Author Topic: ahowl11’s Vanilla Enhancement Mod  (Read 8881 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!
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Jubal

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Re: ahowl11’s Vanilla Enhancement Mod
« Reply #51 on: July 16, 2019, 05:37:45 PM »
No probs, nice to see you when you get here :) Look forward to seeing what's next!
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ahowl11

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Re: ahowl11’s Vanilla Enhancement Mod
« Reply #52 on: August 02, 2019, 09:57:44 AM »
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!
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ahowl11

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Re: ahowl11’s Vanilla Enhancement Mod
« Reply #53 on: August 30, 2019, 10:01:19 AM »
ahowl11's VE Mod v12 - Economy, Resources & Population Growth
 
Well, as you can see  it didn't take me long to follow up on my last release! Things are  really picking up steam now as the grand scheme to this mod is starting  to come together. Starting with this version, my mod will become  increasingly more diverse, immersive and fun! I have always intended to  keep the vanilla looks and feel, but make the game harder, more complex  and in the end more realistic and historically accurate. In the last  version, you received a pretty map, but with an easy economy that was  over inflated. After a few turns you could purchase a huge mercenary  army and then have some left over. To me, this makes the game way too  easy and eventually boring.
 
 
Spoiler (click to show/hide)

 
 So, In the footsteps of my friend Quinn_Unit from TWC, I decided to use the economy he made for Extended Realism Mod (ExRM). This economy focuses on farming for income. Here, I will let him explain it:
 
Quote
Quote
Farming and Growth:
 Income  from farms was historically the major source of income for most states,  yet the RTW engine heavily privileges trade (especially sea trade). As a  result of this, in a well-balanced mod, you won't be able to recruit  and sustain a major army from inland regions. If you could, then you'd  have to be able to recruit huge armies from the coastal regions.
 
 We've  fixed this by leveraging the game's "tax income" feature into a  farm-based income system. Regions are given tax income multipliers based  on both their base fertility and the level of farming improvements  there. Many improvements also give minor income tax penalties to  represent maintenance and/or pollution costs, but they always make up  for it in other ways. This forces players to be careful to build  infrastructure only where they actually need it.
 
 This ensures that farming (in most regions) is a more important source of wealth than trade, but that trade remains important to your overall income stream. This system allows inland regions to support troops just as well as coastal ones, or at least nearly as well. (A new "river ports" system that increases trade bonuses in regions with great rivers also helps.)
 
Spoiler (click to show/hide)

 
 Now that farms are at the heart of the economy, what about the crazy population boom that comes next? All veteran RTW players know what building too many farms can do! Don't worry, Quinn explains:
 
Quote
As you can imagine, this system  required us to tackle growth, as well. Astute players will have noticed  that growth in most RTW mods (to say nothing of the unmodded game) is  heavily weighted toward the early game, since a base fertility level of 6  is equivalent to L2 farms + L2 sewers + L2 trader. We thought this made  games too quick while simultaneously deprecating the importance of  proper region management. So we set up a system of slow, balanced growth  that relies more on buildings and less on base fertility.
 

 This allows for the measured growth of regions, and rewards careful management by players. It should also reduce the occurrence of population-growth-induced rioting, since such growth cannot get out of control now. Your people may still have reasons to riot, but displeasure at ahistoric population growth rates will no longer be one of them.
 
 We've also added a Herding building tree  for nomadic cultures that they can choose instead of the agricultural  tree. This allows them to develop their populations in a more realistic  fashion.

 
Spoiler (click to show/hide)
Okay, farming income - check. Population Growth - check. Trade?? - Check!
 
 
Quote
You'll see a few new trade  resources in the game, such as salt and fish. We thought these were more  important than some of the existing ones, and allowed us to more  accurately portray the strategic significance of some cities.
 
 Much  more has changed "under the hood" with the trading system. Fewer  buildings provide trade bonuses now, and many of those that do provide  such bonuses only boost land trade. This allows us to keep trade income  from become the main source of income for almost all factions, like it  is in the unmodified game, and it also prevents the income from sea  trade from completely overshadowing land trade income. Trade is still  very important, of course, but it's now just one part of a balanced  budget.
 
 We also went through and carefully documented the major trade routes and centers of the time, then added them to the game with an eye to making in-game trading behaviors map as closely as possible to real-life ones. For instance, the amber resource is placed in-game such that the Amber Road will replicate itself as you  play.
 
