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View Full Version : Invasio Barbarorum:flagellum Dei



Ramon Gonzales y Garcia
03-16-2006, 04:58
LATEST VERSION
INVASIO BARBARORVM v7 (323MB)
MIRROR 1:
http://files.filefront.com/IBFD7exe/;7085976;/fileinfo.html

MIRROR 2:
http://www.megaupload.com/?d=GE53981C

+UPGRADE:
IBFD7.03 UPGRADE (77.78MB)
MIRROR 1:
http://files.filefront.com/IBFD7_703_UPGRADEexe/;7443592;/fileinfo.html
MIRROR 2:
http://www.megaupload.com/?d=PFBCBMSV

INSTALL INSTRUCTIONS:
1. make sure you have a fresh, unmodded install of RTW:BI
2. make sure you upgrade BI to v1.6
3. installer will search for the proper folder to install to
NOTE:
the installer will execute a batch file creating an 'ibfd' directory onto which all installations will be applied
4. Run and install the upgrade (v7.03) to the root directory (you can use JSGME if desired).

NOTE:
-installer will automatically search for the proper folder so normally you shouldn't have to change anything
-the v7.0 installer will execute a batch file creating an 'ibfd' directory onto which all installations will be applied
-no core files will be overwritten, you will come out with a CLEAN, UNMODDED RTW&BI
-a shortcut will be installed on your desktop, it will have the '-show_err' and a '-mod:ibfd' switch

MAKE SURE:
=no mods modify '...\Rome - Total War\bi\data' OR '...\Rome - Total War\data'
=install v7.0 to the root folder, usually 'C:\Program Files\Activision\Rome - Total War\', anywhere else would cause a faulty install

https://img101.imageshack.us/img101/9026/0142dv0.th.jpg (https://img101.imageshack.us/my.php?image=0142dv0.jpg)https://img101.imageshack.us/img101/5405/0167bx6.th.jpg (https://img101.imageshack.us/my.php?image=0167bx6.jpg)https://img101.imageshack.us/img101/5760/0148rs6.th.jpg (https://img101.imageshack.us/my.php?image=0148rs6.jpg)

This mod is compatible with other mods using a '-mod:' switch


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the year is 410AD, the Roman Garrison in Britannia was shipped to Gaul by Constantine III, the usurper. Britannia, beset by raiding Picts and Saxons, asks for help from the Roman Emperor in the West, but was told to fend for themselves.
The Western half of the Empire is beset by it's own troubles, aside from the Amy of Constantine III which had overrun Gaul, the Vandals and Alans have reached Iberia, the Visigoths are at the gates of Rome, the Burgundii at the borders. These Germans have been driven westward by a great host - the Hunnic hordes, sweeping everything in their path, they now stand outside the gates of the Lombardi capital, and will start inroads into the West Empire and the East Empire very soon.
The East Roman Empire is beset by the Ostrogoths, also driven west by the Huns, and to the east the great Empire of the Sassanids, with their great cataphract cavalry. But the Sassanids are also being torn apart in the East by the Hephthalites, another great nomad horde.
No one is safe, the world is in turmoil, there is no knowing how it will end... This is INVASIO BARBARORUM (https://forums.totalwar.org/vb/showthread.php?p=1115875#post1115875)! This is Total War! Get it Now!!!

*****************************
INVASIO BARBARORUM has the ff features:

-all factions playable
-all factions reskinned - including sprites and unit cards
-an INTENSE campaign
-a SIMPLE install just click on the installer, it will do the rest
-options - u don't like the ui-change it

*download and/or preview the intro movie here (http://www.badongo.com/vid/200799)

available factions:
Alamanni
Burgundii
Langobardi
Franks
Saxons
Visigoths
Ostrogoths
Vandals
Slavs
Huns
Hephthalites
Picts
Empire East
Empire West
Imperium Constantini (Empire West Rebels)
Romano British
Sassanids
Persarmenians
the Berber Amazigh
Lakhmid Arabs

more info in this thread:
https://forums.totalwar.org/vb/showthread.php?p=1115875#post1115875

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ALSO!!
SOUNDMOD for IBFD!
DOWNLOAD: http://hosted.filefront.com/draek25/
INFO: http://www.twcenter.net/forums/showthread.php?t=66781

A Major SubMod for IBFD
RIO IV EXPANDED
Install as per IBFD 7
DOWNLOAD:
http://files.filefront.com/RIO_IVexe/;7242896;/fileinfo.html
https://img156.imageshack.us/img156/334/rb2ca4.png

more info available here: http://ibfd.modnet.info/forums/index.php?showforum=12

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previous versions:
(IBFD 6) (175MB):
Mirror 1:INVASIO BARBARORUM v6 (http://files.filefront.com/IBFD6exe/;6916709;;/fileinfo.html) on Filefront
Quickfix (v6.05) (2.28MB)
Mirror 1:QuickFix 6.05 (http://files.filefront.com/IBFD6_quickfix605exe/;5514899;;/fileinfo.html) on Filefront
optional:
-revert to CA strat models v3 (http://files.filefront.com/CA_or_IBFD6_strat_skins_3rar/;6006245;;/fileinfo.html) (only install if u experience CTD when scrolling in the world map)-
NOTE:Quickfix 6.04 will replace 'descr_character.txt', those who have experienced problems with strat map skins pls re-download and install the optional fix below

(v5.0+) (75MB):
Invasio Barbarorum:Flagellum Dei v5.0 on FILEFRONT (http://files.filefront.com/IBFGv50exe/;5103541;;/fileinfo.html)
fixes (5MB):
IBFG5 QuickFix5.0.3 on FILEFRONT (http://files.filefront.com/IBFG5_quickfix503exe/;5103586;;/fileinfo.html)
-------------------------------------------------------------------------
Conditions of use:
http://www.totalwar.org/Downloads/Rtw_Uploads/RTWupload/P25.GIFPersonal use only - The material in this modification cannot be used in any other public modification without the creator's express permission.

since the mod uses a lot of elements from other mods/modders permission must be separately acquired from each one,
-------------------------------------------------------------------------------

*the credits can also be accessed in-game. go to 'main menu/options/view credits'


----------------------------------------------------------
Credits:
The current version includes work by the following modders:
-Ramon Gonzales y Garcia (current head/units/map/stats/...)
-Atilla Reloaded (originator/units/map/faction symbols...)
-Mylae (buildings/UI/...)
-Hans Kloss (redone unit cards, testing, fixed custom battles...)
-juve (ancilliaries, strat, legion names, map suggestions)
-DukeofSerbia (strat)
-Ihatemonday (soundmod-requires separate install)
-the celt (map)
-Joar (Slavic, Roman, Berber, Armenian, German names -some names not yet implemented)
-kambiz (unit stats)
-Gaiten (research esp on Sassanids and Germans)
-theSilverKnight (converted historical battles to IBFD7)

also
-Galloper (sounds, some sprites)
-K-PAX (settlement, province names)
-Koles (research on the Hephthalites, Slavs)
-onire (radar map)
-Goth (of Goth's Mod)(map)
-Gershom Patmos & darkrider (unit stats v5)


*****************************************
*Features work from the ff people/mods*
*****************************************

Razor 'Fall of Rome:Total War' the Roman units
http://www.stratcommandcenter.com/forums/index.php?showforum=36

Agraes 'Arthurian:Total War' - shield, scabbard, spatha, seax models, several textures,scripting ideas,
Saxon units,
Franks
through 'Arthurian:Total War' I used work by ff people:
Kscott
Stuie
webbird
Zhuge Liang
Arbaces
I would further wish to extend my thanks to Swabian and Hross of ATW for their help in researching the Germans
http://www.twcenter.net/forums/forumdisplay.php?f=107

Anyan - Anyan's realistic landscape mod
http://www.twcenter.net/forums/showthread.php?t=44843

Arbaces 'Arb's Custom BI' aka 'Ages of Darkness' aka 'Aevum Atrum' - the Guptas the Legio Lanciarii, and the mean langobards
http://www.twcenter.net/forums/forumdisplay.php?f=112

Archer 'Archer's SkyMod'

Warspite & Caius Brittanicus 'Rome:Total Realism' - a lot of the textures are based from theirs
http://www.twcenter.net/forums/forumdisplay.php?f=26

Darth Vader 'DarthMod' - Darth's Formations and much, much more
http://www.twcenter.net/forums/forumdisplay.php?f=71

Dick & Alxcruel 'PAX BARBARIKA' - Huns skins (through Goth) and Slav skins

Goth 'Goth's All Factions Mod' and 'Imperium Julianorum' - several shield patterns, part of the map
through 'Goth's All Factions' I used work by:
Kali
http://www.twcenter.net/forums/showthread.php?t=41879

Khelvan & Alin 'Europa Barbarorum' - animations and cataphracts
http://www.twcenter.net/forums/forumdisplay.php?f=31

Lusted 'Lusted's Late Romans v2.0' - Draco, roman general model, parts of other models
http://www.twcenter.net/downloads/db/?mod=734

Myrddraal - multiple turns per year script
https://forums.totalwar.org/vb/showthread.php?t=52168

Pinarius - Pinarius' Horses

PROMETHEUS ts - Prometheus' Grass
http://www.twcenter.net/forums/showthread.php?t=57361

SigniferOne 'SigniferOne's Animations Pack'
http://www.twcenter.net/forums/showthread.php?t=27015

*********************************
*Also thanks to the ff people:*
*********************************

Epistolary Richard - totalwar.org aka 'the guild'
http://totalwar.org

Trajan, Asterix -Total War Center (TWC)
for the subforum
http://www.twcenter.net

King Edward - medievaltw.com
for the forum
http://medievaltw.com

Duke John (of the Lordz)
- he gave me permission to use his trees but I wasn't able to enable it
https://forums.totalwar.org/vb/showthread.php?t=60901

and everyone who took the time to post comments

**********************************************
*Atilla Reloaded's credits (from IBFD v3.0)*
**********************************************

PROMETHEUS for parts of his legionarii model I used.
IR (Imperia Romana) MOD'S RESEARCH TEAM for making unit list and providng myself with good info.
WARSPITE for his face textures I used.
LATE ROMANS for creating armour, weapons, clothes and shields desighn of this mod's units.

*********************************

I would also like to thank CA for making such a great product,
to everyone who takes the time to play this mod,
to my dearest girlfriend, Keiko, for her understanding;
and to our new born son, Joshua Hideki.

*********************************

the Custom/Historical Battles Credits

Chalons & Badon Hill - Creative Assembly
Battles of Taginae, Nechtansmere, Argentoratum, Poitiers, Nineveh, Vouille by Romavictor (RTW Heaven)
Fridigus, Abrittus, Amida, and Nedao by TomTSims (Wargamer.com)
Adrianople by MightyMonty (TW Center)
All battles modded to work with Invasio Barbarorum VII by TheSilverKnight

if anybody has been left out or misrepresented, please accept my apologies beforehand, and PM me.

Ramon Gonzales y Garcia
04-06-2006, 23:23
UPDATE!

NEW MAP for next version!
https://img304.imageshack.us/img304/1006/00082aw.jpg
the Sassanids are stronger, the White Huns make an appearance. West Roman Rebels will be playable from the start.

NEW UNITS!
the Huns
https://img225.imageshack.us/img225/8171/huns0yv.th.jpg (https://img225.imageshack.us/my.php?image=huns0yv.jpg)
Sarmatians
https://img213.imageshack.us/img213/1121/sarmatians2cc.th.jpg (https://img213.imageshack.us/my.php?image=sarmatians2cc.jpg)
Slav infantry
https://img225.imageshack.us/img225/87/slavs4oo.th.jpg (https://img225.imageshack.us/my.php?image=slavs4oo.jpg)
RGyG's Visigoths
https://img213.imageshack.us/img213/5638/visigoths3cr.th.jpg (https://img213.imageshack.us/my.php?image=visigoths3cr.jpg)
Atilla Reloadeds Visigoths will also be available
Ostrogoths
https://img329.imageshack.us/img329/3549/ostrogoths2ok.th.jpg (https://img329.imageshack.us/my.php?image=ostrogoths2ok.jpg)
Hephthalites
https://img216.imageshack.us/img216/3346/hepthalites0as.th.jpg (https://img216.imageshack.us/my.php?image=hepthalites0as.jpg)
Steppe Infantry (Bulgar spear, Bosphoran infantry)
https://img411.imageshack.us/img411/8066/steppeinfantry4kh.th.jpg (https://img411.imageshack.us/my.php?image=steppeinfantry4kh.jpg)
Various cavalry (Alan Nobles, Hun heavy cav, Slav Warlord)
https://img357.imageshack.us/img357/74/nucavs1jn.th.jpg (https://img357.imageshack.us/my.php?image=nucavs1jn.jpg)

Helgi
04-07-2006, 19:02
Is there another site on could go to other than Badongo or Radidshare?

Ramon Gonzales y Garcia
04-07-2006, 22:20
Is there another site on could go to other than Badongo or Radidshare?
as of now we have only two mirrors, any other suggestions?

Idomeneas
04-08-2006, 13:03
Question. Are the gameplay issues related to costs and stats settled?

Ramon Gonzales y Garcia
04-09-2006, 23:42
Question. Are the gameplay issues related to costs and stats settled?
that's been settled a LOOOOOOONG time ago:2thumbsup: . I started modding by releasing a fix for that in 4.1 (also available in Gershom Patmos' last version) and its been incorporated into version 5 and up.

Idomeneas
04-10-2006, 12:42
that's been settled a LOOOOOOONG time ago:2thumbsup: . I started modding by releasing a fix for that in 4.1 (also available in Gershom Patmos' last version) and its been incorporated into version 5 and up.

well thats good news indeed i hated the way that interesting mod was unplayable for practically no reason. Keep up

Bar Kochba
04-11-2006, 18:40
is this for 1.6 or is it just for normal if fra normal when i tried to start my campaign i clicked on main campaign and it said please select option from the list

hellas1
04-12-2006, 02:46
Hi Ramon,

Thanks for this cool mod sir & ? team.

I want the taskbar at the bottom of the page, How do I do this?
I set minimal ui to TRUE in the pref. text in the RTW folder.

I also want the green markers, which I set to TRUE also.
Still the same. How does this get changed?

Or are these hard coded by you & ? the team?

Thank you kindly, Hellas 1

ps. continue the great work! :2thumbsup:

Ramon Gonzales y Garcia
04-12-2006, 12:35
...I want the taskbar at the bottom of the page, How do I do this?
I set minimal ui to TRUE in the pref. text in the RTW folder...
thanks for the comments.
You should set it in the preferences.txt in the preferences folder "Activision\Rome - Total War\bi\preferences" otherwise nothing would happen

is this for 1.6 or is it just for normal if fra normal when i tried to start my campaign i clicked on main campaign and it said please select option from the list
most of the time when this happened people installed into "Activision\Rome - Total War\bi" folder instead of "Activision\Rome - Total War" if you're sure u installed properly please inform me again.

well thats good news indeed i hated the way that interesting mod was unplayable for practically no reason. Keep up
thanks we do our best.

Bar Kochba
04-12-2006, 13:36
i installed it wiv 1.6 and now its fine

Helgi
04-12-2006, 17:23
as of now we have only two mirrors, any other suggestions?

