Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - ahowl11

Pages: [1] 2 3 ... 80
1
ahowl11's VE Mod v11 - Map Overhaul, BI/ALX Units, Formations
 
Well, looks like I am  following a three month trend when it comes to releases! In May I  focused on some inner mechanics to the game that would make the campaign  a bit more complex and harder. This time around my focus has been on  two things: Adding regions to the map to make it more historically  accurate and fun, as well as getting all BI and ALX units in that fit  the time frame. The map is largely untested, and you will notice some  cookie-cutter garrisons and settlements. This will all be updated to be  more unique in time, but I really need to have testing done to see what  is working well, and what isn't. The economy has not been touched, and  neither has population growth, so I expect some wacky test results  coming up! The good news is the campaign should not CTD hardly at all.  Multiple tests have gone deep into the game without issue. Also, battle  CTD's should be taken care of since I have fixed the few sprite and DMB  issues that were occurring from the last version. Finally, a few small  but quite significant changes have been added. First is a revolutionary  formations system, crafted by Suppanut. Him and I went through every mod  and combined all unique formations that were applicable to this mod. So  now players will be able to play with unique formations from Darth  Vader, Sinhuet, Marcus Camillus, RedFox and more! Second is Robbe's  continued work on the environments and map. In this mod you will find  better looking farmland on the battlefield, new noises in the battle  map, as well as better coastlines and features on the campaign map.
 
 
Spoiler (click to show/hide)

 
 The first order of business in this mod was the map, and it took  about two months to finish as I went area by area, carefully adding in regions and garrisons. Over the 8 years of modding and reading books as well as having conversations online I have a pretty good grasp of what cities were prevalent at the time of Rome Total War. So I whipped up a list, and went from there. Mapping actually is something I have learned recently, at least the basics. It is quite fun if you know your way around the files. Anyways, the map is pretty evened out at first glance, but as I said, I really need a lot of testing and feedback to see how it really works and what adjustments need to be made.
 
Spoiler (click to show/hide)

 
 A few things you will notice in the mini-map above are the fact that the Gauls and Greeks have been altered the most. Both of these factions were 'super-factions' in RTW and my intent here was to stay with that theme. The Greeks portray the Chremonidean League as well as Syracuse and Massilia in the west. The Gauls now are severely split to prevent a Gallic Kingdom from forming. They represent the Arverni, Insubres, Boii,  Tylis and Galatians now. I also moved the Germans a bit east to Maetonium to represent the Bastarnae. The reasoning for some of these moves were to keep Dacia in check, which seems overpowered in early testing. The Romans still expand, but they aren't the unstoppable force we are used to seeing in vanilla. I will continue to work on balance in the next release. For now, please give me as much detailed feedback on the map as possible!
 
Spoiler (click to show/hide)
The second part of this release is all focusing on units. This took  me about a month, and a lot of work was put in to get to the point of  release today. Basically, I wanted to include every single unit from  Barbarian Invasion and Alexander that made sense for the RTW timeframe.  Most units were added with appropriate reskins, but a lot of the  'Steppe' units in BI I had to look elsewhere, or make to have them fit  in with the other units. Many thanks goes to the Barbarians Revenge Mod,  that was made by Dick and Alexander. It's a Russian mod, but it has  many good looking units. Also, as you'll see, a few units from previous  versions when Lanjane was helping have made it back in!
 
Spoiler (click to show/hide)
From Top Left to Bottom Right:
 Hounds of Culann, Kardakes (Pontus), Britannic Light Chariots (stats based off Scotti Chariots), Hypaspists, Kardakes (Armenia)
 Parthian Cataphracts, Thracian Cavalry, Scythian Mounted Archers, Steppe Warriors, Steppe Horse Archers
 Herdsmen, Steppe Lancers, Steppe Nobles, Steppe Raiders, Steppe Spearmen
 
Spoiler (click to show/hide)
From Top Left to Bottom Right:
 Arab Raiders, Arab Axemen, Desert Archers, Arab Hillmen, Arab Lancers/Desert Chieftain
 Desert Cavalry, Peasants, Tribal Slingers, Barbarian Spearmen, Javelin Skirmishers
 Thracian Cavalry, Barbarian Archers, Barbarian Cavalry, Barbarian Horse Archers, Barbarian Sicklemen
 Barbarian Swordsmen, Steppe Horse Archers, Steppe Lancers, Runaway Slave Spearmen, Steppe Raiders
 Steppe Spearmen, Steppe Warlord, Herdsmen
 
