Page 6 of 6 FirstFirst ... 23456
Results 151 to 154 of 154

Thread: Invasio Barbarorum:flagellum Dei

  1. #151

    Default IBFD7 7.03 patch released

    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...
    Ramon Gonzales y Garcia

    If we had gone so far, it is because we stand on the shoulders of giants

  2. #152
    Member Member tooz's Avatar
    Join Date
    Apr 2005
    Location
    Milwaukee, WI
    Posts
    16

    Default Re: Invasio Barbarorum:flagellum Dei

    Hooray!!!
    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.

  3. #153

    Default Re: Invasio Barbarorum:flagellum Dei

    Quote Originally Posted by tooz
    Hooray!!!
    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.
    thanx for the thumbs up
    just in time, too, wasn't able to access the guild for a couple of days
    Ramon Gonzales y Garcia

    If we had gone so far, it is because we stand on the shoulders of giants

  4. #154

    Default Re: Invasio Barbarorum:flagellum Dei

    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
    Ramon Gonzales y Garcia

    If we had gone so far, it is because we stand on the shoulders of giants

Page 6 of 6 FirstFirst ... 23456

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO