in Settlement viewer don't have the faction colors anymore.

    Carried over from v5:
    - Bugs from Veggiemod fixed (no more random crashes from weather, climate or day types)
    - BI traits and ancillaries from BI that fit in the RTW timeframe have been added. More will be added in future releases. Included are the UI and sounds for messages.
    - Night Battles from BI have been added fully. Some characters can fight night battles from the beginning, check it out.
    - Mercenary Peltasts have correct UI

    Carried over from v6:
    - New Barbarian City models on the map, made by Lanjane
    Spoiler Alert, click show to read: 
    New Barbarian City Models by Lanjane

    - Macedonian Cavalry units have normal unit sizes instead of unusually large sizes

    Carried over from v7:
    - New Feature: Culture. This is based off the BI religion feature and heavily influenced by XGM
    Spoiler Alert, click show to read: 

    New Feature: Culture!

    - Thracian 'Faction Destroyed' video now properly appears
    - Two new music tracks added to non roman and non barbarian campaigns. They are the Greek and Eastern intro tracks
    - Mod now runs with -noalexander. This enables intro videos to run again, so make sure you put that in your target line or the mod won't work!

    8.0
    Spoiler Alert, click show to read: 
    Hello and Merry Christmas!

    It has been awhile since a release, but if you have not been following, a lot has changed. In this version, all of the units that had been previously made are not included. Don't worry, eventually most of them will make it back in, and they are still available for download here if you want them.
    This version seeks to pick up from where I left off in Version 2 but also retaining all of the features that were included in versions 3-7, except Barbarians getting 5 tiers of recruitment.

    Here is what is included in v8.


    Nomadic Culture:
    This was ported straight from Barbarian Invasion, including all of the traits and ancillaries that made sense for this time frame. It was given to Scythia only, and includes a new rebel banner, new city models for the map, and new portraits.
    Spoiler Alert, click show to read: 


    The Four Tiers of Nomadic Settlements


    Spoiler Alert, click show to read: 


    Some of the New Nomad Portraits


    Vanilla Balance Mod:
    This mod is located on totalwar.org and I have taken most of it's features and added them to v8.


    LANDBRIDGES
    New land bridges - narrow stretches of water which can be passed by both ships and armies - have been added to the campaign map to compensate for the poor Naval invasion AI, and to promote the growth of realistic-looking empires that straddle bodies of water. The new landbridges are:

    * Strait of Gibraltar, between Baetica and Mauretania.

    * Strait of Messina, between Sicilia Romanus and Bruttium.

    * Hellespont, between Propontis and Phrygia

    * Dardanelles, between Propontis and Bithynia.
    You can now expect to see empires that take in both Greece and Asia Minor, while Carthage sometimes invades southern Italy from Sicily if the Scipii are defeated.


    * The game no longer revolves entirely around Rome, so factions' victory goals are individually tailored to their likely real-life ambitions. Whilst every faction must still conquer 50 provinces, the specific territories that must be included in those 50 now vary from faction to faction. For example the Spanish must conquer 50 provinces while ensuring that their empire includes Baetica, Taranonenis, Hispania and Celtiberia. Victory goals for the Roman families, the Gauls, the Germans and Carthage still include conquering Rome. The Successor kingdoms represented in the game - Macedonia, the Seleucid Empire and Egypt - share the goal of reuniting Alexander's empire by taking Pella, Antioch, Seleucia and Alexandria.


    * Completed text for victory and defeat screens for every faction. No more lame generic "You have won, all your people celebrate" text when playing as Numidia, Dacia etc., the victory text for these is now just as specific and stirring as for the main factions!


    * Capital of the province of Macedonia is now Pella, not Thessalonica


    * There is a bonus cheat/feature, enabling the "perfect spy". This allows the player to see details of army composition and city details as if you had a spy right next to them, no matter how far away they are. To activate, press F1 while on the campaign map to bring up the keyboard shortcuts scroll. Click on the question mark and when the advisor appears, click the "show me how" button to activate the script. You can deactivate it at any time by repeating this process. For best results, use with the fog of war off.


    * There is a bonus cheat/feature, enabling the "perfect spy". This allows the player to see details of army composition and city details as if you had a spy right next to them, no matter how far away they are. To activate, press F1 while on the campaign map to bring up the keyboard shortcuts scroll. Click on the question mark and when the advisor appears, click the "show me how" button to activate the script. You can deactivate it at any time by repeating this process. For best results, use with the fog of war off.


    * The range of names for women in the Pontic, Armenian and Thracian factions has been increased to reduce the problem of repetitive family names. In pure vanilla it has been known for a general from one of these cultures to have a wife and three daughters all with the same name! Thrace and Pontus have gained some carefully-selected and appropriate names from the Macedonian list, while Armenia has received a small number of names from the Parthian list. These are culturally appropriate and historically justifiable (at least no less historic than pure Vanilla).


    * All factions now have a public order bonus attached to the Government building in any settlement, ranging from 5% for a Governor's House to 25% for an Imperial Palace.


    FACTION REBALANCING

    * Summary: Various factions have been strengthened and weakened by having their starting denarii, starting provinces, armies, and sometimes units tweaked. This has been pretty successful in generating a balanced campaign. Carthage, the Gauls, the Germans and the Seleucids - the four big losers under pure vanilla - now usually survive to 200BC at least, and will expand to powerful empires in 30-50% of campaigns.


    Britons

    * Eburacum & Deva are now ruled by rebel Britannic tribes at the start of the game. (ahowl11's version)


    Spain

    * Carthago Nova lost to Carthage


    Carthage

    * Carthaginian empire now larger at game start, with Carthago Nova gained from Spain.
    * Starting denarii increased
    * Forces on Sicily slightly rebalanced
    * Carthage can now recruit Scutarii at a City Barracks.
    * Carthage can now recruit Archers at Lvl 2 Range
    * Carthage can now build the top level of temples (Temple Complexes) in Huge Cities.
    * Carthaginian Paved Road building card no longer shows pyramids in the background!


    Roman Families

    * Praetorian Guard now only recruitable in Rome, reducing the unrealistic Praetorian-dominated armies often seen in late game. (ahowl11's Version)
    * First Cohorts can now be recruited in each Roman family's starting capital, as well as Rome. Early Legionary Fist Cohorts can be trained at an Army Barracks and Legionary First Cohorts at an Urban Barracks in Arretium, Capua, Rome and Tarentum.