:2thumbsup: :idea2:

Helgi
04-12-2006, 17:25
as of now we have only two mirrors, any other suggestions?
How about here at Total War. Org or another TW Site. :2thumbsup: :2thumbsup: :idea2: :idea2:

Ramon Gonzales y Garcia
04-12-2006, 19:37
How about here at Total War. Org or another TW Site. :2thumbsup: :2thumbsup: :idea2: :idea2:
the org as far as I know has a size limit and the mod is more than 70MB, the same with other sites, which is why most mods are available for download through either Badongo or Rapidshare.

i installed it wiv 1.6 and now its finesorry misunderstood your previous question ,yes it is for 1.6. installing over lower versions causes CTD.

Idomeneas
04-16-2006, 12:43
so when the next version will be launched?

Ramon Gonzales y Garcia
04-17-2006, 07:52
so when the next version will be launched?
hopefully within a month or two, but right now my PC is in the repair shop, I just hope all my data for IBFG6 isn't gone.

Ulfang
04-17-2006, 22:26
This is the first version of this mod i've played.....

First off I didn't find any problem with the host sites you just have to wait about 20-30 secs until its available to download. Ok so its not filefront but its not that much of a problem.

There's obviously a lot of work gone into the units and I have to say they look very very nice. I started playing the Romano Brits and liked the way the Saxon's had already landed in Britian. I was wondering why you started with so much cash (25 grand) so early on then realised how many troops I was controlling, how low the morale in the settlement is and by turn two I had 2 grand ;)

This isn't really any sort of negative comment I'd just like to point out before i make it lol. Its just i'm going to have to get used to a few things. First off you can see the entire map and every country's troops right from the start which I found a little strange.

In battle I noticed you don't get the old fashioned unit highlight when selecting a unit which can be a little confusing. At certain points I wasn't sure who I was controlling and who was under enemy control .... though I suppose that would be quite realistic ;)

I noticed all the unit orders etc are invisible at the top of the screen until you move your mouse up there. Couse this causes problem when using your mouse to scroll forward because the menu pops up when you don't want it to.

Saying all that watching battles does look great because there's nothing on the screen to make it look like you're controlling a comp game it just looks like a real battle in progress. Minimal highlighting and none of those huge banners to show who's army is who. Its now more or less down to looking at the units shields or colours to work out who's who. Seems to only way you notice when a unit is broken or not is by hovering your mouse over the unit.

Overall I've not played very long but was impressed. I've played quite a few mods and by looks this is as good as any i've seen. I've not really played long enough to comment further on gameplay etc.

Epistolary Richard
04-17-2006, 22:55
This isn't really any sort of negative comment I'd just like to point out before i make it lol. Its just i'm going to have to get used to a few things. First off you can see the entire map and every country's troops right from the start which I found a little strange.

Typing toggle_fow into the console will restore the fog of war.


In battle I noticed you don't get the old fashioned unit highlight when selecting a unit which can be a little confusing. At certain points I wasn't sure who I was controlling and who was under enemy control .... though I suppose that would be quite realistic ;)
You'll find that even without green arrows on, the selected unit still appears to glow. That's the way it used to be done in MTW. It can be changed in the preferences file as mentioned above.


I noticed all the unit orders etc are invisible at the top of the screen until you move your mouse up there. Couse this causes problem when using your mouse to scroll forward because the menu pops up when you don't want it to.

That's all part of the MINIMAL_UI option which again can be altered in the preferences file. If you like these aspects then you can easily have them as part of a regular BI game - if you don't it's easy to change them back to what you're familiar with.

Ulfang
04-18-2006, 00:55
Yea I realise they're all editable. I was just pointing out a few thoughts. I still think it looks very good overall and a very nice adaption of the Vanilla.

The only other BI Mod I've tried is the Goth Mod. I really like the total overhaul of the BI units. They look great! So I'd say its a job very well done.

Ramon Gonzales y Garcia
04-18-2006, 17:28
Yea I realise they're all editable. I was just pointing out a few thoughts. I still think it looks very good overall and a very nice adaption of the Vanilla.
The only other BI Mod I've tried is the Goth Mod. I really like the total overhaul of the BI units. They look great! So I'd say its a job very well done.
thank you for the thumbs up:2thumbsup:
While most other options are intentional, I simply forgot to enable FOW on (which I left off for testing purposes) when I released IBFG:embarassed: you may notice I also disabled the sound (clumsy, clumsy me), I didn't want to mess with the preferences file anymore so left it as is in the updates.
I also think the minimal UI is better than the RTW UI making the battles feel more realistic, but will include the preferences file as an optional "recommended" install for the next version.
you will notice that the next Goths mod (2.4, I think) will be using reskins of my units, I think Goths reskins are actually better than my own :laugh4: !
I am not 100% satisfied with the new units they were done hastily as a stopgap since I couldn't stand to se AR's units beside vanilla ones. Next version will feature more historically correct (hopefully) unit composition and models, unfortunately I am no AR so my work is slower and I am sure not up to his standard but I think they will do:shame: .

hellas1
04-18-2006, 23:33
Hello Ramon,

I've done what you told me in the BI folder to make the minimal ui normal but I also did so in the regular "DATA" folder, now the ui is still the same!

What did I do wrong?

Thanks, Hellas1:book:

Ramon Gonzales y Garcia
04-20-2006, 08:29
Hello Ramon,

I've done what you told me in the BI folder to make the minimal ui normal but I also did so in the regular "DATA" folder, now the ui is still the same!

What did I do wrong?

Thanks, Hellas1:book:
OK, tell me step by step what you did, then maybe I'll see what you're doing wrong.
also in which folder are you editing the "preferences.txt" ? there shouldn't be one in the regular "DATA" folder

hellas1
04-20-2006, 23:44
Thanks,

I downloaded your mod on to a clean RTW version 1.5.
Installed as directed, everythings cool.

I changed settings in the data folder and bi-data folder as well.

That's it!

Thanks again Ramon. :2thumbsup:

BTW, when's the next version coming up?

Ramon Gonzales y Garcia
04-21-2006, 07:54
Thanks,
I downloaded your mod on to a clean RTW version 1.5.
Installed as directed, everythings cool.
I changed settings in the data folder and bi-data folder as well.
That's it!
Thanks again Ramon. :2thumbsup:
BTW, when's the next version coming up?
I checked again,
-there are two "preferences.txt" files one in the root folder "...Activision\Rome - Total War\" (I'll refer to this as pref1) the other in "...Activision\Rome - Total War\bi\preferences\" (I'll refer to this as pref2).
pref1 is the setting for RTW imperial campaign, pref2 is for BI,
-if you find any other "preferences.txt" files anywhere else rename them (or delete them but better make a backup) (other Mods might have placed them there, including older IBFG versions),
-edit pref2 (once again found in ...bi\preferences\ folder NOT ...bi\data) I'm not sure if there's a preferences.txt in RTW\data but that shouldn't affect BI.
-hope you get it working soon :2thumbsup:

next version not so soon yet, maybe a month or two (just got my new PC, was just able to set up IBFG6 on my machine this AM)

hellas1
04-21-2006, 23:40
Senor Ramon,

Muchas gracias!

Still not working, but I anticipate your next release. :2thumbsup:

Muy excellante mod!
Gracias senor!

Hellas1

Ramon Gonzales y Garcia
04-23-2006, 05:26
Senor Ramon,

Muchas gracias!

Still not working, but I anticipate your next release. :2thumbsup:

Muy excellante mod!
Gracias senor!

Hellas1
sent u a PM

Ramon Gonzales y Garcia
04-30-2006, 17:28
New Units:
L-2handed swordsman R 2handed axeman, both availabe in helmeted and unhelmeted variants
proper 2handed swordsman animation can only be done courtesy of Alin's EB (Europa Barbarorum) animations pack
https://img138.imageshack.us/img138/7196/germans12ox.th.jpg (https://img138.imageshack.us/my.php?image=germans12ox.jpg)
L-light swordsman R- medium swordsman (All the germans share the same texture for these previews, final version will have varied textures, of course)
https://img154.imageshack.us/img154/5931/germans26le.th.jpg (https://img154.imageshack.us/my.php?image=germans26le.jpg)
L-german light spearman(levy) and R-remade ostrogoth spearman (overhand spear animation courtesy of Alin's EB (Europa Barbarorum) animations pack)
https://img154.imageshack.us/img154/5397/germans33ps.th.jpg (https://img154.imageshack.us/my.php?image=germans33ps.jpg)
Redone Slavs (L-Slav elite warrior R-Slav warrior)
https://img138.imageshack.us/img138/328/slav11ab.th.jpg (https://img138.imageshack.us/my.php?image=slav11ab.jpg)
L-Slav infantry R-Slav spearman
https://img154.imageshack.us/img154/9414/slav27dr.th.jpg (https://img154.imageshack.us/my.php?image=slav27dr.jpg)
I'm pretty sure sooner or later somebody will ask "What's with the track suits?" well, the Slavs actually looked like that!

NEW MAP!
https://img143.imageshack.us/img143/9708/numap1zu.jpg
the Sarmatians will become the Persarmanians, the Ostrogoths will emerge upon a rebellion by the Huns (not the Goths), and the Slavs will emerge at a later date. Both factions will be playable using Epistolary Richard's Rebel Commander (https://forums.totalwar.org/vb/showthread.php?t=57253) scripts.

the Hordes:
the Vandlas are a horde in Iberia, the Visigoths in Northern Italy, the Huns around Sarmatia, the Hephthalites near Bactria.

=the map is based on Blarge4 (http://www.twcenter.net/downloads/db/?mod=819) by the celt (itself based on Lionskin's work)
revised by Goth (of Goth's Mod (http://www.twcenter.net/forums/showthread.php?t=41879)), Mylae, and RGyG

ALSO!

NEW ANCILLIARIES by juve:

office_dux_pannoniae_norici
office_comes_africanum
office_praefectus_gallorum
office_praefectus_italiae
office_praefectus_romae
office_dux_valeriae
office_comes_hispaniarum
office_dux_raetiae
office_dux_belgica
office_dux_mauretaniae
office_comes_domesticorum_peditum

New units:
Slav Berserker
https://img451.imageshack.us/img451/6154/05090ix.th.jpg (https://img451.imageshack.us/my.php?image=05090ix.jpg)
L- Hsiong nu cavalry (Huns) R- Hionite cavalry (Hephthalites)
https://img59.imageshack.us/img59/9223/050925lc.th.jpg (https://img59.imageshack.us/my.php?image=050925lc.jpg)

TheSilverKnight
05-18-2006, 15:52
Dunno if this is the correct place for it, but...

Y'know how the Eastern Empire has Comitatenses Armatus as their "First Cohort" type unit? Well, what's the Western Empire's equivalent to the Comitatenses Armatus? ~:-) I'd appreciate any input.

Thanks for the great mod, guys! Attila Reloaded and Ramon Gonzales y Garcia, my hat goes off to you guys! :2thumbsup:

Ramon Gonzales y Garcia
05-18-2006, 17:44
...Y'know how the Eastern Empire has Comitatenses Armatus as their "First Cohort" type unit? Well, what's the Western Empire's equivalent to the Comitatenses Armatus? ~:-)
COmitatenses Prima Cohortis or Comitatenses First Cohort.

Thanks for the great mod, guys! Attila Reloaded and Ramon Gonzales y Garcia, my hat goes off to you guys! :2thumbsup:thanks:2thumbsup:

Myrmidon Warrior
05-21-2006, 19:05
The new units look good and the use of the large map totally increases possibilities!

Is the time frame for latest version release still as mentioned earlier in the thread - Next month or so?

Ramon Gonzales y Garcia
05-22-2006, 03:57
The new units look good and the use of the large map totally increases possibilities!

Is the time frame for latest version release still as mentioned earlier in the thread - Next month or so?
basically, I have finished the skins for the Hephthalites, the Huns, the Visigoths, and the Ostrogoths. the Persarmenians will be using Sassanid skins w/ retextures until further notice, I will be working on the other Germans now, Alemanni, Burgundii, Lombardi, Vandali, and they may share a lot of skins between them, the map seems to be OK, its just a matter of getting these units in-game so a release next month is definitely not out of the question

vlad 1
05-22-2006, 08:14
some slav warriors -realy nice https://img138.imageshack.us/img138/328/slav11ab.th.jpg

Ramon Gonzales y Garcia
05-22-2006, 19:04
some slav warriors -realy nice https://img138.imageshack.us/img138/328/slav11ab.th.jpg
you have been making a lots of great units yourself :2thumbsup:

Ramon Gonzales y Garcia
05-29-2006, 18:46
NEW UNITS!!! Please refer to the "Factions" thread http://www.twcenter.net/forums/showthread.php?t=49366, I posted several new units for the Huns, Hephthalites, the Visigoths, the Ostrogoths, the Slavs, the Vandals, the Lombardi.
Here is a sampling:
L-R Lombard infantry, Lombard swordsmen, Lombard heavy infantry
https://img144.imageshack.us/img144/8262/259sg.th.jpg (https://img144.imageshack.us/my.php?image=259sg.jpg)
L_R Vandal spearman, Heavy Infantry, Vandal warriors
https://img501.imageshack.us/img501/5123/172sz.th.jpg (https://img501.imageshack.us/my.php?image=172sz.jpg)
L-R Bulgar Cavalry, Bulgar infantry, Ulan heavy cavalry (Huns)
https://img501.imageshack.us/img501/7039/62cy.th.jpg (https://img501.imageshack.us/my.php?image=62cy.jpg)
L-R Visigoth skirmisher, Visigoth Levy (a bit different model from AR's but using same tex), Gothic bowman
https://img501.imageshack.us/img501/5320/236qv.th.jpg (https://img501.imageshack.us/my.php?image=236qv.jpg)
L-R Hephthalite Lancer, Hephthalite warrior (officer?), Hephthalite armoured archer
https://img144.imageshack.us/img144/8049/26lt1.th.jpg (https://img144.imageshack.us/my.php?image=26lt1.jpg)

the units are using stuff from ATW, and Goth's mod

Ramon Gonzales y Garcia
06-09-2006, 11:01
MORE PREVIEWS:
new UI elements (by Mylae)

https://img95.imageshack.us/img95/5628/00029mw.th.jpg (https://img95.imageshack.us/my.php?image=00029mw.jpg)

new leader pics (by Mylae & RGyG):

https://img95.imageshack.us/img95/8580/empireeast5ui.jpg (https://img95.imageshack.us/my.php?image=empireeast5ui.jpg)https://img95.imageshack.us/img95/8733/vandals1za.jpg (https://img95.imageshack.us/my.php?image=vandals1za.jpg)https://img95.imageshack.us/img95/6519/sassanids4kz.jpg (https://img95.imageshack.us/my.php?image=sassanids4kz.jpg)https://img95.imageshack.us/img95/2541/romanobritish5ud.jpg (https://img95.imageshack.us/my.php?image=romanobritish5ud.jpg)https://img95.imageshack.us/img95/4361/ostrogoths1nw.jpg (https://img95.imageshack.us/my.php?image=ostrogoths1nw.jpg)https://img95.imageshack.us/img95/6011/franks1ok.jpghttps://img95.imageshack.us/img95/3527/goths2bd.jpg

new maps:

https://img95.imageshack.us/img95/4835/mapgoths2ds.th.jpg (https://img95.imageshack.us/my.php?image=mapgoths2ds.jpg)https://img95.imageshack.us/img95/7452/mapempireeast3rm.th.jpg (https://img95.imageshack.us/my.php?image=mapempireeast3rm.jpg)https://img95.imageshack.us/img95/1064/mapempirewest2rh.th.jpg (https://img95.imageshack.us/my.php?image=mapempirewest2rh.jpg)https://img95.imageshack.us/img95/7894/maphuns7dn.th.jpg (https://img95.imageshack.us/my.php?image=maphuns7dn.jpg)https://img95.imageshack.us/img95/4233/mapvandals4fy.th.jpg (https://img95.imageshack.us/my.php?image=mapvandals4fy.jpg)

and of course, new units, including:
Moravian infantry and cavalry (Slavs)
https://img95.imageshack.us/img95/5965/95zi.th.jpg (https://img95.imageshack.us/my.php?image=95zi.jpg)
Burgundii levy, axeman, swordsman
https://img95.imageshack.us/img95/4723/47lf4.th.jpg (https://img95.imageshack.us/my.php?image=47lf4.jpg)
Alemanni infantryman, chosen swordsman, 2 handed axeman
https://img95.imageshack.us/img95/2301/24ag.th.jpg (https://img95.imageshack.us/my.php?image=24ag.jpg)

more available here UNITS (http://www.twcenter.net/forums/showthread.php?t=49366), and will be avialble HERE (MAPS) (http://www.twcenter.net/forums/showthread.php?t=49367), soon.

