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Thread: Released: Gods & Fighting Men - Total War

  1. #1
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Released: Gods & Fighting Men - Total War



    Proudly Presenting
    a Modification for the Rome: Total War - Alexander expansion....






    An Official Stand-Alone Submod of Arthurian: Total War
    Set in Ancient Mythical Ireland



    REQUIRES

    Rome Total War and the Alexander Expansion only (does not require Arthurian Total War).

    FEATURES

    * Arthurian Total War Map of Ireland (adapted and retextured)
    * New trade resource: honey
    * New landmarks: The Tower of Glass, Stone Circles
    * New grass and battlemap terrain textures
    * Arthurian Total War unit models for elite units of player faction
    * Lugh and Balor unique general models
    * New Dynamic Integrated Trait-Ancillary system from Aradan Special Feature
    * Aradan's auto-resolve balance system Special Feature
    * Main music by Jeff and Mychael Danna, taken from their albums, A Celtic Romance - The Legend of Liadain and Curithir and A Celtic Tale - The Legend of Deirdre



    INTRODUCTION


    ABOVE: Balor of the Evil Eye (High King of the Fomor), and the hero Lugh (inset)

    Many centuries before the rise of Rome, and far to the west in the land of Eire, there lived brave warrior-poets and fearful druids and enchanters. Future generations would look back one day and name these men as heroes and some as even more…This is the story of the gods and fighting men of Ireland!

    This mini-mod takes the Ireland map and some of the models of Arthurian: Total War and transports them back in time to the days of the hero-god Lugh of the Long Arm. It is a period of darkness in Eire, where the Tuatha De Danann struggle against a foul race of invaders known as the Fomor and their dread King, Balor of the Evil Eye. Mighty high kings, terrible armies, mystic powers and enchanted artefacts are all in motion as Balor seeks to slay Lugh and thus prevent the fulfilment of the Prophecy - the Prophecy that Lugh will slay Balor and thus rid Eire of the Fomorian menace.

    The player must seek to throw off the yoke of the Fomor oppressors. This will be hard if not impossible to achieve unless Lugh, the Four Treasures of Ireland, and the arts of Danu are used wisely. Only the Tuatha De Danann will be playable of the five factions in the campaign.

    The campaign is largely concerned with a portrayal of the myth rather than a scholarly depiction of a historically-accurate Ireland of this time period. Nevertheless, a good grounding in reality and an avoidance of too much "fantasy" has been adhered to throughout. Only two units have mystical powers – Balor himself and the ethereal Riders of the Sidhe.

    TRIBES

    The De Dananns, Tuatha De Danann, Men of Dea or Children of Danu - an advanced but tribal society, skilled in weapon-making, healing, druidic powers, war and the arts. Children of the mother goddess Danu after whom they are named. Their hero is Lugh and they are the only playable campaign faction. Symbol taken is the Sun, which represents Lugh, on a green field, which represents Eire.

    The Firbolg - a wild, native grouping of stocky, swarthy war-like tribes with many weapons as thick set as themselves. The Fomor have largely been friendly toward these tribes, though only for their own purposes. Still, the Firbolg generally have no love of either the Tuatha De Danann or Fomor. Who they side with (if at all) will probably be governed by what they feel best serves their interests at any given time. There are three tribal groupings of this culture - the Fir Bolg, Fir Domnann and Fir Galioin. Their colour is brown and their symbols are the Antlers of a Stag, the Wild Boar and the two-bladed Axe respectively.

    The Fomor - a strong, war-like people with large, advanced ships. Afflicted with deformity as a race, the mis-shapen make up the bulk of the occupying garrisons of Eire whilst the 'pure' can be found at and around the Isle of the Tower of Glass, their offshore base and home. Although the Fomor have a number of occupying troops their actual elite home guard are relatively few. Their symbol is the Trident, and their colour is grey.

    GAMEPLAY & NEW FEATURES

    The Tuatha De Danann start off weak and they will need to build up their strength both by way of an army as well as in their technology. They will need to rely upon their hero, Lugh, the Four Treasures of Ireland and their temples if they want to win the game.