    Greek Cities

    * Diplomat moved from Sicily to Aetolia
    * Pergamum gets an extra Militia Hoplite


    Pontus

    * Scythed Chariots can now be recruited only from a level 2 smith and above instead of level 1.
    * Pontus can now build sewers and paved roads.


    Seleucid Empire

    * Starting denarii slightly increased
    * Sidon gained from Egypt with modest garrison
    * Some other starting garrisons increased, with a unit of cataphracts in Hatra (most nations get a "bonus late military unit" which they can't recuit, the Seleucids originally didn't).
    * Better walls around Antioch and Hatra
    * Scythed Chariots can now be recruited only from a level 2 smith and above instead of level 1
    * In one of the most successful bits of modding, removed the river crossing from the river between Armenia and Assyria, ending the Armenians' manic obsession with Hatra and greatly improving the chances of the Seleucids surviving the first 50 years.


    Parthia

    * Parthia can now build sewers and paved roads.


    Egypt

    * Shrines removed from all cities to make presence of garrison more necessary at start of game
    * Sidon lost to Seleucid Empire
    * Base farming levels of Nile provinces very slightly reduced. They still collectively constitute the world's most fertile region though.


    Armenia

    * Armenia can now build sewers and paved roads.


    Rebels

    * Garrisons of Petra, Bostra, Ancyra, Nicomedia and Apollonia increased, within reason, along with a small Judean Army near Jerusalem.


    EVENTS

    Quite a few of the historical events found in the campaign don't actually happen as no date had been set for them. With a bit of historical research to find out when they happened, they are now back in the game. Look out for espionage in carthage and the completion of the great library at Alexandria. These have no effect on gameplay, they just restore a little flavour that CA put in and then took out for some reason.


    New Units:


    Spoiler Alert, click show to read: 


    The New units in v8


    Okay so they aren't exactly 'New Units' as they are all vanilla units. However, they are all units that I felt should have been on their factions in vanilla. I also removed some units, here is the Log:

    Armenia - Gains: Eastern Light Cavalry (renamed Pontic Light Cavalry), Eastern Heavy Cavalry (renamed Pontic Heavy Cavalry) Imitation Legionaries (Armenian Legionaries name changed) *Post-Marius Unit


    Britons - Gains: Axemen, Naked Fanatics, Skirmisher Warband, Archer Warband, Barbarian Cavalry, Barbarian Warlord, Barbarian Chosen Warlord; Loses: Head Hurlers, Britich Light Chariots, Barbarian Warlord (Chariot); Changes: Woad Warrior now at lvl 2 recruitment, Naked Fanatics at lvl 3 Andrasta


    Carthage - Gains: Scutarii, Archers


    Dacia - Gains: Axemen, Bastarnae, Slingers, Skirmisher Warband, Barbarian Noble Cavalry (renamed Gothic Cavalry - Barbarian Noble Cavalry from vanilla now known as 'Barbarian Heavy Cavalry') Loses: Naked Fanatics; Changes: Bastarnae available from lvl 3 temple


    Egypt - Gains: Heavy Peltasts, Macedonian Cavalry


    Gauls - Gains: Slingers, Archer Warband, Barbarian Noble Cavalry


    Germans - Gains: Warband, Swordsmen, Chosen Swordsmen, Slingers, Archer Warband, Barbarian Noble Cavalry; Loses: Spear Warband, Naked Fanatics, Chosen Archer Warband


    Greek Cities - No changes


    Macedon - Gains: Heavy Peltasts, Militia Cavalry


    Numidia - Gains: Town Militia, Elephants, War Elephants *Numidian Legionaries Post-Marian unit now


    Parthia - Gains: Peltasts (Eastern), Cataphract Archers; Loses: War Elephants, Cataphract Camels


    Pontus - Gains: Imitation Legionaries *Post-Marius Unit; Loses: Chariot Archers


    Roman Families - Gain: Samnite Infantry; Lose: Roman Archers, Urban Cohort; Changes: Town Watch is now Post Marian, Cavalry Auxilia is now Post Marian. Triarii is now available at tier 3 Barracks. Also, changes from VBM mod implemented.


    Scythia - Gains: Warband, Skirmisher Warband


    Seleucids - Gain: Heavy Peltasts, Macedonian Cavalry


    Spain - No Changes


    Thrace - Gain: Levy Pikemen, Heavy Peltasts, Light Lancers, General's Bodyguard, General's Armoured Bodyguard; Lose: Thracian Bodyguard, Barbarian Chosen Warlord


    Other Features:


    -All Nomad Ancillaries & Traits added from BI
    -Warlord Trait Added from BI and given to each Barbarian/Nomadic faction
    -Spear of Wotan Ancillary added from BI and given to the Germans

    -Added Greek and Eastern Advisors & UI from BI and Alexander



    V9
    Spoiler Alert, click show to read: 

    It has been awhile since I released Nomads on the Horizon. Life endeavors and responsibilities definitely take priority sometimes. In this release, I mainly focused on the Rebels and Mercenaries. However I also gave a lot of attention to the AI and it's expansion patterns. There are many path finding issues in vanilla that have been fixed thanks to a very thorough research thread on totalwar.org also some bugs with the Nomads have been fixed and a few scripts were fixed and added.

