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− | INVASIO BARBARORVM, also known as Invasio Bararorum:Flagellum Dei (IBFD) is a comprehensive modification for [[BI]] with a series of campaigns focusing on the [[late Roman Empire]]. Sub mods include [[Rio's IBFD]] and [[Imperium Julianorum]]. The aim of the modification is a balance between enhanced gameplay and historical accuracy.
| + | {{Mod Information Table |
− | Set in 410AD, the year of the [[Sack of Rome]] by [[Alaric]]'s [[Visigoths]], the modification features a complete rebuild of [[BI]].
| + | |Platform=[[Medieval II: Total War: Kingdoms]] |
| + | |Mod Type=Total Conversion |
| + | |Era=Late Roman Era |
| + | |Mod Leader=[https://www.twcenter.net/forums/member.php?u=8850 Ramon Gonzales y Garcia] |
| + | |Release Status=Full Release |
| + | |Forum=[https://www.twcenter.net/forums/forumdisplay.php?f=818 Here] |
| + | }} |
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− | {{mod|mod=INVASIO BARBARORUM|modscreenshot=IBFD_sig.jpg|platform=[[Barbarian Invasion|Rome: Total War - Barbarian Invasion 1.6]]|era=Late Roman Empire|leader=[[Ramon Gonzales y Garcia]] }}
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− | ==Latest News==
| + | INVASIO BARBARORVM 2, is a series of modification for M2TW Kingdoms set in the late Roman Era, the mod is planned to be developed by sub-campaigns focusing on major events of the era building up to a final grand campaign set during the fall of the Western Roman Empire. |
− | [[Image:IBFD big.jpg|thumb|right]]
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− | [http://www.twcenter.net/forums/forumdisplay.php?f=818 IB2] for M2TW:Kingdoms is under development and is due to be released soon
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− | --[[User:Ramon Gonzales y Garcia|RGyG]] 02:14, 23 February 2009 (CDT) | |
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− | INVASIO BARBARORUM v7 (contained in [[mod-folder]]) and the 7.03 patch have been released. For more information visit their [http://www.twcenter.net/forums/forumdisplay.php?f=113 subforum] or download the mod [http://www.twcenter.net/forums/showthread.php?t=61497 here]
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− | ==INVASIO BARBARORVM 2==
| + | [[File:IB2splash.jpg|thumb|right]] |
− | [[INVASIO BARBARORVM 2]] information here | |
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− | ==INVASIO BARBARORUM 1 (IBFD)==
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− | ===SUB-MODS=== | + | ==INVASIO BARBARORVM 1== |
| + | information on the RTW:BI mod [[Invasio Barbarorum]] and its sub-mods here |
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− | ====Rio's IBFD==== | + | ==INVASIO BARBARORVM 2 INFO== |
− | under construction
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− | ====Somnium Apostatae Iuliani a.k.a. IMPERIUM JULIANORUM====
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− | under construction
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− | ====Restitutor Orbis====
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− | under construction
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| ===Mod's History=== | | ===Mod's History=== |
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− | The mod was started by [[Atilla Reloaded]] under the name of "Atilla's Real Late Roman Army Mod", because at that time it was just a pack of more realistic new models and skins for late romans only.
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− | These models were originally created for the now defunct [[Imperia Romana]] (whose members are now working on the [[M2TW]] mod [[The Gathering Storm]]).
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− | The 3rd version of this pack could be perceived somewhat as the real start of the mod: the pack had his first fans, and not only Romans but even [[Sassanids]] had their new models. Soon the [[Franks]], [[Saxons]] and [[Celts]] were redone. Some little graphic work started with the insertion of new faction symbols.
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− | [[Atilla Reloaded]] was then the only modder, as it also clear by the name of the pack. In search of some coder to add a building to recruiting [[Foederati]] units, to insert in his 4th version, [[Mylae]] offered to help; other players also started to give lots of suggestions and asked for historical accuracy.
