Exilian

Game Design and Project Resources: The Workshops Quarter => Total War Mods - The Engineer's Shed => Mods, Maps & Game Add-Ons - The Bazaar => Narnia Total War => Topic started by: BagaturKhan on May 09, 2022, 12:05:17 PM

Title: Narnia - Fall of Telmar Submod
Post by: BagaturKhan on May 09, 2022, 12:05:17 PM
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 (click to show/hide)

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

Title: Re: Narnia - Fall of Telmar Submod
Post by: Jubal on May 09, 2022, 11:19:28 PM
Nice to see this released finally! I hope I'll get a chance to test it soon :)  :knight:
Title: Re: Narnia - Fall of Telmar Submod
Post by: BagaturKhan on May 10, 2022, 10:56:33 AM
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
Title: Re: Narnia - Fall of Telmar Submod
Post by: Pentagathus on May 10, 2022, 08:05:49 PM
Looks cool. Is this for Rome or Rome Remastered?
Title: Re: Narnia - Fall of Telmar Submod
Post by: BagaturKhan on May 10, 2022, 08:36:56 PM
Thank you! And Thanks Jubal at first! Its his project! We made only the submod )))
Its for Rome1 classic, no remaster )
Title: Re: Narnia - Fall of Telmar Submod
Post by: Pentagathus on May 16, 2022, 09:02:27 AM
Cry face emoji
Title: Re: Narnia - Fall of Telmar Submod
Post by: BagaturKhan on May 16, 2022, 10:22:45 AM
There is no Narnia project for RR.... just for now. Maybe in future, someone will make it )
Title: Re: Narnia - Fall of Telmar Submod
Post by: Jubal on May 16, 2022, 11:56:31 AM
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.
Title: Re: Narnia - Fall of Telmar Submod
Post by: Pentagathus on May 16, 2022, 01:08:36 PM
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
Title: Re: Narnia - Fall of Telmar Submod
Post by: Jubal on May 16, 2022, 03:28:25 PM
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.