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AnthoniusII
05-03-2008, 20:42
Στρατιγικον Μεγα Δομεστικου των Σχολων πιστου τω Θεω υπηρετη Αντωνιου.

https://i120.photobucket.com/albums/o195/Calamir/stefaneke_poster.jpg

Looking around all over mods of M2TW and their medieval Roman (byzantine) unit rosters,an idea came to mind!
To create a complete unit roster covering two(2)maijor eras but having all byzantine army's reforms...

The 1st project will cover a time frame from 1025 to 1460 with the army's reforms of 1205 and after...
This project will have the priority becouse most mods that are in development have the year 1080 as starting date...

The 2nd project will cover the time frame 650 to 1025 with the army's reform of 800 and Nikephrus Phokas reform at 950ad...

There will be a number of units that will coexist in the two projects the same way the real units existed many centuries as troops[Ex:Acritae].

The result of this project when and if acomblished will be free for any one who would desire to add a complete and historical accurate byzantine units roster...

The only obligation for a moder or moding team will be the anoucment of accepting this project in order of agknowlegment of the members work!!!

I would like at first to know the public's oppinion about this project's existance...

Then i will need all those that would be able to share their skills and knowlege for a such a project...

AnthoniusII (researcher)
Tangro (skinner)
The_Bulgar_Slayer (researcher)
Vahe (researcher)
Pompeius Magnus (researcher)
Ificratis(moder)
Caesar Clivus(moder)
Stefaneke(modeler)
Neoptolemos(public realations)

Basic features that required for all the "units"that will be in the list...

1st:Accurate names...
This is the most comlicated issue...Through the centuries same units often changed their names according to the public languege spoken that time...
A minor examble:You must already have seen even in historical books the names[accontistai],[peltastoi] or [psiloi]...This kind of warriors never stop to exist in the roman armies and despite the diferend name they were the SAME unit...

2nd:Accurate armors...
Next to the name issue was the armor issue...This is going to be the most difficult issue of all...Lets suppose that a unit exists in more than on era,in more than one reform...Armors and weapons changed often according to the era of weapons/armors improuvments or according the opponets the troops had to fight!

3rd:Weapons..
I do not mean the kind of weapons a unit will use but the double weaponed feature...
The 3rd era in moding has already started by a bunch of wonderfull mods and many more are to come...
No more units with only one weapon...
Examble:Millitia(thematic)regional infantry...They may not have armor at their 1st level but they must be equipted with both spear and sword or axe!
Some moders/modelers already opened the way...I hope they would like to help here also!!!

http://static3.filefront.com/images/personal/y/yelowdogg23/140638/ncumwtjnqv.jpg


presents...


Basileia ton Romaion submod for Stainless Steel 6.1


https://img209.imageshack.us/img209/9264/factionsymbolzm3.jpg



The aim of this submod is to provide the players of Stainless Steel 6.1 with a historically accurate medieval Roman (i.e. Byzantine) unit roster. Almost all of the vanilla units for the Byzantines were either inaccurately implemented or just plain inaccurate. This submod redresses this...and more!



Download: (Megaupload)Basileia ton Romaion v1.0 for SS6.1
(http://www.megaupload.com/?d=UNUVQK8P)
Alternate download (Filefront)
(http://files.filefront.com/Basileia+ton+Romaionexe/;11702756;/fileinfo.html)

Installation Instructions

1. Download the above file

2. Run the installer and point it to your Medieval II Total War directory (not the SS directory)

3. Delete the map.rwm files from the Stainless_Steel_6\data\world\maps\base and Stainless_Steel_6\data\world\maps\campaign\custom\Late_Era_Campaign folders. The campaign will take a minute or two to start the first time after you do this. Don't worry it's normal (the game is rebuilding the map).

4. Delete the events.dat and events.idx files from the Stainless_Steel_6\data\sounds folder.

Features:

A completely overhauled unit roster. Almost all units are completely new and historically accurate.
A combination of skins from several modders as well as many original creations.
New weapon models and textures (thanks to Lord_Calidor)
Realistic battle banners.
Starting conditions for both Early and Late Era campaigns are much more accurate. Help the Komneneans restore the Empire to its former glory in the Early campaign. Or fight to regain Constantinople from the crusaders in the Late Era campaign.
New battle and strat map models for all army leaders.
Career system for Byzantine generals.
New roleplaying features. Recover Byzantine relics. Gain titles for your generals
Byzantine quotes for loading screens
Proper terrain around Constantinople. No more tropical jungle.

Please post any feedback/bugs in this thread: http://www.twcenter.net/forums/showthread.php?t=182151

AnthoniusII
05-03-2008, 20:56
This project needs any help it can get...


Any modelers,scripters,texturers etc that can help please contact me through email.... :2thumbsup:

AnthoniusII
05-06-2008, 11:32
Many will ask.."why such an extensive unit project?".
The answer is simple...A moding team must have accesable units to every medieval time frame...
A long time ago i posted this...

