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Thread: Rio IBFD BRG III

  1. #1
    Member Member Riothamus's Avatar
    Join Date
    May 2005
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    Providence, Rhode Island
    Posts
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    Default Rio IBFD BRG III


    Jingle Bombs illustrated splash screen

    Rio IBFD BRG III
    1- clean 1.6 rtw-bi. installation
    2- Within the rtw folder copy the bi and change the copied bi folder to rio
    3- installer - Install RIO'S IBFD BRG III

    Installer:
    RIO'S BRG III.exe

    Non Installer:
    RIO'S BRG III.rar

    RIO'S BRG III Assimilation Mod Patch I.rar
    http://www.megaupload.com/?d=BOX0AFBT
    -Extract to your desk top
    -Copy or drop the rio folder over your rtw folder where your rio mod is located, copy over all existing files.
    -New recruitment system for RB, Roman, Eastern, Barbarian, Hun, and Nomads at and after city levels.
    -Roman and Sassanid assimilation system is now completed..24 turns for the process..
    -Barbarian, hun and nomad assimilation is..20 turns
    Vital for the construction of the final two barracks and stables tiers thus the Sassanian and Romes finest armies.

    -Civil Gov Building is needed for assimilation of the local pop before they are recruited in higher level barracks and stables.
    -Romans and Sassanids will need to further assimilate local populations after the city levels to ensure that their best units can be recruited from them at the higher tier levels.
    -Barbarians, Huns, and Nomads will need to further assimilate local populations at and after the city levels to ensure that their best units can be recruited from them at the higher tier levels.
    -After barbarian assimilation, buildings in barbarian form can be built as a branch off and their best cavalry and infantry units will be found here.

    Included are:
    2 BRG III Icon launchers
    Rio BRG III 4turn per year scripts
    Rio BRG III Info Guide
    Rio Orig bi descr_model_strat
    -Ihatemondays soundmod will be available in a separate download


    Rio BRG III additions: 
     

    Role of the curiales class, Provincial Civil gov and Treasury
    -Curiales Class is needed to build the econ.
    -Provincial Civil Gov is needed for the implementation of the infra structure.
     


     Taxation brings in a substantial amount of money but the down side is the a population decrease from the oppression put upon the curiales class.
    -Provincial Treasury is needed for higher level farms and higher level traders
    Romans are now a better challenge to fight and to play with...more realistic upgraded infra structures.
    -In both campaigns Romans fight and die hard now under the AI.
    -Romans in the 434ad and even in the 463AD campaign under the AI create an aggressive stand.
    -Sassands and East Romans fight as equals.
    -Portraits: IB2( portraits
    -better 2D art for some buildings
    -Incorporated IBRR animations for in game battle units...Some barbarian animation elite units will be much larger and Roman elite units will be slightly bigger.
    -Candidati as all generals unit for the WRE and ERE at the start.
    -Fixed the Berber Axeman: new model unit with a editing of the texture.
    -legio DOS faction unit appears with a different colored shield than other Roman legios
    -Romano British limit appears with a different colored shield
    -Pseudo Comitatenses Gallic and Pseudo Comitatenses Gallic-Iberian can be recruited in those appropriate regions.
    -Eles in Sassanid lands fix.(still needs adjusting)
    -Redid some of the unit costs.


    -More money to be played with for all factions but money needs to be spent wisely.
    -Empire East is an empire not so economical constricted as in the west.
    a-the Empire East was still growing and somewhat prosperous. The west was in decline.
    b-plagues and sieges, especially to the capitals have a severe impact to finances coming in.


    -Empire West Rebels (Roman Britones) Now a Roman culture.
    -Redid some of the building costs.
    -Redid some of the unit costs.
    -Made paved roads and more advanced roads a difficult technology to do.
    -Hadrian's wall placed in Britain.

    -Mars Ultor now a Roman building and only in Rome: idea from Jurang
    -Building hinterland_Hillfort redone:
    a-levels treasure_chest Hall_of_Heroes Hillfort bretwalda1.
    -Morale bonus from the Roman Senate when controlling Rome.(idea Lioneljoe) done by ancillary patricus of Italy .
    -The war harbor and Commerce Port fixed, adjusted.
    -sea trade (ports) give much more trade than land trade(markets) income than markets.
    -Visigoths to gain more econ eventually from the villa rustic than from the governors residence in the city(the depop of cities).
    -Villas can turn into fortresses
    -Vandals, Huns, Slavs Bulgars are suited more for plundering Roman Lands instead of occupying them: severe penalties for an occupation.
    -introduction of the middle class guilds (curiales class) and their impact on the late Roman Empire and trade.
    -civil provincial leaders and there neg.impact on the middle class(taxation) and on the pos.impact on the infra structure.
    -Also improved upon the larger city population modifier for invading barbarians and for Roman cities...larger cities will more than likely stabilize and may even decline under Barbarian factions.
    a-The British Isles factions will feel this effect far greater.
    -Patricius of Italy awarded by ancillary to the Barbarian faction leader who holds Rome and Ravenna.


