Exilian

Exilian Projects => Mods, Maps & Game Add-Ons - The Bazaar => Total War Mods - The Engineer's Shed => Topic started by: ahowl11 on August 15, 2018, 03:45:28 AM

Title: ahowl11’s Vanilla Enhancement Mod
Post by: ahowl11 on August 15, 2018, 03:45:28 AM
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 (click to show/hide)

 2.0
 
Spoiler (click to show/hide)

3.0
 
Spoiler (click to show/hide)

 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!
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: comrade_general on August 15, 2018, 02:37:44 PM
Looks great man, nice work!
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: Jubal on August 17, 2018, 05:26:47 PM
Neat :) Are you keeping the vanilla three-family system for the Romans intact on this one?
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: korsakoff on August 17, 2018, 07:15:24 PM
Good stuff on a first release. HRTW still lives!!  ;D
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: ahowl11 on August 19, 2018, 06:04:32 PM
@jubal I initially wanted to yes.. but my original plan back in 2011 was to have one Roman faction which was a combination of all families so they’d still be a powerhouse, and then turn the Brutii into Nabataea, Scipii into Illyria and Senate into the Bosporan Kingdom. That original plan is starting to sound really good again haha
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: comrade_general on August 19, 2018, 06:06:52 PM
Did those images work ok for you then, howler?
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: ahowl11 on August 20, 2018, 03:12:01 AM
Yes sir! I readjusted the peasants a bit but yes they are great especially the Royal Pikemen
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: ahowl11 on August 20, 2018, 08:20:14 AM

ahowl11's VE Mod v2 - Egyptian Makeover
 RELEASE
 
 
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 (click to show/hide)

 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 (click to show/hide)

 - 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 have shirts!
 - Historical Battle of Raphia updated to accommodate Ptolemies
 
 THE NEW PTOLEMAIC EMPIRE FACTION ROSTER & RECRUITMENT
 
Spoiler (click to show/hide)
CREDITS
 My main source for unit textures and unit cards was from the mod 'The Hellenic States (http://www.twcenter.net/forums/showthread.php?408453-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 (https://translate.googleusercontent.com/translate_c?depth=1&hl=en&prev=search&rurl=translate.google.com&sl=ru&sp=nmt4&u=http://www.internetwars.ru/Rome/Barbarian2/ToThelastSea.htm&xid=17259,15700022,15700043,15700124,15700149,15700168,15700186,15700191,15700201&usg=ALkJrhilo8g9zmF8HA0Om_TAEj60TPtQRQ), they have done an amazing job with their units.
 The 3 new cities were taken from the Vanilla Balance Mod (https://forums.totalwar.org/vb/showthread.php/79547-Vanilla-Balance-Mod-v4-for-Rome-Total-War-and-BI), made by Barbarossa82 on totalwar.org
 The ReallyBadAI (http://www.twcenter.net/forums/downloads.php?do=file&id=3350) 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 (https://www.moddb.com/mods/ahowl11s-vanilla-enhancement-mod/downloads/ahowl11s-ve-mod-v2-egyptian-makeover#downloadsform)
 
 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!
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: comrade_general on August 20, 2018, 09:59:26 AM
Hey you didn't put in those radar maps. :P
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: korsakoff on August 20, 2018, 02:15:49 PM
Those Ptolemaic units are looking good!
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: ahowl11 on August 20, 2018, 07:17:37 PM
CG, there’s a lot of stuff needed to be done for the map.. so I’m waiting on that. I didn’t wanna aka you to change them after every map edit lol so when the map is where I want it to be I’ll probably need the radar maps and faction selection maps.
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: Jubal on August 30, 2018, 10:54:34 AM
Really nice work on the Egyptian makeover :)
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: ahowl11 on September 04, 2018, 08:28:06 PM
ahowl11's VE Mod v3 - Gallic Pride
 RELEASE

 The Gauls were always a pushover in vanilla. They had hordes of shirtless warriors who'd rout as instantly as they'd charge. Those units still remain. However, vanilla never really gave them any support. Historically the Gauls had a sophisticated society and civilization, based off status and nobility. In this version of my mod, I wanted to give more immersion to the Gauls and their military, as well as upgrade their building tree for the late game. Lanjane was crucial to their development, I was just the one adding files in, so please give  credit to them, for the best Gallic representation that a vanilla mod  can offer!
 

