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Thread: [Released 29.02.20] Hellenistic Legacy version 1.03

  1. #1
    Lanjane's Avatar Artifex
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    Default [Released 29.02.20] Hellenistic Legacy version 1.03



    New version 1.03 for Barbarian Empires: Hellenistic Legacy is released! Main download link on ModDB updated

    It has been a long time since crazyroman and me released a standalone addon Barbarian Empires: Hellenistic Legacy.
    Time to change this! The new version contains all the nice additions from Lanjane's Barbarian Empires 1.04 and WIP 1.05, and also offers tons of its own benefits, such as overhauled AOR and economy, carefully thought-out additional provincial campaign, wooden walls from DTW, culture system known from XGM, lots of new units and lots of other improvements!

    Main download link
    : Hellenistic Legacy 1.03

    This is a fully modfoldered mod working on RTW-ALX.exe only. Installation is simple: copy NL_2 modfolder to Rome - Total War folder, and run the provided NL_2/Start Hellenistic Legacy.bat file to run the mod.
    It is HIGHLY recommended to install music addon Rome: Total Music to have the best experience playing this mod. Link to the download and installation instruction is here: Rome: Total Music
    The new version is not savegame compatible with previous release saves.


    Full changelog is listed below, describing all the improvements since latest release 05.06.19

    New wooden walls from DTW!
    - Instead of the 2nd vanilla tier walls now there are the new DTW wooden walls with siege engines etc. Note: Thanks to Suppanut for helping out with this.
    - Stone walls and large stone walls now look different for some cultures.
    - Last tier epic stone walls have been removed.

    Other new features:
    - Added full support of "religion" from BI as a cultures mechanics (seen in other mods like XC, XGM, DTW and others)
    - Added various traits related to culture/religion mechanics and colony buildings which allow converting to your culture
    - Added RTWE provincial campaign from Lanjane's Barbarian Empires, with a new culture system fully implemented and improved garrisons diversity!
    - Added complex mechanics based on trade and taxes global bonuses and penalties (described in article on ModDB here: Trade Hubs and new economy mechanics
    - Added new recruitment mechanics where multiple buildings are required for recruiting units. See more here: Colony Recruitment feature in Hellenistic Legacy
    - Added various new buildings: Granaries, Tribal/Elder Council, Trade Hubs, Recruitment Phases based on colonies etc.
    - Added info in building descriptions about additional factionwide capabilities
    - Shortened battle UI tooltips

    New units:
    - Mercenary Indo-Greek Hoplites (available for everyone in India)
    - Mercenary Indian Archers (available for everyone in India)
    - Mercenary Noble barbarian swordsmen (available as AOR in various places (Gaul, Galatia etc)
    - Baktrian Agema Hoplites (Baktria)
    - Aetolian Cavalry (available to Greek, rebels, Macedon, Thrace)
    - Thracian Noble Cavalry (Available to Thrace, rebels)
    - Celtogermanic Cavalry, heavy skirmisher cavalry for Gauls, Germans, Dacia, Thrace, Britons, Celtiberians, Romans (as auxiliaries) and rebels
    - Illyrian Infantry (available to Greek Cities, Rebels, Thrace, Macedon, Gauls, Dacia)
    - Illyrian Brigands (available to Greek Cities, Rebels, Thrace, Macedon, Gauls, Dacia)
    - Illyrian Hoplites (available to Greek Cities, Rebels, Thrace, Macedon, Gauls, Dacia)
    - Hellenothracian Phalangitai (Thrace)
    - Mercenary Indian Elephants (available to everyone in India)
    - Machimoi Thureophoroi (replacing Nile Pikemen, available to Seleucids, Egypt, Macedon, Numidia, Greeks, Rebels, Carthage)
    - Gandharan Cavalry (mercenary unit, available to everyone in India)
    - Thracian Noble Falxmen (available to Thrace and Rebels)
    - "Eastern" levy phalangitai with outdated equipment - old style phrygian helmet. Available in the east
    - Levy Slingers (germanic militia unit, available to Germans and Rebels)
    - Scutarii Spearmen, AOR infantry unit available for Spain, Carthage, Numidia, Gauls, roman factions, free peoples and Greek Cities
    - Getic skirmishers, AOR peltast unit available to Dacia, Thrace, Scythia, Germans, Pontus, free peoples
    - Syrian Spearmen, AOR infantry unit available for Seleucid, Carthage, Egypt, Pontus, Armenia, Parthia, Numidia and free peoples
    - Tribal Spearmen (Numidia, Rebels)
    - Tribal Clansmen (Numidia, Rebels)
    - The Peltasts (Macedon)
    - Agema of the Peltasts (Macedon)
    - Hypaspists (Baktria, Egypt)
    - Argyraspid Thorakitai (Seleucid, replacement for Silver Shield Legionaries)
    - Gaetulian Infantry (Numidia, Rebels)
    - Garamantine Infantry (Numidia, Rebels)
    - Tribal Spearmen (Numidia, Rebels)
    - Tribal Clansmen (Numidia, Rebels)
    - Desert Tribesmen (mercenaries)
    - Machimoi Archers
    - Machimoi Infantry
    - Ionian Hoplites
    - Epilektoi Hoplites
    - Greek Colonists Militia
    - Samnite Spearmen (mercenaries)
    - Samnite Warriors (mercenaries)
    - Desert Tribesmen (mercenaries)
    - Pergamene Hetairoi (mercenaries)
    - Aspidophoroi Hetairoi
    - Hemithorakitai
    - Meroite Guard
    - Noble Swordsmen (Gaul)