Spoiler (click to show/hide)
From Top Left to Bottom Right:
 Cretan Archers, Greek Cavalry, Agrianian Javelinmen, Paeonian Cavalry, Phrygian Infantry
 Bosporan Infantry, Thessalian Cavalry, Thracian Cavalry, Illyrian Skirmishers, Thracian Infantry
 Sarmatian Noble Cavalry, Dahae Mounted Archers, Barcanian Cavalry, Scythian Mounted Archers, Mardian Archers
 Cyrtian Javelinmen, Hyrcanian Cavalry, Median Cavalry, Median Infantry, Median Skirmishers,
 Mountain Men, Mountain Slingers, Persian Archer Spearmen, Persian Cavalry, Sarmatian Armoured Archers
 
Spoiler (click to show/hide)
As the map and units were being worked on a few miscellaneous changes  were also made. Some by me, and some from the help of the community.
 - Since many units were added to Scythia, they have an almost completely different roster. Most of the old units have been removed
 - Robbe made a better farm look on the battlefield
 - Robbe updated his veggie mod to include sounds from M2TW
 - Robbe made parts of the map more geographically accurate
 - crazyroman added in an Eastern Officer from Barbarian Invasion
 - suppanut added in his brand new formations system which combines every formation system in existence into one large immersive one
 - After reading a small article from a blogger, I increased the amount of Senate Offices to best reflect the amount of Senators.
 - I also gave been toying around with the Senate as a whole, there is not much to change.
 - All BI/ALX units have their stats taken from Darth's BI and ALX mods, to go in line with the Darth Stats of Vanilla
 - All Roman units have more secondary HP's than other factions as it makes them more powerful on auto-resolve. The goal is to make the Romans that terrifying force that you will inevitably fight, just like in vanilla.
 - Made Pirate Ships very weak
 - Gave Officers to All Roman units and made them all very_hardy
 What I'd like from anyone downloading this and playing is to give me as detailed as reviews as possible when it comes to the AI on the campaign map and battle map.
 I need to know about how the formations are working, how much population growth is, how easy is it to make money, and how quickly does the AI expand, particularly the Romans.
 DOWNLOAD AND INSTALLATION:
 DOWNLOAD HERE
 - 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!
 Want to follow this mod more closely and be more involved? Then join the Rome Total War Community server on discord here! Discord.gg
 CREDITS:
 - Suppanut for his formations
 - AqD for Bosporan Infantry model
 - Barbarians Revenge for Scythian/Steppe models and textures
 - Lanjane for Hounds of Culann, Britannic Light Chariots and Barbarian Sicklmen Sica fix
 - Michael333 for some recolored unit cards
 - comrade_general for some reskins and recolored unit cards
 - Robbe for the farms, M2TW sounds and map changes
 - crazyroman for his BI officers
 - The New Discord community for testing and giving feedback (crazyroman, BHL_20, foxcon, PJW6, Crysix, Lanjane, Suppanut, Robbe, Saul_Tyre, Mausolos, Kazan)
 All of you - For Helping, testing and playing this mod, thank you!

2
Haven’t checked back here in awhile, my apologies! Yeah the colony system is used to slow down expansion a bit. Also, another release is right around the corner!

3
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!
 
Spoiler (click to show/hide)
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.
 
Spoiler (click to show/hide)
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.
 
Spoiler (click to show/hide)
The list of new or edited units:
 
Spoiler (click to show/hide)
Here is the full list of features:
 
Spoiler (click to show/hide)
DOWNLOAD AND INSTALLATION:
 
Spoiler (click to show/hide)
CREDITS:
 
 
Spoiler (click to show/hide)

4
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(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
 
 
 -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

5
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.

6
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, 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 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 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
 -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!

7
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

8
Thanks Jubal, Scythia is next!

9
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
 
 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

10
Thanks Jubal, Thrace is being worked on now, followed by Scythia.

11
Haha yeah I am trying to release something every 2-3 weeks

12
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
 
 
 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

13
I do not think it does anymore

14
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.

15
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.

Pages: [1] 2 3 ... 80