Author Topic: ahowl11’s Vanilla Enhancement Mod  (Read 6823 times)

Jubal

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Re: ahowl11’s Vanilla Enhancement Mod
« Reply #45 on: January 31, 2019, 11:53:46 PM »
Any news on this?
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ahowl11

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Re: ahowl11’s Vanilla Enhancement Mod
« Reply #46 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(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
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Jubal

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Re: ahowl11’s Vanilla Enhancement Mod
« Reply #47 on: February 06, 2019, 01:12:27 PM »
Nicely done! Good range of additional mercs as well :)
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ahowl11

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Re: ahowl11’s Vanilla Enhancement Mod
« Reply #48 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!
 
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)
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Jubal

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Re: ahowl11’s Vanilla Enhancement Mod
« Reply #49 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.
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ahowl11

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Re: ahowl11’s Vanilla Enhancement Mod
« Reply #50 on: July 14, 2019, 04:32:14 PM »
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!
God, Family, Baseball, Friends, Rome Total War, and Exilian. What more could I possibly need?