    Spoiler Alert, click show to read: 


    Spain Can now have a more direct line of attack to Numantia


    Here is a full list of map edits and other features:
    * - Fixed all Clipping/Distance issues on map from this thread:
    Forums.totalwar.org(1-5)/page3
    - Sardis to Ancyra
    - Ancyra to Mazaka
    - Patavium to Salona
    - Apollonia to Segestica
    - Cirta to Tingi
    - Armavir to Mazaka
    - Armavir to Sinope
    - Phraaspa to Hatra
    - Phraaspa to Seleucia
    - Larissa to Athens
    - Narbo Martius to Lugdunum
    -Sautes of Thrace now is unstuck and goes for Byzantium
    -Vindex of Gauls now is unstuck and goes for Massilia
    -Officers, Musicians and Standard Bearers added to Mercenary units
    -Fixed Nomad Routing Banner Glitch
    -Fixed Nomad Settlement UI Glitch
    -Fixed Perfect Spy Script
    -Added Control Faction Script
    Spoiler Alert, click show to read: 


    Pontus and Armenia now have a direct connection


    Units:
    I have added 19 mercenary units and 17 Rebel units to the map. This adds the same amount of diversity to the game as in v8 when I added specific units to each faction. This should conclude the reskins that seem reasonable to include in the game. However I might still have a few in the future.
    Spoiler Alert, click show to read: 


    New Mercenaries


    The New Mercenaries:
    Eastern Heavy Cavalry
    Eastern Light Cavalry
    Eastern Slingers
    Mercenary Phalangites
    Eastern Skirmishers
    Hillmen
    Illyrian Cavalry
    Numidian Javelinmen
    Mercenary Peltasts
    Germanic Axemen
    Scythian Axemen
    Gallic Swordsmen
    Woad Warriors
    Numidian Archers
    Iberian Light Cavalry
    Iberian Infantry
    Iberian Cavalry
    Eastern Archers
    Cappadocian Cavalry
    Spoiler Alert, click show to read: 


    New Rebel Units


    The New Rebels:
    Libyan Spearmen
    Eastern Light Cavalry
    Slingers (Carthaginian)
    Hillmen
    Skirmishers (Eastern)
    Slingers (Eastern)
    Archers (Greek)
    Light Lancers
    Desert Infantry (only will appear in Arab lands)
    Samnite Spearmen
    Scutarii
    Axemen
    Swordsmen
    Warband (Replacing the round shield warband)
    Skirmisher Warband
    Slingers (Barbarian)
    Archers (Carthaginian)


    Sprites are included with all units!


    DOWNLOAD AND INSTALLATION:

    DOWNLOAD HERE


    -If you have an old HRTW version, you can try overwriting, but to be safe, delete it as this will not work with it. This version isn't save compatible.

    -One thing that I need to be clear on, is this mod runs on the Alexander.exe not the regular Rome Total War exe. Please make sure you use an Alexander Install.


    -To Install, simply extract HRTW into your Rome Total War Directory, or if you use steam, your Rome Total War Alexander Directory. when making a shortcut, use the Alexander.exe or in steam go to Launch options and include this: -show_err -mod:HRTW -noalexander


    IF YOU DO NOT FOLLOW THE ABOVE INSTRUCTIONS, NOTHING WILL WORK!

    Credits:
    Older Verions - 1-7
    Spoiler Alert, click show to read: 
    CREDITS
    V1-4
    -Lanjane - Thank you for for the careful precision that you put into the units and their detail
    -crazyroman - Thank you for letting me use your strat map captains mod!
    -Robbe Aerts - Thank you for all of your work with Veggiemod and allowing me to use it, as well as your advice on the phalanx bugs and fatigue, and finally slowing down the rate of fire of towers
    -uanime5 - Thank you for all of the mapping help and making this map possible!
    -Saul_Tyre - Thank you for testing and putting my mod into the youtube world!
    -EB - For the inspiration especially on Sword Masters and woad tattoos.
    -Suppanut - for explaining to me the secrets of the Grain Resource and how it's not a bug, but misunderstood and misused
    -Quinn_Inuit - for helping me with fatigue
    -BHL_20 - for testing and helping with the battle script
    -Seasoned Alcoholic - For tutorial regarding culture specific rams
    -webbird - For some elements of the new Woad Warrior model
    -Rise of Empire - Champions unit
    -comrade_general - Skin & UI for Barbarian Chosen Warlord from THS mod as well as all of the Ptolemaic Skins and Characters
    -Macedon Expansion - For Unit Inspiration and pieces of models and textures
    -Barbarians Revenge - For Unit Inspiration and pieces of models and textures
    -Extended Greek Mod - For Unit Inspiration and pieces of models and textures
    -Extended Cultures Mod - For Unit Inspiration and pieces of models and textures
    -Barbarosa82 - 3 new cities from your Vanilla Balance Mod
    -Solon de Atenas - Carnyx musician model from your RTRA mod
    -player1 - for your BugFixer mod
    -Germanicu5 - For your ReallyBadAI mod
    -z3n - Helping with activating the ReallyBadAI mod
    -Hader - For your All Factions Mod
    -Darth Vader - For your Darthmod formations and unit stats that make these battles so fun and balanced
    -Signifierone, Prometheus & Alin - For your hardwork on animations.
    V5
    - Lanjane for awesome unit detail, as well as a few ideas for internal benefit.
    - Crazyroman for testing and support
    - Robbe Aerts for willing to fix some bugs
    - RTRPE for the Harii Warrior model, and parts of Veteran Spearmen Skin
    - EB for hair and leather helmet, as well as inspiration
    - Res Gestae and RS2 for inspiration
    - Barbarians Revenge for Bear Warrior model
    - ME and Lanjane for Chosen Axemen model
    - XGM for Club model
    - comrade_general - Skin & UI for Barbarian Warlord for Britons from THS mod
    V6
    - Lanjane for unit work, ui cards and new settlements, as well as fixing some sprites
    - Kirilakristi for expert advice and analysis on Dacia
    - crazyroman for testing
    - Diadochi Total War for the Veteran Swordsmen, and Veteran Spearmen models as well as a texture
    - Barbarians Revenge Mod for Dacian Noble Cavalry, and Dacian Horse Archer base models
    - Macedon Expansion Mod for Chosen Skirmisher and Chosen Archer Warband base models
    - Rise of Empire Mod for Chosen Spearmen, Pikemen, Chosen Pikemen, Champions and Heavy Cavalry base models
    - 77 BC mod for Axemen base model
    - RS2 for base settlement models for Barbarian Culture
    V7
    Credits:
    - Lanjane for amazing unit cards and some model/texture edits as well as his own creations
    - BHL_20 for his awesome work on culture. He gave it his own flavor, and it fits in perfectly!
    - kirilakristi for analysis on Thracian Roster
    - Mausolos for letting me not forget about the Bastarnae
    - crazyroman for testing
    - XGM for Noble Falxmen Model & Culture idea
    - ME mod for some models & textures
    - Barbarians Revenge Mod for some models and textures
    - Rise of Empire mod for some models and textures
    - webbird for Thracian face skin
    - Everyone who's following and supporting this mod on moddb, Exilian and TWC
    - Everyone on Slack who keeps the community alive