Originally Posted by AnthoniusII http://www.twcenter.net/forums/images_medieval/buttons/viewpost.gif (http://www.twcenter.net/forums/showthread.php?p=2520395#post2520395)
Advantages and disadvantages of some dates as starting ones...
As possible dates as starting ones for a "medeival" mod could for examble be..
A:801
B:900
C:1025
D:1072 or 1066
E:1080
F:1090
G:1180
H:1205
Let us find out what each date has to "offer"...
A:801AD:It is the 1st year that Charlemagne is under his "imperial" title... In that time in europe has a great francish/germanic state but only few other european factions to be playable...The east roman empire still has all balcans,asia minor and a part of italy...But a mod weach starts at 801 will be a islamic/arabic dominated one...Arabs (3 or 4 major or lesser factions will have all north africa,midlle east and a great part of spain under their rule... And we must NOT forget the islands od sicely and crete as well...A player as an arab chaliph could easily dominate in the mod's world just doing NOTHING.
B:900AD:The year of ballances.After the batlle of Licaon river in central asia minor between the romans and arabs in 860ad there is a time that comes a ballance between the islamic and christian worlds...The romans once again become the super power of the time with only two thorns in their sides(serbia and bulgaria).Arabs now divited in many factions still dominate in spain,notrh africa,middle east...In europe the francish empire start to became many minnor states much more a mod can afford as playable factions...The "good" issues a mod like this could provide is the turkish emerge and the viking expansion to both eastern and western europe.
C:1025AD:The year of total superpower(as the historians agree).The roman empire is the ONLY real state in europe.Europe that tries to find a road to leave the dark ages...Arabs are inside a ruthless civil war (once again) living the roman emperors to play as they wish...The new features a mod like this could offer could be the domination of the vikings in all north europe and the 1st apearance of the turkish/turcamanic federations.In a medium dificalty a player of any faction could NOT survive against the only superpower.
D:1066-1072AD:Two dates that could easily have the title of "the turning point".Both of them mark a major event that changed the world more or less.
We must remember that even after his victory William did not ocupied England(he needed several year more to accomplish the occupation).
As for the 2nd date even after the loss of the Maziquert batlle the roman empire DID NOT loose its provinces and remained a hurted but strong superpower(it was a civil war nesesary to change both)...There is no serbia,bulgaria,muslim cretan principallity and others in that date)...
E:1080AD:This date has severall advantages for a mod to begin...
1st The roman empire is no longer a superpower(it still has all balcans and domination but allready lost 75% of asia minor and a new greek/turkish state has been created).The muslim world is divited is many but still strong states. Viking origin states in east europe have established and William has not only survived but diminates in most of saxon lands in England...Italian federations of trade are in uprissing...In that date there is a ballance of terror that is going the change soon....
F:1090AD:Few years before the 1st crusade...Crusades,missions with no chance for success...What huppened?Civill wars kept muslim world away of defending those lands...Muslim states that gained more gold each one alone than all european states together...How a realistic mod could present that issew?The "new"things that a mod like this could offer could be the serbian,croatian and bulgarian rebelions as starting factions of the mod...
G:1180AD:The year of the last hope for the roman empire to regain asia minor once and for all...From 1080 to 1180 the empire is once again the ultimate superpower(smaller in lands but stiil strong)The crusade states are divited even under the king og Jerusalem...The prince of Antioch is the roman emperor's vassal...Any way is generally the time frame of "Kingdoms".A mod that starts in this date can not show the basic medeival world in a player becouse that world has allready changed...
H:1205AD:The last good choice for a medeival mod to start could be 1205ad.
The roman empire does not exist(at least for a sort time).That date could focus more to the latin states of the Latin Kingdom of Constantinople...
Famous principalities such the principality of ACHAIA (the most famous knights all over europe according to historians of their time).A mod that starts in such a date will nesesary focus on christian factions (new in every way)and had muslim/islamic world out of nessesity...

That is the reason for this project...
A moding team must have the right staff for any of those starting dates...
This project aims to become a selff from any moding team will take what it would need according to the starting date...I still hope that famous skillfull members will help!!!!:)

An other question that must be answered...
Why all those unit/army's reforms?

The answer is another question!
What is the main problem when a mod wants to have the byzantines as a faction?
The answer:The paradox of the unit roster comparing mostly with the west european ones!I explain my self...
Let us take as examble the year 1080,a common starting date for many mods!
The europeans have the mailed knights as heavy cavalry but the byzantines have no heavy cavalry available!The paradox is that in that date super heavy cavalry had only two factions in the west europe...the remains of the Lombardic states and the byzantines...
Many will say...allright but if the byz faction will have that superior cavalry early in it's disposal how the empire will come to a possition that will be in danger with all this exelent roster?
We must not forget that the empire lost lands and people not becouse of it's army but becouse of many civil wars and bad addministration!
If we would like to show accuratly the bad possition the empire got in to we can use the "reform" issue!
Imaging that after 1205 a byz roster without scholarii but with pronoiarii,without cavalarii but with turkopoles,without the acritae cavalrymen but with the new stratiotae(light cavalry) etc...
With the "reform"issue 1st we can teach byz history and 2nd force the player to understand WHY the empire hired so many merc troops at the last 2 centuries!!!!

AnthoniusII
05-06-2008, 11:33
1st post edited....:idea2:

AnthoniusII
05-08-2008, 11:15
CBUR project asks the modeling comnunity's help..........

We declair a modeling project and we hope modelers will answer!
Ofcourse credits will be given!
https://usera.imagecave.com/anthoniusii/siege1.jpg

AnthoniusII
05-26-2008, 09:12
Soon there will be a early version of the Byz army unit roster (1080)ussing skins that allready are available...and Ificratis Byz.Officers career system...:2thumbsup:

AnthoniusII
05-26-2008, 09:27
See our progress to the career system...(still in beta)!
https://usera.imagecave.com/anthoniusii/careerpic.JPG
https://usera.imagecave.com/anthoniusii/careerpic2.JPG
https://img529.imageshack.us/img529/3915/careerpic3ky9.jpg
https://img185.imageshack.us/img185/203/careerpic4ob9.jpg
https://img529.imageshack.us/img529/7260/careerpic5jp1.jpg
https://img210.imageshack.us/img210/6490/careerpic6no3.jpg

AnthoniusII
06-04-2008, 09:11
This army roster aims to mods that start at 1080ad!

