Amazons Total War 7.0beta Released

Started by Parthian Shot, January 22, 2013, 09:05:10 PM

Previous topic - Next topic

Parthian Shot

Hi,

I am Parthian Shot, I am the mod leader for Amazons: Total War. The latest 7.0 release is the 2nd sequel to Subrosa's outstanding Amazon: Total War mod. It requires Rome Total War with Barbarian Invasion 1.6 (or Rome Total War Gold Edition) to play.

Unlike many fantasy or yet-another Greco-Roman mods of RTW/BI, The 7.0 mod allows players to explore many modern military concepts in the battlefields of antiquity.

Such as

- Mobility and stand-off weapon capabilities using women cavalry units.
- Area Denial "minefield" deployed by Roman field engineering unit.
- Guerrilla Warfare, allowing agent to be sent into enemy territory to raise an army deep behind the enemy line.
- Long Range Mobile Artillery, allowing artillery barrage, fire support, as well as fire suppression.
- Wagon Warfare, allow combat not dissimilar to WWII German Panzer tactics, as espoused by Gen. JFC Fuller.
- Linked Armor-Clad Cavalry, a formidable cavalry formation used in Eurasia for centuries, first time depicted on any video game.
- Terrifying Super-heating Incendiary weapons known in modern military parlance as the Thermite Munitions.

Other Features

- Extended campaign map, now including Eurasia and Northern India.
- Quest based game playing. Player must fulfill faction specific mission to advance to higher cultural level.
- Breath taking scenery using custom RS II battlemap.
- Because ancient horses are mostly 12 hands tall (48 inches, or 120cm), this mod added a great deal of women equestrian units to fully explore mobility issue on the battlefield.
- New faction such as Far Eastern Celt, based on latest archaeological finds and extensive anthropological studies, first time on any video games.
- Balanced Unit Modeling (or. B.U.M.):Unit's recruitment infrastructure, cost, appearance, and capability must have direct relationship.

To download please click the dowload link here: http://www.twcenter.net/forums/showthread.php?t=575356
and remember to read the warning.

Shown below is a demo video for Amazons Total War: [if you think the video is helpful, please "like" the video]



If exilian would like to host this mod, please contact me via email.
Forum Admin for Amazon:Total War,
Mod Leader of Amazon:Total War - Reignited,
Mod Leader of Amazons:Total War - Recalesced

Jubal

Moved to TW mods, and fixed broken link

Hello and welcome to Exilian! I shifted the thread here a) so it's where people will expect to find such things and b) because we tend to only do frontpage announcements either for mods we currently host or by special request.  :)

We'd certainly be happy to host a subforum for you, I've emailed you about it.

I'll get round to the mod tomorrow hopefully when I've finished chewing through this essay on tenth century Germany; I'm very excited to see how you've done the minefields and mobile artillery.
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

comrade_general

Moved to a subforum.

Welcome, Parthian Shot, and very interesting project you have here! Like Jubal I am looking forward to seeing these strange technologies. :)

Parthian Shot

#3
This is to update everyone that the beta 9 version of the Amazons Total War 7.0 (aka Amazon Total War Recalesced) has been released.

You can get the latest download here http://www.twcenter.net/forums/forumdisplay.php?f=1199

Changes made are

- Corrected Armenia Horde issue as reported by Balgeron
- Corrected property description in read-me file stating -mod:AmazonsTW- Recalesced -show_err where as it should be -mod:AmazonsTW-Recalesced -show_err
i.e. no space, as reported by Allypup
- corrected City Map problems as reported by naftykid.
- re-arranged load screen to removed redundant pictures to save memory.
- changed recruit time for advanced units to make longer to recruit certain units.
- corrected missing unit card issues for horde wagons.
- new Roman Carriage Ballista animation to use faster horses.
- corrected script issue which was auto-generated but has serious problem with quests for Libyans and Carthage.
- removed "halo" from many named character pictures.
- added real-time re-entrant quest completion check, not just at the beginning of the script.
- added Cataphract Lancer for Seleucid, Armenia, Parthia, and Far Eastern Celt. The lancer carries no sword but has a shield, this simplifies recruitment cost and training.
- corrected one missing unit card problem for Far Eastern Celt.
- Beefed up Rebel/Renegade to make some of the renegade provinces not so easy to take over.
- Revised horse-breeding as a strategic asset, and as such, many units, such as the cataphract, heavy cavalry, and fast horse units
can not be recruited unless the region has horse breeding business, or if the faction has achieved very high cultural development.
- Added horse-breeding resources to more regions, such as Chorasmia, North Africa, Northern Saudi Arabia, and Armenian Plains.
- New Numidian Cavalry animation, now the unit can be recruited by both Roman and Carthaginian.
- Re-configured mercenary unit availability per regions. Now the choices of mercenary is 150% more than before.
- re-balanced Sarmatian by Celestial Shuttle Buddy.
- new Marian-Reform like recruitment script for advanced units by Celestial Shuttle Buddy.
Forum Admin for Amazon:Total War,
Mod Leader of Amazon:Total War - Reignited,
Mod Leader of Amazons:Total War - Recalesced