    V8 and Beyond:

    Spoiler Alert, click show to read: 
    CREDITS:
    v8
    crazyroman - Support, testing and fixes
    bhl_20 - Deleting a river crossing to prevent Armenian swarm on Hatra
    xeofox - Nomad Settlements, Portraits
    Barbarossa82 - Vanilla Balance Mod
    comrade_general - Textures and unit cards from THS mod
    xcmhx - Textures, models and unit cards from Rome: Total War Enhanced
    Barbarians Revenge Mod - Textures and unit cards
    Macedon Expansion - Textures and unit cards
    Guerro Sabino - Textures and unit cards
    Lanjane - Textures and unit cards
    Extended Greek Mod - Some descriptions, textures and unit cards

    v9
    crazyroman - Support, testing and fixes
    bhl_20 - Fixing Perfect Spy Script and Adding Change Faction Script
    comrade_general - Textures and unit cards
    xcmhx - Textures, models and unit cards from Rome: Total War Enhanced
    Barbarians Revenge Mod - Textures and unit cards
    Macedon Expansion - Textures and unit cards
    Guerro Sabino - Textures and unit cards
    Lanjane - Textures and unit cards, new mercenary officers
    Extended Greek Mod - Textures and unit cards
    Michael333 - Some Unit Cards
    Gigantus - Helping me with some mapping tricks
    PJW6 - Testing
    Foxcon - Testing

    All of you - For Helping, testing and playing this mod, thank you!


  2. #2

    Default Re: ahowl11's VE Mod (Main Discussion) v8 Nomads on the Horizon

    ahowl11's VE Mod v8 - Nomads on the Horizon

    Hello and Merry Christmas!

    It has been awhile since a release, but if you have not been following, a lot has changed. In this version, all of the units that had been previously made are not included. Don't worry, eventually most of them will make it back in, and they are still available for download here if you want them.
    This version seeks to pick up from where I left off in Version 2 but also retaining all of the features that were included in versions 3-7, except Barbarians getting 5 tiers of recruitment.

    Here is what is included in v8.


    Nomadic Culture:
    This was ported straight from Barbarian Invasion, including all of the traits and ancillaries that made sense for this time frame. It was given to Scythia only, and includes a new rebel banner, new city models for the map, and new portraits.
    Spoiler Alert, click show to read: 


    The Four Tiers of Nomadic Settlements


    Spoiler Alert, click show to read: 


    Some of the New Nomad Portraits


    Vanilla Balance Mod:
    This mod is located on totalwar.org and I have taken most of it's features and added them to v8.


    LANDBRIDGES
    New land bridges - narrow stretches of water which can be passed by both ships and armies - have been added to the campaign map to compensate for the poor Naval invasion AI, and to promote the growth of realistic-looking empires that straddle bodies of water. The new landbridges are:

    * Strait of Gibraltar, between Baetica and Mauretania.

    * Strait of Messina, between Sicilia Romanus and Bruttium.

    * Hellespont, between Propontis and Phrygia

    * Dardanelles, between Propontis and Bithynia.
    You can now expect to see empires that take in both Greece and Asia Minor, while Carthage sometimes invades southern Italy from Sicily if the Scipii are defeated.


    * The game no longer revolves entirely around Rome, so factions' victory goals are individually tailored to their likely real-life ambitions. Whilst every faction must still conquer 50 provinces, the specific territories that must be included in those 50 now vary from faction to faction. For example the Spanish must conquer 50 provinces while ensuring that their empire includes Baetica, Taranonenis, Hispania and Celtiberia. Victory goals for the Roman families, the Gauls, the Germans and Carthage still include conquering Rome. The Successor kingdoms represented in the game - Macedonia, the Seleucid Empire and Egypt - share the goal of reuniting Alexander's empire by taking Pella, Antioch, Seleucia and Alexandria.


    * Completed text for victory and defeat screens for every faction. No more lame generic "You have won, all your people celebrate" text when playing as Numidia, Dacia etc., the victory text for these is now just as specific and stirring as for the main factions!


    * Capital of the province of Macedonia is now Pella, not Thessalonica


    * There is a bonus cheat/feature, enabling the "perfect spy". This allows the player to see details of army composition and city details as if you had a spy right next to them, no matter how far away they are. To activate, press F1 while on the campaign map to bring up the keyboard shortcuts scroll. Click on the question mark and when the advisor appears, click the "show me how" button to activate the script. You can deactivate it at any time by repeating this process. For best results, use with the fog of war off.


    * There is a bonus cheat/feature, enabling the "perfect spy". This allows the player to see details of army composition and city details as if you had a spy right next to them, no matter how far away they are. To activate, press F1 while on the campaign map to bring up the keyboard shortcuts scroll. Click on the question mark and when the advisor appears, click the "show me how" button to activate the script. You can deactivate it at any time by repeating this process. For best results, use with the fog of war off.


    * The range of names for women in the Pontic, Armenian and Thracian factions has been increased to reduce the problem of repetitive family names. In pure vanilla it has been known for a general from one of these cultures to have a wife and three daughters all with the same name! Thrace and Pontus have gained some carefully-selected and appropriate names from the Macedonian list, while Armenia has received a small number of names from the Parthian list. These are culturally appropriate and historically justifiable (at least no less historic than pure Vanilla).


    * All factions now have a public order bonus attached to the Government building in any settlement, ranging from 5% for a Governor's House to 25% for an Imperial Palace.


    FACTION REBALANCING

    * Summary: Various factions have been strengthened and weakened by having their starting denarii, starting provinces, armies, and sometimes units tweaked. This has been pretty successful in generating a balanced campaign. Carthage, the Gauls, the Germans and the Seleucids - the four big losers under pure vanilla - now usually survive to 200BC at least, and will expand to powerful empires in 30-50% of campaigns.


    Britons

    * Eburacum & Deva are now ruled by rebel Britannic tribes at the start of the game. (ahowl11's version)


    Spain

    * Carthago Nova lost to Carthage


    Carthage

    * Carthaginian empire now larger at game start, with Carthago Nova gained from Spain.
    * Starting denarii increased
    * Forces on Sicily slightly rebalanced
    * Carthage can now recruit Scutarii at a City Barracks.
    * Carthage can now recruit Archers at Lvl 2 Range
    * Carthage can now build the top level of temples (Temple Complexes) in Huge Cities.
    * Carthaginian Paved Road building card no longer shows pyramids in the background!