Unit list:
1:Acontistae
2:Toxotae
3:Contarati
4:Gasmouli
5:Latin handgunners
6:Castrophilakae
7:Archontopouli
8:Acritae
9:Acritae(mounted)
10:Scoutati(swordmen)
11:Scoutati(spearmen)
12:Mourtati
13:Cavalarii
14:Stratiortae
15:Varangian Guard
16:Skithiki(petzenegs)
17:Latiniki(normans)
18:Alamani(germans)
19: Pronoiarii
20:Scholarii
21:Siphonatores
22:Spatharii tou Vasileos
23:Athanati

Optional artillery units(unique)
24:Lithovolos Catepeltes
25:Repeating arrow thrower.

Infantry Units:14
Cavalry Units:9

AnthoniusII
06-06-2008, 15:47
This army roster aims to mods that start at 1080ad!

Unit list:
1:Acontistae
https://i120.photobucket.com/albums/o195/Calamir/Acontistae.jpg
Acontistae (javelinears).
The basic infantry unit of a provincial army armed with light javelings,small wooden baclers and small axes!
Basicaly peseants armed by the local governor...

2:Toxotae
https://i120.photobucket.com/albums/o195/Calamir/Toxotae_final.jpg
Toxotae:
According to standard millitary orders each provincial ruller(general)had to keep a large number of "soft"bows to provide the city's defending poppulation a basic weapon to help against the attackers!
The description"soft"refairs to the string's power!!The peasants were not profesionals to know who to hundel a combosite bow!
Unlike the other "psiloi" units toxotae with battle expiriance were paid by the local general in order to have access to some basic armors to ingrease their surviving possibilities!
Their most ussual equipment was exept the bow,a small wooden bucler and a small axe or a sword for close combat...
Often they used hard leather or padded armors!

3:Contarati
https://i120.photobucket.com/albums/o195/Calamir/contaratoi_final.jpg
Contarati
As a word means spearmen from the ancient greek word "kontos" and the later byzantine version "kontarion"...

4:Gasmuli
https://i120.photobucket.com/albums/o195/Calamir/gasmuli.jpg
Gasmuli:Latin merchants often created families in the cities
they lived.Children of theirs called by the rest popullation
gasmuli.Some historians of their times use to claim that
gasmuli were exelent naval crews mostly naval heavy
archers.

5:Latin handgunners
https://i120.photobucket.com/albums/o195/Calamir/latin_handgunners.jpg
In order to protect their interests in the cities they had merceant stations,Italian
merceants formed some small units with exnaval crews or mercenaries
strait from Italy!They armed them selvs with every "new"weapon they could buy..
Handguns were some of them!

6:Castrophilakae
https://i120.photobucket.com/albums/o195/Calamir/Castrophilakae_final.jpg
Castrophilakae.
Every province ruller(the local general) had an obligation by the law to reqruit a small profetional hardcore unit by his expences!
They took their name(castrophilakae) by the word 'καστρα" castles a generic name for fortification walls in the greek languege...
So they were mainly the wall keepers in peace times.As wall keepers we mean that they maned the border forts or the kleisoures(small forts on crossroads and other strategic positions...From the kleisoures forts their officers took a name as kleisourarchae...
Their 2nd task was to enforce the law as a "pollice" force in the cities by the General's orders!


7:Archontopula
https://i120.photobucket.com/albums/o195/Calamir/archontopoulai_final2.jpg
Archontopula:Their name means "children/sons of the nobles...
For the 1st time in the empire's existance emperors reqruit underage
(younger than 19 years old)soldiers...They may lack of expirience but
they are considered some of the most"fanatic"troops!!

8:Acritae
https://i120.photobucket.com/albums/o195/Calamir/Acritae_final.jpg

9:Acritae(mounted)
https://i120.photobucket.com/albums/o195/Calamir/Mounted_Acritae.jpg
Acritae.For the greek/romans these soldiers were the most famous of all(and population wrote many epic songs and myths for them)...
They were the successors of the limitanei roman troops and afcource their name also means border (acri=final line of the state=border)...
As troops were the majority of semiprofessional soldiers of each province(thema).For the reqruitment of Acritae the "military lands" status were invented...Lived by the military lands close to the empire's borders they transformed from light to medium multi role soldier acting as border guards during peace and as raiding forces or ambushers during war time...
They were a multi functional tool to every generall and his province.


10:Scoutati(swordmen)
https://i120.photobucket.com/albums/o195/Calamir/Scoutatoi_sword_final.jpg

11:Scoutati(spearmen)
https://i120.photobucket.com/albums/o195/Calamir/Scoutatoi_final.jpg
Scoutati:
Their name means the shield cariers!(just like ancient greek hoplitae)...
They were part of the majority of the line infantry and the unit's name continued to exist all the empire's life...
They used to name like this for the easiest separation of the lansarii (light spearmen-later known as contarati) and from the heavier of the 600-800 era unit of promachi!After 800 the scoutati and promachi coexist in one unit as simple scoutati!In some ocations also named as (h)oplitae as well!


12:Mourtati
https://i120.photobucket.com/albums/o195/Calamir/Mourtatoi_final.jpg
Mourtati.
The empire often suffered by lack of good archers ...
Komneneans were somehow lucky by the entance of large number steppe warriors
mostly turks and turkomans who change their religion and became sitizens of the empire...
The kursores/defensores unit system was in use again!

13:Cavalarii
https://i120.photobucket.com/albums/o195/Calamir/Cavalarii_final.jpg
Cavalarii.Their name means horsemen...They were not just one unit through out history but they are remembered as the medium multi role kind of cavalry the empire used almost all it's eras and survived until the end in the Empire of Trapezond 1460ad!

14:Stratiotae
https://i120.photobucket.com/albums/o195/Calamir/stratiotae_ug2_final.jpg
Stratiotae.
The cost of having and support a horse,often millitary training and the cost of a good
and afective armor was quite big...Thematic way of reqruitment solved that problem
by giving a farm (the farm's income)to a soldier in order of keeping him to his millitary
obligations(and not care how he will manage to survive)...
Their name was often Stratiotae...

