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Thread: ahowl11's VE Mod (Main Discussion) v18 Updates, Changes, Fixes & Additions

  1. #61

    Default Re: ahowl11's VE Mod (Main Discussion) v13 Costs and XGM Part 1

    Hey ahowl, long time ago since my last activity here. I hope you are well. I read with enthusiasm from your new mod ideas.
    I like the old vanilla-style, especially the later roman units. So I'll give it more than one try...
    Greets Mag

  2. #62

    Default Re: ahowl11's VE Mod (Main Discussion) v13 Costs and XGM Part 1

    Quote Originally Posted by Magnentius View Post
    Hey ahowl, long time ago since my last activity here. I hope you are well. I read with enthusiasm from your new mod ideas.
    I like the old vanilla-style, especially the later roman units. So I'll give it more than one try...
    Greets Mag
    Good to see you Mag!

    The next version will see an update in the Romans. Same vanilla look, but more accurate in design. I’ll message you to join my discord, we are no longer on slack.

  3. #63

    Default Re: ahowl11's VE Mod (Main Discussion) v10 Colonies, Temples & Recruitment

    Make battles little bit slower, units dying too fast, causing uselessnes of spearmen and light cavalry without pausing micro.

  4. #64

    Default Re: ahowl11's VE Mod (Main Discussion) v10 Colonies, Temples & Recruitment

    Quote Originally Posted by Kartaen View Post
    Make battles little bit slower, units dying too fast, causing uselessnes of spearmen and light cavalry without pausing micro.
    What units were you using in particular?

  5. #65

    Default Re: ahowl11's VE Mod (Main Discussion) v14 XGM Final

    ahowl11's VE Mod v14 - XGM Final
    It took almost two months this time, but v14 is here! I worked really hard to incorporate everything I possibly could from Extended Greek Mod (XGM). Also, I worked a lot on the starting positions of every faction. Many were almost impossible to play as, but this has been fixed. Does this mean it's going to be super easy? No. However you're not going to be -30K in debt (unless you are very foolish in your spending!) I am not opposed to changing things based off of accurate feedback, so don't hesitate to let me know about issues, difficulty or inaccuracy and we can discuss a solution.

    Spoiler Alert, click show to read: 


    The Seleucids now have the lands in the East to represent their expansive empire


    Now to the fun parts. XGM is a very light mod, but is also very complex. It's main priority was to give Greek factions the same unique immersion as Roman factions. However over time it expanded upon that and touched on other factions as well, creating a balanced game. The mod ended up having a lot of new units, new buildings and a much more immersive trait and ancillary system. It also had many new factions and extended east to India. I have included most everything that doesn't deal with the following: Garrison Scripts, Area of Recruitment (AoR), Sabaea, Bactria, India, Ethiopia, Caesars Campaign, Specific Greek campaigns. What I did include were: most new units, new trait and ancillary system by Suppanut, new buildings, a few minor helpful scripts as well as my own balance work.

    Spoiler Alert, click show to read: 


    Athens was a very important city to the Greeks, and the Acropolis will help any Greek Ruler!


    First the Buildings. There are very specific monuments, schools, and temples or sites scattered throughout the map. When you conquer a region, look at your buildings to see if you have any of them! These buildings not only provide small bonuses, but they also are triggers for new traits and ancillaries for your Generals and Governors. Here is what the XGM readme had to say:
    There are now significant virtues associated with all temples, and the vices associated with some temples have been toned down. So, if you have a governor in a settlement it is safe to build any temple type, and it is a good idea to build at least a second level temple to take advantage of the positive effects that this will have on your governor.
    All temple types can now be upgraded by all factions, and all of the Olympian gods are now represented. In vanilla RTW it was usually a good idea to demolish existing temples in captured settlements, and to start building your own. In XGM you should always consider whether upgrading might be a better option.
    Schools also have a strong positive effect on governors, so it is a good idea to build them anywhere that you expect to have a governor for long periods of time.
    Spoiler Alert, click show to read: 


