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 "Diadochi: Total War"

From TWC Wiki
Jump to navigationJump to search
m (Actually it goes to all categories but.. i chose the RTW)
m (Text replacement - "{{Mod Information Table (no map)" to "{{Mod Information Table")
Line 1: Line 1:
  {{Mod Information Table (no map)
+
  {{Mod Information Table
 
  |Platform=[[Rome: Total War]], [[Barbarian Invasion]], [[Alexander]]  
 
  |Platform=[[Rome: Total War]], [[Barbarian Invasion]], [[Alexander]]  
 
  |Mod Type=Overhaul
 
  |Mod Type=Overhaul

Revision as of 00:50, 15 May 2019

Diadochi: Total War
Platform Rome: Total War, Barbarian Invasion, Alexander
Mod Type Overhaul
Era05 BC - 147 BC
Mod Leader RedFox
Release Status v1.20
Forum / Thread Here

Description

This mod aims to give RTW players a chance to play the Wars of the Diadochi, both focusing on the Successor states and featuring a unique Diadochi campaign, which covers the struggle between Alexander's generals. Even more space is given to Pyrrhus, the king of Epirus, with a Pyrrhic wars campaign. An additional campaign is Sons of Mars, which focuses on the rise of Rome in Italy.

Features

Wooden Walls: New level 2 walls are walkable and half the height of Stone Walls. These walls are still fragile and can be knocked down by rams, but provide extra tactics and new possibilities. It will also make defending settlements much more fun.

Colonies and Culture: Each region has its own cultural settings. Initially all cultures are divided to three groups: Western Civilized, Eastern Civilized and Barbarian Customs. The easiest way to boost the spread of you own culture in any region is to either build Law Temples or bring in Generals with the proper culture trait. The other way is to establish your own Colonies in the region - this is ultimately essential in any conquered regions. There are four basic groups of colonies: Small Colonies, Large Colonies, Independent Colonies and Native Colonies. In order to build new faction specific buildings, you need the proper cultural colonies. A Native Settlement can build any factional buildings it has, but Small Colonies can only build basic structures. As a special faction, Egypt has the ability to choose from 2 cultural paths - either the native Eastern, or the Ptolemaic Western culture. Depending on which culture is chosen, different units will be available.

Cultural Barracks: With the new implementation of cultural buildings, barracks have been adapted with the new system. There are essentially four groups of barracks:

  • Auxiliary Barracks: Train region specific mercenaries and native units.
  • Roman Barracks: For Roman factions.
  • Greek Barracks: For Greek, Baktrian and Egyptian factions.
  • Eastern Barracks: For Eastern, Carthaginian and Egyptian factions.
  • Barbarian Barracks: For all Barbarian factions.

Each Barracks will require the presence of a certain Colony, so if you are playing as Greeks and conquer a barbarian territory, you will need to build Greek Colonies there, or you will not be able to advance the settlement. Building Colonies is easy, but takes time. Auxiliary Barracks do not require any colonies, but are sometimes useless for there are no native units to train (yet). There are 5 levels of barracks:

  • Militia Barracks: Only Levy units can be trained
  • City Barracks: Only City(+Levy) level units can be trained
  • Army Barracks: Only Army(+City) level units can be trained
  • Royal Barracks: Only Royal(+Army) level units can be trained
  • Reform Barracks: Only Royal and Reform units can be trained

Each Barrack system will provide a different array of troops to recruit. Essentially you can have a properly functioning Levy army from the ground up, but its quality will not be as good. With each level that is added, a different unit roster will be available, with only a small selection of previous level troops. In non-native areas, units will appear 1 level later. For example, a Militia Barracks unit will make its first appearance in City Barracks.

Once you have conquered a region, unless its of the same culture you are in (eg: Greek vs Greek), you will have to build new colonies and new barracks, specific to your culture only.

Additional Features

Diadochi - TW features 46 unique music tracks. A complete set of new skies. Beautiful new campaign map textures and completely new battlemap textures. This alone revives the old RTW engine to a whole new level, not yet seen.

Campaign

  • Imperial campaign, starting in 279BC.
  • Wars of the Diadochi campaign, starting in 305BC.
  • Pyrrhic Wars campaign, starting in 279BC.
  • Sons of Mars campaign, starting in 328BC.

The Team

Diadochi - TW Design & Concept: RedFox

Unit Design & Concept: Maraxus

Scripting & Bughunting: Magister Equitum Zarax Suppanut

Addition Map Design & Help: Spartan 666

Additional Scripting Help & Traits: Suppanut & XGM Post Marian Project Team

Texture Rework & Other Design: Maraxus Warmaster Athenogoras

Help with the Read-Me: HeroSK

UI Card Design & Rendering: RedFox Maraxus

Included Mods

Force Diplomacy and Peace with the Dead from XGM

Visual Material

wallpaper.
wallpaper.
wallpaper.
wallpaper.
wallpaper.