15:Varangian Guard
https://i120.photobucket.com/albums/o195/Calamir/varangian_guard_final.jpg
https://i120.photobucket.com/albums/o195/Calamir/varangian_guard_ug1_final.jpg
Etairia ton varangion(Varangian Guard):
Warriors from north europe were in the empire's service from the late
roman era especialy from germanic tribes.In the years of the
emperor Basileios II a new kind of warriors became part of the
imperial army's roster...The famous viking origin Varangians known
as (pelekiphoroi phrouroi)”the guards armed with axes”.This unit
of mersenaries was in duty to the last moments of the empire.
Many saxon warriors entered the unit after 1070ad!
Type:Saxon huscarls,viking varangs.

16:Skithikon(steppe merc warriors)
https://i120.photobucket.com/albums/o195/Calamir/skythikoi_final1.jpg
https://i120.photobucket.com/albums/o195/Calamir/skythikoi_final2.jpg
Skythiki etairia(skythikon):
As scyths romans named all eastern type of warriors,mostly the
steppe ones like turks,petzenengs and others.They were tough warriors and
skilled horsemen and the correct antidote to scimilar opponets.

17:Latinikon
https://i120.photobucket.com/albums/o195/Calamir/latinikon_final.jpg
Latiniki etairia(latinikon):
Since the time of Jiustinianos and the roman reqonquista in Italy
many european origin warriors offered their military servise to the
empire.Francs,goths,lombards and the most famous of
them the Normans...

18:Alamani(germans)
Alamani
https://i120.photobucket.com/albums/o195/Calamir/alamanoi_final.jpg
This was the name of all "german"origin mercenary troops from 3rd to 14th century.
They started as tribal or auxilia troops and tranformed to allied(help from German allies)
ones...They ussualy formed heavy infantry units...

19: Pronoiarii
https://i120.photobucket.com/albums/o195/Calamir/pronoiarii_final.jpg
https://i120.photobucket.com/albums/o195/Calamir/pronoiarii_ug1_final.jpg
Pronoiarii.
Nikephorus Phokas as emperor made the start...
In order to have access to heavier cavalry gave biger lands to some soldiers...
Komneneans trying to find not only heavier cavalry but also armed political support
gave the right to some soldiers not only to have access to more larger farm lands(Pronoias)
but also the right to arm some private serveants with the obligation to attach to the imperial
armies when needed...It was the feudal era in Medeival Roman Empire...

20:Scholarii
https://i120.photobucket.com/albums/o195/Calamir/scholarii_final1.jpg
https://i120.photobucket.com/albums/o195/Calamir/scholarii_final2.jpg
Sholae units(or Vasilika Tagmata):These ellite fully proffecional
imperial units well known as cataphractoi or clivanophoroi (from
the type of their armor),are the hard core of the imperial army.Mostly
are very heavy cavalry but they have infantry units in their roster too.
Their infantry units were known as vasilica tagmata ton opliton and
their cavalry were known as vasilica tagmata ton ippeon or simply
Tagmata.

21:Siphonatores
https://i120.photobucket.com/albums/o195/Calamir/siphonatores_final.jpg
https://i120.photobucket.com/albums/o195/Calamir/siphonatores_final1.jpg
https://i120.photobucket.com/albums/o195/Calamir/siphonatores_final2.jpg
Siphonatores:
Very few things are known for those "imperial" troops...
They were among the most trusted (becouse of the secret weapon they caried)
and most protected(by armor) troops of the empire!
We know that they started as ship asault troops but they soon used as wall asault
or defending ones too!!!

22:Spatharii tou Vasileos
https://i120.photobucket.com/albums/o195/Calamir/spatharii_vasileos_final.jpg
After excubitors lost the their duty
as imperial guards and became one of the four(4) imperial ellite units known as Vasilica Tagmata,the very personal guarison of the emperor
was a small,mostly dratitional unit the spatharioi. Their leading
officer was known as Protospatharios tou vasileos (he carried the
emperor's sword in official presentations and seremonies.Having in their
disposal the imperial armoury,they were one of the most heavily
armored unit in the world!


23:Athanati (General's Bodyguard)
https://i120.photobucket.com/albums/o195/Calamir/Athanatoi_final.jpg
Athanati(immortals)
The emperor created a unit ussing an old ideaof the persians and the antropoi tou vasileos previus unit!!
The main diferance between the "anthropoi tou vasileos" and the new "immortals" was the nature of reqruitment...
Anthr. tou Vas. were the emperor's most trusted men and when some of them were killed in battle it was extimly dificuld to be replaiced...
Nikeohorus changed that...the new"emperor's bodyguard"remained full as number reqruiting new members for other units...
Somehow they became the new mounted praitorians but only a number of 512 men of them!

Optional artillery units:

24:Lithovolos catapeltes(roman catapult)
25:Repeating arrow thrower!

Infantry Units:14
Cavalry Units:9
Artillery Units(unique):2

AnthoniusII
06-06-2008, 15:52
The mod still needs any help it can get for:

Nikephorus Phokas reform...(a unit list refairing to Byzantine/Bulgarian wars)940-1050ad!

The byzantine armies of the 1st and 2nd Arab expantions(632-940ad with a reform at 750ad)...

Any one who wants to help please contact me via pm!:2thumbsup:

AnthoniusII
06-07-2008, 15:29
List edited!:idea2:

AnthoniusII
06-15-2008, 19:55
CBUR project asks the modeling comnunity's help..........

We declair a modeling project and we hope modelers will answer!
Ofcourse credits will be given!
https://usera.imagecave.com/anthoniusii/siege1.jpg
And here is our progress so far...
http://downloads.stefantjuh.googlepages.com/ballista_8.jpg

http://downloads.stefantjuh.googlepages.com/ballista_9.jpg

Remember we still need anyone that could help..........