    Send your Governors to Academies and Libraries to become well Educated


    Next is the expansive trait and ancillary system that Suppanut of Extended Cultures (XC) incorporated into XGM. The most important feature is the Ethnic traits. Your characters ethnicity will determine cultural conversion and if he is of a tribe, he will have a specific bonus based on the tribe in which he comes from. Here is the main feature list from Suppanut himself:
    - 27 Ethnicities featured to enhance game play
    - Many subgroups of clans, tribes, and city-states to give a more in-depth experience
    - New imperial titles for faction leaders who are accomplished in power and glory
    - Every temples' priest available to all factions
    - New traits and ancillaries which give more depth to Barbarian and Eastern Factions
    - Health system, now family members can fall ill.
    - Supply system, now fighting in enemy territory will be harder than before
    - Mentor system, now ancillaries will influence what traits your character gains in the same way as academies do
    - Ancillaries weight system, Now characters will have a limited amount of space for ancillaries and could prevent characters from gaining new ancillaries once retinues are full
    - New governing system which make the same action give different outcomes based factions and cultures
    - Vice from becoming an empire, outcomes differ via cultures
    - Leadership bonus from faction leader to effect overall faction's generals
    -->Management will have an affect on family members tendency on corruption
    -->Influence will have an affect on family members tendency to be bribed
    - Harder to gain Main 3 attributes, Command, Management, Influence. Now characters will become specialized in their roles.
    Spoiler Alert, click show to read: 


    An Example of how Ethnic Traits Work


    And of course, units have been added. This version will probably add the most units. Many came from XGM itself, but I went ahead and made most of these. The main feature here is the new look for Roman units. They are from Ferres' Modding Legions Pack 1.3b, and I simply recolored them to fit the vanilla look. Also, except for the Marian Legionary units, I removed all post-marian units because they are representing the Imperial Roman era, which I am not representing in this mod. Enjoy!
    Spoiler Alert, click show to read: 


    New Look for the Romans, from Ferres' Modding Legions Pack 1.3b


    Next are the Barbarians. Thrace and Iberia got the most love here as they had some weak and small unit rosters when it came to unique units. Thrace in the game is Greek, but they are close to barbarian as well.
    Spoiler Alert, click show to read: 


    Scythian Cataphracts, Ambakaro, Heavy Spearmen, Heavy Scutarii, Iberian Lancers, Spear Warband, Thracian Thorakitai, Heavy Swordsmen, Skirmisher Warband (Gallic/Germanic), Thracian Noble Falxmen, Falxmen (Thrace)


    Carthage also received a slight overhaul, but not completely. They should look less Iberian now!
    Spoiler Alert, click show to read: 


    African Infantry, Numidian Archers, Liby-Phoenician Infantry, Libyan Skirmishers, Libyan Infantry, Sacred Band, Punic Thureophoroi


    Next the Eastern factions. Over the last few versions I have been trying to separate Parthia from Pontus and Armenia. Parthia still retains the Persian looking units, while Pontus and Armenia have a new set depicting a more hellenized culture from Anatolia and the Caucasus. With this version, that transformation is complete.
    Spoiler Alert, click show to read: 


    Kardakes Swordsmen, Archers, Cataphract Archers, Kinsmen, Heavy Spearmen, Horse Archers, Hillmen, Kardakes Spearmen


    The Greeks have had a lot of unique units added to bring immersion (what you'd expect from a mod focusing on the Greeks) Phalangites are now a unit for the Greek Cities, but they are a reform unit, so you can experience the shift from Hoplite to Phalangite.

