Narnia - Fall of Telmar Submod(https://i117.fastpic.org/big/2022/0509/58/392471bd90af820da7839a620f0b6c58.jpg)
by Imperial Community
Imperial community presented a new submod for the Narnia TW project - Fall of Telmar.
So, it's time to post our Imperial build of the famous foreign mod - Narnia Total War.
I talked about this assembly back in 2021. I still remember discussing it with Haktar and Okzersal. We can say that this is Imperial version of the Narnia mod. Of course, the original project was great and hardcore. But one thing was missing in it - proximity to films and to the medieval atmosphere. Now the situation has changed! Now this is the real Narnia!
Let me remind you that the original author of the mod is Jubal_Barca. Many thanks to him for permission to this submod.
The project was attended by: BagaturKhan (author of the idea, author of many innovations of the submod), Blad398 (consultant, adviser), Vladimer (3d modeler), Frei von Zorgen (author of 3d improvements for Telmar axes) and of course Haktar (moral and spiritual support ).
Huge thanks to VIR, Okzersal, Solon de Athenas, Aguguss and Knut for both support and help with porting (Aguguss especially!).
Thanks to our ukrainian and russian friends!
The gameplay of the mod is left close to the original project. But what exactly has changed?
- Added a large number of new units
(The following factions are mainly involved - Telmarine Narnia, the Kingdom of Old Telmar, the Dictatorship of Korali, the Kingdom of Archenland, the Kingdom of Narnia, the Kingdom of Terebinthia, the Lone Islands, the Barbarians of the North)
- Telmarine units, close to the movie "Prince Caspian", from Vladimer and axes from Frei von Zorgen are worth a separate conversation
- New loadscreens from the movie "Prince Caspian"
- Fixed bugs with various units. For example, Munesha's hoplites can now form into a good phalanx
- The army of the Lone Islands has new officers, a model from Vladimer
- Added elements of nature and water from Roma Surrectum II, as well as new lights
- The giant army has been strengthened from the start. Now you can arrange a full-fledged invasion of Narnia from Harfang
- Weakened "cheat" units such as Kraken or Serpent. They can now be defeated with a good fleet
- Balanced all playable factions from the start
- Increased the level of loyalty in cities. This was done to avoid uprisings from turn 20-30.
(After all, it's unheard of for Narnians to massacre rebellious cities and slaughter 15,000 of their own.)
- Many more minor edits and fixes that I don't remember
Screenshots:Spoiler
(https://i117.fastpic.org/big/2022/0509/25/6fd1e24dbbe45624827864f97ba6c825.jpg)
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(https://i117.fastpic.org/big/2022/0509/30/60e7a6e472b3e90271d6438307488b30.jpg)
Download link:https://cloud.mail.ru/public/Z4pj/nhE94h8B4
https://drive.google.com/file/d/1lr8BuWaguLQ_X3sPW09UuE1V1mrcYRcg/view?usp=sharing
Its already have Narnia TW installed. So you don`t need to install latest version of original mod.
Its a switch-mod for Rome 1.5
Credits:
- Jubal_Barca
- Exilian Community
- People from the submod team and support
- TWcenter community
- VIR (3d)
- KLA (3d parts)
- My friends from TW communities
Nice to see this released finally! I hope I'll get a chance to test it soon :) :knight:
Thank you, Jubal! Yours project is great!
as we spoke in Disc, i have posted the mod file in Moddb Downloads and called it as Unofficial submod
https://www.moddb.com/mods/narnia-total-war/downloads/narnia-fall-of-telmar
Looks cool. Is this for Rome or Rome Remastered?
Thank you! And Thanks Jubal at first! Its his project! We made only the submod )))
Its for Rome1 classic, no remaster )
Cry face emoji
There is no Narnia project for RR.... just for now. Maybe in future, someone will make it )
I've not looked into how easy modding RR is - it has somewhat higher poly graphics right? So the old models might not hold up that well for looks.
Yeah I'm pretty sure that's the case. Some mods that have just been straight ported over really don't look great.
In terms of ease of modding, from what I've heard it's been made very mod friendly, with a lot of the hard coded limitations removed. Lots of possibilities, but I think these limitations were only removed relatively recently so not so many mods have made use of them yet as far as I can tell. But I don't really know, I just watched some YT videos
Yeah. I mean part of the reason I could crank out things like Narnia TW and WHTW was based on being able to do a lot of janky reskins of things quite effectively, whereas to get them looking good for RR I'd need a modeller doing a LOT of work, and there just don't seem to be the people up for that kind of stuff hanging around nowadays.