 
Spoiler (click to show/hide)

 Here are the list of features in v3:
 
 
 - Barbarian UI from BI added to barbarian culture
 - New Strat Map Captain for Gauls
 - New Barbarian Officer and Carnyx Musician attached to Barbarian Units
 - BI buildings added to campaign and battle map. Only Gaul has access to all of the buildings though.
 
 
 
Spoiler (click to show/hide)

 - Gallic Roster completely overhauled
 
 - Battle AI script activated on battles (including custom battles!) instead of campaign. It actually works now, check it out!
 *TO ACTIVATE BATTLE SCRIPT, CLICK THE BATTLE ADVISOR ONCE THE BATTLE BEGINS
 - Druids available at all lvl3 Temples for Gauls
 - Naked Fanatics changed to Gaesatae and now available only to Gaul as a mercenary unit. No other factions can hire them.
 - Around 14 new units for the Gauls total.
 
 
Spoiler (click to show/hide)

 I know the features list is sort of small, but the Gallic Roster is a lot larger and more complex, and it took a lot of time to make it.
 
 
 
 Here is a look at the Gallic Roster in Detail:
 
Spoiler (click to show/hide)

 Again, the main credits go to Lanjane  for helping me  create the roster on paper and then edit/make all the units and  graphics. Other credits go to: Macedon Expansion, Barbarians Revenge,  Rise of Empire, Extended Greek Mod and Extended Cultures Mod.
 
 Download (https://www.moddb.com/mods/ahowl11s-vanilla-enhancement-mod/downloads/ahowl11s-ve-mod-v3-gallic-pride)
 
 For more visuals, check out the screenshots area on my moddb (https://www.moddb.com/mods/ahowl11s-vanilla-enhancement-mod) page!
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: comrade_general on September 04, 2018, 08:38:05 PM
Superb!
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: Jubal on September 06, 2018, 11:08:26 PM
In case you didn't see, I featured this in the newsletter:
https://exilian.co.uk/forum/index.php?topic=5747

:)
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: ahowl11 on September 07, 2018, 07:57:55 PM
Very nice Jubal, I appreciate it!
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: ahowl11 on September 25, 2018, 02:07:32 AM
ahowl11's Vanilla Enhancement Mod v4
 Way of the Woad
 

 
Not many mods gave the Britons a chance.. forums everywhere debated  on what factions to replace them with. EB gave us the most accurate representation about 10 years ago, but no other mod tried. My own beloved RTR even scrapped them, and no vanilla mod did anything for them except maybe give them a few anachronistic units. That has all changed,  in v4 of my mod, you will find the Britons to be exceptionally well  done, all thanks to the wonderful and expert help of lanjane.
 In vanilla, the Britons were a bit of a mysterious faction, until we all saw them destroying the Germans on every play through. They like the Gauls were a simple faction with chariots of death, in this mod much has  changed.
 
 
Spoiler (click to show/hide)

 
 Here's the list of features in v4:
 - Britannic roster completely overhauled
 - Veggiemod by Robbe Aerts implemented (his work is amazing!)
 - Higher Level Buildings available for Britons
 - 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.
 
Spoiler (click to show/hide)

 
 The Britannic Roster in detail:
 
Spoiler (click to show/hide)
Spoiler (click to show/hide)

 
 DOWNLOAD & INSTALLATION
 
 DOWNLOAD HERE (https://www.moddb.com/mods/ahowl11s-vanilla-enhancement-mod/downloads/ahowl11s-ve-mod-v4-way-of-the-woad)
 
 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!
 For more visuals, check out the screenshots area on my moddb (https://www.moddb.com/mods/ahowl11s-vanilla-enhancement-mod) page!
 
 
 
 CREDITS
 

 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 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
 
 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
 
 
 
 Finally, thank you all for downloading and making this mod happen!
 ~ahowl11
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: Jubal on October 07, 2018, 12:09:57 AM
Ooh, that's really cool :) As a Brit myself from Iceni country, I approve!
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: comrade_general on October 07, 2018, 12:59:51 AM
Who are the Britons?
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: ahowl11 on October 09, 2018, 10:01:53 PM
ahowl11's Vanilla Enhancement Mod v5
 Germanic Mystery
 
The Germans have a few representations in the RTW modding world.  Realistic mods like EB, RS2, RTR and Res Gestae all have very nice  rosters. However for fans of a more simpler vanilla fee, they are lacking. XGM has a decent roster, but there still felt like a lot was lacking. In this mod, they finally got their overhaul.
 