    Spoiler Alert, click show to read: 


    Machimoi Cavalry, Xystophoroi, Basilikon Guard, Machimoi Pikemen, Epilektoi Phalangites, Argyraspid Legionaries, Phalangites, Kestros Slingers, Agema of The Peltasts, The Peltasts, Syracusan Hoplites, Perioikoi Hoplites, Athenian Epilektoi


    Many new mercenaries have also been added!
    Spoiler Alert, click show to read: 


    Gallic Swordsmen, Caucasian Cavalry, Caucasian Infantry, Illyrian Infantry, Italic Infantry, Italic Skirmishers, Nubian Cavalry, Peloponnesian Hoplites, Nuragic Warriors, Italic Spearmen, Asturian Axemen, Nuragic Skirmishers, Tarentine Cavalry, Hillmen, Caledonian Highlanders, Caledonian Skirmishers, Numidian Archers


    Last but not least, some rebel units to give you some issues in your campaign!
    Spoiler Alert, click show to read: 


    Horse Archers, Heavy Spearmen, Phalangites, Numidian Archers, Libyan Skirmishers, Hillmen, Libyan Infantry, Heavy Scutarii, Archers


    Finally, I have been working on a small homeland feature. It is not finished, but it works. Basically, you and the ai factions will all get a small monument at the start of the game. This will provide significant bonuses to keep your faction alive and prosperous (especially early on!) if you lose your capital, you will be in severe trouble. However, taking AI capitals will also deal a crippling blow. Also, recruitment is much more expansive in your homelands. You will be able to field a professional army early on if you can manage your resources properly!

    Spoiler Alert, click show to read: 


    You can train every part of your army from your homelands


    Force Diplomacy Script
    This allows you to force any faction to accept any diplomatic offer you make to them. You can access this by clicking on the help button on the diplomacy scroll (the question mark in the top right corner) and then clicking on the "show me how" button when the advisor comes up.
    This option is included so that you can correct for certain weaknesses in the AI. Here are some suggestions for how this option can be used to make the game more realistic and more interesting:
    (1) The AI doesn't know when it's beaten. You can use this option to force a faction to accept a ceasefire or protectorate status when they have been beaten down to the point where you could crush them easily. My own house rule is that I can use this option when a faction has been reduced to three regions, I have their capital under siege, and I have enough forces available to crush them easily within a few turns.
    (2) The AI often doesn't know a good deal when it sees one. You can use this option to force the AI to accept an offer that is clearly to their advantage.
    (3) The AI won't keep an alliance, even with a reliable ally, and even when breaking the alliance would be foolish. If you want to role play a lasting alliance, you can use this option to keep the AI from staring wars that don't make any sense.
    If you do use this option it is a good idea to come up with sensible house rules, at the start of your campaign, that govern how and when you can use it. Your game will be a lot less fun if you use this option as a cheat to make the game easier.
    Peace with the Dead Script
    A faction will not form an alliance with you if you are at war with one of its allies. Unfortunately, due to a bug in RTW, this is true even if the ally has been destroyed. This script allows you to make peace with the dead, so that you can form alliances with the living.
    To activate this script (1) open the overview scroll, (2) go to the diplomacy tab, (3) click on the help button, and then when the advisor pops up (4) click on the show me how button.
    Other Features and Fixes
    Robbe fixed the radar map to look cleaner as well as some bugs in his vegetation.
    New Greek Standard Bearers
    Barbarians & Nomads now have recruitment up to level 4
    Forest Elephants only recruitable in African regions
    Night Raiders throw an Axe before charging
    New Cognomen traits for Roman Generals
    Naked Fanatics renamed to Gaesatae
    Iberian Infantry renamed to Caetrati
    Armored Hoplites renamed to Epilektoi
    Hillmen throw Javelins before charge
    Martial Law Building - helps improve public order, but at an economic cost
    Grain Imports and Exports - Boosts income, Exports can't be built and are in only settlements with the Grain resource
    All slingers are Ap
    Hepteres given to Carthage
    Gauls have a unique officer
    General Units have 0 upkeep
    Scythian Horse Archers fight with an axe instead of a knife now
    New General model for Scythia
    Updated Pontic General Skin
    Imitation Legionaries removed from Pontus and Armenia

    New Iberian barbarian standard
    Eastern Officers redone to look better
    Parthian Cataphracts have a better animation
    Legionary First Cohort now is better than Legionary Cohort
    Spoiler Alert, click show to read: 


    One of the new buildings, Grain Exports are rare and can't be built, but they do wonders for your economy!