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− | Suggestions from [[Mylae]] about starting the mod in 410 were accepted, and the forthcoming version had several new changes: almost all facions had new units, and the modpack 4.0 get the name of Invasio Barbarorum - Flagellum Dei 4. A 4.1 version soon appeared to fix some bugs. It was clear that at this point what was needed was just a continuous work to make the mod better. This version however had still [[Sarmatians]] and [[Roxolani]], and started in 363 CE, because took time to implement the numerous suggestions from several players. The map featured more than twenty new provinces, the riot risk was increased - and it was a motive of pain for Romans players. There were over 30 units of Romans, with a more heavy eastern roman cavalry, a full remake of [[Romano-British]], [[Sassanids]] with large flags, [[Franks]], [[Saxons]] and the conversion of [[the Celts]] to [[Picts]]. The [[West Roman Rebels]] were substituted by the armies of [[Constantine III]] (but under the unhistorical name of [[Imperia Gallorum]], the name was used for an earlier usurper Empire established in Gaul). There was even new loading screens.
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− | [[Riothamus]] started to transfer the IBFD units to the BI [[WarMap]] II V0.4, and to set as starting year the 450 CE. This was the start of the [[Rio's IBFD]] submod. In fact, the new versions increased rather than satisfied the demands of the players. There was a 4.0.3, with his 4.0.4 patch, followed by a 4.1 and his 4.1.1 fixes, all in .exe files, tweaked by [[GershomPathmos]].
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− | After some time, it was generally agreed to use a new, larger map to give [[Sassanids]] more space in the east, and for this purpose [[Sounds Like Killing]] released a short-lived transposition to [[WARMAP]] v1 (made from [[IceTorque]]s). A little building addon made by [[Mylae]] appeared and inserted few new buildings and some unique one across the world, and a 4-turns-per-year script was inserted. [[Ramon Gonzales y Garcia]] released a "Constantine the Usurper v0.1" that inserted the [[Vandal]] hordes in Spain (before they were placed around the Rhine).
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− | A curiosity: the mod was known for a certain time as IB-FG. It was either a simple typing error made by [[Atilla Reloaded]], or he may have substituted the English equivalent of 'God' for the latin 'Dei'. All of Atilla Reloaded's IBFD had this name, but strangely none noticed it until a few months later. A poll was made to decide wheter to use IBFG (that had become familiar to many) or IBFD. With 14 to 1 the latter was decided.
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− | __________________________________
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− | IBFD 5.0 was the first version made without [[Atilla Reloaded]], since he decided to leave the team. This was not caused by problems of any sort but because, as Atilla himself pointed out, he was tired of modding. As he posted, [http://www.twcenter.net/forums/showthread.php?t=54075 "Thank you! And everyone who worked on my mod after I took a break from modding. I am charmed by your work"]
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− | It was a major release that included [[Archer]]'s [[SkyMod]], and a new leader and skinner/modeller, [[Ramon Gonzales y Garcia]] who took the place of [[AR]]. This version featured remodelled units for all factions (though, as [[RGyG]] was claiming at the time, visual compatibility with [[AR]]'s skins and speed of release were foremost over Historical accuracy - despite this, the skins in IBFD v5 were used in the BI version of DarthMod and in [[Goth]]'s all factions mod). This version also featured several new buildings, starting position in 407, with still (historically inaccurate) [[Sarmatians]] and [[Roxolani]]; the [[Romano-British]] were led by [[Constantine III]] - a historical fact in that in 407AD he was leading the troop insurrection in Britain - [[Vandals]] were a horde in Spain, near Tarraco, [[Berbers]] still were given (unhistorically) the city of Tingi, [[Ostrogoth]] occupied Dacian lands.
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− | It was also an Arthurian mod of sorts since the Romano-British faction was designed on one of the beliefs of the lineage of Arthur (starts as a boy in this version), being a grandson of Constantine III, and a nephew of Ambrosius Aurelianus (playable character in this version).
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− | Quickfixes 5.0.1, 5.0.2 and 5.0.3 solved some little bugs and problem, still leaving room for several unhistoricities.