    Roman Families

    * Praetorian Guard now only recruitable in Rome, reducing the unrealistic Praetorian-dominated armies often seen in late game. (ahowl11's Version)
    * First Cohorts can now be recruited in each Roman family's starting capital, as well as Rome. Early Legionary Fist Cohorts can be trained at an Army Barracks and Legionary First Cohorts at an Urban Barracks in Arretium, Capua, Rome and Tarentum.


    Greek Cities

    * Diplomat moved from Sicily to Aetolia
    * Pergamum gets an extra Militia Hoplite


    Pontus

    * Scythed Chariots can now be recruited only from a level 2 smith and above instead of level 1.
    * Pontus can now build sewers and paved roads.


    Seleucid Empire

    * Starting denarii slightly increased
    * Sidon gained from Egypt with modest garrison
    * Some other starting garrisons increased, with a unit of cataphracts in Hatra (most nations get a "bonus late military unit" which they can't recuit, the Seleucids originally didn't).
    * Better walls around Antioch and Hatra
    * Scythed Chariots can now be recruited only from a level 2 smith and above instead of level 1
    * In one of the most successful bits of modding, removed the river crossing from the river between Armenia and Assyria, ending the Armenians' manic obsession with Hatra and greatly improving the chances of the Seleucids surviving the first 50 years.


    Parthia

    * Parthia can now build sewers and paved roads.


    Egypt

    * Shrines removed from all cities to make presence of garrison more necessary at start of game
    * Sidon lost to Seleucid Empire
    * Base farming levels of Nile provinces very slightly reduced. They still collectively constitute the world's most fertile region though.


    Armenia

    * Armenia can now build sewers and paved roads.


    Rebels

    * Garrisons of Petra, Bostra, Ancyra, Nicomedia and Apollonia increased, within reason, along with a small Judean Army near Jerusalem.


    EVENTS

    Quite a few of the historical events found in the campaign don't actually happen as no date had been set for them. With a bit of historical research to find out when they happened, they are now back in the game. Look out for espionage in carthage and the completion of the great library at Alexandria. These have no effect on gameplay, they just restore a little flavour that CA put in and then took out for some reason.


    New Units:


    Spoiler Alert, click show to read: 


    The New units in v8


    Okay so they aren't exactly 'New Units' as they are all vanilla units. However, they are all units that I felt should have been on their factions in vanilla. I also removed some units, here is the Log:

    Armenia - Gains: Eastern Light Cavalry (renamed Pontic Light Cavalry), Eastern Heavy Cavalry (renamed Pontic Heavy Cavalry) Imitation Legionaries (Armenian Legionaries name changed) *Post-Marius Unit


    Britons - Gains: Axemen, Naked Fanatics, Skirmisher Warband, Archer Warband, Barbarian Cavalry, Barbarian Warlord, Barbarian Chosen Warlord; Loses: Head Hurlers, Britich Light Chariots, Barbarian Warlord (Chariot); Changes: Woad Warrior now at lvl 2 recruitment, Naked Fanatics at lvl 3 Andrasta


    Carthage - Gains: Scutarii, Archers


    Dacia - Gains: Axemen, Bastarnae, Slingers, Skirmisher Warband, Barbarian Noble Cavalry (renamed Gothic Cavalry - Barbarian Noble Cavalry from vanilla now known as 'Barbarian Heavy Cavalry') Loses: Naked Fanatics; Changes: Bastarnae available from lvl 3 temple


    Egypt - Gains: Heavy Peltasts, Macedonian Cavalry


    Gauls - Gains: Slingers, Archer Warband, Barbarian Noble Cavalry


    Germans - Gains: Warband, Swordsmen, Chosen Swordsmen, Slingers, Archer Warband, Barbarian Noble Cavalry; Loses: Spear Warband, Naked Fanatics, Chosen Archer Warband


    Greek Cities - No changes


    Macedon - Gains: Heavy Peltasts, Militia Cavalry


    Numidia - Gains: Town Militia, Elephants, War Elephants *Numidian Legionaries Post-Marian unit now


    Parthia - Gains: Peltasts (Eastern), Cataphract Archers; Loses: War Elephants, Cataphract Camels


    Pontus - Gains: Imitation Legionaries *Post-Marius Unit; Loses: Chariot Archers


    Roman Families - Gain: Samnite Infantry; Lose: Roman Archers, Urban Cohort; Changes: Town Watch is now Post Marian, Cavalry Auxilia is now Post Marian. Triarii is now available at tier 3 Barracks. Also, changes from VBM mod implemented.


    Scythia - Gains: Warband, Skirmisher Warband


    Seleucids - Gain: Heavy Peltasts, Macedonian Cavalry


    Spain - No Changes


    Thrace - Gain: Levy Pikemen, Heavy Peltasts, Light Lancers, General's Bodyguard, General's Armoured Bodyguard; Lose: Thracian Bodyguard, Barbarian Chosen Warlord


    Other Features:


    -All Nomad Ancillaries & Traits added from BI
    -Warlord Trait Added from BI and given to each Barbarian/Nomadic faction
    -Spear of Wotan Ancillary added from BI and given to the Germans
    -Added Greek and Eastern Advisors & UI from BI and Alexander

    Download and Installation:

    DOWNLOAD HERE
    -If you have an old HRTW version, delete it as this will not work with it.


    -One thing that I need to be clear on, is this mod runs on the Alexander.exe not the regular Rome Total War exe. Please make sure you use an Alexander Install.

    -To Install, simply extract HRTW into your Rome Total War Directory, or if you use steam, your Rome Total War Alexander Directory. when making a shortcut, use the Alexander.exe or in steam go to Launch options and include this: -show_err -mod:HRTW -noalexander


    IF YOU DO NOT FOLLOW THE ABOVE INSTRUCTIONS, NOTHING WILL WORK!