    My thanks to Aradan for the new dynamic integrated trait/anc system, and for the auto-resolve balancing technique. Both of these had very many hours put into them by Aradan, and the former was worked on virtually without break for the 24 hours prior to the public release so that it could be just right! The principle behind the autoresolve balancing was discovered (as far as we know) by Lgk and, after DimeBagHo had led Aradan to this, Aradan discovered it could be applied universally to all units and long hours of testing began - resulting in the current system! I hope all mods will seriously test this out and consider implementing it. Most of the battles fought in any campaign are autoresolved - remember all non-player-faction battles are autoresolved - so it can make a huge difference to the balance and outcome of a campaign. You can read more about it in the Complete EDU Guide here: https://forums.totalwar.org/vb/showthread.php?t=88859

    DEVELOPER'S NOTE

    Gods & Fighting Men- Total War takes its inspiration from the ancient Irish myth of Lugh and his struggles against the Fomor which culminated in the Second Battle of Magh Tuireadh. Lugh was held to be a powerful god by later generations, not just in Ireland but in his counterpart names across western Europe - London and Lyons are just two places that have their origins in the word Lugh or one of its variations. Lady Gregory's classic work on the matter is of course why the mod was so named but I have also been influenced by the novels of Kenneth C. Flint who wrote a wonderfully entertaining interpretation of the whole myth.

    I should also point out that, not being a modeller, it was never my intention to create new models and, indeed, generally vanilla or vanilla variations have been used for low to mid-tier units. Nevertheless I think there will be enough new visual treats to enjoy the mod - and thanks to Halie from the "End of Days" series of mods for some of the more unique units ;)

    The mod is quite short, and very focused. It's for those who do not have countless hours to conquer the world. I hope you enjoy this small mod and find it a unique experience. It's been fun doing it and my thanks again to all those in the credits and especially to Jeff and Mychael Danna for the use of some of their superb celtic music which adds so much atmosphere to Gods & Fighting Men - Total War.

    - MasterOfNone, aka Dol Guldur, aka Palantir.

    RESOURCES

    Gods & Fighting Men (1904) by Lady Augusta Gregory
    http://www.sacred-texts.com/neu/celt/gafm/

    A Smaller Social History of Ancient Ireland by P.W. Joyce, 1906
    http://www.libraryireland.com/Social...d/Contents.php

    SELECTED SCREENSHOTS


    ABOVE (left to right): The ethereal Riders of the Sidhe, the skilled Champions of the Firbolg, Club-wielding Firbolg peasants emerge from a forest, a chariot of the De Danann bodyguards.

    DOWNLOAD & INSTALLATION

    You will need the Rome Total War Alexander expansion in order to play this mod. The mod itself is 150 MBs in size (uncompressed) and will be located entirely within its own folder so that your original game is not touched. Like all mods, it does draw on files from the original game and so it is important to have a clean original game. GAFM is compatible with all other modfoldered mods.

    If you have any problems just post in this thread and someone may be able to help you.

    EXE

    Simply download the GAFM.exe file and run it. All you will need to do is make sure the installation path field is set to point to the folder where your RomeTW-ALX.exe exists (by default the installation path is set to the most common path but you must change it if yours is different).

    EXE Download link: http://www.megaupload.com/?d=R9L4ASRV (85 MBs)

    RAR

    I have provided a RAR version of the actual modfolder for those who may have problems with the installer software for the EXE version. Just unzip the RAR and copy the GAFM folder into your Alexander folder. Create a shortcut of the RomeTW-ALX.exe and add the following to the end of the target line: -show_err -nm -mod:alexander\gafm (note that there is a space before the first hyphen as well as the others).