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− | __________________________________
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− | The internal versions of IBFD v6 was a perennial beta due to the numerous changes it included. It could be considered a pre-build of the actual version, and many of his version never seen the light of open sharing, but were used for testing ground for further improvements by a flexible team. The 6.1 get some fixes from [[Ramon Gonzales y Garcia]]; 6.2 eliminated several bugs; 6.3 fixed models and textures; 6.4 add the new map made by [[the Celt]] - the actual one - stretching up to Indus valley; 6.5 included new UI elements for interface; 6.6 made all factions playable without hording and shadowing; 6.7 enabled [[West Roman Rebels]] as [[Imperium Constantini]]; 6.8 added banners and new stratmap models; 6.9 get [[Slavs]] as a spawning horde; 6.10 tried to fix some bug; 6.10.2 ger new radar map and fixed some issues, 6.10.3 listed a "I am not sure here" in the fixes log - as you can see, it was a long and difficult process. 6.10.4 cleared several processes due to bugs and reverted baco to 10.1; 6.11 get new models and textures, new factional maps and leader pics in selection menu; 6.12 add new models and skins, plus some minor fixes and tweaks. The 6.12 managed also to become 6.12b, 6.12c and a final 6.12d. The mod get, in this time, scripts that aim to create relevant family trees, reproduce the [[Sack of Rome]], [[Judaism]] as a new religion, new animations from [[Europa Barbarorum]] and [[SigniferOne]], and other important things.
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− | In this period, the team was variously composed, with [[Ramon Gonzales y Garcia]], [[Mylae]], [[the Celt]], and [[Hans Kloss]]. Also [[juve]], [[darkrider]], [[Galloper]], [[K-PAX]], [[Koles]], [[Onire]], [[Goth]], and many other people. The mod also get the permission of using some work of other mods, like textures and models from [[Arthurian Total War]], [[Anyan]]'s [[Realistic Landscape Mod]], [[Arbaces]]' [[Age of Darkness]], [[Archer]]'s [[SkyMod]], texture elements from [[Rome Total Realism]], [[DarthMod]] formations, [[Goth]]'s [[Goth's All Faction Mod]], officers and a [[draco]] model from [[Lusted]]'s [[Late Romans v2.0]], horses from [[Pinarius]], 4tpy script from [[Myrddraal]].
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− | __________________________________
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− | After a brief period of no releases, (members of the team were once again working on internal versions), a 7th version was released, under the name of IB VII. The "Flagellum Dei" was officially removed due to the connection with [http://en.wikipedia.org/wiki/Attila Attila the Hun] (known as the Scourge of God, in latin, Flagellum Dei), who is present at the game start only as a baby, since the starting year is 410 AD (historically he should be born a few years later).
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− | IB VII also used the [[-mod:]] switch command, to allow a multiple mod install. This version - the current one, with a 7.03 patch - features an intense gameplay campaign, optional scripts for the [[Sack of Rome]] and to move [[Visigoth]] first south of [[Rome]], then to southern France to settle there; script for [[Sassanid]] Partisans (a partisan army will appear if [[Ctesiphon]] is menaced), a [[Limes]] script that features a series of fixed roman garrisons along the [[Limes]], scripts for reinforcements and force diplomatic stances. The [[East Roman Rebels]] has been reverted as [[Lakhmid]] Arabs, regions have been added to the map as per [[juve]]'s suggestions, [[Slavs]] tweaked as per [[DukeOfSerbia]]'s suggestions, [[Razor]]'s Romans have been implemented adding a new and polite look to [[Late Romans]], added new [[traits]] and [[ancillaries]], inserted "numidian" names for the [[Amazigh]] [[Berber]]s, [[Prometheus]]'s grass and other changes.
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− | To solve bugs and add fixes, the game soon patched to 7.01 and 7.02, with a final 7.03 now available. It adds several things and made the game more stable, solving several bugs, and adding [[Stonehenge]] as a "[[Wonder]]".
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− | At the moment, an 8.0 is under development.