Jubal

I'm really impressed by the chariots in particular, those war wagons are a real tour de force.
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

Parthian Shot

#5
Thank you for kind comments.

We are trying to make combined tactical scenarios.

In 6.0, the mod is focused only on women cavalry units.

Now in 7.0 we have wagon which is more rugged than chariot.
And chariots are four horses driven instead of two horses.
And also with long range mobile artillery.
As well as Area Denial minefields.

So all the components are falling into place.

There are also R&D units we have been working on.

These are

- Infantry Assault Chariot
- Artillery Launched Area Denial Weapon.

Infantry Assault Chariot

This is from the ancient central Asian and Chinese scripts about using heavy Chariot with assigned infantry (sort of like the use of infantry support tank in WWII), whereby, when assaulting the enemy field formations, the a squad of infantry who is semi-permanently or permanently assigned to the chariot would follow the chariot closely on foot and when the chariot charges into the enemy formation to create a breach, the infantry that followed will try to exploit the breach.

Artillery Launched Area Denial Weapon

This is still under R&D, which would be an artillery launched Area Denial Weapon. this would be similar to United States M692/M731 155mm projectile munition which carry M67 or M72 land mines. These munitions is developed as prescribed by a Cold War Era NATO doctrine, that is, the best way to attack and to stop a large armored assault formation is to lay instant minefield in front and behind the enemy armored assault echelons. Once the enemy got bogged down in the made-to-order minefields, the full firepower would be used to annihilate the units trapped in that field.

Except in Amazon Total War, they would be launched from an Onager or a Ballista, and the munition would be nothing more than a small bucket of metal tetrahedral spikes (aka Caltrop). But it still serves the same purpose as the modern artillery launched munition.
Forum Admin for Amazon:Total War,
Mod Leader of Amazon:Total War - Reignited,
Mod Leader of Amazons:Total War - Recalesced

Parthian Shot

The latest Amazons Total War has been added.

Changes are

- Corrected Sarmatian first quest bug.
- New Sarmatian script, Sarmatian starting configuration, and cost configuration.
- New generalized "Marian Reform" script to allow a player faction which has achieved higher cultural level to recruit advanced units in any major locations, not just the Quest locations.
- New Quad horse team textures for chariots and wagons are now made into faction specific.
- New cataphract textures.
- New text update.
- re-balancing the Seleucid and Parthia factions.

Allowing both factions to have more elephant units at the start of the campaign.

There are also new locations to make the elephant resources available.

Seleucid is much stronger militarily, and it also retains the road system of the old Achaemenid empire.

- Western Celts is also re-configured, with more horde wagons units in the armies wondering in eastern Europe. On the British Isle, the strength has been reduced to minimize the cost of maintaining the military.

- The Celtic/Gaul/German "Prison Stripe Pant"s (Per Celestial Shuttle Buddy) have been swapped out for something more leathery and utilitarian. The Woad/Gestae warriors still retain their tatoos and color.

- German unit color has been adjusted to be all dark red. While Amazonia is bright red, and Armenian pinkish
red.

- Heavy Peltast units are re-textured and re-animated to be lighter and faster moving.

- Whereas, Illyrian Mercenary and Greek Marines are in the same class, being lighter in class than hoplite, but slower moving than the heavy peltasts.

- Renegade standards are re-done and since Celtic/Gaulic/German Prison Stripe Pants have been swapped out, their unit standards have been re-done as well to be more recognizable in the battlefield.

Once again, Amazon Total War deliberately turns off the artificial banners for the sake of realism, so the unit standard is very important for unit identification on the battlefield.
Forum Admin for Amazon:Total War,
Mod Leader of Amazon:Total War - Reignited,
Mod Leader of Amazons:Total War - Recalesced