    A lot has been put into this version so I would really appreciate it if I could get some detailed feedback on how the game plays. I will be testing and playing a lot over this next month, so the next release will contain many balances and adjustments.. as well as, New units!
    Thank you all who have been following this mod up until this point. It's been a lot of fun creating this!
    DOWNLOAD & INSTALLATION



    - 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.

    1. Download the mod
    2a. (Steam) Extract the files to your Rome Total War Alexander directory
    2b. (Disc) Extract the files to your Rome Total War Directory
    3a. (Steam) go to your library.. right click RTW Alexander.. select properties.. select launch options.. put in this: -show_err -mod:HRTW -noalexander
    3b. (Disc)Create a shortcut of your RTW Alexander exe file.. right click the shortcut.. select properties.. in the target line after everything insert this: -show_err -mod:HRTW -noalexander
    CREDITS
    Dimebagho - for the XGM mod, you not only enhanced the RTW game, you created a new one, developed a fun community and had fun doing so.. thank you!
    Suppanut - for your Ethnic Traits mod, it is so immersive and there are so many little details that enrich the game
    Robbe - for your constant support on your veggie mod
    BHL_20 - for your help with adjusting the traits to fit factions that weren't in XGM
    Korsakoff - for recoloring some really tough shields!
    RTRPE - for some amazing unit models

    Barbarians Revenge - for unit models
    Extended Cultures - unit model for Asturian Axemen
    AqD - for Hillmen model
    Europa Barbarorum - for inspiration on the Caledonian units
    Ferres - for the Modding Legions 1.3b pack (originally included in XGM)
    Paeninsula Italica - for the Punic Thureophoroi model
    unDa - Thracian Falxmen UI
    Lanjane - for some models, skins and UI (Iberian Spear Warband, Noble Falxmen, Thracian Thorakitai)
    Crazyroman - for feedback and testing

    Saul_Tyre - for feedback and testing
    Mausolos - for advice, historical research
    The Discord Community - for constant support

  6. #66
    Hoplite of Ilis's Avatar Domesticus
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    Default Re: ahowl11's VE Mod (Main Discussion) v14 XGM Final

    CTD - "failed to read censored word dictionary file: data/filter_san...."

    Happens upon Alexander start up...

    Disc version.

  7. #67

    Default Re: ahowl11's VE Mod (Main Discussion) v14 XGM Final

    Quote Originally Posted by Hoplite of Ilis View Post
    CTD - "failed to read censored word dictionary file: data/filter_san...."

    Happens upon Alexander start up...

    Disc version.
    Glad we were able to fix this!

  8. #68

    Default Re: ahowl11's VE Mod (Main Discussion) v10 Colonies, Temples & Recruitment

    I am sorry for answering too late, I was busy. The main problem of fast combat in Total War is that units being unable to hold positions for long. I was testing some custom battles using hellenistic units (espectially hoplites and other non-phalanx spearmen), hastati beats hypaspistai.... 3 words and pain. I think, you've made spearmen units too weak against basic infantry.
    Anyway in v14 seems cavalry got more lifetime and this is good.

  9. #69

    Default Re: ahowl11's VE Mod (Main Discussion) v10 Colonies, Temples & Recruitment

    Quote Originally Posted by Kartaen View Post
    I am sorry for answering too late, I was busy. The main problem of fast combat in Total War is that units being unable to hold positions for long. I was testing some custom battles using hellenistic units (espectially hoplites and other non-phalanx spearmen), hastati beats hypaspistai.... 3 words and pain. I think, you've made spearmen units too weak against basic infantry.
    Anyway in v14 seems cavalry got more lifetime and this is good.
    I see, I’ll have a look into the stats and make the elite spear units more lethal. Thanks for the feedback!

  10. #70

    Default Re: ahowl11's VE Mod (Main Discussion) v14 XGM Final

    It's great to see so much work still going into this, ahowl. I haven't been on Discord lately, but I'm planning to download and share some thoughts. Everything looks so clean and polished. Vanilla optimized, historical -- the way it should have been!