    RAR Download link: http://www.megaupload.com/?d=UBDMVYKD (88 MBs)




    FULL CREDITS

    Music

    * Main music by Jeff & Mychael Danna (http://www.mychaeldanna.com): "The Prophecy","The Drowning Plains","Funeral","Hills of Ireland","The Blood of Cu Chulainn", "Defeat of the Red Branch", and "The Sons of Uisnach" taken from the Celtic Tales and Celtic Legends albums (see images and links above)
    * Transitional music by Jones King and Halie Sat****

    Original Artwork

    * Menu artwork by John Duncan: "The Fomors or Powers of Evil Abroad in the World" (1912), "Riders of the Sidhe" (1911)
    * Promotional poster & Open DVD Case by Jones King (http://www.mogwaimedia.com)

    Campaign Map

    * Ireland base map from Arthurian Total War
    * METW for use of an old ship model for the Fomor
    * Honey resource model and texture by Halie Sat****
    * Tower of Glass and Stone Circles strategy map landmark models by Halie Sat****
    * Lugh and Balor army models by Halie Sat****

    Battle Map

    * Riders of the Sidhe bodyguard model by Halie Sat**** (and Balbor and Hoggy)
    * Firbolg Skirmishers model by Halie Sat****
    * Balor and Lugh models by Halie Sat****

    Other

    * Unit balancing & ground-breaking auto-resolve balancing system - both by Aradan
    * Aradan for his Dynamic Integrated Trait-Ancillary System

    DISCLAIMER: The poster heading this announcement is wonderfully made by Jones King, but he has been a lot less modest about the creator of this mod than the creator would have been about himself. :D Oh, and if the mod messes up your PC (though it won't if you follow the instructions) then I am not responsible - and I cannot promise technical support either.

    Enjoy!

    - Dol Guldur aka MasterOfNone aka Palantir

    =====


    Change log:

    1.1
    - EDU.txt : missing compensation stats for initial xp added (i.e units rebalanced)
    - map_ground_types.tga & map_regions.tga tweaks to correct RGB value errors
    - sidhe rider, sidhe mount and lugh sprites regenerated

    1.2

    - Rogue pixel corrected in one of the map TGAs
    - Random CTD resolved which occured during battles where Lugh was present
    - Riders of the Sidhe and Balor units rebalanced
    - Minor graphical corrections, including Balor's Eye unit card.
    Last edited by Dol Guldur; 08-23-2011 at 10:02.
    "One of the most sophisticated Total War mods ever developed..."

  2. #2
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Released: Gods & Fighting Men - Total War

    Looks wonderful, well done

    Will have to find some time to play this one.
    Not used mods before? Looking for something small and fun?!
    Download the:

  3. #3
    Savaran Commander Member Hound of Ulster's Avatar
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    Default Re: Released: Gods & Fighting Men - Total War

    WOW
    'Only the Dead Have Seen the End of War' Plato

    'Ar nDuctas' O'Dougherty clan motto

    'In Peace, sons bury thier fathers; In War, fathers bury thier sons' Thucydides

    'Forth Eorlingas!' motto of the Riders of Rohan

    'dammit, In for a Penny, In for a Pound!' the Duke of Wellington

  4. #4
    Member Member Marcus_Gerald's Avatar
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    Default Re: Released: Gods & Fighting Men - Total War

    Looks excellent .. Will try this down the road. Sometime after I get Alexander :) .. Thanks!

  5. #5
    Honorary Argentinian Senior Member Gyroball Champion, Karts Champion Caius's Avatar
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    Default Re: Released: Gods & Fighting Men - Total War

    I thought you left modding Dol Guldur...




    Names, secret names
    But never in my favour
    But when all is said and done
    It's you I love

  6. #6

    Default Re: Released: Gods & Fighting Men - Total War

    He did. But modding didn't let *him* go... Luckily so.

    Norman Invasion - The fate of England lies in your hands...

    Viking Invasion II - Unite Britain in the best TW campaign ever!

    Gods and Fighting Men: Total War - Enter the Mists of Myth in Ancient Ireland

  7. #7
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Released: Gods & Fighting Men - Total War

    Well, I actually started this in January 07 with the intent to finish it but then FATW 2.0 went on a bit longer than I thought it would (it's always the way) so I thought I would not get back to it so sort of told Arthurian that I could not continue. Then after retiring from FATW (sort of) I really decided to finish what I had started (I can't stand it when people do not finish mods they announce) so I added another 5 months to the 1 month's work I had spent on GAFM and the rest is history (er, or is that myth?)...