 The Germans are a hard faction to approach when modding. There is not  a whole lot to pull from and look at to get an accurate idea, but after some research, discussion and viewing other mods from other games, we came up with something that we believe really enhances the German faction. This is not aimed at historical realism, but more game play driven with a historical flavor to it.. With that being said, don't expect any mythical or fantastical units either! In this installment, you'll receive a brand new German roster and building tree, as well as night battles and some traits and ancillaries from BI. Other features and fixes will be listed below!
 
Spoiler (click to show/hide)

 

 
 Here's the list of features in v5
 - Germanic roster completely overhauled
 - Bugs from Veggiemod fixed (no more random crashes from weather, climate or day types)
 - Internal feature, but we saved over 30 unit slots. Lanjane has made  a few 'shared' models that each barbarian faction can use and still  have the unit look distinct based on culture. Kudos to him for this  idea, it was a lot of work, but it paid off! (This will allow for more  units in future releases)
 - 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.
 - Britons have a small shakeup to their roster.. They lose Youth Slingers, but gain Britannic Slingers.. they will still have regular Slingers, now available in their government building. This was done mainly due to us wanting to conserve unit slots.
 - Britons also lose their chariot general sadly :'(. They were not working well at all and I was getting a lot of negative feedback. Historically, chariots were just transportation service for nobles, so don't think that they were used like they were in vanilla! Britons now have standard Barbarian Warlord for an early general.
 - Mercenary Peltasts have correct UI
 - All units have working sprites, this took awhile and we had an entire day worth of CTD's but it was fixed and everything runs smoothly. If you have any issues with the sprites, please let me know.
 - Teutoburg Forest Historical Battle updated to be playable with new Germanic roster.
 - New Mercenary unit exclusive to the Germans, Harii Warriors. Look around to see where you can recruit them!
 
Spoiler (click to show/hide)
The Germanic Roster in detail:
 
Spoiler (click to show/hide)
Spoiler (click to show/hide)

 Download and Installation:
 
 Download v5 HERE  (https://www.moddb.com/mods/ahowl11s-vanilla-enhancement-mod/downloads/ahowl11s-ve-mod-v5-germanic-mystery)
 
 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 Downloading v5 and you had v4 installed, delete your HRTW/data/world/maps/campaign/Alexander folder before installing v5.. it got cleaned up, and if not deleted your  campaign map will look a bit different than intended!*
 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
 
 
 Credits:
 
 - 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
 
 
 Finally, thank you all for downloading and making this mod happen!
 
 
 ~ ahowl11
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: Tusky on October 12, 2018, 10:07:10 AM
Looks awesome, nice work on the britons
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: Jubal on October 12, 2018, 12:08:57 PM
Shared models are so useful - I wish I'd had more for some of my mods. Good to see you managing to squeeze more from the engine! :)
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: ahowl11 on October 16, 2018, 07:06:22 AM
Thanks Tusky! Jubal, yeah we are trying to really maximize the potential this time. I have downloaded and installed just about every mod, pack, feature, tool etc and I have combed through the RTW universe many times to find things that I like. I am hoping that this mod will be my grand finale and exit from the RTW modding scene. A lot of planning has gone into this mod and I learned a lot from my RTR journey so hopefully this can really make a lasting impact for RTW fans.
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: Jubal on October 20, 2018, 11:21:27 PM
Nice :) Any ideas what you'll do after that, do you have any other games you might have a crack at modding or any other projects lined up? :)
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: ahowl11 on October 21, 2018, 04:40:43 PM
Well this is going to be a lengthy project but hopefully unlike RTR not all spent on a main campaign. I’m hoping to make a lot of separate campaigns within this mod like Caesar or Hannibal. Doing it with vanilla should make it easier and quicker too.
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: comrade_general on October 21, 2018, 06:05:44 PM
Hopefully my work will slow down considerably this winter so I can help you more effectively. I kinda want to get back into some modding but perhaps not another full blown project of my own.
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: Jubal on October 21, 2018, 10:02:08 PM
Ooh, I'd love to see a good Hannibal campaign.
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: ahowl11 on October 22, 2018, 12:04:06 AM
CG that’d be great, its been a lot of fun so far. Jubal, yeah I have a ton of ideas so I’m trying to zoom through the grand campaign as quickly as possible.
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: Jubal on October 28, 2018, 08:14:32 PM
Ahowl - sorry, side question, but does the RTR project still have a website? I noticed that the link from the Exilian frontpage is now broken.
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: ahowl11 on October 29, 2018, 11:11:17 PM
I do not think it does anymore
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: ahowl11 on October 29, 2018, 11:11:48 PM
ahowl11's Vanilla Enhancement Mod v6
 Sons of Zalmoxis

