I added that faction for my submod. On the main EBII there are still two remaining faction slots. In fact, I still want to use the other to add another faction but its hard to modify all the other files (there's a lot to add). Still, this faction is there mainly to stop the Pritanoi from conquering the continent and there's pretty much no additional content for the faction.
Last update before the next patch.
Watchtowers have been replaced by the Colony which your General will be able to establish by paying a good amount of money.
This improves the role-play of the campaign as well as changing the watchtower mechanic which doesn't make much sense historically, as it is.
I'm still thinking about how much should cost to establish a Colony.
Some pics:
This looks very good. Something to think about, a few years ago b0gia had a mod which replaced all the watch towers with villages for all cultures. They were much smaller in size to the colony you have which looks as large as a city, b0gia's were just a little bigger then the watchtower iirc. Just something to consider, looking forward to your release.
Question. Is this just an aesthetics change or does it change the mechanic itself? You mention that the watchtower mechanic itself doesn't make much sense but from the pics it doesnt seem this would be much different (although looking much better, that I agree).
If its just a reflavoured watchtower though, it would have to be much cheaper so anyone uses it without been rich. I already hardly ever use those as is. Does AI even use them? I dont think I have ever seen it.
We will either find a way, or make one.
It's pretty much a reflavoured watchtower but the goal is also to increase the importance of the spy agent which will be much more important on the next version, thanks to a great idea from Erken.
I had this idea after my last big playtesting, but hopefully Mike Golf will be able to test that mechanic for me.
If you are interested in this submod, send me a message, I want to test to see if it works without any issues on the patched version without releasing it in public first.
Eager to get to grips with your sub-mod. There is no reason why it would not work in hotseat campaign is there?
Here is the link for my submod: https://drive.google.com/drive/folde...-W?usp=sharing
This is not the latest version, if you want the most updated one (with more stuff like units and scripts) send me a message and I will share it with you.
Please share your feedback, especially if anything goes wrong so that I can fix it. This won't be savegame compatible!
I really recommend that you do a backup of your files, especially of the campaign script file.
IMPORTANT: Before downloading this submod, please download and install Roma_Victrix music submod:https://www.twcenter.net/forums/show...or-EB-II-v-2-3
Credits:
- Exalted African Infantry unit models and textures from Wermez, Alondite, Paleologos and overall inspiration from Roma Surrectum and Rome Total Realism VII
- Priest, Merchant and Princess agents idea from YourMadDoc Agents Revived submod - textures and models from De Bello Mundi
- Carthaginian new strap map textures for Generals from De Bello Mundi
- Integrated Crimson Tide Blood textures submod for EBII
- Some new ancillaries, units pics and buildings UI come from Hannibal ad Portas mod for RTW
- A lot of the new portraits as well as some events and buildings pics come from Leoni When Worlds Collide submod for Roma Surrectum II
- Some buildings UI (Minor Temples) come from Rome Total History mod by Philadelphos
- 3 portraits are from antiochos_hierax, a good number of portraits also come from Thg170 and Mike Golf work.
- Battle formations from YourMadDoc as well as most of the new agents traits
- Some great scripts and traits were done by Erken such as the epidemy script. The sieges script was an original idea from Erken that I adapted and modified according to my own tastes.
- Diplomacy interface changes (courtesy of Erken with other small changes made by me).
- Unique Mercenary Recruitment Inside Forts script by Jadli
- Teobec Strat models for Carthage - Thanks Miszel for porting the models from RTW to M2TW
A special thanks to Wermez, Quintus, Trarco, Adanligum, Gigantus, Alondite and all the other modders that help me on this project!
Is this compatible with the newest R3.5? I've been wanting to try out this for a while, it looks amazing.
What is the difference in traits between the two Numidians? Is the current version for download add anything past the Nubian rebel spawning, Hannibal/Hamilcar, and the new portraits?