Welcome to the TWC Wiki! You are not logged in. Please log in to the Wiki to vote in polls, change skin preferences, or edit pages. See HERE for details of how to LOG IN.

Difference between revisions of "Invasio Barbarorum II"

From TWC Wiki
Jump to navigationJump to search
m (Removed category "RTW Mods"; Quick-adding category "RTW Mods (Released)" (using HotCat))
 
(7 intermediate revisions by 4 users not shown)
Line 1: Line 1:
This is placeholder text, will edit soon -RGyG
+
{{Mod Information Table
 +
|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]
 +
}}
  
INVASIO BARBARORVM 2, 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.
 
Set in 410AD, the year of the Sack of Rome by Alaric's Visigoths, the modification features a complete rebuild of [[BI]]. 
 
  
{{mod|mod=INVASIO BARBARORUM|modscreenshot=IBFD_sig.jpg|platform=[[Medieval II: Total War Kingdoms]]|era=Late Roman Empire|leader=[[Ramon Gonzales y Garcia]] }}
+
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
 +
 
  
==Latest News==
 
 
[[File:IB2splash.jpg|thumb|right]]
 
[[File:IB2splash.jpg|thumb|right]]
[http://www.twcenter.net/forums/forumdisplay.php?f=818 IB2] for M2TW:Kingdoms is under development and is due to be released soon
+
 
--[[User:Ramon Gonzales y Garcia|RGyG]] 02:14, 23 February 2009 (CDT)
 
  
 
==INVASIO BARBARORVM 1==
 
==INVASIO BARBARORVM 1==
Line 106: Line 110:
  
 
==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]  
  
[[Category:TWC Hosted Modifications]]
+
[[Category:M2TW Mods (Released)]]
[[Category:RTW Mods (Released)]]
+
[[Category:Invasio Barbarorum]]

Latest revision as of 12:36, 18 February 2021

Invasio Barbarorum II
Platform Medieval II: Total War: Kingdoms
Mod Type Total Conversion
EraLate Roman Era
Mod Leader Ramon Gonzales y Garcia
Release Status Full Release
Forum / Thread Here


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.


IB2splash.jpg


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

______________________________________________________________

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


radarmap2.jpg

Screenshots

______________________________________________________________

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.

romanbldgtreewm5.jpg

______________________________________________________________


External Links

INVASIO BARBARORVM 2 hosted forum at TWC