 
Yet another faction that has not received a ton of love in the RTW modding community (aside from realistic overhauls). Dacia is a very interesting and diverse faction. Historically, they were located in modern day Romania, and were known as the Getae to the Greeks. A large debate has existed between scholars on whether the Dacians were actually part of the Thracian culture. Since RTW features both Dacia and Thrace I  thought I'd simply expand on that feature instead of merging them into  one faction like other mods.
 
 
Spoiler (click to show/hide)
The Dacians are more barbaric than Thracians so they keep the Barbarian culture, but we did majorly overhaul the look of their units.  Here are the features:
 - Complete overhaul of Dacian Roster
 - New Barbarian City models on the map, made by Lanjane
 - New Bastarnae Mercenary unit model and texture
 - Macedonian Cavalry units have normal unit sizes instead of unusually large sizes
 The thing that bugged me about vanilla Dacia is that they were basically the Gauls in brown with a falxmen unit, and it was pretty boring. Now they have a full fledged roster full of unique units. Even the common units don't look like Gallic copies. See for yourself!
 
 
Spoiler (click to show/hide)
The Dacian Roster in detail:
 
 
Spoiler (click to show/hide)
Spoiler (click to show/hide)

 Download and Installation:
 
 Download v6 HERE (https://www.moddb.com/mods/ahowl11s-vanilla-enhancement-mod/downloads/ahowl11s-ve-mod-v6-sons-of-zalmoxis)
 
 
 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
 
 
 
 
 Credits:
 - 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
 
 
 Finally, thank you all for downloading and making this mod happen!
 
 
 
 ~ ahowl11
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: Jubal on October 29, 2018, 11:23:14 PM
Goddamnit, I'm going to have to rewrite a whole segment of tomorrow's newsletter on this now :P

Nice work!
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: ahowl11 on October 29, 2018, 11:37:00 PM
Haha yeah I am trying to release something every 2-3 weeks
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: korsakoff on October 31, 2018, 07:09:56 PM
Those Dacians are looking good!  ;D
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: Jubal on November 05, 2018, 10:44:57 PM
Got this in Updates again anyhow:
https://exilian.co.uk/forum/index.php?topic=5792.0

:)
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: ahowl11 on November 07, 2018, 01:29:08 AM
Thanks Jubal, Thrace is being worked on now, followed by Scythia.
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: Jubal on November 07, 2018, 02:32:39 PM
Ooh, looking forward to seeing Thrace. Always one of my favourites :)
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: ahowl11 on November 17, 2018, 07:07:40 AM
ahowl11's Vanilla Enhancement Mod v7
 Rise of the Serpent

 
Thrace is by far the most obscure faction in Rome Total War. It seems like the devs had originally planned for an Illyrian faction when at the last minute, they decided to make Thrace instead. Why? Every faction in this game that is non roman had a significant war or series of wars against Rome. Thrace had some minor altercations it seems. I was so perplexed by the idea of this faction that I almost turned them into  Illyria. However, this is a vanilla enhancement mod that is supposed to  add some historical flavor, not a realism mod.. so I left them in, and  made them as interesting as possible!
 
 
Spoiler (click to show/hide)

 
 Thrace is a weird faction to mod in game terms as well. They are 'greek' in culture but historically they seemed to be a mix of Greek and Barbarian. The engine doesn't allow us to do much with that, and I didn't want them to seem 'barbarian' so I kept them as Greek, but made their units wild and fearsome. This faction is extremely unique compared to some of the others, and they should be a lot of fun to play with!
 
 Here is a list of all the features in V7:
 - Complete Overhaul of Thracian Roster
 - New Feature: Culture. This is based off the BI religion feature and heavily influenced by XGM
 - 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!
 - Thrace has an exclusive Mercenary Unit to recruit in it's homelands: Bastarnae
 - All sprites are corrected, so there shouldn't be any missing anymore.
 The Thracian Roster is large and diverse, a far cry from the vanilla faction that seemed so bare. Check it out!
 
Spoiler (click to show/hide)
The Thracian Army in Detail:
 
Spoiler (click to show/hide)
Spoiler (click to show/hide)

 
 DOWNLOAD & INSTALLATION:
 Download here (https://www.moddb.com/mods/ahowl11s-vanilla-enhancement-mod/downloads/ahowl11s-ve-mod-v7-rise-of-the-serpent)
 
 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.
 READ CAREFULLY: If you have the last version of the mod, you must first go to HRTW/data/world/maps/campaign and delete the Alexander & Battlefields folders. Then, 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. THEN in your target line, make sure to add -noalexander to the end of it.
 
 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 -noalexander
 IF YOU DO NOT FOLLOW THE ABOVE INSTRUCTIONS, NOTHING WILL WORK!
 
 Features listed in the forum or the latest article, once approved!
 
 
 
 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
 
 Finally, thank you all for downloading and making this mod happen!
 - ahowl11
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: Jubal on November 19, 2018, 10:37:49 PM
Very nice! The eye-shields are a fun touch :) I always loved Thrace as a faction, not sure why exactly.
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: ahowl11 on November 20, 2018, 04:41:15 PM
Thanks Jubal, Scythia is next!
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: Jubal on December 09, 2018, 11:19:43 AM
Any news on the Scyths? :)
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: ahowl11 on December 13, 2018, 07:10:09 AM
If you follow the mod on twcenter.net you would have seen that yesterday I posted news of a Grand Christmas release...
Alrighty, this is slightly embarrassing but everything has changed.
Lanjane, the magnificent unit maker and ui creator, is no longer able to help the mod due to the fact that he needs to take care of things in RL, and he doesn't know if he will come back.. if he does, he doesn't know when. I want to personally thank him on all of the great things he has done for the RTW community, as well as my mods. I have known him since 2011, and I hope he can come back some day. Until then, I wish him the best of luck going forward in his life.
 Now, the problem with him leaving is the mod now needs to change course in direction. There is absolutely no way I can continue with this mod and keep it consistent with what we have done with the previous releases, beginning with v3 Gallic Pride. I have to revert unit rosters to v2 Egyptian Makeover. Now, notice how I only said 'unit rosters', that means that all other features from v1-7 will stay in, as well as the intended features I had for v8..
 
 Why am I going back to the old unit rosters?
 
 I first need to provide a short backstory of why I am reverting:
 
 In August I released the 2nd Version of the mod, making over Egypt. My plan was to then enhance all of the barbarian factions, by giving them some units to fill some holes. These were not going to be new units, but reskinned vanilla units. For example, Swordsmen for Germania, Archer Warband for Gaul. It was going to be it's own release, and I started with Gaul. One of the researchers who is no longer on the team convinced me to be more in depth with the rosters, and Lanjane also wanted this and offered to make the units. At first, I did not want to, I simply wanted vanilla style, with maybe some tweaks. However, Lanjane created some very beautiful units, and I could not resist.. thus Gallic Pride came about. However, I wondered if he would have enough desire and energy to continue with me on EVERY faction.. he seemed like he did, so we pressed on. The researcher left, and so the unit roster forming took a hit.. then around the Thracian release Lanjane became very busy and had no motivation to mod.. Then just today he gave me the news. With him gone, I see no need to continue with creating new units for every faction, as it's almost suicidal for the mod.. the mod simply WILL NOT live to see it's final state going in that direction. I have to go back to my original plan for units for this mod to succeed. Maybe when I am done, I can be more detailed with unit rosters.
 
 So, why am I just not going with what I have, and making due with what is out there to continue?
 
 It's simple: I want my mods to be consistent.. and by Lanjane leaving, his unit making and unit card making are no longer in the mod... There is no way the other factions will look or feel like the ones he worked on. The mod would be lopsided. Also, if I did continue in the same direction, it'd take me years to finish this. Even with Lanjane, we were not going to be finished until next fall as every faction is slowed down by the fact that units and their cards (and implementing them in general) are not easy or quick to make. It's a lot to implement a full unit, let alone a ton for each faction!
 Put more simply: creating/editing units is hard and takes a long time, time that I do not have, or am willing to give. I am thankful that Lanjane did what he did, as it was not easy.
 
 I will keep the old releases up and running, so you will always have access to the cool looking units, however I cannot continue in that direction.
 