Ramon Gonzales y Garcia
06-28-2006, 19:41
UNITS IN-GAME

https://img208.imageshack.us/img208/7576/00060mq.th.jpg (https://img208.imageshack.us/my.php?image=00060mq.jpg)https://img208.imageshack.us/img208/1733/00072fn.th.jpg (https://img208.imageshack.us/my.php?image=00072fn.jpg)https://img208.imageshack.us/img208/2858/00143lm.th.jpg (https://img208.imageshack.us/my.php?image=00143lm.jpg)https://img208.imageshack.us/img208/6589/00127ph.th.jpg (https://img208.imageshack.us/my.php?image=00127ph.jpg)
https://img208.imageshack.us/img208/7959/00262tr.th.jpg (https://img208.imageshack.us/my.php?image=00262tr.jpg)https://img208.imageshack.us/img208/1583/00258tz.th.jpg (https://img208.imageshack.us/my.php?image=00258tz.jpg)https://img208.imageshack.us/img208/9365/00287gm.th.jpg (https://img208.imageshack.us/my.php?image=00287gm.jpg)https://img208.imageshack.us/img208/9467/00648ef.th.jpg (https://img208.imageshack.us/my.php?image=00648ef.jpg)
https://img208.imageshack.us/img208/6570/00393kn.th.jpg (https://img208.imageshack.us/my.php?image=00393kn.jpg)https://img208.imageshack.us/img208/8116/00677fi.th.jpg (https://img208.imageshack.us/my.php?image=00677fi.jpg)https://img208.imageshack.us/img208/2519/00694pn.th.jpg (https://img208.imageshack.us/my.php?image=00694pn.jpg)https://img208.imageshack.us/img208/5148/00737ak.th.jpg (https://img208.imageshack.us/my.php?image=00737ak.jpg)

more available here (http://www.twcenter.net/forums/showthread.php?t=49366).

*discalimer: final version may differ from the preview
*some elements in the preview contains works from RTR, EB, ATW, Goth's Mod

tooz
07-16-2006, 01:45
Great looking previews! I am enjoying 5.03 so much it allows me to wait patiently for the new version. Keep up the GREAT work!:2thumbsup:

Ramon Gonzales y Garcia
07-17-2006, 04:35
Great looking previews! I am enjoying 5.03 so much it allows me to wait patiently for the new version. Keep up the GREAT work!:2thumbsup:
thanks :2thumbsup: new units are more or less finished, and there are lots of new buildings by Mylae plus a new radar map by Onire, haven't had time to make a new preview, yet :laugh4:

tooz
07-18-2006, 20:32
I am well into TWO different campaigns (Franks and ERE) and this mod works smoothly--no crashes or glitches.
One question--I may have asked this before but forget where i place it (which forum link)--How do I speed up the movement? I can hotkey "P" for Pause, but with the new GUI I cannot figure out how to go to double or triple speed.:dizzy2:
Also, how about throwing in a cool shortcut desktop icon? :idea2:

Ramon Gonzales y Garcia
07-21-2006, 13:10
I am well into TWO different campaigns (Franks and ERE) and this mod works smoothly--no crashes or glitches.
One question--I may have asked this before but forget where i place it (which forum link)--How do I speed up the movement? I can hotkey "P" for Pause, but with the new GUI I cannot figure out how to go to double or triple speed.:dizzy2: Ctrl + 'T' :2thumbsup:

Also, how about throwing in a cool shortcut desktop icon? :idea2:
something like this? available in next version, but maybe sooner with 'Rio's 463 IBFD mod', an official sub-mod of IBFD, due out soon.
https://img92.imageshack.us/img92/5994/ibfdiconde5.jpg (https://img92.imageshack.us/my.php?image=ibfdiconde5.jpg)

Ramon Gonzales y Garcia
07-22-2006, 15:05
just a minor preview
Arabs (Berbers to be replaced by the Lakhmids):

https://img440.imageshack.us/img440/470/14gg.th.jpg (https://img440.imageshack.us/my.php?image=14gg.jpg)https://img440.imageshack.us/img440/7484/27it.th.jpg (https://img440.imageshack.us/my.php?image=27it.jpg)https://img440.imageshack.us/img440/7495/34pc.th.jpg (https://img440.imageshack.us/my.php?image=34pc.jpg)

Rugians (recruitable by Huns)

https://img440.imageshack.us/img440/7310/42vx.th.jpg (https://img440.imageshack.us/my.php?image=42vx.jpg)https://img440.imageshack.us/img440/1051/59nf.th.jpg (https://img440.imageshack.us/my.php?image=59nf.jpg)

redone Gardingi and Visigoth Lancers

https://img440.imageshack.us/img440/4518/77sh.th.jpg (https://img440.imageshack.us/my.php?image=77sh.jpg)

redone Gairlom and Pictish Levies
https://img223.imageshack.us/img223/9011/gairlom21gy.th.jpg (https://img223.imageshack.us/my.php?image=gairlom21gy.jpg)https://img223.imageshack.us/img223/4289/pictlevy1pj.th.jpg (https://img223.imageshack.us/my.php?image=pictlevy1pj.jpg)

Herul levy spearman, Heruli light cav, Heruli heavy cav
https://img223.imageshack.us/img223/4817/herullevy24xt.th.jpg (https://img223.imageshack.us/my.php?image=herullevy24xt.jpg)https://img223.imageshack.us/img223/2856/herullight7se.th.jpg (https://img223.imageshack.us/my.php?image=herullight7se.jpg)
https://img223.imageshack.us/img223/3199/herulcav0xs.th.jpg (https://img223.imageshack.us/my.php?image=herulcav0xs.jpg)

skins on Heruli based on Mylaes

new loading screens:
standard
https://img209.imageshack.us/img209/508/loadingscreen300xa.th.jpg (https://img209.imageshack.us/my.php?image=loadingscreen300xa.jpg)
or
sketch
https://img209.imageshack.us/img209/4407/loadingscreen129si.th.jpg (https://img209.imageshack.us/my.php?image=loadingscreen129si.jpg)https://img209.imageshack.us/img209/4222/loadingscreen227ds.th.jpg (https://img209.imageshack.us/my.php?image=loadingscreen227ds.jpg)

Onire's map
https://img96.imageshack.us/img96/9259/radarmap27sa.jpg

desktop icon
https://img92.imageshack.us/img92/5994/ibfdiconde5.jpg (https://img92.imageshack.us/my.php?image=ibfdiconde5.jpg)

and of course, new buildings:
https://img133.imageshack.us/img133/1978/basilica0hl.th.jpg (https://img133.imageshack.us/my.php?image=basilica0hl.jpg)https://img136.imageshack.us/img136/439/budda9la.th.jpg (https://img136.imageshack.us/my.php?image=budda9la.jpg)https://img133.imageshack.us/img133/8668/peshaw0wi.th.jpg (https://img133.imageshack.us/my.php?image=peshaw0wi.jpg)

https://img133.imageshack.us/img133/8079/sassport33sm.th.jpg (https://img133.imageshack.us/my.php?image=sassport33sm.jpg)https://img133.imageshack.us/img133/3267/sassport24ov.th.jpg (https://img133.imageshack.us/my.php?image=sassport24ov.jpg)https://img66.imageshack.us/img66/84/sassport17td.th.jpg (https://img66.imageshack.us/my.php?image=sassport17td.jpg)

https://img97.imageshack.us/img97/6660/mine23dn.th.jpg (https://img97.imageshack.us/my.php?image=mine23dn.jpg)

Ramon Gonzales y Garcia
07-25-2006, 19:45
Announcement!!!!
Riothamus has just released "Rio's 463AD IBFD Mod"
available here:
Rio's 463AD IBFD Mod
MIRROR 1: BADONGO (http://www.badongo.com/file/1119342)
MIRROR 2: RAPIDSHARE (http://rapidshare.de/files/26974577/Rios_BI_IBFD_463.7z.html)
more info available here: http://ibfd.modnet.info/forums/index.php?showforum=12 on the official forums
or here: https://forums.totalwar.org/vb/showthread.php?t=67259 in the org

kambiz
08-03-2006, 13:23
Hi Ramon_Gonzales_y_Garcia;
Thanks for your mod.It seems so good.I've got just one mod for my RTW(XGM) and I'm looking for another good and historically acurate mod ,Especially for BI.According to this thread ,I want have your mod ,But I'm waiting for its full version to come.
I just have some suggestion for Sassanids in your mod and the reason is the fact that while Persians where one of the main powers in the era Noone pay attention to them (Seems I am the only one):no: ,I saw some people even call them "Another Barbarian Faction in the east~:confused:".Fortunately ,It seems moders are more aware about historical facts ,So I post them just for sure.

1-First of all ,In one of your posts in this thread which contains information and some pictures of each faction ,In picture about "Sassanids" there were two Sassanid heavy cavalry there ,One armed with spear and shield and one with spear and bow ,But one of the Sassanids important units are "Clibinarii" Or Heavy Cavalries armed with mace and bow.I have a pic who shows one of these Cavalries and if you want I can post it there.

2-In the original RTW:BI (And v1.6) ERE Clibs are more powerful compare to Sassanid one :furious3: .I found it out by chosing one ERE Clibinarii against one Sassanid Clib or Cata or even Clibinarii Immortal and the result was the defeat of Persian Cavalry.I tried some times and the results were the same (you can do it by yourself).Persian were the first one who used Heavy Cavalry(I mean this type) in the field of battle and then during Parthians and Sassanids Reign They chose them as their main force.I don't know according to which source ,CAs decided that Roman Clibs (Or Catas) are better and if you show me somthing to prove this ,Then I will appreciated. I don't say that Sassanid Clibs were better ,But I think atleast they should be same in power.

3-In BI ,The title of roman faction leaders changed to for example "Augustus" for ERE Factin leader .But CA didn't use the same way for Sassanid(Persians) Faction leaders.As you probably know ,All persian emprors-From Achaemenids to Sassanids- have been called "King of Kings" Or "Shahanshah" ,So It will be more historical if you use this title for them.
Note:Sassanid queens had the title of "Banebshenan banebshen" Or "the Queen of Queens".

4-In the original BI ,There are only two office title for Sassanids ,"Mobadan Mobad" and "Eran Spahbod".But there were manny more of them and Sassanids used them like "Vuzorg (Bozorg) Farmadar" ,"Shahrdar" (depends on area) and ... I hope you add these two to original game titles:

Poshtikban Salar: Head of royal guard
Payygan Salar: Chief of infantry division
Savaran Sardar: Head of cavalry division

You can find online source about ancient persia and especially Sassanids."wikipedia" is very good.~;)

In the end ,Thank you very mutch for your efforts on this mod.I'm sure the end result will be great with good historical accuracy.

-Kambiz

Ramon Gonzales y Garcia
08-04-2006, 08:13
Hi Ramon_Gonzales_y_Garcia;
Thanks for your mod.It seems so good.I've got just one mod for my RTW(XGM) and I'm looking for another good and historically acurate mod ,Especially for BI.According to this thread ,I want have your mod ,But I'm waiting for its full version to come.
I just have some suggestion for Sassanids in your mod and the reason is the fact that while Persians where one of the main powers in the era Noone pay attention to them (Seems I am the only one):no: ,I saw some people even call them "Another Barbarian Faction in the east~:confused:".Fortunately ,It seems moders are more aware about historical facts ,So I post them just for sure.

1-First of all ,In one of your posts in this thread which contains information and some pictures of each faction ,In picture about "Sassanids" there were two Sassanid heavy cavalry there ,One armed with spear and shield and one with spear and bow ,But one of the Sassanids important units are "Clibinarii" Or Heavy Cavalries armed with mace and bow.I have a pic who shows one of these Cavalries and if you want I can post it there.
there are clibinarii in IBFD, I only posted two cavalry units as the sassies are AR's work and I just wanted to show what are available.


2-In the original RTW:BI (And v1.6) ERE Clibs are more powerful compare to Sassanid one :furious3: .I found it out by chosing one ERE Clibinarii against one Sassanid Clib or Cata or even Clibinarii Immortal and the result was the defeat of Persian Cavalry.I tried some times and the results were the same (you can do it by yourself).Persian were the first one who used Heavy Cavalry(I mean this type) in the field of battle and then during Parthians and Sassanids Reign They chose them as their main force.I don't know according to which source ,CAs decided that Roman Clibs (Or Catas) are better and if you show me somthing to prove this ,Then I will appreciated. I don't say that Sassanid Clibs were better ,But I think atleast they should be same in power.I agree they should be


3-In BI ,The title of roman faction leaders changed to for example "Augustus" for ERE Factin leader .But CA didn't use the same way for Sassanid(Persians) Faction leaders.As you probably know ,All persian emprors-From Achaemenids to Sassanids- have been called "King of Kings" Or "Shahanshah" ,So It will be more historical if you use this title for them.
Note:Sassanid queens had the title of "Banebshenan banebshen" Or "the Queen of Queens".I don't know how to enable this, it might be hardcoded


4-In the original BI ,There are only two office title for Sassanids ,"Mobadan Mobad" and "Eran Spahbod".But there were manny more of them and Sassanids used them like "Vuzorg (Bozorg) Farmadar" ,"Shahrdar" (depends on area) and ... I hope you add these two to original game titles:

Poshtikban Salar: Head of royal guard
Payygan Salar: Chief of infantry division
Savaran Sardar: Head of cavalry division
Mylae was mentioning about adding Sassnid ancilliaries


You can find online source about ancient persia and especially Sassanids."wikipedia" is very good.~;)

In the end ,Thank you very mutch for your efforts on this mod.I'm sure the end result will be great with good historical accuracy.

-Kambiz sometimes historians also have conflicting theories ans sometimes the facts are very sketchy, but we strive to do what we can and still keep the game interesting :2thumbsup:

kambiz
08-04-2006, 13:38
Hi dear Ramon_Gonzales_y_Garcia;
Thanks for your response.You're remaking nearly all factions in details ,And I can understand how difficult is it ,So appreciate you so mutch.Among my suggestion ,It seems only King's title (King of Knigs) is still a problem.There are plenty of other good moders in community ,And maybe they know how to change it ,If you want even I can post it in mod discussion (Although I'm not moder).