AnthoniusII
06-21-2008, 16:54
The unit list pic edited!:laugh4:

AnthoniusII
06-25-2008, 09:04
See our "new" units....:laugh4:

AnthoniusII
07-01-2008, 16:05
Are you a modeler?
Do you interesting of creating some unique units of byzantine armies of 3 major eras?

Take the chalenge and join us!!!:2thumbsup:

AnthoniusII
07-13-2008, 17:56
The list of the Komnenean army is finalized!
Prepare for a release soon!!!

AnthoniusII
07-14-2008, 09:05
Sigs..and other promotional work!


Caesar Clivus sigs...

https://i120.photobucket.com/albums/o195/Calamir/pronoiarii_sig.jpg

https://i120.photobucket.com/albums/o195/Calamir/scholarii_sig.jpg

https://i120.photobucket.com/albums/o195/Calamir/skythikoi_sig.jpg

Ificratis sigs...

https://img389.imageshack.us/img389/885/signaturejy4.jpg

yelowdogg23 sigs...

http://static3.filefront.com/images/personal/y/yelowdogg23/140638/zqgnbxysmm.jpg

http://static3.filefront.com/images/personal/y/yelowdogg23/140638/vsxlelheqb.jpg

http://static3.filefront.com/images/personal/y/yelowdogg23/140638/zwpbuchals.jpg

Stefaneke's sigs...

https://img204.imageshack.us/img204/4475/signaturewallsofconstanjc9.jpg

Others creations...

https://img296.imageshack.us/img296/9085/skythikonsigae4.jpg

https://img504.imageshack.us/img504/3903/siphosigee6.jpg

https://img210.imageshack.us/img210/1598/latinikonsigpu1.jpg

Olavi's sigs

https://usera.imagecave.com/anthoniusii/varangian_guard_sig3.jpg

https://img337.imageshack.us/img337/8650/pronoiariiug1final2ait2.jpg

https://img154.imageshack.us/img154/6652/siphonatoresfinal2sig1any7.jpg

Arn's sigs..
https://img300.imageshack.us/img300/4841/cbur202go6.jpg

https://img300.imageshack.us/img300/6585/cbur201ma3.jpg

AnthoniusII
08-02-2008, 00:18
Komnenean Army Units are in "house" beta...
See some pics...from beta testings!
https://img183.imageshack.us/img183/2372/cavalrycharge1rs2.jpg
https://img187.imageshack.us/img187/175/themarmy2zf7.jpg
https://img129.imageshack.us/img129/349/scythicon1ms2.jpg
https://i120.photobucket.com/albums/o195/Calamir/screenshot6.jpg
https://i120.photobucket.com/albums/o195/Calamir/screenshot1-1.jpg
https://i120.photobucket.com/albums/o195/Calamir/screenshot3.jpg
https://i120.photobucket.com/albums/o195/Calamir/screenshot4.jpg
https://i120.photobucket.com/albums/o195/Calamir/screenshot2.jpg

Flying Pig
08-03-2008, 11:13
Beautiful skinning and great history. Keep up the good work!

Charles the Bold
08-06-2008, 15:43
:yes: i can help, not strait away though as my M2TW has gone funny and i am awaiting reply from SEGA customer support. but yes i can help. i am a big fan of the Byzantines.

AnthoniusII
08-07-2008, 11:44
We still need a modeler that could help to our next Rosters(armies from 650-900 and from 900-1079)!
WE also need a animator for our unique rtillery units!!!
Pm me if you are interesting or you know someone that could and willing to help us!:2thumbsup:

AnthoniusII
08-23-2008, 16:37
Some more pics......
https://img149.imageshack.us/img149/5609/siphocp9.jpg
https://img381.imageshack.us/img381/6955/shieldwallsk3.jpg
https://img178.imageshack.us/img178/4485/contlm0.jpg
https://usera.imagecave.com/anthonius3/lat1.JPG
https://usera.imagecave.com/anthonius3/lat2.JPG
https://usera.imagecave.com/anthonius3/bb31.JPG
https://usera.imagecave.com/anthonius3/cc1.JPG
https://img504.imageshack.us/img504/6245/heirbattledg9.jpg
https://img185.imageshack.us/img185/3458/battle2jk4.jpg

Expect a release of the SS 6.1 submod soon!!!!

AnthoniusII
09-05-2008, 10:34
CBUR anounces that the "Basileia ton Romaion" submod for Stainles Steel is relaesed!
Check the 1st post for the links and further details!!!

ratbarf
09-21-2008, 04:50
Totally awsome man.

AnthoniusII
10-05-2008, 18:05
Please can a moderator change the title as the 1st post title is?
I can not change it even via the "go advance"button...:furious3:

AnthoniusII
10-29-2008, 01:28
CBUR is proud to anounce that the 2nd project is now in development...
"Nikephorian Armies Unit Roster" aiming to mods from 900 to 1070ad
and will present the most glorius Medeival Roman units of Nikephorus Phokas
,Ioannes Tzimesces and Bassil II Bulgaroctonus!!!!

AnthoniusII
12-14-2008, 12:14
To all moderators...
If you want to add our "Komnenean" unit roster in your mod just post here...

Name...
Name of the mod you aks permision for...

And we will contact you as soon as posible!

AnthoniusII
12-23-2008, 17:42
Are you a modeler?
Do you interesting of creating some unique units of byzantine armies of 3 major eras?

Take the chalenge and join us!!!

Post here (http://www.twcenter.net/forums/showthread.php?t=213672) if you are interesting for the job!

AnthoniusII
01-05-2009, 17:44
CBUR project begins a competition in medeival Ships models!!!
All modelers should practice a lot ....

The competition will start at March 1st of this year...