 The plan moving forward, and what you can expect?
 
 I'll get all units and unit rosters reverted back to v2, where Egypt is a Hellenistic Kingdom. All other features will stay the same, so gameplay will remain..
 
 For units going forward, I will first stick to vanilla units and reskins, to keep the original theme. I have a lot of other things that I would like to add into the mod to make the game balance complete, and by having units take a back seat, I can finally focus on finishing the mod.
 
 Also, a map is in the making.. it is nothing crazy, but it will add more regions. We will see how far we get with that, and how it will effect the mod.
 
 Units and unit rosters will eventually be reworked and may include Lanjane's works again.. but it will be different from what you have seen as of late. There are many mods out there that have many units that would fit into this mod.. I just want to finish the actual mod and worry about units later.
 
 Finally, since I will be finishing the mod much more sooner than expected, this will allow me to have time to create separate mod campaigns that will give the game better immersion.
 
 I hope this all has made sense.. I will try and get a pretty finished and stable product out for Christmas. If you have any questions, just ask. Just know that this mod is not dead, and that I am here to stay but I have to operate to my own accord and not rely on others.. because of this, expect a fully polished mod to be released much sooner.
 
 Also, again many thanks to Lanjane, he is a dear friend of mine, and I wish him the best of luck.
 
 ~ahowl11
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: ahowl11 on December 26, 2018, 04:26:25 AM
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 (http://www.twcenter.net/forums/showthread.php?791848-Some-Bad-News-but-it-s-also-Good-news), 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 (https://www.moddb.com/mods/ahowl11s-vanilla-enhancement-mod/features/ahowl11s-vanilla-enhancement-mod-v2-egyptian-makeover) 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 (click to show/hide)

 
 
Spoiler (click to show/hide)

 
 
Vanilla Balance Mod:
 This mod is located on totalwar.org (https://forums.totalwar.org/vb/showthread.php/90798-Barbarossa82-s-Gold-Mod-Collection-Vanilla-Balance-Mod-VBM-for-BI-Alexander-Reborn) 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 (click to show/hide)

 
 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 (https://www.moddb.com/mods/ahowl11s-vanilla-enhancement-mod/downloads/ahowl11s-ve-mod-v8-nomads-on-the-horizon)
 -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!
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: Jubal on December 26, 2018, 02:48:04 PM
Pity to hear about the modelling problems - it's always been one of the limiting factors on TW mods in my experience. The new set of changes sound good, especially the land bridges - the lack of decent naval AI is really frustrating with the RTW engine at times.
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: ahowl11 on December 26, 2018, 05:53:56 PM
Yeah but it’s the reality and I’ll have to make do with my limited abilities. Luckily there are so many mods out there and I can reskin pretty well, so I think I’ll be okay.
Regarding Naval AI, we are actually discussing how to further improve it.
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: Jubal on January 31, 2019, 11:53:46 PM
Any news on this?
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: ahowl11 on February 06, 2019, 07:03:54 AM
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 (click to show/hide)

 
 Here is a full list of map edits and other features:
 * - Fixed all Clipping/Distance issues on map from this thread:
 Forums.totalwar.org (https://forums.totalwar.org/vb/showthread.php/63614-Game-AI-stuff-)(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 (click to show/hide)
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 (click to show/hide)

 
 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 (click to show/hide)
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 (https://www.moddb.com/mods/ahowl11s-vanilla-enhancement-mod/downloads/ahowl11s-ve-mod-v9-rebels-mercenaries)
 
 
 -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
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: Jubal on February 06, 2019, 01:12:27 PM
Nicely done! Good range of additional mercs as well :)
Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: ahowl11 on May 09, 2019, 09:50:21 PM
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 (click to show/hide)
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 (click to show/hide)
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 (click to show/hide)
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!
 
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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.
 
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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.
 
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The list of new or edited units:
 
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Here is the full list of features:
 
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DOWNLOAD AND INSTALLATION:
 
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CREDITS:
 
 
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Title: Re: ahowl11’s Vanilla Enhancement Mod
Post by: Jubal on May 24, 2019, 11:38:45 PM
Agh, I never replied to this!

I really like the look of this - the colony system is a fun way to do things. Though part of me always wants to just accept all the other peoples I conquer as equal citizens and keep training all their local units, though I guess that's not so much in the spirit of a Total War game :P

New units look nice too! Hope you're doing well gnerally.