I hope you be successful
-Kambiz

Ramon Gonzales y Garcia
08-04-2006, 19:00
Hi dear Ramon_Gonzales_y_Garcia;
Thanks for your response.You're remaking nearly all factions in details ,And I can understand how difficult is it ,So appreciate you so mutch.Among my suggestion ,It seems only King's title (King of Knigs) is still a problem.There are plenty of other good moders in community ,And maybe they know how to change it ,If you want even I can post it in mod discussion (Although I'm not moder).

I hope you be successful
-Kambiz
why don't you visit the official forums and discuss there w/ some people who are working on IBFD http://ibfd.modnet.info/forums/index.php?act=SC&c=2 , :2thumbsup: we always welcome suggestions and see what we can accomplish.

tug34
08-09-2006, 19:59
iam having a problem ever time i try to do anything CTD happens could you please help thanks

Baryonyx Walkeri
08-17-2006, 13:40
is there not possible to make the AI more prone to diplomacy?
Im fighting a loooong and boring war against the eastern empire and im sick about it. They keep coming wave after wave and no matter how many loses they get they keep coming. Im trying everything to make peace but no...they want to keep fighting.
Im bored i dont want to fight against the ERE, at least not now, there MUST be a way to make peace...I've even tryed some cheat codes but they dont work.
C'mon can you people please do the AI more diplomacy friendly, otherwise what use is there with diplomacy...it's almust useless.

kambiz
08-21-2006, 21:47
What happened to Invasio Barbarorum Forum? It doesn't work for me.:help:

Ramon Gonzales y Garcia
08-23-2006, 02:14
@kambiz
site was down for a while, last I checked it was back online, though :2thumbsup: but most things Im doing are text related so not much I can set up for preview, but maybe instead of a preview, next thing will be a release already :laugh4:
@Baryonyx Walkeri
what faction are u playing, maybe the faction u are playing has been coded to have bad relations with ERE.
however, diplomacy in RTW does not really receive high marks in effectivity,
another thing, if u are playing VH in campaign, diplomacy simply goes out the door.
@tug34
unless you can give me more info I really have no idea what can be causing ur CTD, it can be a number of things: installing in the wrong folder, failure to upgrade to 1.6, corrupted DL, modifying some files - to name a few that can cause failure to load up a game (only) then there are the CTDs in-game...

Baldwin of Jerusalem
08-23-2006, 20:37
Ramon,
The mods looking fantastic! Love the new mini map. Ive not been following progress lately because the RTR forum which I used to visit appears to have died. Are we still waiting for version 6? It looks like its grown in scope quite a bit in the past couple of months.

Ramon Gonzales y Garcia
08-28-2006, 04:00
still waiting for v6, I just finished checking all models for missing default textures, and am more than halfway through the new strat models. I still have to resave unit info cards, do some minor adjusting, and add in the sprites.

Baldwin of Jerusalem
08-28-2006, 15:32
Great news. Im really looking forward to this. Thanks for the reply.

Baldwin of Jerusalem
09-01-2006, 10:15
By the way, did you ever use that ERE rebels slot? Whats the current faction list?

Ramon Gonzales y Garcia
09-06-2006, 06:17
sorry for the late reply and also delay in the release. I've been balancing the factions esp strenghtening the Sassies and slightly weakening the ERE.
visual elements are all in place, only this balancing needs to be done.
factions list:
Alemanni
Burgundii
Lombardi
Saxons
Franks
Visigoths
Ostrogoths
Vandals
Slavs
Berber Mauri
Arab Lakhmids (takes the place of ERR)
Picts
Hephthalites
Huns
Persarmenians
Sassanids
WRE
ERE
WRR
RB
slaves/rebels

Baldwin of Jerusalem
09-06-2006, 13:56
No apology necessary Ramon and thanks for the info! Just been reading about the Lakhmids. Good choice for that extra slot. One question, wikipedia states that they were from Southern Iraq and went on to conquer some Arabian territories. Does this mean that Arabia is now conquerable again or are they wedged into Sassanid-Byzantine border provinces?

Ramon Gonzales y Garcia
09-08-2006, 07:52
arabia is conquerable, but only a couple of provinces there, and not so very rich at that... then the Lakhmids have to either look west to expand (ERE) or north (Sassanids). not very easy going for them :laugh4: but the Sassanids are also being hammered by the Hephthalites in the East and the ERE is in constant war with the Sassanids, and have to contend with an Ostrogothic invasion (time frame is a bit wrong but had to do this to balance the challengers) and have to protect their borders against the Hunnic hordes... all in all it should be great fun.:2thumbsup:

kambiz
09-09-2006, 22:15
Hi Ramon_Gonzales_y_Garcia;
I hope you use diffrent File sharing sites to upload your mod because some of them like "File Front" do not works for me ~:confused: Below links are good for me:
Megaupload:
http://www.megaupload.com/

and

Badongo:
http://www.badongo.com/

Thank you
-Kambiz

Ramon Gonzales y Garcia
09-10-2006, 16:57
INVASIO BARBARORUM v6 released

requires RTW:BI v1.6

Mirror 1:INVASIO BARBARORUM v6 (http://files.filefront.com/IBFD6exe/;5482611;;/fileinfo.html) on Filefront
Mirror 2:INVASIO BARBARORUM v6 (http://rapidshare.de/files/32546484/IBFD6.exe.html) on Rapidshare
Mirror 3:INVASIO BARBARORUM v6 (http://www.megaupload.com/?d=292B32R7) on MegaUpload

Install instructions:
1. make sure you have a fresh, unmodded install of RTW:BI
2. make sure you upgrade BI to v1.6
3. installer will search for the proper folder to install to
NOTE:
this will overwrite several files in the '...bi/data/' folder
4. a shortcut will be installed on your desktop, it will have the '-show_err' switch
NOTE:
if you use JSGME* and install to a different folder than the default, shortcut may have to be edited

more info in this thread:
https://forums.totalwar.org/vb/showthread.php?p=1115875#post1115875


https://img216.imageshack.us/img216/7273/0020wz8.th.jpg (https://img216.imageshack.us/my.php?image=0020wz8.jpg) https://img216.imageshack.us/img216/3100/0022up8.th.jpg (https://img216.imageshack.us/my.php?image=0022up8.jpg) https://img216.imageshack.us/img216/6890/0039kx7.th.jpg (https://img216.imageshack.us/my.php?image=0039kx7.jpg)
https://img216.imageshack.us/img216/1162/0043hj6.th.jpg (https://img216.imageshack.us/my.php?image=0043hj6.jpg) https://img216.imageshack.us/img216/6022/0046ev3.th.jpg (https://img216.imageshack.us/my.php?image=0046ev3.jpg) https://img216.imageshack.us/img216/9756/0099pp3.th.jpg (https://img216.imageshack.us/my.php?image=0099pp3.jpg)

Rex_Pelasgorum
09-11-2006, 18:04
Very nice mod, howewer my campaign map does not want to start...
I want to go to load the "main campaign", but it does says that the selected item does not exist. I have deletet map.rwm, for no use... it simply does not work...
:no: ~:mecry: ~:mecry: ~:mecry:

Any solutions ? I just wanted so much to play a bit whith my Huns on that great campaign map....

Equilibrium
09-11-2006, 18:25
You've developed a very nice mod there; I have been playing the last version since a few days and I really like it. It may not be 100%historical accurate, but it's quite fun(I'm talking about 5.03 here). I'll download the new version now.

Edit: You have borrowed some ideas/concepts from EB haven't you(unique buildings for example)?

Ramon Gonzales y Garcia
09-12-2006, 09:51
Very nice mod, howewer my campaign map does not want to start...
I want to go to load the "main campaign", but it does says that the selected item does not exist. I have deletet map.rwm, for no use... it simply does not work...
:no: ~:mecry: ~:mecry: ~:mecry:

Any solutions ? I just wanted so much to play a bit whith my Huns on that great campaign map....
did u make sure to upgrade BI to v1.6? I usually get this error when I fail to upgrade to 1.6

You've developed a very nice mod there; I have been playing the last version since a few days and I really like it. It may not be 100%historical accurate, but it's quite fun(I'm talking about 5.03 here). I'll download the new version now.

Edit: You have borrowed some ideas/concepts from EB haven't you(unique buildings for example)?thanks:2thumbsup: 100% accurate is impossible, how can I make a 6 year old child a faction leader? how can I even get a woman part of a family tree and have the general married to her.... etc etc :sweatdrop::laugh4:
I'm not sure where Mylae got the idea for the unique buildings but it wouldn't be farfetched if its from EB. :2thumbsup: . If we have reached so far, it is because we stand on the shoulders of giants.

Equilibrium
09-12-2006, 10:01
Well, in the end it doesn't really matter(at least for me) where the unique building idea came from, I always hated the conflicts between the RTW modding teams.

Great new version I have to say since I've played 6.0 for a few hours, definately a big improvement from 5.03. Plans for the future?

Edit: I also noticed that the romano-brits and the imperium constantini can only build a level 3 mic, is it intended to be like that?

Rex_Pelasgorum
09-12-2006, 13:10
did u make sure to upgrade BI to v1.6? I usually get this error when I fail to upgrade to 1.6

Thank you very much ! I have upgraded to 1.6 now, and it works perfectly ! The campaign is awesome and the Huns are... simply crazy :laugh4: Very hard to defeat them.

It is very nice you already have those large armies already standing, you can attack in the first turn, i also like the fact that you can quickly recruit large armies of crap units in 0 turn, which by the way, is my favourite tactic.

The map is very nice, and very realistic , altough there are some cityes misplaced and the mountains/rivers/hills/forrested areas in the area of Bactria , Jaxartes and Turanian depression are totally fantastic and very farr from the reality, but this doesnt matter alot as these are periferic areas of the map anyway ~:)

Congratulation for the beautifull mod, for the large amount of work invested, and for everything ! I hope it will be a 7.0 version preety soon :2thumbsup:

Ramon Gonzales y Garcia
09-13-2006, 13:41
Well, in the end it doesn't really matter(at least for me) where the unique building idea came from, I always hated the conflicts between the RTW modding teams.so do I, I think its one of the reasons why most mods just die out, everyone has to reinvent the wheel :no:

Great new version I have to say since I've played 6.0 for a few hours, definately a big improvement from 5.03. Plans for the future?
glad you like it. for now just some ideas floating around, maybe a new map w/ size of warmap but extending to the East, campaigns like Attila's Belisarius' rise of Islam, something like that, but just ideas atm

Edit: I also noticed that the romano-brits and the imperium constantini can only build a level 3 mic, is it intended to be like that?pardon my ignorance, whats an 'mic'?
EDIT: yup, I intended them to build only up to level 3 mic, they get their higher level infantry earlier. the WRR especially, if they want to build higher level units, they have to capture higher level mics

Thank you very much ! I have upgraded to 1.6 now, and it works perfectly ! The campaign is awesome and the Huns are... simply crazy Very hard to defeat them.they weren't 'the Scourge of God' for nothing

The map is very nice, and very realistic , altough there are some cityes misplaced if I make/rebuild the map will you be willing to give a hand?

and the mountains/rivers/hills/forrested areas in the area of Bactria , Jaxartes and Turanian depression are totally fantastic and very farr from the reality, some of those are meant to stop the AI from wasting their time in those areas

Congratulation for the beautifull mod, for the large amount of work invested, and for everything ! I hope it will be a 7.0 version preety soon thanks, or maybe an IBFD for MTW2 :laugh4:

Rex_Pelasgorum
09-13-2006, 22:06
they weren't 'the Scourge of God' for nothing

It is true... i play on Medium Campaign/Hard Battles whith ERE, it is terribly hard - i dont know if i`ll make it to the end ; many fronts, many , many unrest and alot of hords, enemyes... and i like it alot, it is very realistic.~:)


if I make/rebuild the map will you be willing to give a hand?

Regarding the situation of Dacia (the names of the towns...), the Persian Empire and the area known as Turkestan, i can offer quite alot of historicall data... there should be some "wonders" added to the Sassanian Empire... the University of Jundi-Shapur worldwide famous in its time... the tomb of Cyrus, those famous mountains bassorieliefs (for example, they could give some minor boost to happines, etc). And more, I knew somebody who knows extremely well the history of the Sassanians, up to the level of linguistics, she can help.


some of those are meant to stop the AI from wasting their time in those areas

Regarding geography, i think Mundus Magnus depicts most realistically the geography of the respective area... i think taking the configuration of Turkestan from MM would be a good idea (except for the towns, offcourse), it could be tweaked a little bit for the AI... If these are changed, your mod will come very close to perfection.

I do agree to close down whith forests most of the Locus Slavi huge province, anyway, that province does not matter at all in the general economy of the game.

Myrmidon Warrior
09-15-2006, 01:31
I have had a couple CTD's. One came when my Saxons were going to engage in a battle with the Romano-British outside of Cerdices. CTD occurred as we went from strat map to battle screen. Another CTD occurred during turn change from one year to next. Mod was installed on a fresh installation of BI, patched to 1.6. Any help would be appreciated.

Ramon Gonzales y Garcia
09-15-2006, 10:39
I have had a couple CTD's. One came when my Saxons were going to engage in a battle with the Romano-British outside of Cerdices. CTD occurred as we went from strat map to battle screen. Another CTD occurred during turn change from one year to next. Mod was installed on a fresh installation of BI, patched to 1.6. Any help would be appreciated.can u patch the game to 6.03? if the CTD during year change still occurs this may bue to the evil twin phenomenon being delved in detail by Hans Kloss here
seems like these characters if u don't give them girls they go crazy and do crazy things to the game including CTD:no: , seriously it's something like that: named characters in game w/out wives sprout a twin character that does not actually exist. they are dangerous and cause CTD when adopted (but this has been fixed as they are in parallel family trees) but also dangerous when they are bribed.

https://img461.imageshack.us/img461/3277/00307mi.jpg

https://img301.imageshack.us/img301/6990/00215kr.jpg

Hans Kloss is busy giving wives to these people :laugh4: , so if th CTD continues, wait a bit for a modified descr_strat, but ud have to restart ur campaign.

Regarding the situation of Dacia (the names of the towns...), the Persian Empire and the area known as Turkestan, i can offer quite alot of historicall data... thanks, might call on ur help soon :2thumbsup:
there should be some "wonders" added to the Sassanian Empire... the University of Jundi-Shapur worldwide famous in its time... the tomb of Cyrus, those famous mountains bassorieliefs (for example, they could give some minor boost to happines, etc). And more, I knew somebody who knows extremely well the history of the Sassanians, up to the level of linguistics, she can help.these would be very welcome, indeed.

Regarding geography, i think Mundus Magnus depicts most realistically the geography of the respective area... i think taking the configuration of Turkestan from MM would be a good idea (except for the towns, offcourse), it could be tweaked a little bit for the AI... If these are changed, your mod will come very close to perfection.thanks for the suggestion, what I don't like about MM (though I admire the dedication to have built it) is the over the top number of regions. it DOES become siege total war

Baldwin of Jerusalem
09-16-2006, 16:01
I cant get any of the download mirrors for the quick fix to work. Is it just me or does anyone else have a problem? Stunning mod by the way Ramon.