    CREDITS:

    crazyroman - Support, testing and fixes
    bhl_20 - Deleting a river crossing to prevent Armenian swarm on Hatra
    xeofox - Nomad Settlements, Portraits
    Barbarossa82 - Vanilla Balance Mod
    comrade_general - Textures and unit cards from THS mod
    xcmhx - Textures, models and unit cards from Rome: Total War Enhanced
    Barbarians Revenge Mod - Textures and unit cards
    Macedon Expansion - Textures and unit cards
    Guerro Sabino - Textures and unit cards
    Lanjane - Textures and unit cards
    Extended Greek Mod - Some descriptions, textures and unit cards
    All of you - For Helping, testing and playing this mod, thank you!

  3. #3

    Default Re: ahowl11's VE Mod (Main Discussion) v8 Nomads on the Horizon

    THANK YOU VERY MUCH, MY FRIEND FOR MENTION ME IN THE CREDITS, I AM FULL OF HAPPYNESS!!! I'M HAPPY THAT YEARS OF MY JOB HAD BEEN USED. MY TEXTURES ARE VANILLA LIKE AND I PRODUCTED THEM INDUSTRIALY. MY UNITS CARDS I DO WHAT I CAN AND NOT ALL MY MOD IS MADE BY ME, I STOLE SO MANY THINGS TO OTHERS, BUT MANY MANY ARE CREATED BY ME, BECAUSE I LEARNED TO USE 3DS MAX A YEAR AGO. FOT THE TEXTURES I USED PAINT.NET. MY NAME IS ALFREDO SABAGNI FROM ARGENTINA.

  4. #4

    Default Re: ahowl11's VE Mod (Main Discussion) v8 Nomads on the Horizon

    No Problem, thank you for supporting the RTW modding community!

  5. #5
    Marku's Avatar Domesticus
    Join Date
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    United Kingdom
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    Default Re: ahowl11's VE Mod (Main Discussion) v8 Nomads on the Horizon

    good job

    "It's not always possible to do what we want to do, but it's important to believe in something before you actually do it"

  6. #6

    Default Re: ahowl11's VE Mod (Main Discussion) v8 Nomads on the Horizon

    This is very good mod. I only wish I could get RTR8v4.0.2 to work.

  7. #7

    Default Re: ahowl11's VE Mod (Main Discussion) v8 Nomads on the Horizon

    Why can't you get it to work

  8. #8

    Default Re: ahowl11's VE Mod (Main Discussion) v8 Nomads on the Horizon

    hi there! a great mod so far. i have found that fir some units loose formation is tighter than tight formation. why would it work like that? does it have some gameplay meaning?

  9. #9

    Default Re: ahowl11's VE Mod (Main Discussion) v8 Nomads on the Horizon

    I have the same, but when I set them to loose they don't hold the formation

  10. #10

    Default Re: ahowl11's VE Mod (Main Discussion) v9 Rebels & Mercenaries

    ahowl11's VE Mod v9 - Rebels & Mercenaries
    It has been awhile since I released Nomads on the Horizon. Life endeavors and responsibilities definitely take priority sometimes. In this release, I mainly focused on the Rebels and Mercenaries. However I also gave a lot of attention to the AI and it's expansion patterns. There are many path finding issues in vanilla that have been fixed thanks to a very thorough research thread on totalwar.org also some bugs with the Nomads have been fixed and a few scripts were fixed and added.

    Spoiler Alert, click show to read: 


    Spain Can now have a more direct line of attack to Numantia


    Here is a full list of map edits and other features:
    * - Fixed all Clipping/Distance issues on map from this thread:
    Forums.totalwar.org(1-5)/page3
    - Sardis to Ancyra
    - Ancyra to Mazaka
    - Patavium to Salona
    - Apollonia to Segestica
    - Cirta to Tingi
    - Armavir to Mazaka
    - Armavir to Sinope
    - Phraaspa to Hatra
    - Phraaspa to Seleucia
    - Larissa to Athens
    - Narbo Martius to Lugdunum
    -Sautes of Thrace now is unstuck and goes for Byzantium
    -Vindex of Gauls now is unstuck and goes for Massilia
    -Officers, Musicians and Standard Bearers added to Mercenary units
    -Fixed Nomad Routing Banner Glitch
    -Fixed Nomad Settlement UI Glitch
    -Fixed Perfect Spy Script
    -Added Control Faction Script
    Spoiler Alert, click show to read: 


    Pontus and Armenia now have a direct connection


    Units:
    I have added 19 mercenary units and 17 Rebel units to the map. This adds the same amount of diversity to the game as in v8 when I added specific units to each faction. This should conclude the reskins that seem reasonable to include in the game. However I might still have a few in the future.
    Spoiler Alert, click show to read: 


    New Mercenaries


    The New Mercenaries:
    Eastern Heavy Cavalry
    Eastern Light Cavalry
    Eastern Slingers
    Mercenary Phalangites
    Eastern Skirmishers
    Hillmen
    Illyrian Cavalry
    Numidian Javelinmen
    Mercenary Peltasts
    Germanic Axemen
    Scythian Axemen
    Gallic Swordsmen
    Woad Warriors
    Numidian Archers
    Iberian Light Cavalry
    Iberian Infantry
    Iberian Cavalry
    Eastern Archers
    Cappadocian Cavalry
    Spoiler Alert, click show to read: 


    New Rebel Units


    The New Rebels:
    Libyan Spearmen
    Eastern Light Cavalry
    Slingers (Carthaginian)
    Hillmen
    Skirmishers (Eastern)
    Slingers (Eastern)
    Archers (Greek)
    Light Lancers
    Desert Infantry (only will appear in Arab lands)
    Samnite Spearmen
    Scutarii
    Axemen
    Swordsmen
    Warband (Replacing the round shield warband)
    Skirmisher Warband
    Slingers (Barbarian)
    Archers (Carthaginian)


    Sprites are included with all units!


    DOWNLOAD AND INSTALLATION:

    DOWNLOAD HERE


    -If you have an old HRTW version, you can try overwriting, but to be safe, delete it as this will not work with it. This version isn't save compatible.

    -One thing that I need to be clear on, is this mod runs on the Alexander.exe not the regular Rome Total War exe. Please make sure you use an Alexander Install.


    -To Install, simply extract HRTW into your Rome Total War Directory, or if you use steam, your Rome Total War Alexander Directory. when making a shortcut, use the Alexander.exe or in steam go to Launch options and include this: -show_err -mod:HRTW -noalexander


    IF YOU DO NOT FOLLOW THE ABOVE INSTRUCTIONS, NOTHING WILL WORK!