  11. #71

    Default Re: ahowl11's VE Mod (Main Discussion) v14 XGM Final

    Quote Originally Posted by Cyprian2 View Post
    It's great to see so much work still going into this, ahowl. I haven't been on Discord lately, but I'm planning to download and share some thoughts. Everything looks so clean and polished. Vanilla optimized, historical -- the way it should have been!
    Great to hear from you Cyprian! Hope you enjoy it and please do give me feedback to improve things!

  12. #72

    Default Re: ahowl11's VE Mod (Main Discussion) v14 XGM Final

    I still dont understand combat in the mod
    Cons:
    - Heavy cavalry (tested Parthians) can be easily wiped out by medium group of light infantry or even skirmishers in meele, and most importantly - how exactly cataphract can die from dagger of armenian archer in few seconds?
    - Combat overal too fast, units dying fast, losing morale fast, romans are just a killing machines literally.
    - Any type of thorakitai cant deal with principes and even hastati.
    - Battles feels more about killing as fast as possible without any interesting tactical elements.
    - Cavalry sometimes working just bad.
    - Spear units... eh...
    - Heavy armoured units with low killing rate (mostly hoplites) cant hold ground for several minutes against any medium/heavy infantry.
    - Whats wrong with slingers and archers shooting range? Why?
    Pros:
    - You managed to fix main problem of RTW - patchfinding. It still looks little buggy but it cant make me mad anymore, even cavalry can charge on the streets! Its amazing!
    - Cavalry is no more unstopable force.
    - Animations.
    - Hoplite phalanx formation.
    - Some minor changes.
    Bugs/technical problems:
    - Seems that some units have a lack of sprites (ex greek thureophoroi).
    - Some units have too low upkeep cost (ex thracian merc., Bastarnae)
    - CTD after 2-3 major battles.
    Questions:
    1. Will you adapt to your mod historical battles?
    2. Will you add a provincial campaigns (ex Ceasar in Gaul, or Augustine Principate, Punic wars...)? I am asking because campaigns are too fast to get Marian reforms when you are playing as non-roman faction.
    3. How soon new update?

    Also forgot to add that sieges became much more interesting, skirmishers of all types can properly support shock troops by shooting wall defenders, towers cant kill half of the army anymore!
    Last edited by Leonardo; January 30, 2020 at 04:56 PM. Reason: Posts merged.

  13. #73
    Leonardo's Avatar Reborn Old Timer
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    Default Re: ahowl11's VE Mod (Main Discussion) v14 XGM Final

    I thought this mod was for RTW and not for Alexander, but that doesn't matter since I haven't installed any mods in RTW or in Alexander. I admit, I don't even have Alexander installed, but that needs to change now.

    Anyway, I'll try this mod whenever I've some free time to spare. Thanks for sharing.
    Under patronage of General Brewster of the Imperial House of Hader.





    How to make Morrowind less buggy for new players - Of course every player may find it useful.

  14. #74

    Default Re: ahowl11's VE Mod (Main Discussion) v15 Rise of Empire, Medusa0, Balance & Fixes

    ahowl11's VE Mod v15 - Rise of Empire, Medusa0, Balance & Fixes
    Well, in case any of you were wondering.. yes, this mod is still alive. I simply was burnt out after v14 and wanted to take a few months off to enjoy other things in life. However, about midway through January, the itch to mod came back and I decided to kick off 2020 with a bridge release for the VE mod. In this mod, you will find about 30 amazing units between 3 different creators. Also, many if not all of the bugs and issues from the last issue have been addressed. With that, the AI have been balanced a bit better on the campaign, and units are a bit better in battle. Finally, (and we will see how this goes) units are going to be a bit cheaper (take vanilla prices and add $1k) with less upkeep and Mercs won't be as easy to hire! Before I get into everything with more detail, I just want to thank everyone who posted issues, questions and suggestions in the comments here, twc or in discord! I am very lucky to have you all following and assisting in development!