    Bugfixes:
    - Fixed bug with Gandharan Cavalry appearing in armies of eastern rebels in campaign
    - Fixed minor bug with the recruitment of Legionaries
    - Fixed a few issues with Suppanut's battle formations
    - Fixed missing voice for Illyrian Brigands
    - Fixed bug with regular arrows making damage to siege engines
    - Fixed bug with villages in campaign where wrong rebels and culture were set
    - Rendered correct sprites for carthaginian light officer (scutarius officer)
    - A couple unit description fixes

    Balance/Gameplay Tweaks:
    - Complete overhaul of AOR for units, with all region requirements carefully handpicked by crazyroman, now unit recruitment makes much more sense!
    - Removed early bodyguards from all factions, now they all use late ones (due to it was unfair to make non-roman factions have to rely on roman reforms)
    - Better AI of archers (they now have lower attack but AP attribute, so they take highly armored targets as a priority now, not avoid them like it was before)
    - Better attack of archers
    - Better attack, mass and anti-mount bonuses of phalanx units
    - Rebalanced armor values to more accurately represent actual unit looks
    - Gastraphetes units now use animation from BI (weapon in right hand) and are slightly more effective
    - Improved stamina of all units so they won't become tired so quickly now
    - Decreased heat penalties for units
    - Faster generals horses and heavy horses
    - Fixed scorpions not shooting bug
    - Removed a lot of cheap bonuses from buildings to make campaign harder
    - Added a lot of new rebel unit types and assigned AOR recruitment of these units to slave faction
    - Scythian female units now have skin variants for Germans, Britons and rebels. Those factions can recruit them in eastern part of the map, and at the last tier of military buildings recruitment becomes unlimited (AOR units become regular ones). This both makes higher tier military usable and solves the issue of replenishing losses of your units in late game.
    - Some barbarian factions now share units from neighboring barbarian tribes as AOR options. For example: Falxmen, Noble Falxmen, Dacian Warguard, Getae Horse Archers now available to Germans if they conquer Dacia
    - Higher cost for ports
    - Balance overhaul for ships
    - Tweaked costs for some units
    - Rebalanced shield values for all units to improve battle balance
    - Rebel faction renamed to Minor Civilizations, added a new faction symbol for them
    - Scythian Guard unit now throws javelins and uses axe in melee
    - Added rebel versions of: Scythian Guard, Eastern bodyguard cavalry, Scythian bodyguards
    - Added Greek Cities version of Thorakitai unit
    - Added Seleucid version for Syrian Infantry
    - Improved diversity of some rebel armies appearing in the campaign
    - Adjusted the stats of Legionaries, First Cohort Legionaries and Armored Legionaries to be different correctly
    - Adjusted upkeep of some units in campaign
    - Removed various units to keep rosters more compact and historical
    - Overhaul of Garamantine Warriors (changed unit class, added visible javelins)
    - Overhaul of Cretan Archers and added small shield
    - Overhaul of Samnite Mercenaries (Samnite Warriors). Added javelins and bigger shield
    - Overhaul of Greek Archers (added small shield)
    - Overhaul of Chosen Archers (now 3 different units with different stats, looks and availability)
    - Added longshield skirmishers for other barbarians, not just Dacia

    Cosmetic Changes:
    - Improved quality of a lot of existing units skins, UIs and models
    - Adjusted models for post-marian roman soldiers, including various small tweaks and improvements like better swords, shoulderpads etc.
    - Improved models of Hoplites, Militia Hoplites and mercenary Thorakitai
    - New civilian models/skins for battlemap view of the settlements
    - Fixed some minor issues with models and skins
    - New look for Elite Skirmishers (Dacia)
    - New look for Armored Legionaries
    - New look for Legionary Cohort
    - New look for Legionary First Cohort
    - New look for Triarii
    - New look for Hastati
    - New look for Vigiles
    - New look for Praetorian Cohort
    - New look for greek heavy peltasts (Euzonoi)
    - New look for Celtic Essedae (chariots)
    - New look for Merc Phalangitai
    - New look for Seleucid Silver Shield Agema (Argyraspid Thorakitai)
    - New look for Greek Epicletes
    - New look for Pontic Bronze Shields
    - New look for Ptolemaic Basileus Agema
    - New look for Auxiliary Archers
    - New look for barbarian warlord for Britons, Gauls, Rebels
    - New look for hellenistic bodyguards
    - New skins for carthaginian light officer (scutarius officer): romans, Greeks, Gauls
    - Thracian musician officer for thracian units
    - Improved model of greek officer (greek captain), fixed shield clipping issue
    - Fixed some minor issues with models and skins
    Last edited by Lanjane; March 02, 2020 at 06:34 AM.
    Don't run too far, you will have to return the same distance.
    - Biblical Proverb
    Nobody will try to figure it out if you are made of glass or of metal. They'll treat you the same way.
    When you show your strength, you'll find a company of those who want to steal it from you, but your weakness, you'll be all alone with it.