    CREDITS:

    crazyroman - Support, testing and fixes
    bhl_20 - Fixing Perfect Spy Script and Adding Change Faction Script
    comrade_general - Textures and unit cards
    xcmhx - Textures, models and unit cards from Rome: Total War Enhanced
    Barbarians Revenge Mod - Textures and unit cards
    Macedon Expansion - Textures and unit cards
    Guerro Sabino - Textures and unit cards
    Lanjane - Textures and unit cards, new mercenary officers
    Extended Greek Mod - Textures and unit cards
    Michael333 - Some Unit Cards
    Gigantus - Helping me with some mapping tricks
    PJW6 - Testing
    Foxcon - Testing

    All of you - For Helping, testing and playing this mod, thank you!

    ~ahowl11

  11. #11
    gangstamaori's Avatar Miles
    Join Date
    Nov 2011
    Location
    New Zealand
    Posts
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    Default Re: ahowl11's VE Mod (Main Discussion) v9 Rebels & Mercenaries

    I just wanted to say that this mod is amazing! Do you have any intention to improve Barbarian Invasion in a similar way?

    "The disgraced and the disinherited. This is my army. This is our best hope."

  12. #12

    Default Re: ahowl11's VE Mod (Main Discussion) v9 Rebels & Mercenaries

    Quote Originally Posted by gangstamaori View Post
    I just wanted to say that this mod is amazing! Do you have any intention to improve Barbarian Invasion in a similar way?
    Not at the moment, no.

    Some news to let you all know that this mod still lives.

    First of all, the deeper I get into this mod, the longer it will take in between releases as the work gets more complex.

    What to expect in the next release:

    -New Units
    -Expanded Culture System
    -New Recruitment System based off Culture System
    -Multiple Temples

    I'll go into details once I release, but this mod is till alive and well!

    Also, thoughts on me making a discord for this mod? I'd be able to post updates and screen shots much faster.

  13. #13

    Default Re: ahowl11's VE Mod (Main Discussion) v9 Rebels & Mercenaries

    ahowl11's VE Mod v10 - Colonies, Temples & Recruitment
    It has been about 3 months since I released v9. I hope you all have enjoyed it because a new version is now here to take up your time! Being busy with a career and social life is the main reason why it's taken awhile to get this release out, but also partly because as this mod gets more polished and detailed it requires more attentive care and time. I like to make sure that what I am putting it works properly. I hope you all can understand, and can appreciate the versions I release, whenever I find time to do so.
    Spoiler Alert, click show to read: 


    Romans Storming Segesta
    So what's new in v10? Well, a lot to be honest. First and foremost I have made the culture mechanic more immersive by adding a Native Culture building and Colony building. Those who have played Extended Greek Mod (XGM) and it's spin offs know what I am talking about.
    Spoiler Alert, click show to read: 


    The New Colony System

    For those who have not, basically in the Ancient world there were many cultures. These have been condensed into 3 main cultures based off the BI religion feature. There's Tribal, Greco-Roman and Eastern. Each settlement has a native culture attached to it via an indestructible building. Native culture is not changeable and remains a constant throughout the game. The second building is a colony system that has 4 levels and also represents each culture. By building a colony that differentiates from the native culture it will bring unrest, however it is needed if you want to recruit. A new wrinkle to this system is the third new building, which is the Recruitment Center. This building requires the colony to be built before it can be built, and requires an upgrade in the colony before it can be upgraded. The recruitment center is the building in which you can recruit units based on what military buildings are present. If no military building is present (barracks, range, stable) then no units can be trained. Basically it's vanilla recruitment with two added steps. The reason for all of this is to slow the game down and make it more strategic. Historically factions were not able to pump out their homeland troops in foreign territory right after conquering it. It took some assimilation before anything could be done. The assimilation process in the VE mod is by building a colony, withstanding the unrest, and then building a recruitment center along with the 3 military buildings.
    Spoiler Alert, click show to read: 


    The New Recruitment System
    Here is an example. If you are playing as the Julii and you conquer Segesta you'll be dealing with a Tribal culture. If you don't build a colony, the populace will be happy, but you will not be able to recruit any units, so you can let it be an economic hub that has it's population grow quickly. Your other option is to build a colony, and a recruitment center. This will convert your populace but they won't be as happy. Segesta is small enough to manage without issue. However, other cities later in the game might be a lot more unhappy and possibly revolt against you, so be wise as the game goes on.

    Okay, so obviously we don't want this to ruin the game right? Having revolts left and right just because you want to build an army isn't fun. So, a major change has been made in addition to these new buildings. It is now possible to build multiple temples in a settlement once the settlement reaches the city size. The way is works is if you have Arretium, you have your choice of 3 temples. Choose one to be your main deity in the city. Once you upgrade it to a city, you can then build the shrines of the other temples. Not only will these give the small happiness bonuses but they will also give off their original bonuses as well (pop growth, trade increase etc depending on the temple). These shrines will not be able to be upgraded as you will have one main temple to upgrade. The reasoning behind this is populaces worshipped multiple deities, so it's a way to simulate that, and also, the happiness bonuses will offset the unrest as your city continues to grow. Normal overpopulation unrest applies as well, so managing cities isn't going to be as easy as in vanilla. To balance further, I have removed the law bonuses from the Governors palace. I don't want this to be too easy!
    Spoiler Alert, click show to read: 


    Multiple Temples can be built Immediately in Sparta
    A few smaller but still significant changes in the campaign are new ai personalities, that should serve the purpose of each faction better and gladiators are no longer recruitable but they'll still pop up in the Gladiator revolt. Also, temples are no longer required to train units. This should help the barbarian factions have some more diversity in their recruitment. Finally, the Britons have had their starting generals adjusted to different locations so they can actually expand and not get stuck all game.
    Next, some changes to battles. The main thing I worked on was Hoplite warfare. It was a bit annoying and buggy with the old formations (short_pike) but after testing the Diadochi TW mod I think I have found the solution without having to do anything drastic. Hoplites now have a normal fighting animation and no longer have the bugged short_pike phalanx. Instead they are very compact in formation, and stay together in a fight instead of moving around independently. The battle results are better and it looks accurate.
    Spoiler Alert, click show to read: 


    Hoplites fight in cohesive groups and don't get jumbled together
    Along with hoplites fighting better, are more accurate formations. These are still works of darth, but they were specifically made for XGM and they seem to work very well!