    Spoiler Alert, click show to read: 


    Samnite Infantry are just one of many units who had price and upkeep adjusted!


    I will start off with the main topic: prices and upkeep! I actually had a few reports that many liked it, however I think I went a bit too extreme and it made for the following: small garrisons that would lead to revolt, tiny ai armies, ai sitting back, a somewhat boring campaign. Now it's fun to micromanage your campaign, but when the enemy is stumbling aimlessly with small armies of skirmishers and militia, it becomes frustrating! So I heard your cries, and I witnessed the issues myself. Upkeeps are doubled from vanilla, and unit prices are vanilla but with $1k denarii added to keep it difficult. I experimented with peasants, putting them back to normal pricing, and the map was crawling with them! So they are back to 30 turns and 34k denarii to recruit!
    Another thing that was noticed and alarming, was 1) The amount of mercenaries available for hire and 2) how cheap they really were in comparison to factional units. They were basically equal in price, could be used immediately and sometimes were better units! Both player and AI had full stacks of mercs, so something needed to be done. What I did, was take out any 'generic' mercenary unit, that could be recruited by a faction. So only unique and powerful units remain. Also, they have been raised in price by 1k denarii, so none of them are equal to or cheaper than factional units!
    A small breakdown:

    Cheapest Factional unit: 1150; Most Expensive Factional unit: 2250; Lowest Merc: 2400; Highest Merc: 4000; Elephants: 1300-3900 (based on size of Elephant)
    Spoiler Alert, click show to read: 


    There now will be some thought before purchasing these Italic Mercenaries


    Next was the AI. There is a building, Martial Law, that caused many issues. Martial Law and Pacification are buildings that you can build that will basically take away any unrest in a newly conquered settlement, but at a steep economic cost to your nations economy. The AI isn't smart enough and just sees that it makes the local populace happy. So they build it everywhere, but it puts them in debt. The player then conquers their settlements and realizes he isn't economically gaining, but lacking. Even trade grinds to a halt! This has been fixed. You can still build Martial Law, but the initial building now takes 4 turns, costs 10k denarii, and won't yield the results it used to.. Pacification however still yields amazing results if its needed so it's worth getting to. The AI should be totally turned off from it, but if you happen to see it in your campaign 1) delete it as when it's present, you can't build temples and 2) report it to me, as my goal is for the AI to never build it!

    Spoiler Alert, click show to read: 


    Carthage won't be stuck in Africa anymore


    There were two factions who struggled in most campaigns, and they shouldn't as they were main players historically. First is Carthage. They will always handle Numidia, but get kicked out of Iberia and Sicily very qucikly and then just sit in Africa doing nothing until the Scipii start invading them. I made two small changes: 1) a landbridge is now present in the Gibralter so Carthage can effectively reinforce their Iberian settlements (AI resorts to naval transportation almost never). Also, Punic Thureophoroi join Town Militia in Tier1 Barracks recruitment. I was so sick and tired of fighting or seeing full stacks of Town Militia! My only concern now is Numidia, and if they can hold out. I basically let them have Desert Infantry at Tier 1 Barracks, and from T2-T5 give them and Numidian Javelinmen +1 exp. Let me know if they can resist, or if they still need help! Carthage hopefully will do much better.
    Second were the Gauls. Yes they are majorly spread out, but I want them this way as they really represent all of the Celtic nations. For them, I simply gave them 3 more settlements in Gaul to hopefully wake them up (before they would sit and do nothing) Bibracte, Avaricum, and Cenabum. Please give feedback on how they do!

    Spoiler Alert, click show to read: 


    This version, should hopefully see the aggressive Gauls of vanilla, instead of the passive Gauls of VE


    Battles have also been altered and adjusted. First, Hoplites no longer are cannon fodder, they instead pack a punch and aren't easily beaten. There were some stat issues that made them incredibly weak against swords. Second, most skirmishers won't destroy cavalry units, they had some bonuses that they shouldn't have had. Third no more weird charges from forever away. Vanilla charges are back in place for all infantry and missile units. Cavalry still charge from a long ways out. Cavalry should also lower spears, but I need feedback! Last, I have re-added the AI formations from Suppanut. These formations are Darth+Sinuhet, two innovators from back in the day. There shouldn't be any bugs, and I've heard great things about this AI!