Ships:
Dromon
Fire Dromon
Cog
50 and 70 feet Viking ships
Dow
Early Italian Galey

All researchers that have picks or designs or models of those ships post them here! (http://www.twcenter.net/forums/showthread.php?t=216274)

The Roman(byzantine)and arabic ships will be the most dificult becouse
they must be equipted with balistas,catapults and the byzantine ones with repeating arrow throwers and siphons(fire Dromons)...

This competition refairs to a future mod in ETW...!
We must wait and see 1st the naval batlle mechanism of CA and them modify the ships...

AnthoniusII
01-20-2009, 17:35
The Komnenean Roster is available to every moding team wishes to add
a realist and accurate Byzantine roster...
Just pm me and i will sent the matterial and permision!!!

AnthoniusII
02-07-2009, 10:48
https://i301.photobucket.com/albums/nn55/billis_theo/twc-mod-awards-2008-team-banner.png

(http://www.twcenter.net/forums/showthread.php?t=223238)



Complete Byzantine Unit Roster Project has won the Favourite Submod/Stand-alone minimod Award for 2008.



http://www.twcenter.net/forums/images/medals/modding_awards_2008_winner_medieval_large.png

Rosacrux redux
02-16-2009, 11:53
This looks excellent! Bravo and well done! But... I presume it doesn't work with the latest SS update, does it?

AnthoniusII
02-16-2009, 16:53
This looks excellent! Bravo and well done! But... I presume it doesn't work with the latest SS update, does it?
It works only a "clear" SS 6.1 patch(no RR,RC or BGIV)...
If someone wants to play BtR when he installs SS 6.1 patch he MUST install the "permanent arrows" and
NOTHING else...
The BtR 1.0 can be compatible with AU's horses,Agart's new cities and castles,Master Zuma's stone forts (v6.0)for SS 6.1 and Grimson Tide submod...

There is a beta that has the latest has BtR with RR+RC+BGIV+Batle for Baltic 1.0 but you have to wait
a bit more...:2thumbsup:

Rosacrux redux
02-16-2009, 22:03
It works only a "clear" SS 6.1 patch(no RR,RC or BGIV)...
If someone wants to play BtR when he installs SS 6.1 patch he MUST install the "permanent arrows" and
NOTHING else...
The BtR 1.0 can be compatible with AU's horses,Agart's new cities and castles,Master Zuma's stone forts (v6.0)for SS 6.1 and Grimson Tide submod...

There is a beta that has the latest has BtR with RR+RC+BGIV+Batle for Baltic 1.0 but you have to wait
a bit more...:2thumbsup:

Oh, well, I'll wait then :2thumbsup:

P.S. Hurry! :laugh4:

AnthoniusII
02-17-2009, 10:45
REAL RECRUITMENT 1.2 / REAL COMBAT 1.7 for STAINLESS STEEL 6.1 BETA

BETA

Real Recruitment ('RR') is an attempt to more accurately simulate the dynamics of recruiting, retention and training during the medieval period covered by the M2TW game. There is a guide included in the download. RR includes Real Combat.

Real Combat ('RC') is an attempt to create a more realistic M2TW combat experience via the modification of a number of crucial unit stats for all units, using a consistent and detailed framework. A guide is included in the download.

Includes by kind permission:

BATTLE FOR THE BALTIC by Caesar Clivus
COMPLETE BYZANTINE UNIT ROSTER by Anthonius II and Caesar Clivus
BGR IV (optional) by Byg
Hundred Years War and Italian City States Mini Campaigns by Lusted
6.2 patch Release Candidate 3 by Gracul.
RR 1.2 changes:
-Much improved event code to better model the changes in army compositions from High Era onwards up to early 1600's

more realistic introduction of new weapons such as pikes, polearms, corned powder firearms, wheelocks etc
reduction in importance of Feudal System, availability of Feudal units, free upkeep etc as time progresses, though this effect varies by faction
increase in professional men-at-arms until Late Professional units become more dominant
-AOR for Locals and Early Professionals

Locals are available to any faction that controls the region, but more to the original owning faction. It will take some time for new factions to be able to recruit these units, and their availability is reduced
Early Professionals are fully available to the original faction in their original regions, and also in those regions originally owned by factions that can also recruit those units; elsewhere their availability is reduced
-Generally improved RR code for most factions
-ME factions received particular attention
-High-level barracks has limited ability to upgrade armor, as for a lower-level smith. This particularly helps the AI
-The following units are added:
* ME Heavy Spearmen
* ME Heavy Archers
* Moorish Auxilliaries
* Fari Noble Cavalry
* Armored Pikemen
* Swiss Armored Pikemen
* Armored Tercio Pikemen
* Corned-Powder Arquebusiers
* Pavise-shield Handgunners
* Halberd Men-at-Arms
* Swiss Halberdiers
* generic Archers (available to most factions in early era)
* Men-at-Arms, mounted and foot
* Mounted Arquebusiers
* Soldatos Reformados Arquebusiers
* Black Band Arquebusiers
* Janissary Arquebusiers
* Flintlock Musketeers
* Noble Knights
* Arbalest Militia
* Urban Spear Militia
* Pavise Spear Militia
* Urban Crossbow Militia

-The following units are available to many more factions:
* Demi Lancers
* Gendarmes
* Reiters (Pistoliers)
* Pike Militia
* Halberd Militia
* Italian MAA
* Arquebusiers
* Musketeers
* Pikemen

-2 Free unit slots available
-Updated mercenary file
-Norway and Denmark feudal system more infantry-centric
-Improved and Advanced Metallurgy available to some factions, allowing extra armor upgrades
-Militia upkeep cost increased
-Militia replacement rates reduced
-New Mongol recruitment system
-Re-worked unit priorities has resulted in much improved AI army composition, with greater proportion of heavy units
-Plus many, many other fixes and updates

