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Difference between revisions of "Invasio Barbarorum: Flagellum Dei"

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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].
 
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 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:
 +
* Artillery available to barbarian/nomad factions (historically, they never developed it);
 +
* Barbarians can "upgrade" buildings in roman cities and they will appear as barbarian building, with a very bad - and unhistorical - look;
 +
* Temples, churches and other religious buildings still exclude each other, like in vanilla BI;
 +
* Barbarians/nomads could recruit their barbarian units in roman lands;
 +
* In the Mediterranean Sea there are some unuseful Roman ships here and there;
 +
* Even with forced diplomatic stances, East Roman Empire tend to attack the West Roman Empire;
 +
* Onager, Scorpio and Ballista are still the old unhistorical vanilla ones, new artillery models should be made;
 +
* Some units should be tweaked both in model and skin;
 +
* Other little things.
  
 
==Features==
 
==Features==

Revision as of 21:33, 10 July 2007

Template:Mod

Latest News

IBFD big.jpg

Previews for v 7.04 available in the IBFD subforum --RGyG 02:14, 10 July 2007 (CDT)

INVASIO BARBARORUM v7 (contained in mod-folder) and the 7.03 patch have been released. For more information visit their subforum or download the mod here

Overview

History

Invasio Barbarorum was originally known as Invasio Barbarorum: Flagellum Dei (IBFD) but the current mod leader decided that the name is too specific for the period of Attila the Hun (known as the scourge of God).


The mod was started by Atilla Reloaded under the name of "Atilla's Real Late Roman Army", because at that time it was just a pack of more realistic new models and skins for late romans only. 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 Gaels were redone. Some little graphic work started with the insertion of new faction symbols.

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 for help; other players also started to give lot of suggestions and ask for historical accuracy.

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 Gaels in Picts. The West Roman Rebels were substituted by the armies of Constantine III (but under the unhistorical name of Imperia Gallorum). There was even new loading screens.

Riothamus started to transfer the IBFD units in 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.

After few time, was generally agreed to use a new, larger map to give Sassanids more space on east, and for this purpose Sounds Like Killing released a short-lived transposition on WARMAPv1 (made from Ice Torques). 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 Garcia y Gonzales released a "Constantine the Usurper v0.1" that inserted the Vandal hordes in Spain (before they were placed around the Rhine).


A curiosity: for a strange misspelling, the mod was known for a certain time as IB-FG. It was a simple typing error made by Atilla Reloaded since his first version with this name, but strangely none looked at it until it was spotted a couple of months after. 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.

IBFD 5.0 was a major release that included SkyMod and the DarthVader formations, several new buildings, remodelled units for all factions, starting position in 407, with still (unhistorically) Sarmatians and Roxolani; the Romano-British were lead by Constantine III - and in fact in 407 he was leading the troop insurrection in Britain - Vandals were as horde in Spain, near Tarraco, Berbers still were given (unhistorically) the city of Tingi, Ostrogoth occupied Dacian lands. Quickfixes 5.0.1, 5.0.2 and 5.0.3 solved some little bugs and problem, still leaving room for several unhistoricities.


The version 6 was a perennial beta due to the numerous changes it included. It was also 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, "Thank you! And everyone who worked on my mod after I took a break from modding. I am charmed by your work"

After a brief period, Ramon Garcia y Gonzales take his place, as he was available as a skinner and modder, and get his efforts in almost all aspect of modding. Version 6 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 fixex from Ramon Garcia y Gonzales; 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, reproduct the Sack of Rome, judaism as a new religion, new animations from Europa Barbarorum and SigniferOne, and other important things.


In this period, the team was variously composed, but with Ramon Garcia y Gonzales and Mylae also the Celt and Hans Kloss give their time in the developing of the mod, but also Juve, darkrider, Galloper, X-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, a draco model from Lusted's Late Romans v2.0, horses from Pinarius, 4tpy script from Myrddraal.


After a brief period of stasis, a 7th version was released, under the name of IB VII. In fact, the "Flagellum Dei" was officially removed due to his connection with Attila, that is not present at the game start because the starting year is 410. IB VII also used the -mod: switch command, to avoid crashes and allows a multiple mod install. This version - the current one, with his 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 Moors, regions have been added to the map as per Juve suggestions, Slavs tweaked as per DukeOfSerbia 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 Berbers, Prometheus's grass and other changes. 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 Stonhenge as a "Wonder".

At the moment, a 7.04 is under development by Mylae, consisting mainly of a series of new buildings and UI, tweaked city names, and even a new religion, Manichaeism, with proper new traits.

In the meantime, a 7.1 has been just made by Ramon Garcia y Gonzales, and wil probably be the next release. It will feature several changes, like new Wonders, regions, units, and a shift from Picts to Gaels again. Several scripting features are under work, as well as a set of new buildings, possibly a new trait system, and a complete reshaping of steppe/barbarian culture.

General Information

It is a comprehensive modification for BI with a series of campaigns focusing on the late Roman Empire. Sub mods include Rio's IBFD and Goth's Imperium Julianorum.

Setting

Invasio Barbarorum is set in 410AD, the year of the Sack of Rome, at the time of the great migrations, in the Late Roman Empire, at the start of the Dark Ages.

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:

  • Artillery available to barbarian/nomad factions (historically, they never developed it);
  • Barbarians can "upgrade" buildings in roman cities and they will appear as barbarian building, with a very bad - and unhistorical - look;
  • Temples, churches and other religious buildings still exclude each other, like in vanilla BI;
  • Barbarians/nomads could recruit their barbarian units in roman lands;
  • In the Mediterranean Sea there are some unuseful Roman ships here and there;
  • Even with forced diplomatic stances, East Roman Empire tend to attack the West Roman Empire;
  • Onager, Scorpio and Ballista are still the old unhistorical vanilla ones, new artillery models should be made;
  • Some units should be tweaked both in model and skin;
  • Other little things.

Features

Factions

The modification has the following factions:

The Map

mapcompositeos0.jpg

Buildings

Below is a typical Roman building tree

romanbldgtreewm5.jpg

Options System

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:

  • Whether hording and shadowing is enabled for certain factions
  • Choice of Interface
  • Enable intro movie
  • Optional additional loading screens
  • Variations on scripts used
  • Sky mod option
  • Revised vegetation option
  • Optional new strat map models

External Links

IBFD hosted mod forum at TWC