    Triumph ancuillaries redone: A Roman culture ancillary with a law bonus of +1
    II-Larger cities will have the potential to bring in much more income.
    -Sassanid fortresses constructed before the Ghal'eh Dokhtar and Dežbar can be built. Used for Satrpy units
    -Ghal'eh Dokhtar and Dežbar are now regional to historical location.

    -Temple of Battleforge of the Celtic Cauldron: For Celts, Romano British and Gaels:
    a-Each factions Hounds of Culann textured with a different colored shade of woad
    Romano British will have to travel to Pictland (otherworld) to build and recruit Hounds of Culann.
    -unit texturing continue
    -2d art: building etc.Much done with this :)
    -Trade fix in the Caspian Sea
    -Several descriptions and buildings used from julianus heraclius mod, INVASIO BARBARORVM: SOMNIUM APOSTATAE IULIANI.
    http://www.twcenter.net/forums/forumdisplay.php?f=253

    -margio: game play tester... game ideas official IBFD mod member

    Last edited by Riothamus; 12-25-2009 at 18:11.

  2. #2
    Member Member the greek's Avatar
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    Feb 2007
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    in the mighty kingdom of New Yorkshire
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    Default Re: RIO VII FLAGELLUM DEI RELEASED

    i cant get it to work i click on the icon the screen goes black and then says that a armoured horse or something like that is missing , can nyone help me
    " its funny when you think that if no war had existed there could be no peace ,without war, peace has no oppsite,but in the end it means nothing but what is a idea but words that blossoms in the minds of fickle or brilliant men that give them purpose and to them a meaning ." William Anderson 1781

  3. #3
    Member Member Riothamus's Avatar
    Join Date
    May 2005
    Location
    Providence, Rhode Island
    Posts
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    Default Re: RIO VII FLAGELLUM DEI RELEASED

    Quote Originally Posted by the greek
    i cant get it to work i click on the icon the screen goes black and then says that a armoured horse or something like that is missing , can nyone help me
    Hi, the Greek,

    Make sure to copy your original bi folder and then to change the name of copy bi folder to, rio before installing files from the installer...If this isn't the prob let me know. gl

  4. #4
    Member Member Riothamus's Avatar
    Join Date
    May 2005
    Location
    Providence, Rhode Island
    Posts
    82

    Default Re: RIO VII FLAGELLUM DEI RELEASED

    Quote Originally Posted by Riothamus
    Hi, the Greek,

    Make sure to copy your original bi folder and then to change the name of copy bi folder to, rio before installing files from the installer...If this isn't the prob let me know. gl
    Someone else had this problem on our other forums. For some reason he had his bi folder modified and his rtw/data/descre_mount txt file modified with the armoured horse mount. apparently for some reason they were altered by another patch or mod. He fixed the because he had made a copy of his entire rtw folder before dl any mods. Anyway he was able to restore the modified folders with the original files and the game and other mod switcher games worked.

    If you don't have an original back up files to your rtw unfortunately you may have to re install your entire rtw bi game. The modified files will cause issues with other games you may want to add and play. Let me know how it goes.

  5. #5

    Default Re: RIO VII FLAGELLUM DEI RELEASED

    Shouldn't this be moved to what is now, your very own forum?

    And cool sig dude! I like mine too
    Eras Total Conquest, your Eras TW for Kingdoms.

  6. #6
    Member Member Riothamus's Avatar
    Join Date
    May 2005
    Location
    Providence, Rhode Island
    Posts
    82

    Default Re: RIO VII FLAGELLUM DEI RELEASED

    Quote Originally Posted by Wladyslaw IV
    Shouldn't this be moved to what is now, your very own forum?

    And cool sig dude! I like mine too
    Wow not bad lol...got a new mod coming out called Beyond Roman Glory. Many new changes. It will be out June 4th no later

  7. #7

    Default Re: RIO VII FLAGELLUM DEI RELEASED

    Quote Originally Posted by Riothamus
    Wow not bad lol...got a new mod coming out called Beyond Roman Glory. Many new changes. It will be out June 4th no later

    Alllllriiight.... Give me something to do over the weekend....
    Eras Total Conquest, your Eras TW for Kingdoms.

  8. #8
    Member Member Riothamus's Avatar
    Join Date
    May 2005
    Location
    Providence, Rhode Island
    Posts
    82

    Default Re: RIO VII FLAGELLUM DEI RELEASED


    Jingle Bombs illustrated splash screen

    Rio IBFD BRG III
    1- clean 1.6 rtw-bi. installation
    2- Within the rtw folder copy the bi and change the copied bi folder to rio
    3- installer - Install RIO'S IBFD BRG III

    Installer:
    RIO'S BRG III.exe

    Non Installer:
    RIO'S BRG III.rar

    RIO BRG III ASSIMILATION PATCH.rar
    -Extract to your desk top
    -Copy or drop the rio folder over your rtw folder where your rio mod is located, copy over all existing files.