    Finally, there wouldn't be a release without some new units right? I have added 13 new units, changed models of a few more and adjusted stats to fit in with the original unit roster. All of these units were either unused or I simply mounted or dismounted current units to make new ones. Spear Warband and Pikemen will fight uniquely, adding some flavor to the barbarian armies.
    Spoiler Alert, click show to read: 


    The New Units
    The list of new or edited units:
    Spoiler Alert, click show to read: 
    - Spear Warband (britons, dacia, gauls, germans, slave) - this unit uses short_pike and fights differently than a typical Warband

    - Chosen Spearmen (dacia, gauls, germans, slave)

    - Pikemen (dacia, germans) - this unit has phalanx but no unique pike
    - Scythian Horse Archers (dacia)
    - Iberian Spearmen (spain, slave)
    - Iberian Light Cavalry (spain, slave)
    - New Peltast model & texture (armenia, pontus, slave) -old one remains with Parthia and Slave
    - Heavy Peltasts (armenia, pontus, slave)
    - Elite Archers (armenia, parthia)
    - Persian Light Cavalry (parthia, slave)
    - Persian Cavalry (parthia, slave)
    - New Horse Archer model & texture (armenia, parthia, slave)
    - Kinsmen (armenia, parthia)
    - Slingers (egypt, greek_cities, macedon, seleucid, thrace, slave)
    - New texture for Rhodian Slingers
    - Sprites are included for all units!
    Here is the full list of features:
    Spoiler Alert, click show to read: 
    - New Native Culture building

    - New Colony building
    - New Recruitment System and Building
    - Multiple Temples able to be Built
    - Temples not required to train units (other than Sacred Band for Carthage)
    - New AI Personality combinations, unique for each faction
    - Gladiators no longer recruitable, but still appear in revolts
    - Law bonus removed from Governors building
    - Britons unstuck
    - New Hoplite Warfare mechanics
    - New formations from Darth's XGM version
    -13 New units with 40 different skins
    DOWNLOAD AND INSTALLATION:
    Spoiler Alert, click show to read: 
    DOWNLOAD HERE

    - If you have an old HRTW version, you can try overwriting, but to be safe, delete it as this will not work with it. This version isn't save compatible.
    - One thing that I need to be clear on, is this mod runs on the Alexander.exe not the regular Rome Total War exe. Please make sure you use an Alexander Install.

    - To Install, simply extract HRTW into your Rome Total War Directory, or if you use steam, your Rome Total War Alexander Directory. when making a shortcut, use the Alexander.exe or in steam go to Launch options and include this: -show_err -mod:HRTW -noalexander


    IF YOU DO NOT FOLLOW THE ABOVE INSTRUCTIONS, NOTHING WILL WORK!
    Want to follow this mod more closely and be more involved? Then join the Rome Total War Community server on discord here! Discord.gg
    CREDITS:

    Spoiler Alert, click show to read: 
    - Suppanut for all of his advise and helping me figure out buildings and temples

    - XGM for the base of my ideas

    - XC for some building cards
    - Lanjane for some excellent UI's (hidden since 2011)
    - Andalus for his Additional Unitpack which inspired me to do mounted and dismounted units. Also some Unit cards
    - RedFox for his DTW mod which has very accurate Hoplite warfare
    - Darth for his XGM specific formation files
    - Aradan for his knowledge on the EDB that makes this recruitment system possible
    - The New Discord community for testing and giving feedback (crazyroman, BHL_20, foxcon, PJW6, Crysix, Lanjane, Suppanut, Robbe, Saul_Tyre, Mausolos)
    All of you - For Helping, testing and playing this mod, thank you!


  14. #14

    Icon7 Re: ahowl11's VE Mod (Main Discussion) v9 Rebels & Mercenaries

    Quote Originally Posted by ahowl11 View Post
    It has been about 3 months since I released v9. I hope you all have enjoyed it because a new version is now here to take up your time! Being busy with a career and social life is the main reason why it's taken awhile to get this release out, but also partly because as this mod gets more polished and detailed it requires more attentive care and time. I like to make sure that what I am putting it works properly. I hope you all can understand, and can appreciate the versions I release, whenever I find time to do so.
    We definitely do understand! So nice to see a mod worked in a regular iterative fashion. Jaded by Rome 2 i've come back to this Mod in particular, superb work friend!

  15. #15

    Default Re: ahowl11's VE Mod (Main Discussion) v9 Rebels & Mercenaries

    Thank you for the warm feedback nursa!

  16. #16
    Hoplite of Ilis's Avatar Domesticus
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    Default Re: ahowl11's VE Mod (Main Discussion) v10 Colonies, Temples & Recruitment

    Can't give you rep point at the moment, but it's high time I gave this mod a try!

  17. #17
    Hoplite of Ilis's Avatar Domesticus
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    Default Re: ahowl11's VE Mod (Main Discussion) v10 Colonies, Temples & Recruitment

    Hmm, won't start... CTD at initial loading screen

    Using old style RTW (1,5) - no steam.

  18. #18
    crazyroman's Avatar Artifex
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    Default Re: ahowl11's VE Mod (Main Discussion) v10 Colonies, Temples & Recruitment

    Quote Originally Posted by Hoplite of Ilis View Post
    Hmm, won't start... CTD at initial loading screen

    Using old style RTW (1,5) - no steam.
    It requires Alex 1.9 .

  19. #19
    Hoplite of Ilis's Avatar Domesticus
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    Default Re: ahowl11's VE Mod (Main Discussion) v10 Colonies, Temples & Recruitment

    .........Again, won't work.

    HRTW is in my RTW directory, but when I double click Alexander, the original game comes up...

  20. #20
    Hoplite of Ilis's Avatar Domesticus
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    Default Re: ahowl11's VE Mod (Main Discussion) v10 Colonies, Temples & Recruitment

    Seems I got it. Too much "one click to install" steam logic made me forget a few things. Like creating & editing shortcuts!

    Hey make heavy infantry swordsmen for the Greeks.

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