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Duke John
07-18-2003, 14:10
Request to Modders:
This thread is made sticky by barocca to provide players with a description of your mods. This will save alot of trouble going through the download process with 3D downloads and finding out it wasn't what they were looking for.

If we then all use a similar layout, it will be very easy for people to look through all the different mods, when your mod is updated/fixed or you have other news, you might edit your post instead of making a new post to keep things clear and concentrated. Now I invite you to start posting your mods, since we all know that the top ones are the best...hey, and guess who's number one? http://www.totalwar.org/forum/non-cgi/emoticons/shock.gif

Middle Earth: Total War - First BETA release
This mod contains the first installment of the Lord of the Rings mod. It will let you play the Rohan and Isengard armies.

Features:
- 21 original units and with new graphics
- New maps reflecting the land of Isengard and Rohan.
- Historical campaign about the conflicts between the Isengarders and the Rohirrim.

Screenshots:
Riders of Rohan fighting off Wargs (http://chronicles.metw.net/images/screenshots/screenshot_isengard_wargs_03.jpg)
Rohan Archers backed up by Rohirrim Fyrdmen (http://chronicles.metw.net/images/screenshots/screenshot_battle_rohan_archers.jpg)

Download:
not available yet

Website:
ME:TW Developer forum (http://www.leftzed.com/lotr/)

Bugs and fixes:
- none so far

Ithaskar Fëarindel
07-19-2003, 00:09
Community Clans Mod

Features:
- 30 Clans replacing the original 20 factions
- New units, specified by the clans themselves
- Original units modified for more balance
- 3 new campaigns for the clans

Threads:
(Primary)
TotalWars.Net - http://www.totalwars.net/forum....b1#3683 (http://www.totalwars.net/forum/viewtopic.php?p=3683&sid=8bd98db0d6ad7d38e2dafd07d663d1b1#3683)
(Secondary)
Dungeon - http://www.totalwar.org/cgi-bin....;t=9003 (http://www.totalwar.org/cgi-bin/forum/ikonboard.cgi?act=ST;f=5;t=9003)
(Plus "research" threads in Barracks @ Org and General @ .Net)

Status:
Currently contacting clans for information and remaining clans shields.

Download:
Not publicly available yet.

Bugs and Fixes:
Facshields still in MP/custom, wrong if chosing different colour.
Possible solution to use blank generic facshields.

The Blind King of Bohemia
07-19-2003, 22:27
BKB's Super Medieval: Total War

Features

- New and improved versions of Early, High and Late.
- At least 10 new fully working factions in each period. Included are Ireland, Scotland, Wales, Portugal, Genoese, Venetians, Swedes, Almoravids, Teutonic Knights, Crusader States, Lithuanians, Bohemians, Serbians, Croatians, Cumans, Wallachians, Bulgarians, Norwegians, Armenians, Navaresse, Valencians and the Flemish, plus all minor factions are playable accordingly. These could however change. Some factions are unique to a certain period.
- Many new units, including African Warriors, Teutonic Foot Knights and the Korean units from the Mongol Invasion. Each have their own review panel pic and are unique from any other unit in the game.
- Mongol music from STW:MI added for the Golden Horde.
- New names and heroes for the new factions.

Status

Still testing and thoroughly adding units. Should be done within a month. Fine tuning and such.

KukriKhan
07-21-2003, 12:59
New Mod description from New Patron Knights That Say NI:
-----------------------------------------
Know, O prince, that between the years when the oceans drank Atlantis and the gleaming cities, and in the years of the rise of the sons of Aryas, there was an Age undreamed of, when shining kingdoms lay spread across the world like blue mantles beneath the stars - Nemedia, Ophir, Brythunia, Hyperborea, Zamora with its dark-haired women and towers of spider-haunted mystery, Zingara with its chivalry, Koth that bordered on the pastoral lands of Shem, Stygia with its shadow-guarded tombs, Hyrkania whose riders wore steel and silk and gold. But the proudest kingdom was Aquilonia, reigning supreme in the dreaming west."


and so on.... have made the map already, got the tradable goods...etc. the road of kings provinces are valuable as hell, all medevilunits go in as such ..eq. Longbowman -- Bossonian archers--, pikemen--gunderland pikemen..

factions are:Aquilonia, Nemedia, Ophir, Brythunia, Zamora, Shem, Stygia(the pope is the priestking..finally got that snake the perfect role ...a snake),Zingara,Argos,Hyrkania,Koth,Iranistani,Turan...