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| ===Setting=== | | ===Setting=== |
− | Invasio Barbarorum is set in 410AD, the year of the [http://en.wikipedia.org/wiki/Sack_of_Rome_%28410%29 Sack of Rome], at the time of the [http://en.wikipedia.org/wiki/Migration_period great migrations], in the Late Roman Empire, at the start of the [http://en.wikipedia.org/wiki/Dark_ages Dark Ages]. | + | The first installment of Invasio Barbarorum 2 is Africa Vandalorum. Set in 426AD, the year the Vandals crossed into Africa at the invitation of Bonifacius. The campaign will feature a map of the Western mediterranean from Diocese Pannoniae to Diocese Hispania (under the Vandals and Suebians) |
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| ==Features== | | ==Features== |
| ______________________________________________________________ | | ______________________________________________________________ |
| ===Factions=== | | ===Factions=== |
− | The modification has the following factions: | + | The first installment will feature the following factions: |
− | *[[Western Roman Empire]] (Imperium Romanum Occidentalis) | + | *[[Western Roman Empire]] (Imperium Romanum Occidentale) |
− | *[[Eastern Roman Empire]] (Imperium Romanum Orientalis)
| + | *The [[Berber]] Mauri |
− | *The Gallic Empire of the usurper [http://en.wikipedia.org/wiki/Constantine_III_%28western_emperor%29 Constantine III] (Imperium Constantini)
| + | *The [[Suebian Kingdom of Gallaecia]] |
− | *The [[Romano Britons]]
| + | *The [[Vandals]] and [[Alans]] |
− | *[[The Sassanid Empire]]
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− | *[[Persarmenia]]
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− | *The [[Lakhmid]] Arabs
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− | *The [[Berber]] Amazigh | |
− | *The [[Saxon]] Tribes | |
− | *The [[Frankish]] tribes
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− | *The [[Alamanni]]
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− | *The [[Burgundii]]
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− | *The [[Langobardi]]
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− | *The [[Vandals]], [[Alans]], and [[Sueves]] | |
| *The [[Visigoths]] | | *The [[Visigoths]] |
− | *The [[Ostrogoths]]
| + | *The [[Hunnic Empire]] (not playable) |
− | *The [[Slavic]] peoples
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− | *The [[Hunnic Empire]] | |
− | *The [[Hephthalites]]
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− | *The Picts [[Picts]]
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− | ______________________________________________________________
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| ===The Map=== | | ===The Map=== |
− | The map is based mostly on [[the Celt]]'s BIlarge map, which is itself based on Lionskin's work. It has been intensively modified by [[RGyG]], [[Mylae]], and [[Goth]], and incorporates work by [[Arbaces]]. Parts or modified forms of it has been used in Goth's [[Imperium Julianorum]] (the original version) and the dark fantasy mod [[End of Days]]. | + | The map is done mostly by [[Nevada]] with the radar map base by [[Hereje]] |
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− | http://img521.imageshack.us/img521/7210/mapcompositeos0.jpg | + | http://img255.imageshack.us/img255/9009/radarmap2.jpg |
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| + | ===Screenshots=== |
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| ______________________________________________________________ | | ______________________________________________________________ |
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| ===Buildings=== | | ===Buildings=== |
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| ====Building Tree==== | | ====Building Tree==== |
− | Constructing buildings in IBFD is a bit more complex tan in BI. The diagram below is a representation of a typical build tree (the building in the higher level is necessary to build a building, for example a church is necessary to build catacombs or abbeys) | + | Constructing buildings in IBFD is a bit more complex than in BI. The diagram below is a representation of a typical build tree (the building in the higher level is necessary to build a building, for example a church is necessary to build catacombs or abbeys) |
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| roads | | roads |
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| ______________________________________________________________ | | ______________________________________________________________ |
− | ===Options System===
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− | IBFD has an options system that allows you to make alterations to the way the mod plays to suit your own preferences. Features that can be changed in the options system include:
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− | *Whether hording and shadowing is enabled for certain factions
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− | *Choice of Interface
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− | *Enable intro movie
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− | *Optional additional loading screens
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− | *Variations on scripts used
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− | *Sky mod option
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− | *Revised vegetation option
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− | *Optional new strat map models
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− | ______________________________________________________________
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− | ===Known Historical Inaccuracies===
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− | The game (7.03 ver) still has several unhistorical features, that are mantained for enjoying the gameplay. Probably most of them will be eliminated in the future version. They consists of:
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− | * Artillery available to barbarian/nomad factions (historically, they never developed it);
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− | * Barbarians can "upgrade" buildings in roman cities and they will appear as barbarian building, with a very bad - and unhistorical - look;
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− | * Temples, churches and other religious buildings still exclude each other, like in vanilla BI;
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− | * Barbarians/nomads could recruit their barbarian units in roman lands;
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− | * In the Mediterranean Sea there are some unuseful Roman ships here and there;
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− | * Even with forced diplomatic stances, East Roman Empire tend to attack the West Roman Empire;
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− | * Onager, Scorpio and Ballista are still the old unhistorical vanilla ones, new artillery models should be made;
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− | * Some units should be tweaked both in model and skin;
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− | * Other little things.