    - Winter Voices

    Lanjane's Barbarian Empires * Barbarian Empires: Hellenistic Legacy * Extended Cultures V * Rome - Total Realism 8 * Lanjane's Mini-Workshop * Vanilla Enchancement mod * Rome: Total Music


  2. #2
    Lanjane's Avatar Artifex
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    Default Re: [WIP] Hellenistic Legacy patch 1.03

    Examples of rebel garrisons diversity of RTWE campaign, carefully picked by crazyroman:

    Darioritum
    Spoiler Alert, click show to read: 

    Epidamnos
    Spoiler Alert, click show to read: 

    Nicomedia
    Spoiler Alert, click show to read: 

    Ascaucalis
    Spoiler Alert, click show to read: 

    Kallatis
    Spoiler Alert, click show to read: 

    Haomavarga
    Spoiler Alert, click show to read: 

    Massilia
    Spoiler Alert, click show to read: 
    Don't run too far, you will have to return the same distance.
    - Biblical Proverb
    Nobody will try to figure it out if you are made of glass or of metal. They'll treat you the same way.
    When you show your strength, you'll find a company of those who want to steal it from you, but your weakness, you'll be all alone with it.

    - Winter Voices

    Lanjane's Barbarian Empires * Barbarian Empires: Hellenistic Legacy * Extended Cultures V * Rome - Total Realism 8 * Lanjane's Mini-Workshop * Vanilla Enchancement mod * Rome: Total Music


  3. #3
    Lanjane's Avatar Artifex
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    Default Re: [WIP] Hellenistic Legacy patch 1.03

    Some more features from the upcoming patch

    DTW wooden walls
    Spoiler Alert, click show to read: 
    Don't run too far, you will have to return the same distance.
    - Biblical Proverb
    Nobody will try to figure it out if you are made of glass or of metal. They'll treat you the same way.
    When you show your strength, you'll find a company of those who want to steal it from you, but your weakness, you'll be all alone with it.

    - Winter Voices

    Lanjane's Barbarian Empires * Barbarian Empires: Hellenistic Legacy * Extended Cultures V * Rome - Total Realism 8 * Lanjane's Mini-Workshop * Vanilla Enchancement mod * Rome: Total Music


  4. #4

    Default Re: [WIP] Hellenistic Legacy patch 1.03

    Wooden walls look nice

  5. #5
    crazyroman's Avatar Artifex
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    Default Re: [WIP] Hellenistic Legacy patch 1.03

    Thanks Scrumpy

  6. #6
    Lanjane's Avatar Artifex
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    Default Re: [WIP] Hellenistic Legacy patch 1.03

    Added various relevant things to changelog. Added links to Moddb articles written by me and crazyroman.
    Don't run too far, you will have to return the same distance.
    - Biblical Proverb
    Nobody will try to figure it out if you are made of glass or of metal. They'll treat you the same way.
    When you show your strength, you'll find a company of those who want to steal it from you, but your weakness, you'll be all alone with it.

    - Winter Voices

    Lanjane's Barbarian Empires * Barbarian Empires: Hellenistic Legacy * Extended Cultures V * Rome - Total Realism 8 * Lanjane's Mini-Workshop * Vanilla Enchancement mod * Rome: Total Music


  7. #7

    Default Re: [Released 29.02.20] Hellenistic Legacy version 1.03

    Hi! What's the difference between Imperial campaign and provincial campaign besides the campaign map? I looked at them and some cities are gone and some cities have different names. Am I missing something else? And also the Marian reform requirement is still the same, right? Build an Imperial Palace in Italy right?

  8. #8
    Lanjane's Avatar Artifex
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    Default Re: [Released 29.02.20] Hellenistic Legacy version 1.03

    Quote Originally Posted by nemesisvsbrad View Post
    What's the difference between Imperial campaign and provincial campaign besides the campaign map?
    Hi! Sorry for late reply. There aren't any differences besides geography and settlement composition. Some like Mundus Magnus map, some like RTWE map.

    Quote Originally Posted by nemesisvsbrad View Post
    Marian reform requirement is still the same, right? Build an Imperial Palace in Italy right?
    Correct.
    Don't run too far, you will have to return the same distance.
    - Biblical Proverb
    Nobody will try to figure it out if you are made of glass or of metal. They'll treat you the same way.
    When you show your strength, you'll find a company of those who want to steal it from you, but your weakness, you'll be all alone with it.

    - Winter Voices

    Lanjane's Barbarian Empires * Barbarian Empires: Hellenistic Legacy * Extended Cultures V * Rome - Total Realism 8 * Lanjane's Mini-Workshop * Vanilla Enchancement mod * Rome: Total Music


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