Here are the rest of the changes:
 - Grain is a powerful resource, and thus has been strategically  placed in the world based on historical accuracy. Every region that  borders a region with grain, gets a grain import boost to the economy.
 - Not every city with a port generated lucrative trade.. Now only major historical ports will be able to have trade fleets
 - River ports have been added to generate more trade income for regions that were on the large navigable rivers and that had no access to the sea.
 - A new Vineyard building has been added to generate income based off of Viticulture and the Wine resource.
 - Last but not least, sea trade has been cut back by 60% or so. This means that you won't generate enormous amounts of denarii just because you built a few ports. It's going to take a lot more than that to get your finances to where you want them to be.
 The last feature from ExRM is not only a trade resource, but a new wrinkle into recruitment by limiting the amount of regions that can recruit heavy cavalry. Quinn explains in detail:
 
 
Quote
Heavy shock cavalry are well-known  to us now, but at the time this game takes place they were still a  relative novelty in the world. These men and their trained mounts were a  valuable resource, warriors more grown than made. A key factor in the  decline of the Seleucid Empire’s dominance was its access to the great  cavalrymen of Media, Bactria, Cappadocia, and Syria, and its gradual  loss of those possessions rapidly accelerated the decline in its  military fortunes. However, the basic game gives us no way to replicate  the strategic significance of such major sources of cavalrymen.
 
 As a result, we’ve added a “horses” resource to the map. Wherever this resource is visible, you’ll be able to train heavy cavalry. Elsewhere, you’ll only have access to your generals’ bodyguards, to represent the relatively few nobles in these regions that could be called upon to act as heavy cavalry.
 
Spoiler (click to show/hide)
Once all of ExRMs economic features were added, I looked at the  Mundus Magnus mod made by ngr. Luckily enough, he also had Fish, Salt,  Horses and Ivory that tied in well with the ExRM economy.
 The other cool feature that I had never really paid attention to, was the fact that he added other models to the settlement viewer. I decided to add Generals, Captains, officers and militia to each settlement view to give it a more lively look. Little things can make a difference!
 The main thing I wanted (and many of you have been asking for, for months now) were the faction symbols. I took them all, and they really do spruce up the game! Gurrerro Sabino is responsible for the Macedonian symbol.
 
Spoiler (click to show/hide)
Mundus Magnus also had a few units, but after some snooping around I  found that the units came from a little known mod called Ptolemaic Egypt  Mod. This mod was made by Titus Andronicus and sleighr back in 2005 and  had some amazing units. I added most of them, as well as a unit made by  Tulius Hostilius.
 
Spoiler (click to show/hide)
Finally, I went through each settlement and region and gave as accurate as cultural ownerships as possible. When playing as the Seleucids and Ptolemies some of your cities won't start as Greek, but instead eastern or something else. This better replicates the difficulties these Kingdoms had with the local populace.
 Oh, last but not least, Spain has finally been renamed to Iberia! Yay!
 
 Full Features list:
 - New Economic System from ExRM - new farming buildings, port bonuses, river ports, accurate resources, herds, and vineyards.
 - Grain distributed strategically and historically to provide population boosts
 - Sea Trade Reduced by 60% and no more pirates! (For now)
 - Heavy Cavalry recruitment dictated by Horse resource
 - Ivory now tradeable
 - New faction symbols from Mundus Magnus
 - More enhanced Settlement View with more models being shown
 - New units from Ptolemaic Egypt mod and Tulius Hostilius
 - Cultures of regions and settlement updated to reflect accuracy and the difficulty of managing multiple cultures across a Kingdom.
 Also, a few CTD's were fixed!
 - Fixed CTD fighting rebels in Italy by adding a rebel version of a Centurion and Signifier
 - Fixed CTD when besieging Olbia and Tyras, it was a vegetation issue, fixed by Robbe.
 
 
 To finish, I am very excited for this release. I think it's kind of like pandoras box in how it will open up this mod to be multi-dimensional going forward. Please give feedback, it is much appreciated!
 
 
 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:
 - Quinn_Inuit for his entire economy that he worked hard on. You  truly set an amazing standard for RTW research and modding, and I am  happy to call you a friend.
 
 
 - ngr for his Mundus Magnus mod. It's features are now fully utilized, and the symbols are a perfect upgrade.
 
 
 - Titus Andronicus and sleighr for their Ptolemaic Egypt mod.
 