    -New recruitment system for RB, Roman, Eastern, Barbarian, Hun, and Nomads at and after city levels.
    -Roman and Sassanid assimilation system is now completed..24 turns for the process..
    -Barbarian, hun and nomad assimilation is..20 turns
    Vital for the construction of the final two barracks and stables tiers thus the Sassanian and Romes finest armies.

    -Civil Gov Building is needed for assimilation of the local pop before they are recruited in higher level barracks and stables.
    -Romans and Sassanids will need to further assimilate local populations after the city levels to ensure that their best units can be recruited from them at the higher tier levels.
    -Barbarians, Huns, and Nomads will need to further assimilate local populations at and after the city levels to ensure that their best units can be recruited from them at the higher tier levels.
    -After barbarian assimilation, buildings in barbarian form can be built as a branch off and their best cavalry and infantry units will be found here.

    Included are:
    2 BRG III Icon launchers
    Rio BRG III 4turn per year scripts
    Rio BRG III Info Guide
    Rio Orig bi descr_model_strat
    -Ihatemondays soundmod will be available in a separate download


    Rio BRG III additions: 
     

    Role of the curiales class, Provincial Civil gov and Treasury
    -Curiales Class is needed to build the econ.
    -Provincial Civil Gov is needed for the implementation of the infra structure.
     


     Taxation brings in a substantial amount of money but the down side is the a population decrease from the oppression put upon the curiales class.
    -Provincial Treasury is needed for higher level farms and higher level traders
    Romans are now a better challenge to fight and to play with...more realistic upgraded infra structures.
    -In both campaigns Romans fight and die hard now under the AI.
    -Romans in the 434ad and even in the 463AD campaign under the AI create an aggressive stand.
    -Sassands and East Romans fight as equals.
    -Portraits: IB2( portraits
    -better 2D art for some buildings
    -Incorporated IBRR animations for in game battle units...Some barbarian animation elite units will be much larger and Roman elite units will be slightly bigger.
    -Candidati as all generals unit for the WRE and ERE at the start.
    -Fixed the Berber Axeman: new model unit with a editing of the texture.
    -legio DOS faction unit appears with a different colored shield than other Roman legios
    -Romano British limit appears with a different colored shield
    -Pseudo Comitatenses Gallic and Pseudo Comitatenses Gallic-Iberian can be recruited in those appropriate regions.
    -Eles in Sassanid lands fix.(still needs adjusting)
    -Redid some of the unit costs.


    -More money to be played with for all factions but money needs to be spent wisely.
    -Empire East is an empire not so economical constricted as in the west.
    a-the Empire East was still growing and somewhat prosperous. The west was in decline.
    b-plagues and sieges, especially to the capitals have a severe impact to finances coming in.


    -Empire West Rebels (Roman Britones) Now a Roman culture.
    -Redid some of the building costs.
    -Redid some of the unit costs.
    -Made paved roads and more advanced roads a difficult technology to do.
    -Hadrian's wall placed in Britain.

    -Mars Ultor now a Roman building and only in Rome: idea from Jurang
    -Building hinterland_Hillfort redone:
    a-levels treasure_chest Hall_of_Heroes Hillfort bretwalda1.
    -Morale bonus from the Roman Senate when controlling Rome.(idea Lioneljoe) done by ancillary patricus of Italy .
    -The war harbor and Commerce Port fixed, adjusted.
    -sea trade (ports) give much more trade than land trade(markets) income than markets.
    -Visigoths to gain more econ eventually from the villa rustic than from the governors residence in the city(the depop of cities).
    -Villas can turn into fortresses
    -Vandals, Huns, Slavs Bulgars are suited more for plundering Roman Lands instead of occupying them: severe penalties for an occupation.
    -introduction of the middle class guilds (curiales class) and their impact on the late Roman Empire and trade.
    -civil provincial leaders and there neg.impact on the middle class(taxation) and on the pos.impact on the infra structure.
    -Also improved upon the larger city population modifier for invading barbarians and for Roman cities...larger cities will more than likely stabilize and may even decline under Barbarian factions.
    a-The British Isles factions will feel this effect far greater.
    -Patricius of Italy awarded by ancillary to the Barbarian faction leader who holds Rome and Ravenna.


    Triumph ancuillaries redone: A Roman culture ancillary with a law bonus of +1
    II-Larger cities will have the potential to bring in much more income.
    -Sassanid fortresses constructed before the Ghal'eh Dokhtar and Dežbar can be built. Used for Satrpy units
    -Ghal'eh Dokhtar and Dežbar are now regional to historical location.

    -Temple of Battleforge of the Celtic Cauldron: For Celts, Romano British and Gaels:
    a-Each factions Hounds of Culann textured with a different colored shade of woad
    Romano British will have to travel to Pictland (otherworld) to build and recruit Hounds of Culann.
    -unit texturing continue
    -2d art: building etc.Much done with this :)
    -Trade fix in the Caspian Sea
    -Several descriptions and buildings used from julianus heraclius mod, INVASIO BARBARORVM: SOMNIUM APOSTATAE IULIANI.
    http://www.twcenter.net/forums/forumdisplay.php?f=253

    -margio: game play tester... game ideas official IBFD mod member


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