RC 1.7 changes:

Units, Classes and Categories
-Slight reduction in morale (by an average of 3); however AI morale and experience are boosted at difficulty levels of 'Hard' or 'Very Hard'
-Formations more consistent and dependent on unit quality
-Unit sizes altered depending on category and faction - Late Professional, Urban Professional and Urban Militia (except cavalry) units are typically larger. Early Era armies will therefore tend to be smaller overall and consist of a small core of heavy units, while later armies will be larger with more professionals
-Unit costs raised in proportion to unit sizes (unit costs are calculated per soldier and multiplied by unit size)
-Addition of 'Exceptional' unit quality class. Complete list is: Exceptional>Elite>Superior>Average>Militia>Peasant Militia>Peasant
-Exceptional, Elite and Superior units have received slight attack boost relative to other units
-Overall clearer distinctions between melee and missile, foot and mounted and different quality level units
-Heavy foot units now move more slowly than lighter units
-Reiter (pistolier) now uses sword
-Later-appearing, more advanced units are more likely to be recruited than early units if both are available at the same time
-Some unit names slightly changed to add historical flavor
-Completely re-worked heat system that considers armor, weapon weight, shield weight, geographical origin, missile weapons, mounts tiring and unit quality
-Managing unit stamina is now an important consideration
-Completely re-worked terrain bonus and penalty system that considers foot unit armor type and encumberance, mount type and geographical origin

Missile Combat
-Missile units now melee at 2 levels less, rather than 1 level
-Updating of all missile accuracies/velocities/ballistics, to reflect heavier 'war arrow' loads
-Horse archer arrows are faster but lighter. At very close range they have comparable energy to the heavier yet slower arrows shot by foot archers, but at longer range lose energy and effectiveness by comparison
-Lower quality bow users shoot with slightly lower velocity
-Updating of most missile accuracy values. In general, bows>=crossbows>muskets>arquebus>handgun>=javelin; however, at lower skill levels, crossbows are better than bows
-Accuracy values and damage effects better reflect weapon characteristics and advantages/disadvantages of more/less user skill and training
-Bows attack reduced. Combined with armor model changes above, bows now have more difficulty handling opponents in armor better than Heavy Mail
-More variety in rate of fire between heavy and light firearms
-Armor Piercing attribute removed from all AP missile weapons and attack value increased, for greater effect versus light armor, and reduced effect versus heavy armor
-All missile weapon armor penetration effects normalised based on joules of energy delivered to a point, with firearms firing soft lead balls having that energy converted to 'point' delivery equivalence
-Firearm lethality increased. Those without armor and/or hit at short range will usually be casualties
-Bows divided into 'Missile' and 'Skirmish' types, with their own updated animations
* 'Missile' units shoot faster but with less accuracy to a greater range - these units create a real 'arrow shower' over a wider area
* 'Skirmish' units shoot more slowly but with better accuracy, over direct sights (ie a shorter range). Foot skirmishers are the most accurate archer units
-Horse archers shoot faster. HA are likewise divided into 'Skirmish' and 'Missile' types. Skirmish HA are typically lighter and faster units and usually shoot from very close range (60m)
-Removal of exploding cannon ammunition
-Reduction in area of effect of artillery ammunition vs units
-Missile weapons and gunpowder artillery shoot better at close range
-Costs and training times for firearms units reduced to reflect ease of training
-Archer training costs increased to reflect training duration
-Early bombard fires stone balls which shatter on impact; it is best used versus walls rather than units, though retains the grapeshot option
-Non-gunpowder siege artillery less accurate versus units

Mounted Combat
-Cavalry mounted attack bonus and defense penalty both increased
-Some reduction in cavalry mass values, especially to medium horses, eastern horses and ponies.
-Faster horses receive a slight charge bonus for secondary weapons and non-couched lances ;slower horses receive a slight penalty. Fast mounts are good for hit and run attacks but not for breaking a line
-Cavalry lance attack values slightly reduced
-Cavalry sword charge bonus slightly reduced
-Horse armor effect reduced
-Cavalry more vulnerable to missile weapons
-Most eastern cavalry units now use 'Eastern Horse' (lighter but more agile) rather than heavy horse. Eastern Armored horse also lightened
-Many western light and medium cavalry units now use 'Medium Horse' (lighter and cheaper)

Armor System
-Increasing armor from Heavy Mail to Plate+Mail now counts as 2 armor upgrades, ie Plate+Mail and better armor now more effective than before. Upgrading from Heavy Mail to Plate+Mail will show as 2 upgrades (ie a silver shield).
-Updated shields stats to better model their effect versus missiles, and their effect on heat/fatigue
-Mail armor less effective versus missile weapons than in melee, but reduced heat penalty compared to other metal armors
-Improved and advanced metallurgy armors featured

Melee Combat
-Shieldless 1H weapon units get +1 attack bonus and attack faster
-Updated modelling of spear units. As well as fighting in closer formation, spears now more effective versus infantry and less versus cavalry
-Spears attack slightly more slowly
-Pikes reduced in melee effect versus cavalry. While pikes are still by far the best versus a cavalry charge, polearms are the best killer of cavalry (especially armored cavalry) in melee
-Overall 'rock-paper-scissors' effect in tactical combat is blurred
-Improved cohesion (thanks banzai!) - units (including cavalry) will prefer to shuffle forward rather than backward (except spear units which tend to hold in place) - this counteracts the 'units spreading out in melee issue'
-Further updating of mental stats for many units, in particular militia and some 'individual-combat' oriented units (eg knights) employ less tidy formations
-Pikes better balanced. Pike formations improved. Better-quality pike units hold their formations better
-Better-quality pike units have more 'aggressive' animation set
-Phalanx polearms better balanced
-Poleaxe units get their own animation class. Attacks similar to 2H axe + some halberd, defends as halberd
-2H axe units use 2H axe animations again, rather than 2H sword
-Some attack animations added to 2H axe class
-2H axe more effective versus cavalry
-More eastern and middle eastern units armed with 'light sword', with lighter damage, faster attack time and less heat penalty due to light weight
-Very slight reduction in mass values for some ME foot units

DOWNLOAD AND INSTALLATION:

http://files.filefront.com/RR12+RCfinal+Submods+BGR4exe/;12685748;/fileinfo.html

Install in SS6 Directory. Requires SS6.1. Best installed on top of a clean SS6.1.