Ramon Gonzales y Garcia
09-16-2006, 18:40
I cant get any of the download mirrors for the quick fix to work. Is it just me or does anyone else have a problem? Stunning mod by the way Ramon.
u might have been trying to DL when I was uploading them :laugh4:

Baldwin of Jerusalem
09-16-2006, 21:38
Hmmm, Im still not having any luck. I cant get my machine to access the mirrors. It freezes and then kicks me offline.

econ21
09-16-2006, 21:52
I just got the 6.04 patch from Rapidshare (a source I often have trouble with but it was fine here).

The Spartan (Returns)
09-16-2006, 23:26
wow this mod looks interesting.
ill give a download!

wkndwrrr
09-17-2006, 04:41
In less than an hour, I have discoverd several mistakes on this mod that are fairly obvious. None are game breaking, but most are rather annoying.


Don' take this as an offense, I am trying to help

1. There are some odd graphical glitches on the east coast of the Caspian sea, as well as on the dead sea.

2. the Berbers (and the other eastern faction too) have a unit named incorrectly, called A rab Ch eiftan (with those spaces included)

3. upon going into the main campaign selection screen, I noticed that none of the factions with the word 'the' in their name were capitalized. That is, it was 'the Picts' and not 'The Picts' Though this is really very minor, I discovered later, upon entering the main campaign screen again, that 'the Picts' had become 'The Picts' for no apparent reason. Also, the Roman empires had changed from something along the lines of Imperium Roma Orientalis (and Occedentalis) to simply Roman East and Roman West, also, the Berbers had mysteriously changed their name to Berbers Mairya ( or something like that) It seems that the main campaign screen is changing somehow! This is not just a fluke, as I tested several times.

4. one time, upon entering the main campaign screen, the Eastern and Western Roman rebels were playable factions, but have since disappeared.

Also, and this is just a suggestion, I think you should clean up the new game intro, as it has the fraps.com logo in the corner, and is prone to lag

Ramon Gonzales y Garcia
09-17-2006, 09:05
Don' take this as an offense, I am trying to helpthanks for the help and pointing out the errors

1. There are some odd graphical glitches on the east coast of the Caspian sea, as well as on the dead sea.unfortunately I am not a mapper and unless 'the celt' does something about that that is not at the top of my list of fixes. for two reasons 1) it is only a graphical glitch and I am more concerned w/ problems that disturb gameplay or cause crashes 2) as mentioned I am not a mapper and have no idea how to fix that myself.

2. the Berbers (and the other eastern faction too) have a unit named incorrectly, called A rab Ch eiftan (with those spaces included)thanx for this, am not sure why but export_units is very prone to this: strange characters just suddenly crop up sometimes description just disappears, I would fix one description and in the next version another problem comes up?! ...or is it my editing program?

3. upon going into the main campaign selection screen, I noticed that none of the factions with the word 'the' in their name were capitalized. That is, it was 'the Picts' and not 'The Picts' Though this is really very minor, I discovered later, upon entering the main campaign screen again, that 'the Picts' had become 'The Picts' for no apparent reason. there are grammatical rules in the capitalization of an article (the/a/an) in the English language. At the beginning of a sentence/ at the beginning of a title (as in this case), it is always capitalized thus "The Picts", else it should be lower case.

Also, the Roman empires had changed from something along the lines of Imperium Roma Orientalis (and Occedentalis) to simply Roman East and Roman Westthis is the opposite, in the selection screen it is simply 'Empire East/Empire West' else it is 'Imperium Romanum Orientalis/Occidentalis' very simple reason: in the selection screen 'Imperium Romanum Orientalis/Occidentalis' is too long and overwrites itself

https://img180.imageshack.us/img180/989/rometwbi2006091716545365jt7.jpg (https://img180.imageshack.us/my.php?image=rometwbi2006091716545365jt7.jpg)

, also, the Berbers had mysteriously changed their name to Berbers Mairya ( or something like that)I was concerned that the change of name from Berbers to Mauri would cause confusion, In the selection screen, I am trying to make it clear that the Mauri is just one of the tribes of the Berbers - themselves never having really been a unified people, in the game itself I simply use the term 'Mauri'

4. one time, upon entering the main campaign screen, the Eastern and Western Roman rebels were playable factions, but have since disappeared.? there are no Eastern Roman Rebels in IBFD6. and the WRR ARE playable

Also, and this is just a suggestion, I think you should clean up the new game intro, as it has the fraps.com logo in the corner, and is prone to lagalthough I have heard that it is possible to grab movies using in game movie cam I have no idea how to do this, the lag is coz I only have a 128MB card. movie also takes so much time, for something absolutely unnecessary.I am also not willing to purchase fraps just to remove that banner on top

@Baldwin of Jerusalem, still have problem DLing the quickfix?

Baldwin of Jerusalem
09-17-2006, 10:38
Hi Ramon, thanks for your interest. Yeah, I still cant get to the mirrors, although I think its more likely an error with my machine than anything else. My browser wont seem to access the links. I wonder if I could go to the hosts manually. I tried visiting filefront and finding IBFD but all I could find was Europa Barbarorum.

Ramon Gonzales y Garcia
09-17-2006, 18:43
there is a filefront mirror for quickfix605, oh wai I havent posed it here yet, wil do in a bit

econ21
09-17-2006, 22:32
I'm a little curious about the unit sizes. I just started a WRE campaign on the large unit settings and was surprised to notice the two big general-less armies near Venice have 91 man units of Sarmatian noble cavalry with the rather cheap upkeep of 180. By contrast, the Foederati noble cav have small units (24 man?) with a high price tag (upkeep 300-400).

Digging around in the EDU file, it seems the Sarmatians have 45 man units while many other cav is 25. The Huns go up to 50. To what extent is this intended? The Sarmatian noble cavalry unit seems just too good a buy for the WRE.

Ramon Gonzales y Garcia
09-20-2006, 10:46
I'm a little curious about the unit sizes. I just started a WRE campaign on the large unit settings and was surprised to notice the two big general-less armies near Venice have 91 man units of Sarmatian noble cavalry with the rather cheap upkeep of 180. By contrast, the Foederati noble cav have small units (24 man?) with a high price tag (upkeep 300-400).

Digging around in the EDU file, it seems the Sarmatians have 45 man units while many other cav is 25. The Huns go up to 50. To what extent is this intended? The Sarmatian noble cavalry unit seems just too good a buy for the WRE.
the steppe peoples relied heavily on cavalry. ca. the Sarmatian mercs, it was difficult to balance that, something not too cheap for the Romans yet something not too expensive for the other factions, will look into it again, though

hellas1
09-21-2006, 17:16
Senor Ramon Buenos Dias!

I very much enjoy IFBD.

Thanks for it! :2thumbsup:

I have encountered a CTD: when playing as the Persiarmenians versus another faction, can't remember it, my game crashed.

Please look into this.

Hellas1

wkndwrrr
09-22-2006, 04:23
I've noticed an odd glitch with the AI while sieging. There is something wrong with the pathfinding for the seige ladder unit. while playing custom battle against the picts in a minor walled city, the siege ladders the AI was using seemed almost to get 'lost'. all the ladders went in different directions, and none even reached the walls. They all just sort of stopped attempting reach the walls to after they got hoplessly messed up.

I would post a screenshot, only my free, but crappy, image editor software does not let me upload the tgas to change them to jpegs, and therefore I can't upload them online.

This may just be an isolated incident, As I have not done many walled-city seiges with this mod yet, so I really don't know.

Ramon Gonzales y Garcia
09-22-2006, 13:24
will look into the problems but w/ too little info I can't promise much, re ladders, if this becomes persistent pls inform me again, I really have no idea how those work but will try to find out why

Rex_Pelasgorum
09-22-2006, 15:05
There are some CTD`s when playng single player custom battles whith certain factions on certain maps. It loads for a while, then crash ! I found out that the Hepthalites, Slavs and Huns make CTD`s... if you use another faction, no problem ! Also maps such as "Moon River', or "Siera Nevada" are prone to CTD.Interestingly enough, in the campaign i found no CTD as farr even when battling against any possible faction. Battles go very smootly, altough i found that after the first pathces the Sassanid`s power was much, much reduced (interestingly, only if you fight personally, if you autocalck, they win even whith terrible odds).They elephants, howewer, are very, very underpowered.

When i fought some battles against the Hepthalites, in the Merv/Sogdiana area, have discovered many more things outside geographicall acuracy which make necesary the rethinking and remaking of that area... the mountains look very suprarealistic in the battlefield map... like huge towers, pinpointing to the skies, looks a nice landscape for Lorth of the Rings, or Star Wars, etc ~:) I think there are some people who knew how to solve the "suprarealistic" mountain problems.

ABout sasanids, and Iranian Civilisation, which should be depicted in a more profound way as i said in earlyer posts, here is a good link for it . Even maps, and city names. Sasanids where a superb civilization , equal in any way to the Byzantine one, and need to be depicted right :

http://www.cais-soas.com/CAIS/frontpage.htm

It would be good to add the posibility for each culture to build basic christian buildings. Christianity was a religion whith a universal vocation, it was not a religion culture-related like Zoroastrianism, for example.

I think Sassanids and not just should also be able to build christian shrines (if the players would want to do it), there was a strong church of Persia, despite some moments of persecution, in the eve of the Arab Conquest the situation of christians in Iran was very good. The Persarmenians should also be able to build Zoroastrian shrines, despite early conversion to christianity Zoroastrianism remained strong overthere.

About the Romans, they where not tottaly christian. Paganism resisted in Aegean Sea island up until the VIII century AD... Antioch during the times of Justinan was largely pagan... he baned the famous "Maiuma" celebration.Pagan , or "secret pagan" characters should appear randomly both in WRE and ERE.

Regarding the province of Dacia and the sorroundings:

Province of Dacia, kept. Instead of Colonia Dacia, "Ulpia Traiana" would be better.

Instead of "Tibiscus", change province name to "Dacia Inferior" or "Dacia Malvensis", which you think it sounds better, and extend it to cover the also the southern slopes of the Carpathians, to the Danube. Move "Napoca"
somewhere to the south-west, at equal distance between Carpathians and Danube, and rename it "Romula_Malva", or simply, "Romula".Romula and Ulpia Traiana should be roman culture towns, not barbarian culture ones.

Rename Piroboridava. In this period, Dacians no longer lived in DAVAS. The Davas where destroyed by the romans 3 centuryes ago. When the huns came, the daco-romans retreatead into the Carpathians mountains, they were reduced to peasantry, no role in politics, subjects to the huns as archeology linguistics and historians prove this. Instead of Piroboridava, have something like Campus_Sarmatae , or some sort of combination of this kind.

Some greek names to the ERE charachters would be more than a welcoming addition....Also, in Jerusalem, a wonder such as the "piece of true cross", which can be stollen by an invading army , or recovered, should be awesome if added.

Also, Berber names and units need to be changed. berbers were very, very different from Arabs... Revert names to the ones from the RTW Numidians... Numidians = ancient berbers. Adding to them another town in southernmost Sahara, whith some decent resources, should keep up the balance. They where divided during those times, but yet strong, remember, they where able to resist the Arab invaders for many centuries.

P.S: there is any sort of script which commences when you almost defeat an enemy faction, giving to that faction elite highly upgraded units ? I found this situation many times....

wkndwrrr
09-22-2006, 18:42
Sorry for kind of swamping you lately, but I found something else. The description for the Persarmenian unit 'Armenian Nobles' says they are capable of firing arrows as a secondary ability. When I used them on the battlefield, however, there is no such option. Pressing the alt key (as I would do make elephants switch from charge to long-range) has no effect, and also, on the unit palate, the options to toggle skirmish mode and fire-at-will are both greyed out, as though the unit had no long-range capability. Even odder is that, until the moment the Nobles charge into the enemy, they are equiped with bows, but cannot use them. Once they get into charge range, however, the bows are put up and they take out spears.


EDIT: btw, I just had 3 ctd's IN A ROW in my berber campaign upon clicking on the newly captured city of 'lol Caesarea' (may also be a spelling mistake?)


EDIT II: I know what is causing it. Pushing any of the tabs (recruitment, retrain, rebuild ect.) while reviewing the city mentioned above causes an instant CTD

kambiz
09-22-2006, 22:47
@Rex_Pelasgorum
Thank you very mutch for your excellent comments and suggestions about "Sassanians" that is what I believe too.And as you mentioned ,Elephatns are underpowered ,Their numbers are too few to be effective enough.In general ,Many things must be changed or added to sassanids.

@Ramon_Gonzales_y_Garcia
Can you please check IBFD discussion thread and reply my post?Thank you.~:)

-Kambiz

The Spartan (Returns)
09-23-2006, 14:44
there is a crash when playing as Franks or looking over their land....
scratch that now when you look anywhere at Gaul os anywhere close, it crashes.
this is IBFD after i installed (only) the 0.5 quickfix i also tried reverting to CA Campaign (thing whatever) but the campaign just crashes so i just reverted back to the regular IB ones.

Ramon Gonzales y Garcia
09-24-2006, 02:12
There are some CTD`s when playng single player custom battles whith certain factions on certain maps. It loads for a while, then crash ! I found out that the Hepthalites, Slavs and Huns make CTD`s... if you use another faction, no problem ! Also maps such as "Moon River', or "Siera Nevada" are prone to CTD.I have also noticed CTDs in custom bttles related to map... I was thinking this is related to changed map therefore changed areas

Interestingly enough, in the campaign i found no CTD as farr even when battling against any possible faction. Battles go very smootly, altough i found that after the first pathces the Sassanid`s power was much, much reduced (interestingly, only if you fight personally, if you autocalck, they win even whith terrible odds).underpowered compared to IBFD5 or compared to BI?

They elephants, howewer, are very, very underpowered. most common complaint was that elephants were very, very overpowered. and too many. I did lower the armor too much, though. have to raise that


When i fought some battles against the Hepthalites, in the Merv/Sogdiana area, have discovered many more things outside geographicall acuracy which make necesary the rethinking and remaking of that area... the mountains look very suprarealistic in the battlefield map... like huge towers, pinpointing to the skies, looks a nice landscape for Lorth of the Rings, or Star Wars, etc ~:) I think there are some people who knew how to solve the "suprarealistic" mountain problems.unfortunately I am no mapper.


ABout sasanids, and Iranian Civilisation, which should be depicted in a more profound way as i said in earlyer posts, here is a good link for it . Even maps, and city names. Sasanids where a superb civilization , equal in any way to the Byzantine one, and need to be depicted right :
http://www.cais-soas.com/CAIS/frontpage.htmah, thats what I need proper information:2thumbsup:


It would be good to add the posibility for each culture to build basic christian buildings. Christianity was a religion whith a universal vocation, it was not a religion culture-related like Zoroastrianism, for example.

I think Sassanids and not just should also be able to build christian shrines (if the players would want to do it), there was a strong church of Persia, despite some moments of persecution, in the eve of the Arab Conquest the situation of christians in Iran was very good. The Persarmenians should also be able to build Zoroastrian shrines, despite early conversion to christianity Zoroastrianism remained strong overthere.good idea.