 
 - Robbe for fixing the CTD around Olbia and Tyras
 
 
 - Tulius Hostilius for the Judean Zealots model
 
 
 - Gurrerro Sabino for Macedonian Symbol
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ahowl11

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Re: ahowl11’s Vanilla Enhancement Mod
« Reply #54 on: October 11, 2019, 07:26:00 AM »
ahowl11's VE Mod v13 - Costs and XGM Part 1
 
Okay, after the last release I thought to myself "Wow, the basics and  base of this mod are almost finished. This is the period where this mod  evolves from a small enhancement mod to it's own unique entity." Even  with that being said, I have no plans on straying from my mod name, or  the overall mission.. which is to simply make the game better without  getting rid of the vanilla feel. When I speak of 'vanilla feel' I speak  of the looks. Unit design and uniformity, environments, campaign map  aesthetics etc.. As far as the ai, the difficulty and the complexity of  the game itself, I would say this is a mod that will be historically  accurate and also a very hard game to play. Finally, my aim is for this  mod to delve deep into immersion, not just for the campaign but for the  battle and overall feel for the game.
 
 With that all out of the way here is what v13 has to offer! One thing  I didn't think was necessary for v12 but found out after release that  it was, was costs. Units, buildings and mercenaries were still vanilla and even though it was a bit harder to make money, you could still rake in cash pretty easily. So, I went back and edited the costs of all units, mercenaries and made sure the buildings were also in line.
 
Spoiler (click to show/hide)
The model for costs is pretty simple, and this isn't something that  totally wrecks the ai from what I saw in testing. However, you should  see less death stacks roaming around, and instead some balanced armies.  For the player, going into the red at game start won't be rare, but a  smart player will be able to do just fine.
 Here is the model:
 Skirmishers, Slingers, Archers: 1000-1400
 Basic Line Infantry: 1500-2000
 Cavalry: 1400-2000
 Elite Infantry: 2000-2300
 Elite Cavalry: 2000-2500
 Siege: 2000-2500
 Elephants: 2000-2700
 Generals: 3000
 Ships: 1800-3200
 Basic Mercenaries: 1400-1600
 Professional Mercenaries: 1700-2300
 Elite Mercenaries: 2400-3000
 Okay, some may be wondering "But ahowl, why? This totally ruins the game for me!" Does it? I am sorry. Unfortunately, I don't think it is fair to the majority for the game to be super easy. I am making this mod based on what I like and what I want first, and for me, having a ton of  money and just training elite units and building all buildings everywhere without having to do much management is a waste of time and frankly extremely boring. So, in the future I might make a super easy version, but for now it will be based on trying to make the game hard and realistic. I hope most of you can enjoy it like I have in testing!
 
Spoiler (click to show/hide)
Some of you might have been around 2005-2009 when a mod called  Extended Greek Mod or XGM for sort was in development. Others might have  come across it later and played it. If you don't know what it is, it's a  mod that focuses on giving the Greeks just as much immersion as the  Romans. From there it expanded and became for a long time, the 'go-to  mod' for vanilla fans. I did some digging and found old versions of the  mod and then dove deep into it's history, features and everything about  it. There are a lot of things that I will be adding from it. In this  version, you'll come across features from it's inception until the final  version of XGM3 which was released in 2007. Below is a list of  features, as well as units inspired or taken directly from it.
 - New General's Bodyguards for Greek Factions: Macedonian Cavalry for Early and Companion Cavalry for Late
 - Removed Heavy Onagers, Scorpions and Repeating Ballistas from mod
 - Gave all Greek factions Ballistas
 - Gave Biremes and Triremes exp if recruited by Greek factions
 - Added 2 new Naval units: Syracusan Quinquireme and Heptere
 - Greeks can stage races and hold games
 - GCS has highest stables
 - Greek Ports now show Greek Walls
 - Moved all Naval recruitment from temples to Ports
 - Greeks have different Sub factions instead of all being 'of Sparta'
 - Recruitable Generals.. for civilized accessed at Academies.. for barbarian, accessed at Taverns
 - Royal Barracks for Carthage, Egypt, and GCS
 - Caravans limited to Eastern Regions
 - Caravans can be built by all civilized factions
 - Silk road requires silk, and can be built by all civilized factions
 - Civilized factions can build Highways once Silk road is built
 - Blacksmith buildings require Iron to be built
 - Eastern factions can build Sewers and Baths
 - Carthage can build Aqueducts
 - Some Javelin units now fight with spears (Iberian, Greek, Eastern, Numidian)
 - Restricted Recruitment of Elite Phalangite units to Greek or Hellenistic settlements only (Royal Pikemen, Silver Shield Pikemen, Basilikon Agema)
 
NEW TRAITS (FROM XGM)
 
Quote
Spartan: The ancient Spartan way of life required constant and rigorous military  training. Those who keep up the ancient ways are much harder to kill,  and armies led by Spartans have much higher morale. Limited to members of the Spartan sub-faction.
 
 Rhetorical Skill:  The Greeks invented the arts of rhetoric and logic. Those who master  them gain added influence. Acquired from schools and in various other  ways.