    Spoiler Alert, click show to read: 


    Units Added from Rise of Empire



    Now for the units! I have been a fan of a small and relatively unknown mod since 2011, and I have never been able to officially release any of its content until now! The mod is Rise of Empire, and it was made by HK_Mars, a modder from China. It's in chinese and very buggy, but it has awesome looking units. I was able to go through it and pair it's units with historical units. Mausolos was very helpful in writing some descriptions. Here's a list of the new units! (In order in image above)

    - Thracian Kleruchoi; Numidian Legionaries; Numidian Noble Cavalry; Cretan Archers; Thracian Noble Cavalry; Persian Archer-Spearmen; Persian Axemen; Falxmen; Chosen Falxmen; Dacian Champions; Britannic Champions; Dacian Bodyguard; Gallic Bodyguard; Dacian Spearmen; Roman Deserters; Agrianian Javelinmen; Allied Phalangites; Hoplites; Illyrian Cavalry; Companion Cavalry; Syracusan Cavalry; Thracian Infantry; Trallian Guard
    Spoiler Alert, click show to read: 


    Units added from Medusa0 and Lanjane



    These next units are done by a very well respected member in the RTW community who released a cumulative patch of his works in January. His name is Medusa0 and I have always liked his works. Most of his works are unit enhancements, which have also been added. Also, some of these units you might recognize from the early days of VE. They are original VE units made by Lanjane that I have brought back. Slowly but surely they are all coming back! Here are the units:
    Agrianian Archers (uses old Cretan Archer model); Pikemen; Scythian Chosen Archers; Sword Masters; Gaesatae Mercenaries; Celtic Axemen; Scythian Cavalry; Night Raiders
    Unit enhancements by Medusa0 (pictures included in image gallery):
    - Cilician Pirates wield Dual Axes and throw Harpoons
    - Cataphracts have updated look, longer lances (that aren't blue!) and maces
    - Chosen Archers (Dacian) have longer bows and longer swords
    - Scythian Nobles have a longer Kontos lance
    FIXES AND CHANGES
    Finally, here is a list of all the fixes. Thanks to Nicosar and Kaiser from the discord for their amazing and detailed feedback, as well as everyone else in the comments from twc and here at moddb!
    - Sprite issues checked, confirmed and or fixed (no more random ctds with Gauls)
    - Roman General confirmed to be recruitable
    - Martial Law fixed and tamed (hopefully)
    - Upkeeps all fixed and made new
    - Britons Temples confirmed to be working
    - No errors when facing Parthia or Pontus, playing as Armenia
    - Landbridge added between Spain and Africa
    - Greek Pikemen for Egypt have texture now, no more CTD
    - Spear units (mainly hoplite style) fixed and made to be as they should
    - Marian infantry can now be recruited
    - Illyrian Cavalry given proper texture
    - Halicarnassus, Corduba, Atuatuca and Orestia shouldn't have a missing port anymore (Orestia landlocked now)
    - Romans now are not severely OP in auto resolve
    - Gauls given Bibracte, Avaricum and Cenabum to last longer and be more aggressive
    - River Crossing added between Vienna and Massilia
    - Peltasts tier1 for Greek Cities, Heavy Peltasts tier2
    - Heptere/Decere have stats that make their recruitment more reasonable and accurate
    - Paeonian Cavalry now have proper unit size
    - Environment fixes and enhancements from Robbe
    DOWNLOAD & INSTALLATION


    - 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.