About the Romans, they where not tottaly christian. Paganism resisted in Aegean Sea island up until the VIII century AD... Antioch during the times of Justinan was largely pagan... he baned the famous "Maiuma" celebration.Pagan , or "secret pagan" characters should appear randomly both in WRE and ERE.they are not totally Roman, though I put churches in most places, to quell the unrest


Regarding the province of Dacia and the sorroundings:

Province of Dacia, kept. Instead of Colonia Dacia, "Ulpia Traiana" would be better...archeology linguistics and historians prove this. Instead of Piroboridava, have something like Campus_Sarmatae , or some sort of combination of this kind. very good info will put it in ASAP


Some greek names to the ERE charachters would be more than a welcoming addition....true, but since juve will be working on these for some time will wait until he is finished

Also, in Jerusalem, a wonder such as the "piece of true cross", which can be stollen by an invading army , or recovered, should be awesome if added.a very, very good idea:2thumbsup:


Also, Berber names and units need to be changed. berbers were very, very different from Arabs... Revert names to the ones from the RTW Numidians... Numidians = ancient berbers. another very, very good idea. Actually those berber names are default BI. and the arab units also originally made for berbers. but anyway, they do look more arab and I checked the numidian names and is wonderful idea:2thumbsup::2thumbsup:

Adding to them another town in southernmost Sahara, whith some decent resources, should keep up the balance. They where divided during those times, but yet strong, remember, they where able to resist the Arab invaders for many centuries.I think their ability to horde is the balancing factor, they can then recapture the newly conquered town or move to a new one in force.


P.S: there is any sort of script which commences when you almost defeat an enemy faction, giving to that faction elite highly upgraded units ? I found this situation many times....none that I specificaly made, maybe it is CA made?

Sorry for kind of swamping you lately, but I found something else. The description for the Persarmenian unit 'Armenian Nobles' says they are capable of firing arrows as a secondary ability. When I used them on the battlefield, however, there is no such option. Pressing the alt key (as I would do make elephants switch from charge to long-range) has no effect, and also, on the unit palate, the options to toggle skirmish mode and fire-at-will are both greyed out, as though the unit had no long-range capability. Even odder is that, until the moment the Nobles charge into the enemy, they are equiped with bows, but cannot use them. Once they get into charge range, however, the bows are put up and they take out spears.


EDIT: btw, I just had 3 ctd's IN A ROW in my berber campaign upon clicking on the newly captured city of 'lol Caesarea' (may also be a spelling mistake?)


EDIT II: I know what is causing it. Pushing any of the tabs (recruitment, retrain, rebuild ect.) while reviewing the city mentioned above causes an instant CTDthe problem is with the character holding that city, we have demoted him to general in latest descr_strat but am waiting for the new ancilliaries before uploading a new quickfix


Thank you very mutch for your excellent comments and suggestions about "Sassanians" that is what I believe too.as do I but I also need information so that I know where to go, what to do.

And as you mentioned ,Elephatns are underpowered ,Their numbers are too few to be effective enough.change them back to 9 elephants? I think only the armor needs to be changed

In general ,Many things must be changed or added to sassanids.not just the Sassanids,... believe me.

@Ramon_Gonzales_y_Garcia
Can you please check IBFD discussion thread and reply my post?Thank you.made a reply

there is a crash when playing as Franks or looking over their land....
scratch that now when you look anywhere at Gaul os anywhere close, it crashes.
this is IBFD after i installed (only) the 0.5 quickfix i also tried reverting to CA Campaign (thing whatever) but the campaign just crashes so i just reverted back to the regular IB ones. after u enabled 'revert to CA strat models' u cannot start the campaign? or nothing changes (still CTD in Gaul)?

The Spartan (Returns)
09-24-2006, 03:25
once i reverted back to CA strat models, the East Empire didnt start so i switched back.
however i didnt test other factions so perhaps (but unlikely) that other factions will start with CA strat models.

Ramon Gonzales y Garcia
09-26-2006, 00:24
once i reverted back to CA strat models, the East Empire didnt start so i switched back.
however i didnt test other factions so perhaps (but unlikely) that other factions will start with CA strat models.
sorry for that, but I forgot to include the moors in the 'revert to CA' file, will upload a new one ASAP

EDIT: uploaded the reworked 'revert to CA' files. I posted them in the first post.

Rex_Pelasgorum
09-27-2006, 13:06
underpowered compared to IBFD5 or compared to BI?

Underpowered in IBDF 6.5 compared to 6.0

Otherwise, I strongly think this mode deserves a separate forum on the Org, in the "hosted mods" section...For writing guides, campaign stories, asking more specific questions, etc. The admins should seriously think about this....~:cool:

Ramon Gonzales y Garcia
09-30-2006, 19:10
Underpowered in IBDF 6.5 compared to 6.0

Otherwise, I strongly think this mode deserves a separate forum on the Org, in the "hosted mods" section...For writing guides, campaign stories, asking more specific questions, etc. The admins should seriously think about this....~:cool:
fortunately we do have a subforum in TWC, where there are guides and campaign stories...:2thumbsup: we also have our own forum

Rex_Pelasgorum
10-03-2006, 22:20
I`ve leave the Sassanians and jump whith some ideas directly into the saxon lands...

Saxons need some work, Irminsul should be added as a unique building to them:

http://en.wikipedia.org/wiki/Irminsul

The saxons from Brittania need to be reinforced, they are tottaly outnumbered by the Romano-British, no chance for them... Theyr commander is also weak compared to the ****Vortigern.

It is a thing rather of troop placement and numbers, as in the custom battles i tested the Saxons seem to be stronger than the RB.

Howewer, they need more numbers in Britain, otherwise they will make peace whith the Romano British or they will get defeated easily.

Ramon Gonzales y Garcia
10-05-2006, 11:04
I`ve leave the Sassanians and jump whith some ideas directly into the saxon lands...

Saxons need some work, Irminsul should be added as a unique building to them:

http://en.wikipedia.org/wiki/Irminsul
will refer this to Mylae


The saxons from Brittania need to be reinforced, they are tottaly outnumbered by the Romano-British, no chance for them... Theyr commander is also weak compared to the ****Vortigern.

It is a thing rather of troop placement and numbers, as in the custom battles i tested the Saxons seem to be stronger than the RB.

Howewer, they need more numbers in Britain, otherwise they will make peace whith the Romano British or they will get defeated easily.true, I was concerned that they would swamp the RB very soon but they should, right? :laugh4: I am thinking maybe scripting the reinforcements also?...

Neon twilight
10-06-2006, 17:26
I gave a try to your mod and was surprised how good it is, better than any other BI period mod so far. I've tested few battles to try the challenge, do you use any formation mod ? Also you should give a look to darth vader new findings regarding shooting units as archers who now shot well.

http://www.twcenter.net/forums/showthread.php?t=61739 I've tested it it's quite effective and nice to see the AI archers shooting again instead of wandering like idiots on the battle field.

Ramon Gonzales y Garcia
10-07-2006, 08:05
I gave a try to your mod and was surprised how good it is, better than any other BI period mod so far. I've tested few battles to try the challenge, do you use any formation mod ? Also you should give a look to darth vader new findings regarding shooting units as archers who now shot well.

http://www.twcenter.net/forums/showthread.php?t=61739 I've tested it it's quite effective and nice to see the AI archers shooting again instead of wandering like idiots on the battle field.IBFD6 uses Darth's version 8.0, I think, I will DL newest Darthdark and update some files (some factions need changing)

Baryonyx Walkeri
10-08-2006, 20:12
Hi...nice update really :2thumbsup:

But I have noticed that the units are really in few number, is there a way to increase them?

cheers

Ramon Gonzales y Garcia
10-10-2006, 09:54
Hi...nice update really :2thumbsup:

But I have noticed that the units are really in few number, is there a way to increase them?

cheers
choose 'huge' unit settings, but this will increase for 'all' units. else open your 'bi\data\export_descr_unit.txt' file. look for the unit u want to increase (sometimes unit internal name is different from screen name)
look for the line:

soldier german_levy_alemanni, 60, 0, 0.8the number highlighted is the one u'd want to change, the number there is for normal settings, huge doubles that. 60 is the maximum

Anoshehravan
10-10-2006, 17:38
Hi Ramon - Brilliant mod - I've been watching the development of this mod for a while and waited till now (i.e. Version 6) to try it. Been playing it for a few days now with no problems.

Few days ago I experienced regular CTD when I would scroll the campaign map down over Egypt, Arabia and Southern Syria. I avoided scrolling over that area and continued to play but i cant do anything there - I'm playing the Sassanid campaign and have just captured Antioch (not that that makes any difference) but i cant move south after that and its really troubling :help: - Had done a clean install with the 1.6 patch and everything and the map scrolls well otherwise - its only at this point that I get a CTD or when I randomly use a "toggle_fow" command. The links for optional:revert to CA strat models v3 (only install if u experience CTD when scrolling in the world map)- is no longer valid and I cant find this anywhere else.

Any help would be greatly appreciated! Thank you for a brilliant mod otherwise.

Anoshehravan-e-Adil

Ramon Gonzales y Garcia
10-11-2006, 06:39
Hi Ramon - Brilliant mod - I've been watching the development of this mod for a while and waited till now (i.e. Version 6) to try it. Been playing it for a few days now with no problems....
Any help would be greatly appreciated! Thank you for a brilliant mod otherwise.

Anoshehravan-e-Adil
will upload the revert to CA sometime tonight

Baryonyx Walkeri
10-11-2006, 07:53
soldier german_levy_alemanni, 60, 0, 0.8the number highlighted is the one u'd want to change, the number there is for normal settings, huge doubles that. 60 is the maximum

Hi Ramon thank you, I just doubled up all units from all factions (beside mine) now it's really much more hard to win :laugh4:

cheers

Ramon Gonzales y Garcia
10-11-2006, 16:23
@Anoshehravan
I uploaded the files to filefront, I think it'll be safer ther :2thumbsup:
@Baryonyx Walkeri
great:2thumbsup:

Rex_Pelasgorum
10-13-2006, 12:17
An interesting addition would be the adding of a trait whith nationality to the ERE and WRE... in EB , i`ve heard they made such ancilliaries to the Hellenistic Kingdoms.

For the ERE, we could have the generals which we will addopt (trough the "man of the hour" system) of greek origin, or macedonian, roman, daco-roman (these 2 latin speakers), armenian, gothic, hun, syrian, egyptian, arabian, slavic, etc. Nationality could also impact influence, studies, acumen, etc. Off course, all these can be reflected in influence, management and battlefield command abilities.

The same for the WRE, where there could be also roman, gothic, frankish, hispanian, vandalic, moorish, etc.

Something should also be done to the "steppe horse archers"... they are much to cheap and much to effective, especially against the Sassanids.... you can levy huge armyes of them in no time, without any need of infantry or heavy cavalry...

The Sassanids also have some interesting story whith the Hepthalites... if you make some full stacks of infantry in Merv and Herat, you need nothing more than to wait for one Sassanian general to come from the west whith a decent army and smash every Hepthalite from Bactra up to Jaxarta...

The Hepthalites are unable to siege effectively a city, they send towers and rams manned by infantry, but they are of no use, because they infantry lacks the necesarry numbers to take on the walls and gateway for their mighty cavalry to break in, even if the Sassanians at that time cannot recruit there only but Paighans and Sugdians.Practically, if you are a decent player, you will have absolutely no trouble on any difficulty level in defending the eastern borders...

kambiz
10-13-2006, 20:25
Hiya;

Something should also be done to the "steppe horse archers"... they are much to cheap and much to effective, especially against the Sassanids.... you can levy huge armyes of them in no time, without any need of infantry or heavy cavalry...

Agreed ,Its Good point indeed.

The Sassanids also have some interesting story whith the Hepthalites... if you make some full stacks of infantry in Merv and Herat, you need nothing more than to wait for one Sassanian general to come from the west whith a decent army and smash every Hepthalite from Bactra up to Jaxarta...

The Hepthalites are unable to siege effectively a city, they send towers and rams manned by infantry, but they are of no use, because they infantry lacks the necesarry numbers to take on the walls and gateway for their mighty cavalry to break in, even if the Sassanians at that time cannot recruit there only but Paighans and Sugdians.Practically, if you are a decent player, you will have absolutely no trouble on any difficulty level in defending the eastern borders...
Well ,Its not as easy as you say ,Myself had hard time in my eastern border against Hepthalites.The AI creates full stack of armies and attacks my settlements there constantly.I even lost them some time ,But retook them.However ,You are right ,Maybe increasing the number of troops in Hepthalites infantry units can gives them better chance in siege actions.

Regard
-Kambiz

Rex_Pelasgorum
10-13-2006, 22:32
Well ,Its not as easy as you say ,Myself had hard time in my eastern border against Hepthalites.The AI creates full stack of armies and attacks my settlements there constantly.I even lost them some time ,But retook them.However ,You are right ,Maybe increasing the number of troops in Hepthalites infantry units can gives them better chance in siege actions.

Here is a good tactic against Hepthalites. You will certainly not loose Herat and Merv.I guarantee 100%.

FIRST TURN:

Build stone wall in Herat, and raise a full stack of Paighans .

In Merv, try to buil arrow practice, train some Sughdians whith Asavaran and many, many Paighans.Numbers are key to a good defence.

Build walls also in Kandahar, and Nishapur. Kandahar or Zarangg might be subject of attack from the Hepthalites very soon (on rare ocasions). Those are rather poorly defended, but anyway, once Buran whith the main army is beyond Nishapur, the Heptalites will leave those settlements which will revolt eventually back to you. Train Asavaran, they are very good against the Hepthalites in open field ~;)

You have family member Buran standing at the border whith the Lakhmids. Take him, together whith all the army and move him trough the Iranian Plateau to the eastern borders. You will need a decent army to counter attempt pushing into theyr lands. He will get in time to relieve any siege to either Merv or Herat. You will have just 2 armyes on the western borders, more than enough to counter the weak ERE.

FOLLOWING TURNS.

You will be put under siege, that is for sure. Put the Paighans to make shield wall. Even if (totally unlikely) the Heptalites will capture the gateway and enter your settlement whith the bulk of their forces, their cavalry will be slaughtered at the gate by your Paighans, supported by the war Elephants and any Asavaran you have. I play on HARD the battles and stopped a full Hepthalite stack whith lots of good cavalry and ****general using just Paighans and few Elephants.

When Buran has come, attack the Hepthalites using not just the army of Buran but combined whith the armyes of the garrison cityes. Use the terestrial artilery against the Hepthalite horse archers, and the elephants to support... dont commit the Elephants to the charge, they are usseles as they are much to weak, but they are extraordinary as supporting forces ~;)

Once you are in Bactria, and Jaxarta, you have acces to good mercenaries, it will be easy to kill off the Hepthalites, howewer do not forget that they can horde. The Gupta Rebels are very poor, an easy taking, anyway.