    Oh, and modfoldering up for EB 1.0 and the Multi-Mod Sampler (with Makanyane) as two little side projects in between ...

    But I have no intention of doing any more mods for general release.

    - Dol Guldur (semi-retired)

    p.s. and no, I am not open to help on other mods - before anyone pms me ;)
    Last edited by Dol Guldur; 02-26-2008 at 23:58.
    "One of the most sophisticated Total War mods ever developed..."

  8. #8
    Member Member mitch23's Avatar
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    Default Re: Released: Gods & Fighting Men - Total War

    Looks great DG, can't wait to try it
    - i'm sure i can make some time for it somewhere in between all the other games and alpha testing i'm supposed to be doing ;)

    Well, I guess we'll just have to do our best not to ask you for help now - but with great work like this we're always going to want to know how you did it
    And with a self defined "semi" retirement we can always hope :)

  9. #9
    Witch Smeller Persuivant Member Fate's Avatar
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    Default Re: Released: Gods & Fighting Men - Total War

    Hahah, so who in your team is the Boondock Saints fan then eh?!

    Micheal and jeff Dana are awesome composers!! The Blood Of Cu Chulainn is one of my favourite tracks from the movie :D
    Quote Originally Posted by Slug For A Butt
    Hmm... if the AI was programmed to emulate the most stupid Generals in history, that would explain a lot.

    "Oh, what sad times are these when passing ruffians can say "Ni" at will to old ladies. There is a pestilence upon this land! Nothing is sacred. Even those who arrange and design shrubberies are under considerable economic stress at this point in time."

  10. #10
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Released: Gods & Fighting Men - Total War

    Well, there was no "Team" as such just me but with Halie and Aradan kindly contributing some key models and some time-consuming trait/anc/balancing (respectively) in the latter stages...

    I contacted the Dannas after hearing the Blood of Chu Culainn (from the albums mentioned in the opening post) and they kindly agreed to allow me to use a few of their tracks.

    I do recommend both albums.
    "One of the most sophisticated Total War mods ever developed..."

  11. #11
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Released: Gods & Fighting Men - Total War

    I have added a small patch (in RAR form only) and would be interested if players could test a new campaign out and see (if they had it before) if the Lugh battlemap CTDs are still prevalent in their campaigns. We have not been able to detect the source of these CTDs some are experiencing (mainly because we can't get them ourselves!).

    Change log:

    - EDU.txt : missing compensation stats for initial xp added (i.e units rebalanced)
    - map_ground_types.tga & map_regions.tga tweaks to correct RGB value errors
    - sidhe rider, sidhe mount and lugh sprites regenerated

    LINK: http://www.thefourthage.org/download..._patch_1.1.rar
    "One of the most sophisticated Total War mods ever developed..."

  12. #12
    Loving being a Member Ghaust the Moor's Avatar
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    Default Re: Released: Gods & Fighting Men - Total War

    I want this but I don't have alex.





  13. #13

    Default Re: Released: Gods & Fighting Men - Total War

    this looks awesome! - particularly since Ireland is so underrepresented in mtw2

    unfortunately i can't seem to get it to work with my steam version of Alex

    if tried the usual steam properties - launch options to not avail ---

    keep getting failure to read .. the chat_filter.san file

    tried copying the .san over that from the vanilla but that didn't work.

    bummer... has anyone out there with more experience gotten this to run with steam Alex?

    oh btw - i'm using the 1.1 patch as well

    -thanks

    john haverkamp

  14. #14
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Released: Gods & Fighting Men - Total War

    ANNOUNCEMENT: Version 1.2 of GaFM Released, 20th August 2011


    This corrects a small but critical error in the mod files that caused a random CTD in earlier versions, bringing GaFM up to the high stability standards of other Fourth Age mods. For full details, please see the opening post.
    "One of the most sophisticated Total War mods ever developed..."

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