    1. Download the mod
    2a. (Steam) Extract the files to your Rome Total War Alexander directory
    2b. (Disc) Extract the files to your Rome Total War Directory
    3a. (Steam) go to your library.. right click RTW Alexander.. select properties.. select launch options.. put in this: -show_err -mod:HRTW -noalexander
    3b. (Disc)Create a shortcut of your RTW Alexander exe file.. right click the shortcut.. select properties.. in the target line after everything insert this: -show_err -mod:HRTW -noalexander

    CREDITS
    - HK_Mars of Rise of Empire for the units and unit cards
    - Medusa0 for his units and unit cards
    - Lanjane for his units and unit cards

    - Mausolos for unit descriptions

    - Suppanut for coding advice and his ai formations
    - Robbe for continual work on the environments to make sure there aren't bugs and crashes
    - Nicosar, Kaiser and everyone else who follows this mod for the bug reports, suggestions and questions!
    - Discord Community for continually growing and showing us that RTW is still alive and well!

  15. #75

    Default Re: ahowl11's VE Mod (Main Discussion) v15 Rise of Empire, Medusa0, Balance & Fixes

    The download link is dead, both here and on moddb page, no link appears when I scroll my mouse cursor on "download now" image.

  16. #76

    Default Re: ahowl11's VE Mod (Main Discussion) v15 Rise of Empire, Medusa0, Balance & Fixes

    Quote Originally Posted by Vesko View Post
    The download link is dead, both here and on moddb page, no link appears when I scroll my mouse cursor on "download now" image.
    https://www.moddb.com/mods/ahowl11s-...-balance-fixes

  17. #77

    Default Re: ahowl11's VE Mod (Main Discussion) v15 Rise of Empire, Medusa0, Balance & Fixes

    Dear ahowl11,

    I do want to try your mod but I don't understand really how to install. I am an avid and long time player of TW (since the first MTW in fact, back to the 1990s) but a total noob wrt IT. Could you be more specific and clear on how to make it work? The target line of the shortcut for ALXTW reads for me "D:\Documents D\Total War Disks\RomeTW-ALX.exe" and if I insert your text i.e. -show_err -mod:HRTW -noalexander after it just doesn't work. I am convinced I have to do other things than just paste into my Rome TW folder the downloaded HRTW one... but I don't know what

    Thank for your help,

    FFJean

  18. #78

    Default Re: ahowl11's VE Mod (Main Discussion) v15 Rise of Empire, Medusa0, Balance & Fixes

    Quote Originally Posted by FFJean View Post
    Dear ahowl11,

    I do want to try your mod but I don't understand really how to install. I am an avid and long time player of TW (since the first MTW in fact, back to the 1990s) but a total noob wrt IT. Could you be more specific and clear on how to make it work? The target line of the shortcut for ALXTW reads for me "D:\Documents D\Total War Disks\RomeTW-ALX.exe" and if I insert your text i.e. -show_err -mod:HRTW -noalexander after it just doesn't work. I am convinced I have to do other things than just paste into my Rome TW folder the downloaded HRTW one... but I don't know what

    Thank for your help,

    FFJean
    It needs to read something like: “C/Games/Rome Total War“ -show_err -mod:HRTW -no alexander

    If you could post some screen shots of your installation that would help a lot. Thanks

  19. #79

    Default Re: ahowl11's VE Mod (Main Discussion) v15 Rise of Empire, Medusa0, Balance & Fixes

    Dear ahowl,
    Thank you very much for your answer.
    I’ll try tonight and let you know.
    Best regards,
    FFJean

  20. #80

    Default Re: ahowl11's VE Mod (Main Discussion) v15 Rise of Empire, Medusa0, Balance & Fixes

    Dear ahowl,

    I do not understand how to make it work. Attached is a screenshot of my installation.
    The text pointing to the target of my shortcut reads like this:

    "D:\Documents D\Total War Disks\CD TW\RomeTW-ALX.exe" -show_err -mod:HRTW -no alexander

    And it doesn't work. Answer is: "failed to read censored dictionary file".

    I am lost, if you can help, many thanks in advance.

    FFJean
    Attached Thumbnails Attached Thumbnails Screenshot.png  

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