And finaly, good luck mighty Pahlavan ~:)

Rex_Pelasgorum
10-14-2006, 22:39
More on Hepthalites :

http://spotlightongames.com/variant/maharaja/eph.html

http://www.silk-road.com/artl/heph.shtml

More on ERE :

Reign of Theodosius II, , more depth to the life in that period, more on Church Fathers could be added in some scripted events ~;)

http://penelope.uchicago.edu/Thayer/E/Roman/Texts/secondary/BURLAT/7*.html

http://www.roman-emperors.org/theo2.htm

Ramon Gonzales y Garcia
10-17-2006, 14:29
More on Hepthalites :

http://spotlightongames.com/variant/maharaja/eph.html

http://www.silk-road.com/artl/heph.shtml

More on ERE :

Reign of Theodosius II, , more depth to the life in that period, more on Church Fathers could be added in some scripted events ~;)

http://penelope.uchicago.edu/Thayer/E/Roman/Texts/secondary/BURLAT/7*.html

http://www.roman-emperors.org/theo2.htm
great info, will pass it on to juve who's making dispositions of WRE/ERE:2thumbsup:

Rex_Pelasgorum
10-17-2006, 16:21
As i am currently playing with the Mauri, they sparkled my interest.... `im currently having with them the best campaign from RTW series (up to 6/7 battles , skirmishes and epic struggles per turn...).Really hard, but once you have mastered the "ways of the desert", you can win even with crap levies vs comitatenese armatus :laugh4:

In a few days, i will came with lots of more info about their units, cityes, etc ~:)

kambiz
10-17-2006, 21:24
Hi Rex_Pelasgorum;
Thanks for the response.Well ,In fact ,What you written is a guide for sassanians to how with stand aginst Hephtalities.There's a main thread in this forum known as "RTW Guides" which people suggest their own guide for each faction.I want to say ,Of course there's always a way to counter diffrent situations ,but at least I don't use that.Maybe I'm so dumb :P


And finaly, good luck mighty Pahlavan
Thank you very mutch dear mate ,Good luck to you too.
-Kambiz

Rex_Pelasgorum
10-18-2006, 11:24
About the Mauri...

When they will be differentiated from the arabian Lakhmids, and i think this could be done just trough skinning. Importing a skinned Desert Infantry from the original RTW won`t be a bad idea.

In making a new skin for the Mauri, one thing needs to be strongly considered. In arab culture, women covered theyr faces, in the Mauri culture, man covered theyr faces ! ~:)

Here is an image of the tuareg tagelmust : http://en.wikipedia.org/wiki/Tagelmust

They should not have acces to camels, also ! Camels where imported by the arabs in the area ~;)

There was the Donatist heretical christian sect, very widespread in the area. The history of the Donatist sect can be a good source of scripted events to give a more in depth history of the area :

http://en.wikipedia.org/wiki/Donatist

Another important thing, to add more depth to them , the Sahara Trade Route . Actually, this trade route started to be important on a global scale only after the arab conquest, but it existed before it as the Berbers traded with the Ghana Empire to the south, anyway, more research needs to be done ~;)

http://library.advanced.org/13406/sh/

http://en.wikipedia.org/wiki/Trans-Saharan_trade

http://www.hyperhistory.net/apwh/essays/others/c1nilesaharatrade34010104.htm

http://www.smi.uib.no/paj/Masonen.html

Some Mauri should be Christian, other Christian Heretics (donatist), while other Pagans. Mauri should have the option to build some pagan temples:

- to Agurzil, the god of war (http://en.wikipedia.org/wiki/Agurzil used by Kahina.

- to Ayyur , the god of moon, worshipped until the XIV century http://en.wikipedia.org/wiki/Ayyur

More on pagan berber beliefs : http://en.wikipedia.org/wiki/Berber_pantheon

And also, why not change the name MAURI to something more historically accurate, such as SANHAJA, or AMAZIGH ? ~:)

It would be awesome to implement different stuff to all the cultures to make them as much as possibly accurate. IBDF will be the EB/RTR of the Barbarian Invasion ~;)

Ramon Gonzales y Garcia
10-18-2006, 16:10
About the Mauri...

When they will be differentiated from the arabian Lakhmids, and i think this could be done just trough skinning. Importing a skinned Desert Infantry from the original RTW won`t be a bad idea.

...It would be awesome to implement different stuff to all the cultures to make them as much as possibly accurate. IBDF will be the EB/RTR of the Barbarian Invasion ~;)
GREAT INFO!!! will try to integrate this into game ASAP:2thumbsup:

jibosan
10-19-2006, 18:20
hello all,

installed the RTW BI mod recently (loving it!), but while playing as persearmenians, am crashing at random times (game simply closes and returns to my widow desktop; no save), and also crashing EVERY time i try to go into an actual battle against rome imperial east (not sure on exact name, but they border persearmenians, sassasinds and huns).

can anyone help? it's killing the gameplay!

thanks,

jibosan

Ramon Gonzales y Garcia
10-21-2006, 18:59
hello all,

installed the RTW BI mod recently (loving it!), but while playing as persearmenians, am crashing at random times (game simply closes and returns to my widow desktop; no save), and also crashing EVERY time i try to go into an actual battle against rome imperial east (not sure on exact name, but they border persearmenians, sassasinds and huns).

can anyone help? it's killing the gameplay!

thanks,

jibosan
did u install the 6.05 quickfix? there was a missing texture among the Romans causing CTD in battle

Rex_Pelasgorum
10-21-2006, 22:03
I tought quite alot about one issue, regarding the balance of armies in the Middle East. The unite named "Steppe Horse Archers", with its 0 turn recruitment, cheap building cost and high eficacity, practically make usseles any infantry or heavy cavalry on the battlefield. I play the battles always on Hard, and i can vanquish with a full stack of SHA any enemy army on the field, even with elite units ! Both the Sassanid and the ERE can recruit this unit, and most of the players who play these 2 faction actually simply just raise full stacks of SHA and send them to attack... if you command personaly, victory is 100% on Hard against either the ERE or the Sassanids.

Howewer, from a historically point of view, full armies of Horse Archers never roamed across the Middle East. Why ?

Because there was a native unit to counter them - the Arab Light Cavaly. The one with the javelins is inefective against other cavalry, it is good just against armoured infantry. Camels are very slow, like in real history, and Desert Raiders are more suited for other tasks than chasing down HA`s.We know how fast are the Arabian Horses and how good is the scimitar in combat. In pre-islamic times, they were a constant presence in both ERE and Sassanid armies. The Arab Light Cavalry actually was one of the main reasons for succes of the Islamic Invasion... it was an extremely mobile unit, and the arabians had it in quite decent numbers. They were fast, they could maneuver extremely well, and they were well adapted to desert fighting. Even in the VIII century, when the Islamic Armies met in battle with the steppe nomads of the Turanian Plains, they managed to defeat them quite easily using the advantages offered by their excellent light cavalry.

So, i suggest making a regional unit, the Arab Light Cavalry (the name could be translated in arabic for more historicall accuracy ~;) ), in order to make the game more historically accurate, to have an effective counter to the full-stacks of SHA, and force the players to recruit and use more balanced armyes, composed of different types of units, like in real history ~;)

Ramon Gonzales y Garcia
10-23-2006, 09:14
I tought quite alot about one issue, regarding the balance of armies in the Middle East...So, i suggest making a regional unit, the Arab Light Cavalry (the name could be translated in arabic for more historicall accuracy ~;) ), in order to make the game more historically accurate, to have an effective counter to the full-stacks of SHA, and force the players to recruit and use more balanced armyes, composed of different types of units, like in real history ~;)I remember somebody sugesting an arab mercenary, but this one would be a recruitable unit?... recruitable by the Romans and Sassanids (regionally)? using current Arab sword cav model?... I think it is a good idea...

Rex_Pelasgorum
10-23-2006, 12:36
I remember somebody sugesting an arab mercenary, but this one would be a recruitable unit?... recruitable by the Romans and Sassanids (regionally)? using current Arab sword cav model?...

Yes, a recruitable unit....for the ERE, and the Sassanids and the Lakhmids... and for any other civilised faction wich extends its dominion over the Middle East.

Something very fast, capable of outchasing any cavalry unit...
With a decent attack...

But at a high price ~;)

Ramon Gonzales y Garcia
10-25-2006, 07:38
They should not have acces to camels, also ! Camels where imported by the arabs in the area ~;)
can u give me sources of this? source I found placed camels being introduced 3-4 century w/c would mean available in IBFD timeframe:book:
http://lcweb2.loc.gov/cgi-bin/query/r?frd/cstdy:@field(DOCID+mr0013)

And also, why not change the name MAURI to something more historically accurate, such as SANHAJA, or AMAZIGH ? ~:)Amazigh might be good
EDIT: rethinking about it, I think sticking with Mauri would be better, as it is a more familiar name, and it is what the Romans called them.
They did call themselves Amazigh but then we'd have to change other factions to names they called themselves (Hephthalites to Chionites, Visigoths to Tervingi, etc. ) would only lead to confusing names

will be doing the arab cavalry :2thumbsup:

jibosan
10-27-2006, 15:49
did u install the 6.05 quickfix? there was a missing texture among the Romans causing CTD in battle
Thanks for the help - I am able to fight the Romans now, after installing 6.05!!

The only problem that remains is a complete system halt (either blue screen of death with disk parity error message or violent screen flutter and freeze in the middle of a battle/map scene) with no prior warning or obvious cause. have you seen this happen before, and is there anything i can do to fix?

by the way, i've been playing rome: total war for almost 2 years now, and have just found this forum with mods and historic battles. it's like discovering the game all over again. great job, all!!

jibosan

Ramon Gonzales y Garcia
10-30-2006, 06:01
Thanks for the help - I am able to fight the Romans now, after installing 6.05!!

The only problem that remains is a complete system halt (either blue screen of death with disk parity error message or violent screen flutter and freeze in the middle of a battle/map scene) with no prior warning or obvious cause. have you seen this happen before, and is there anything i can do to fix?
unfortunately haven't encountered such a problem. I have had reports of lines emanating from models, missing textures... most possible reason is system incompatibility (most reports on ATI cards) try tweaking resolution to 32bit have had ppl solve problems just by doing this


by the way, i've been playing rome: total war for almost 2 years now, and have just found this forum with mods and historic battles. it's like discovering the game all over again. great job, all!!
jibosanand more are coming soon for M2TW:2thumbsup:

Rex_Pelasgorum
11-08-2006, 21:56
Ramon, should we expect a new version for RTW, or you will port it to MTV2 ? ~:)

Ramon Gonzales y Garcia
11-11-2006, 02:41
Ramon, should we expect a new version for RTW, or you will port it to MTV2 ? ~:)
expect a new version for RTW:BI soon.
new features (at a glance)
-buildings redone a bit
-new ancilliaries
-new training scheme
-differentiated Berbers from Arabs :2thumbsup: (lots of thanx to Rex_Pelasgorum here)
Berbers no camel troops (as far as I have read recently, they had camels by the time but I have not seen any mention of camels used in battle)
new Berber names - based from Numidian
new Berber (and Arab) temples
new Berber troops
-lowered rebellion chance
-new horse (very fast) arabians able to catch horse archers
-new model for steppe ponies (standing mane)
-limites script (limites units are forced to protect the limes)
-sack of rome script (goth AI sacks rome in 410 AD)
-lowered population growth

etc etc :beam:

Rex_Pelasgorum
11-12-2006, 18:28
I am very glad that you will release another version for RTW.


sack of rome script (goth AI sacks rome in 410 AD)

This is awesome idea !


limites script (limites units are forced to protect the limes)

Very good idea ! it is a shame that the AI leaves all those border forts in ruins in the first turns...

Also, if it is possible, the map needs some corrections , near the Death Sea from Palestina, and in the easternmost end ~;)

Ramon, what do you think about adding some new music to the modpack ? It would add even greater to the imersion feeling, and it would present a great suprise for the players. There is also music from the more older MTV 1, wich has some great tracks....

Ramon Gonzales y Garcia
11-14-2006, 05:31
Very good idea ! it is a shame that the AI leaves all those border forts in ruins in the first turns...
my feelings exactly:yes:


Also, if it is possible, the map needs some corrections , near the Death Sea from Palestina, and in the easternmost end ~;) the easternmost end has been redone a lot-will see about the dead sea


Ramon, what do you think about adding some new music to the modpack ? It would add even greater to the imersion feeling, and it would present a great suprise for the players. There is also music from the more older MTV 1, wich has some great tracks....IhateMonday and Hans Kloss has made a music pack for IBFD (available in TWC forum) w/c contains not just new music but also taunts/latin voice mod/gallic voice mod, u should check it out.:2thumbsup:

Rex_Pelasgorum
11-14-2006, 09:14
but also taunts/latin voice mod/gallic voice mod, u should check it out

Hmmm, gallic ? Gallic was in most parts of Europe a language not used any more, beeing replaced by other languages derived from the mixture of gallic and latin influences (gallo-roman, hispano-roman, etc), only in British Islands survived (and later, started to advance again in Bretagne).... From the factions, only the Romano-British and the Picts might have used celtic language....But anyway, this is not a major problem ~;)

Baryonyx Walkeri
11-14-2006, 19:46
I was thinking, why not add a new Roman unit...

The Roman Phalangite, Roman soldiers using the macedonian phalanx?

I know it was used by the V Legio Parthica against the Persian empire in the AD 217. I know Caracalla equipped 16.000 roman soldiers like Macedonian phalangite as emulation of the effort of Alezander the great.

I dont have a pic but the looks like macedonian phalangites with classick greek armor (couriass) round shield and long spears.

I think this this would be a nice addittion to the mod.

bye

Rex_Pelasgorum
11-15-2006, 17:47
I was thinking, why not add a new Roman unit...

The Roman Phalangite, Roman soldiers using the macedonian phalanx?

I know it was used by the V Legio Parthica against the Persian empire in the AD 217. I know Caracalla equipped 16.000 roman soldiers like Macedonian phalangite as emulation of the effort of Alezander the great.

Phalanx was not used anymore around 410 AD, when IBDF is set... even if ocasionally some phalanxes would have been used (altough the history does not mention such a thing), it would have been an extremely rare event...

As a formation and a fighting unit, phalanx was obsolete.

Baryonyx Walkeri
11-15-2006, 18:02
Phalanx was not used anymore around 410 AD, when IBDF is set... even if ocasionally some phalanxes would have been used (altough the history does not mention such a thing), it would have been an extremely rare event...

As a formation and a fighting unit, phalanx was obsolete.

I have my doub it was obsolete, but you are wrong, the formation was still widely used (not the macedonian but similar formations) also the vikings sometimes used similar formations, so the word O-B-S-O-L-E-T-E is wrong.

try again....

Ramon Gonzales y Garcia
12-25-2006, 04:23
just wanna wish everyone a happy holidays ~:santa:

and some good news... Hans Kloss (w/ lots of help from ppl in the org esp Dol Guldur) has found the source of the problem plaguing the internal build so once holidays are over (am very busy at present) work can go forward, I wouldn't be adding any more new units, though, aside from the ones already added in the internal build (there are lots).

Rex_Pelasgorum
02-20-2007, 15:07
Any news ? When shall we expect a new release ?

And there is a problem.... but i guess it is related to BI.1.6, not to the mod itself ... after playng a few hours, the loading times are quite high after some time...you can go in the house and make some house-jobs while some battles load :) My RAMS are 520....

Can this be resolved somehow ?:inquisitive:

Ramon Gonzales y Garcia
02-22-2007, 09:34
have currently been working feverishly on the scripts,
as mentioned earlier
-AI limes troops will now remain, or more accurately 'return' to their forts at end of faction turn
-Rome WILL be sacked by the Visigoth AI then they will move towards southern France (reduced the horde a bit)
-AI Saxons in Britain will be reinforced and will be more sure to get a foothold
-ditto w/ AI Hephthalites
-reduced the money script for WRE and WRR so even AI will be floundering

cheers:2thumbsup:

Rex_Pelasgorum
02-22-2007, 09:57
Hmm, can you say when it is going to be release ? It will be a different download or it will go as a pacth over version 6.05 ?