 
 Political Skill: Increases influence and reduces unrest. Acquired by engaging in political activity.
 
 Demagogue: Increases influence and increases unrest. Acquired by not taxing enough or allowing riots and rebellions.
 
 Kleptocrat: Increases tax income and risk of assassination. Acquired by taxing too much.
 
 Stoicism:  Stoicism is a school of philosophy that teaches strict control of the  emotions. Mastery of this school of philosophy will improve bribe  resistance and law bonus, and protect against a variety of vices.  Acquired from schools.

 
 Epicureanism:  Epicureanism is a school of philosophy that teaches the rational  pursuit of pleasure and avoidance of pain. Mastery of this school of  philosophy improves management and squalor bonuses. Acquired from  schools.

 
 Legendary Conqueror: This is a special set of traits. If a Greek general achieves great victories on three continents then he gets the Legendary Conqueror trait, and "the Great" added after his name. For "Victor in Europe" you must win a great victory against a Roman faction, or a Barbarian faction, or against the Greek Cities, Macedon, Thrace, or Spain. For "Victor in Africa" you must win a great victory against Carthage, Numidia, or the Ptolemaic Empire. For "Victor in Asia" any Eastern faction, or the Seleucid Empire will do. A win counts as a great victory if the odds are worse than 3:2 and the result is a clear victory or better.
 
 
[/QUOTE] 
Spoiler (click to show/hide)
What would a release be without units right?
 Here are the units added:
 Thureophoroi: Greeks, Macedon, Egypt, Seleucid, Slave
 Mercenary Thureophoroi
 Thorakitai: Greeks, Macedon, Egypt, Seleucid
 Spartan Phalangites: Greeks (only available in Sparta)
 Athenian Marines: Greeks (only available in Athens, needs dockyard and Archery Range)
 Thracian Peltasts: Thrace, Slave, Merc
 Galatian Mercenaries
 Italic Infantry (Mercenary)
 Civic Levies: Carthage (only available in Carthage)
 Slingers: Armenia, Pontus, Slave
 Funditores: Romans
 Ballistas: All Greek factions
 Also some units had a makeover: Neo-Cretan Archers, Armoured Hoplites, Greek Cavalry
 OTHER FEATURES & FIXES
 - Replaced formations files with ones from v10. Suppanuts' hasn't  been fully tested and has some game breaking bugs. Will add his back in once tested and bug free.
 - Fixed Pontic Recruitment so they could train their phalangite units
 - Removed bp and area attributes from units, as it would make battles weird (men floating in air bug)
 - Moved Heavy Peltasts to tier1 recruitment for the Greek Cities
 
DOWNLOAD & 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.
 
 1. Download the mod
 2a. (Steam) Extract the files to your Rome Total War Alexander directory
 2b. (Disc) Extract the files to your Rome Total War Directory
 3a.  (Steam) go to your library.. right click RTW Alexander.. select properties.. select launch options.. put in this: -show_err -mod:HRTW -noalexander
 3b. (Disc)Create a shortcut of your RTW Alexander exe  file.. right click the shortcut.. select properties.. in the target line  after everything insert this: -show_err -mod:HRTW -noalexander
 CREDITS
 - Quinn_Inuit for ExRM and the costs for buildings, units and mercenaries
 - DimeBagHo for XGM (literally he did just about everything I added)
 - Zarax for XGM ideas
 - Barbarians Revenge for the Athenian Marine, Thracian Peltast and Neo-Cretan Archer files
 - webbird for the model that made the Spartan Phalangite
 - RTR6 for the models used for Thorakitai, Italic Infantry and Galatian Mercenaries
 - comrade_general for some UI
 - Lanajane for some UI and textures
 - Everyone in the Discord Community that gives feedback and tests!
God, Family, Baseball, Friends, Rome Total War, and Exilian. What more could I possibly need?

Jubal

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Re: ahowl11’s Vanilla Enhancement Mod
« Reply #55 on: October 11, 2019, 10:59:14 AM »
Nice :) I like the improved trait range, I think diversifying the characters can be a really fun thing to do (I wish RTW allowed some visual variation in the generals too, but alas...)
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

ahowl11

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Re: ahowl11’s Vanilla Enhancement Mod
« Reply #56 on: October 12, 2019, 06:38:38 AM »
Thanks Jubal! More will come in time.
For anyone who had a CTD at game launch, this should fix it!
Here is the patch so everyone can play now. For some reason non steam exe's need these files to process correctly.
https://www.moddb.com/mods/ahowl11s-vanilla-enhancement-mod/downloads/v13-patch#downloadsform
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