Small fix for Lone Islands and sea monsters
(install it if you want to rule the sea calm, without creatures of evil)
Inspired by the Chronicles of Narnia The Voyage of the Dawn
Fix changelog:
- Increased a bit forces of the Lone Islands faction
- Lone Islands generals unit is a bit tough
- Muneshi hoplites have normal phalangists line
- Kraken and Serpent much more weak, you can defeat them by Caravellas of the Lone Islands
(Caspian and 'The Dawn' team destroyed it, why player can`t repeat his battle? ha ha)
https://disk.yandex.ru/d/cejuSUSRc9fWvA
Download link
Install to Fall of Telmar version/data and overwrite the file.
Its only one export_descr_unit.txt
Credits:
- Jubal and Narnia TW Mod team (as always)
- other people, who are in the list of credits
I can't figure out how to install it, I tried the way for the standard mod.
Hi there, welcome to Exilian!
What version of Rome: Total War are you trying to install it on? Could you attach a screenshot of where you put the mod files in the file system, and the command line of the shortcut you're using? This might help identify the problem :)
And when you say you tried the way for the standard mod - does that mean you got regular Narnia TW working okay just without this submod?
I just copied the video by Celtic Warband, same video I used to install the standard mod, I've been playing the standard mod for a few weeks
trying to send the screenshot
https://docs.google.com/document/d/1gnKm-V7tV5oOhwyn-xXN9mnW9HfilFwtCcUNOXTpXOE/edit?usp=sharing try this
Thanks. Nothing obviously wrong there. What does it look like inside the Narnia_Fall_Of_Telmar folder? Looking at the files for this it looks like it's been double-zipped, it's a 7zip inside a rar for some reason (I didn't make this submod!) Did you definitely unzip both levels?
I added a screenshot of the inside of the fall of telmar file.
I still have the standard mod installed, do I need to remove it?
Oh that's weird. If there's only the preferences and saves folders in there then that's definitely wrong, immediately inside the mod directory there should be a data folder etc, like this:
(https://i.imgur.com/dqWb4mP.png)
You shouldn't need to remove the standard mod, I don't think.
I reinstalled and retried, same result, but I took more screenshots of the files inside the reinstalled mod, I put them in the doc, in order.
So I think that last shot with the shortcut and the ico is what should be unzipped and inside the *top* level of the modfolder (that is, that's what you should see immediately inside the Narnia_Fall_Of_Telmar folder).
how do I move the files up?
First, unzip/decompress that Narnia folder (the one where it says "Compressed Archive" next to it).
Then, go into the resulting unzipped directory, down to the level you can see in the last screenshot. Select everything, then copy, then paste it into the higher level Narnia_Fall_Of_Telmar folder. That should work.
I put in 2 more screenshots to show what it looks like now, still doesn't work.
is it an issue with the file name in the target perhaps?
Your files still seem not to be in the right place: the last screenshot in your file doesn't have a data folder in its next level (and it's the data folder that contains most of the necessary, well, data for the mod).
tried to fix it, added 3 screenshots showing the new setup, retried, failed. I saw that BagdurKahn hasn't logged in in a couple of months, any idea when he'll be back? This is his brainchild after all.
Not sure, he tends to appear every few months rather sporadically, I can try and poke him on Discord.
I'm sorry I don't seem to be explaining this well, in any case. What it looks like to me is that you have the following file structure:
Narnia_Fall_Of_Telmar/Mod/Narnia/Data etc
Whereas all the stuff that's currently in Narnia_Fall_Of_Telmar/Mod/Narnia, including but not limited to the data folder, needs to be moved up to the top level in Narnia_Fall_Of_Telmar. Just selecting it all and pasting it two levels up should work: I think if you do that then your original shortcut should work fine.
That worked until I tried to play a custom battle, at which point I got 2 error messages (screenshots added) and it crashed. I tried it twice. One thing that might have to do with it is during the copy/pasting of the files it asked if I wanted to replace files with the same name and I said yes.
OK, if we have it booting up then that's progress. It looks unfortunately like the mod is set up to have a toplevel folder named Narnia. So if you do the following:
- First rename the "vanilla" original "Narnia" mod folder to "Narnia_Vanilla"
- Rename "Narnia_Fall_Of_Telmar" to "Narnia"
Then you can use the same shortcut you used for the original Narnia TW and it should work fine. Just swap the folder names back around again if you want to play the origina mod version.
It looks like it's working, my computer is having a couple of issues, so I haven't been able to finish all my tests.
It's freezing, but I think it's my computer.
I added one more screenshot to show an issue, the game screen is weirdly small.
Quote from: Littlefinger on August 06, 2025, 11:50:03 PMI added one more screenshot to show an issue, the game screen is weirdly small.
Go into the shortcut and remove the -ne, that's the bit that triggers that window mode thing.
It worked, the submod in general seems perfect, thank you
Glad it's working - hope you enjoy the mod :)
I do, thanks again