Still almost a year from the first download , played duzens of mods, but yet still this is the single one most entertaining and historically accurate, the one in wich the very survival of your faction is on the stake, pushing you to the limits... :)

Ramon Gonzales y Garcia
03-12-2007, 19:16
next version will be a different DL (will use a mod switch so u can install together w/ other mods using mod switch). I can also release a patch version, but won't be supporting that.

will probably release it in 2-3 weeks.

Eduorius
03-15-2007, 00:00
next version will be a different DL (will use a mod switch so u can install together w/ other mods using mod switch). I can also release a patch version, but won't be supporting that.

will probably release it in 2-3 weeks.

:beam:

Ramon Gonzales y Garcia
04-01-2007, 06:06
INVASIO BARBARORVM VII RELEASED!!!
INVASIO BARBARORVM VII (323MB)
mirror 1:
http://files.filefront.com/IBFD7exe/;7085976;/fileinfo.html

INSTALL INSTRUCTIONS:
1. make sure you have a fresh, unmodded install of RTW&BI
2. make sure you upgrade BI to v1.6
3. make sure the mod is installed into the root folder (installer would normally automatically detect this), let the installer do the rest

NOTE:
-installer will automatically search for the proper folder so normally you shouldn't have to change anything
-the installer will execute a batch file creating an 'ibfd' directory onto which all installations will be applied
-no core files will be overwritten, you will come out with a CLEAN, UNMODDED RTW&BI
-a shortcut will be installed on your desktop, it will have the '-show_err' and a '-mod:ibfd' switch

MAKE SURE:
=no mods modify '...\Rome - Total War\bi\data' OR '...\Rome - Total War\data'
=install to the root folder, usually 'C:\Program Files\Activision\Rome - Total War\', anywhere else would cause a faulty install

https://img101.imageshack.us/img101/9026/0142dv0.th.jpg (https://img101.imageshack.us/my.php?image=0142dv0.jpg)https://img101.imageshack.us/img101/5405/0167bx6.th.jpg (https://img101.imageshack.us/my.php?image=0167bx6.jpg)https://img101.imageshack.us/img101/5760/0148rs6.th.jpg (https://img101.imageshack.us/my.php?image=0148rs6.jpg)

This mod is compatible with other mods using a '-mod:' switch

Flavius Claudius Julianus
04-02-2007, 03:50
Fantastic Mod! I'm loving the new skins and the redone map is much more balanced. However, there were a couple issues I notice that might need fixing:

1) In the Custom Battle mode, there are several units of Comitatenses and Clibinarii that use different skins but have the same stats. I'm not sure if this is right, but in the Campaign Mode there are different skins of Comitatenses that actually use different stats. For instance, start the game as the WRE and look at the differences in the Legio Comitatenses in Rome and Neapolis. There doesn't seem to be a Prima Cohortis unit, so maybe one of these is supposed to be a first cohort

2) Comitatenses and Comitatenses Armatus cost the same amount in the Custom Battle even though the Comitatenses Armatus have a higher defensive value

3) For the WRE, Verenianus Coruncanius in Sirmium has no traits

4) For the WRE, Attalus Priscus in Rome is a Pagan, but has the Pope in his entourage. While I love the fact that there are Pagan Roman characters, it seems unusual that he has the Pope.

5) There doesn't seem to be any way to build Legio Palatinae

Flavius Claudius Julianus
04-02-2007, 05:34
A couple more issues I've noticed:

1) For the Romano-British, Caratacus Santus and Sennianus Sanctus in Northern Britain have no stats. Also, Vortimer in Eburacum and Madrua in Cerdus have no religion

2) For the Constantini Rebels, Gaius Macrinus and Gnaeus Macrinus on the Rhine frontier have no stats

3) The Equites Stablesiani are almost twice as expensive to recruit as the Equites Scutarii but have nearly identical stats

4) It seems impossible to recruit Legio Comitatenses as the ERE (except in Alexandria), Romano-British, or Constantini Rebels

Ramon Gonzales y Garcia
04-02-2007, 10:13
Fantastic Mod! I'm loving the new skins and the redone map is much more balanced. However, there were a couple issues I notice that might need fixing:
thanks for the bug reports:2thumbsup:


1) In the Custom Battle mode, there are several units of Comitatenses and Clibinarii that use different skins but have the same stats. Comitatenses units and Clibinarii will have a region based recruitment, same units but different skins, so basically same stats.

I'm not sure if this is right, but in the Campaign Mode there are different skins of Comitatenses that actually use different stats.
I just slightly upped the spear bonus of Lanciarii (actually not realy different froma a standard comitatenses as all comitatenses units would have used lancea/spatha/plumbata or javelin

For instance, start the game as the WRE and look at the differences in the Legio Comitatenses in Rome and Neapolis. There doesn't seem to be a Prima Cohortis unit, so maybe one of these is supposed to be a first cohortwill check this out. there are no more prima cohortis units



2) Comitatenses and Comitatenses Armatus cost the same amount in the Custom Battle even though the Comitatenses Armatus have a higher defensive valuehave to change that a bit


3) For the WRE, Verenianus Coruncanius in Sirmium has no traitsI made these guys into named characters simply to enable the limes script, the script requires named characters


4) For the WRE, Attalus Priscus in Rome is a Pagan, but has the Pope in his entourage. While I love the fact that there are Pagan Roman characters, it seems unusual that he has the Pope.hahaha, hmmm Pope is in Rome so maybe make Attalus Priscus Christian then


5) There doesn't seem to be any way to build Legio PalatinaePalatinae Barracks but in certain regions only, will check however to be sure


A couple more issues I've noticed:
1) For the Romano-British, Caratacus Santus and Sennianus Sanctus in Northern Britain have no stats. same as for above WRE limes commanders

Also, Vortimer in Eburacum and Madrua in Cerdus have no religionah, have to give them something



2) For the Constantini Rebels, Gaius Macrinus and Gnaeus Macrinus on the Rhine frontier have no statssame as above - limes commanders


3) The Equites Stablesiani are almost twice as expensive to recruit as the Equites Scutarii but have nearly identical statsidentical stats OK, have to baance recruitment costs


4) It seems impossible to recruit Legio Comitatenses as the ERE (except in Alexandria), Romano-British, or Constantini Rebelswill re-check but as I mentioned but maybe have to make clear in the game, too. Legio = Legio Comitatenses = Legio Lanciarii = Legio Plumbatarii. RB can recruit comitatenses but in Gaul or Iberia or Rome, just as WRE, ERE can recruit British legionaires in Britannia. WRR cannot recruit high level Roman units, they are limited to lower level units plus foederati

Rex_Pelasgorum
04-02-2007, 16:23
I will download it and play it as soon as possible !

Thank God there are so good mods, such as IBDF and EB !

Flavius Claudius Julianus
04-03-2007, 00:31
Thanks Ramon! :2thumbsup:

I'm just glad that I can help make this fantastic mod even better

Comrade Zachariah
04-05-2007, 04:38
Hello, I really don't know anything about modding, and can't give you a great deal of technical data if you require it, but I do need some help if someone can provide it regarding IBFD.

I am running my computer on Windows: Vista, so I don't know if that matters. Both Rome: Total War and Barbarian Invasion have worked with a few occasional extra CTD's that I had not experienced on XP, but I have had no other programs. I have a copy of Rome: Total War, Gold Edition, or whatever the boxed set that included the Original and Expansion was called. I installed it several days ago, and installed a mod that made all factions playable in BI. Then, when I read about this mod, I did a "repair" on BI from the control panel of my computer to restore it to its original form. I proceeded to install this mod and everything went perfectly fine until I opened the game and tried to run the "Main Campaign". As had happened with several earlier mods I had installed, the only thing that popped up was a line that said, "Please select an item from the list."

So then I tried to play a custom battle, and selected the Slavs (I repeated this with several other factions as well) selected my units, and attempted to run that. It simply returned to the main menu. I closed the program, and a pop up showed up that said "An error was found in line 28, column 1 of ..../desc_strat" which told me that it expected a campaign start date. I checked the file, and sure enough, there was a line there that said Campaign start or something similar to that.

Has anyone else had this problem? Or does anyone know what could be wrong?

Thanks for your time,
-Comrade Zachariah

Comrade Zachariah
04-05-2007, 04:52
I am completely reinstalling the program and the mod. I will post again if anything happens, good or bad.

Comrade Zachariah
04-05-2007, 05:26
Re-installed program and mod, same problem. Repeat, I re-installed Barbarian Invasion, which came in the Gold Edition boxed set (v 1.6 I'm pretty sure) and then re-installed IBFD. The same problem occured (see problem mentioned above).

Makanyane
04-06-2007, 11:11
Comrade Zachariah, I can't answer specifically for IBFD (though I have earlier version working fine) but it sounds like you might not actually have 1.6. Not all the boxed sets / Gold where issued with that. To check start the game and go directly to the options screen - the version number should be displayed in the top right hand corner - if it says 1.4 you need to patch the game to v1.6 before installing mod.

Ramon Gonzales y Garcia
04-09-2007, 08:45
thanks Makayne, for the help, as I am not familioar w/ the boxed sets I cannot say anything about their being/not being v1.6 but the problems u mention definitely are very similar to ones I have had when I forget to update my bi to 1.6. If the update was not made just update ur bi and reinstall the mod, no need to reinstall bi as no vanilla files were touched

Comrade Zachariah
04-15-2007, 18:16
Thanks, Makanyane, it would appear as though you are correct. I feel pretty stupid now. Anyway, I was just wondering if anyone else experiences frequent CTD's that occur with seemingly no pattern IE, playing as the Slavs, I reached turn 15 and the game CTD'ed every time I re-loaded the game from the previous save (end of turn 14) and tried to proceed from there. I tried playing as the Picts and the same event occured, only sooner. Is this just a problem with Vista, or is this a universal problem that is being worked on?

Thanks again,
-Comrade Zachariah

Comrade Zachariah
04-15-2007, 19:18
While campaigning as the Visigoths, I believe I may have figured out the problem, but it is frustrating in its simplicity.

1) Activating the script causes a CTD when the game reaches the Constantine Romans' turn invariably. The game runs fine without the script, but when it is activated, generally on the next turn, the game CTD's.

2) Cheating, especially adding money causes a CTD. Perhaps huge sums of money were never meant to be held by a faction and it overloads the code. The command toggle_fow also seems to give the game problems when one looks around the entire map, especially at the Slavic region, which seems to have some graphics problems as some areas are covered in snow during the summer, and others are just black spots...

Ramon Gonzales y Garcia
04-17-2007, 08:48
yes, we've encountered several problems w/ the scripts and I included a 'no scripts' option in the 'options' folder

-doesn't surprise me that adding money causes CTD coz I had to remove that from the original script as that was a sure cause of CTD.

-graphics problems that u describe, haven't encountered those...

Flavius Claudius Julianus
04-17-2007, 17:53
I have used the add_money cheat playing as the WRE with no ill effects. I have found the mod to be extremely stable

Ramon Gonzales y Garcia
04-30-2007, 10:49
patch 7.02 released

v7.02 fixes the ff:
-is generally just a fix for 7.01
-moved Hanging Gardens of Babylon
-fixed the descr_strat causing disapperaing walls
-removed a doubled unit in Caesarea Mazaca
-fixed some 'eastern building' problems
-made the 'no-scripts' option as default
-returned the steppe swordsmen to make the version save-game compatible w/ v7.0

previous version (v7.01) added the ff:
-fixed vanilla Historical Battles (thanks to The SilverKnight)
-new Historical battles (thanks to The SilverKnight)
-added the stonehenge wonder and returned Hanging Gardens of Babylon
-aded a Pictish archer unit
-redid some of the Picts from ATW units
-redid some descriptions for Germans (thanks to Swabian)
-added in 'mud/earth wall' textures for Huns, Nomads, Eastern, and Desert Peoples, instead of the palisade
-replaced 'tall wooden wall' with a brick/stone wall (still has palisade animations though)
-fixed some units.
-fixed the Bucelarii problem and now I understand why... normally a mercenary unit will use the 'mercenary texture' as default even if there is a skin available for the using faction. in the case of the bucelarii, they use the WRE comitatenses skin when the WRE uses them... waste of DMB but there it is...

Flavius Claudius Julianus
05-01-2007, 02:30
Can't wait! Where can I download this?

Ramon Gonzales y Garcia
05-03-2007, 16:33
I update the first post of this thread:yes:

but please wait for v7.03 probably in a couple of days as there were some major issues reported for v7.02

Ramon Gonzales y Garcia
05-07-2007, 05:58
7.03 UPGRADE available in the first post of this thread

what's new:
-returned to v7 descr_sm_factions (makes the version savegame compatible w/ v7 & 7.01 but not 7.02)
-aded in custom battlefields for wonders
-placed the proper model for pedites bucelarii (hopefully, final fix)
-added in Gothic/Vandal Artillery and Hun/Hephthalite artillery

previous version (v7.02) fixes the ff:
-is generally just a fix for 7.01
-moved Hanging Gardens of Babylon
-fixed the descr_strat causing disapperaing walls
-removed a doubled unit in Caesarea Mazaca
-fixed some 'eastern building' problems
-made the 'no-scripts' option as default
-returned the steppe swordsmen to make the version save-game compatible w/ v7.0

v7.01 added the ff:
-fixed vanilla Historical Battles (thanks to The SilverKnight)
-new Historical battles (thanks to The SilverKnight)
-added the stonehenge wonder and returned Hanging Gardens of Babylon
-aded a Pictish archer unit
-redid some of the Picts from ATW units
-redid some descriptions for Germans (thanks to Swabian)
-added in 'mud/earth wall' textures for Huns, Nomads, Eastern, and Desert Peoples, instead of the palisade
-replaced 'tall wooden wall' with a brick/stone wall (still has palisade animations though)
-fixed some units.
-fixed the Bucelarii problem and now I understand why... normally a mercenary unit will use the 'mercenary texture' as default even if there is a skin available for the using faction. in the case of the bucelarii, they use the WRE comitatenses skin when the WRE uses them... waste of DMB but there it is...

tooz
05-31-2007, 08:22
Hooray!!! :yes:
7.03 has ended my CTD (so far!) and IS game save compatible. pretty cool. I flip from the ERE to WRE and Huns and really am glad to see this mod stabilized. The one revolt bug still appears in ERE with Ganjak and Campus Sarmate rioting and then revolt two turns later despite my "happy buildings" being built slowly--one at a time after reconquest. This is big as it has held up my Sassanid conquest a bit.
All in all, easily THE BEST BI mod out there. :beam:

Ramon Gonzales y Garcia
05-31-2007, 09:43
Hooray!!! :yes:
7.03 has ended my CTD (so far!) and IS game save compatible. pretty cool. I flip from the ERE to WRE and Huns and really am glad to see this mod stabilized. The one revolt bug still appears in ERE with Ganjak and Campus Sarmate rioting and then revolt two turns later despite my "happy buildings" being built slowly--one at a time after reconquest. This is big as it has held up my Sassanid conquest a bit.
All in all, easily THE BEST BI mod out there. :beam:
thanx for the thumbs up:2thumbsup:
just in time, too, wasn't able to access the guild for a couple of days

Ramon Gonzales y Garcia
07-04-2007, 15:52
Since Invasio Barbarorum has a sub-forum in the hosted mods section, please post your comments/queries there.

https://forums.totalwar.org/vb/forumdisplay.php?f=233

Further comments in this thread will not be entertained