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| ==External Links== | | ==External Links== |
− | [http://www.twcenter.net/forums/forumdisplay.php?f=818 INVASIO BARBARORVM 2 hosted forum at TWC] | + | [https://www.twcenter.net/forums/forumdisplay.php?f=818 INVASIO BARBARORVM 2 hosted forum at TWC] |
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− | [http://www.twcenter.net/forums/forumdisplay.php?f=113 IBFD hosted mod forum at TWC]
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− | [http://forums.totalwar.org/vb/forumdisplay.php?f=233 IBFD hosted mod forum at the Org]
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− | [[Category:TWC Hosted Modifications]] | + | [[Category:M2TW Mods (Released)]] |
− | [[Category: RTW Mods]]
| + | [[Category:Invasio Barbarorum]] |
− | [[Category:BI_Mods_%28Released%29]] | |
− | [[Category:M2TW Mods]]
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INVASIO BARBARORVM 2, is a series of modification for M2TW Kingdoms set in the late Roman Era, the mod is planned to be developed by sub-campaigns focusing on major events of the era building up to a final grand campaign set during the fall of the Western Roman Empire.
INVASIO BARBARORVM 1
information on the RTW:BI mod Invasio Barbarorum and its sub-mods here
INVASIO BARBARORVM 2 INFO
Mod's History
Setting
The first installment of Invasio Barbarorum 2 is Africa Vandalorum. Set in 426AD, the year the Vandals crossed into Africa at the invitation of Bonifacius. The campaign will feature a map of the Western mediterranean from Diocese Pannoniae to Diocese Hispania (under the Vandals and Suebians)
Features
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Factions
The first installment will feature the following factions:
The Map
The map is done mostly by Nevada with the radar map base by Hereje
Screenshots
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Buildings
Building Tree
Constructing buildings in IBFD is a bit more complex than in BI. The diagram below is a representation of a typical build tree (the building in the higher level is necessary to build a building, for example a church is necessary to build catacombs or abbeys)
roads
- farms lvl 2+
- market lvl 2+
- gov't house lvl 2+
- tavern lvl 1+
- execution square lvl 1+
- academies lvl 1+
- wall lvl 3+
- port lvl 3+
- health lvl 4
- amphitheatre lvl 2+
- monuments lvl 2+
- roads lvl 3+
- temples and churches lvl 3+
- catacombs lvl 1+
- abbeys lvl1+
- smith lv 3+
- barracks lvl 4+
- stables lvl 3+
- siege engineers lvl 3+
Buildings and Resources
Moreover, some buildings need a certain resource, if this resource is unavailable in a region, the building will cause an economic loss (This is done to emulate importing the said resource). In some cases, if the resource is available, then it will result in an economic gain (exports), still in some cases, the resource is a necessity, and the building cannot be built if the resource is unavailable
Recruitment
Recruiting your units in IBFD depends on your culture.
Barbarians (
- infantry - gov't buildings
- cavalry - stables
Romans
- infantry - barracks
- cavalry - stables
Eastern
- infantry - barracks
- cavalry - stables
Steppe People
- infantry - barracks
- cavalry - gov't buildings
Desert People
- infantry - gov't buildings (low level) barracks (professional soldiery)
- cavalry - stables
siege engineers are simply that, buildings to build siege engines, archers are trained in standard barracks or called up from the population.
Smithies are also necessary to train heavily armored units. Since the building requirement to train units is bugged in 1.6, this has been decided to be the best solution.
For the cultures that do not recruit from barracks/stables, these builings give morale and experience bonuses, and are still worth building.
Graphical Build Trees
Below is a typical Roman building tree.
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External Links
INVASIO BARBARORVM 2 hosted forum at TWC