Please also download the latest PATCH (updated Jan 17) and unzip into the SS6 folder: (not the SS6/Data folder)

http://files.filefront.com/RR+Patch+170109bzip/;12990525;/fileinfo.html

After unzipping, copy the SS6/symbols4.tga.dds file to the C:\Program Files\SEGA\Medieval II Total War\data\banners folder


Default setting is Gracul's AI, and no BGRIV
To use BGR IV with Byg's AI, copy the contents of the SS6/Data_BGRIV_BygAI folder to the SS6/data folder
To use BGR IV with Gracul's AI, copy the contents of the SS6/Data_BGRIV_GraculAI folder to the SS6/data folder
To remove BGR IV, copy the contents of the SS6/Data_NO_BGRIV folder to the SS6/data folder
Note that the 1400 and Reconquista Campaigns are placeholders and DO NOT YET WORK.

Recommend to play as England in the Hundred Years War Campaign, and as Venice in the Italian City States Campaign. Also highly recommended to use BGRIV, which runs very fast and works particularly well in these smaller scenarios.

BGRIV: You need the instructions on the bgrIV forum for BGRIV. The finances for nobles are displayed by hitting the faction button. These two popup summaries should show what the nobles give and take from the faction's economy. It will take time to learn how to manage an economy with the new system. This mod hopefully reflects the true costs of maintaining a "nobility" or "elite" class in any society (bit of politics there). In this period a nobility is essential, but best kept to a minimum until the economy can support it.

If you want to use another BattleAI, make sure that you have the following text at the top of the data/battle_config.xml file:

<config>
<!-- global combat balancing factors -->
<combat-balancing>
<missile-target-accuracy>
<infantry>1.0</infantry>
<cavalry>1.4</cavalry>
<elephants>0.6</elephants>
</missile-target-accuracy>

<melee-hit-rate>2.00</melee-hit-rate>
</combat-balancing>

Also I recommend you don't use another descr_formations_ai file as it may cause a crash due to the new 'Skirmisher' class.

Please check my .sig for regular patches and updates

Point Blank

If you have Vista and after few battles game have unspecified error (black screen crash) turn off advisor. Advisor can be turned off ingame - pres ESC, click on Options and look for advisor settings.

AnthoniusII
07-06-2009, 11:31
CBUR announces that the "Nikephorean Unit Roster" is in development progress...
Mods that focus in the time frame (870-1071) will be free to use it when it will be released!

AnthoniusII
10-01-2009, 14:28
CBUR announces that the "Nikephorean Unit Roster" is in development progress...
Mods that focus in the time frame (870-1071) will be free to use it when it will be released!
The 1st preview of the provincial part of "Nikephorean Army" "Thematical Units" will be released soon!
Stay tuned!

edyzmedieval
10-02-2009, 21:00
Anthonius, I'm Basileos Leandros I at TWC, and I cannot thank you and you guys enough for offering a historical Byzantine submod. What I failed to do with RTW, you guys picked up with M2TW and created it.

Much respect for you guys. :bow:

AnthoniusII
04-06-2010, 18:18
Complete Byzantine Unit Roster is about to preview the 1st part of the Nikephorean armies (9th -10th centuries armies).
Here are some teasers.

AnthoniusII
04-18-2010, 17:41
Here is some progress from our Nikephorean Unit roster.
https://img638.imageshack.us/img638/8562/thisisitr.png
https://img145.imageshack.us/img145/927/thisisit2.png

gollum
04-26-2010, 08:43
Nice work.

if you don't mind me asking why are you making Nicephorian units? Are they for a mod that extends back into the 10th century?

In addition, since it seems that you are quite dedicated in this, many of the building models are western through and through (and also not very indicative or representative of the whole of the western middle ages but rather of the 15th century onwards ie in effect at the gates of the renaissance). It would have been a nice idea perhaps to make a fewnew buildings that are closer to Byzantine architecture of the time.

AnthoniusII
04-27-2010, 08:19
My friend CBUR from its nature is a project that aims to provide accurate Roman (byzantine) unit roster in three main eras:
700-900, 900-1079, 1080-1453.
35 mods (released and under development )have honored us by accepting our Komnenean army (1080-1453).
We continue with the Nikephoreans (900-1079) and we will end up with the armies of 700-900.
Our Nikephoreans will be free to use (like all our projects) for any moding team wishes to create a mod of their timeframe.
My research on the public's wishes for new M2TW/K mods shown me that players seam that start to interest in eras that have
never shown in detail (700-900,801-1080).
For that reason CBUR will be there to help those mods to survive by offering atleast one unit roster and allow them to have shorter
development timeframe.
As for our Nikephoreans use we have a new mod called "The Great Conflicts 872-1071" (http://www.twcenter.net/forums/showthread.php?t=225349) that they will be part of it.
We hope that we will be able to make a show up here in .org soon enough!

EDIT: We have not the knowlege to change battle map buildings and walls yet.
As far as someone will manage to do it and make a short and easy tutorial we will expand
our projects there too.:)

gollum
04-27-2010, 08:35
Euxaristw Antonius,
keep up the good work.
:bow:

G. Septimus
05-21-2010, 12:11
Plain Awesomness