STATUS

still need to add some details to the map..i took a great web map but had to redo ALL its textures and (province)names..most borders go naturally in mountains or rivers..all unit texts need to be altered....testing and adding the music...mayby alter some graphics...

ETA
2 weeks - 2 months... (have a girlfriend so...well you all know)

and NO Cimmeria is not a faction..no one can lead them...still have to make the (cimmerians)gallowglasses more invincible..
----------------------------------

You can find the original post in the EH, here:
http://www.totalwar.org/cgi-bin....y126106 (http://www.totalwar.org/cgi-bin/forum/ikonboard.cgi?act=ST&f=15&t=9094&st=0&&#entry126106)

WesW
07-25-2003, 00:46
"This thread is made sticky by barocca..."
I think I speak for the entire forum when I say that "We don't want to go there." In other matters, here is a brief list of my work:

The Medieval Modification Pack IV, versions

1.85 for M:TW v1.1,
2.04 for VI,
3.1* for VI.

All are available at my Total Modification Page (http://wes.apolyton.net). Readmes for all three are offered separately for preview before downloading the installer executable. Version 3 is still in development, and the latest thread for it should be posted on this forum.

vs the world
07-27-2003, 17:30
Knights Hospitaller Mod
or the Order of the Knights Hospitaller of St John of Jerusalem (of Rhodes of Malta)

Period:1206-1480

Features:
.Hospitaller Knights are a playable faction
.New buildable units include:
Religious Fanatics
Order Foot Soldiers
Hospitaller Foot Knights
Knights Hospitaller

Bugs:
.They still have heirs (which I'm going to fix later, by using the Pope faction)
.Facshields aren't the correct shade (???)

Download:
Hospitaller mod (http://www.after-birth.com/miscstuff/MTW_Hospitaller_mod.zip)

Comments:
Go to this thread (http://www.totalwar.org/cgi-bin/forum/ikonboard.cgi?act=ST;f=5;t=9241)

GreasePaintMonkeyBrains
08-28-2003, 18:34
BRITANNIA 43BC Mod

-Yes this mod is still in the making.I have been tied up
with school http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif .

This mod looks at when Julius Cesar Invaded Celtic Britain in 43 Bc.The faction will be ,The romans,seven of the major celt tribes of British isles,and the vikings.
The mod will include many new units and new buildings.
Some of the New units include
-Roman Legionares
-Celt tribesmen
-Celt Clubmen
-Celt Shortspearmen
-Roman Scorpion crews
-Roman Concripts from Gaul
-Celt mounted slingers
-and many more

New Buildings include:
-Roman defensive walls
-Roman Seige Batteries
-and many more

Status: All but a few of the units and their stats,textures,and Icons,are finshed.all of the new buildings are done.Im balancing out the campmap and
woring on the campaign at the moment.Im using the viking invasion map.But i would like the map to have more accruately placed provinces.I am still not that skilled
with lmm so if some on will donate their time...that would be great.If some one responds i will post a pic with the provinces on it.

ETA: 1 month-3days-10 hours-15-minutes-5 sec. http://www.totalwar.org/forum/non-cgi/emoticons/cool.gif[B]

dancho
08-30-2003, 22:40
Medieval on Ya Version 2 for MTW Version 1.1 has just been uploaded to The Org.

Here's an excerpt from the Readme.txt:

"I wanted a game where no "horde" appeared (exempt The Golden Horde) and where no single empire dominated the game. Even at the very end of the game, I wanted several large empires to be in the game, fighting it out for supremacy. A typical game of MOYA2 will have large (for example) Spanish, English, Turkish, Russian and Danish empires all fighting it out. Or, in another game, the Almohads and a large English Empire will rule the west, while the Byzantines, Turks and Egyptians struggle for control of the east-- in 1450

When I did some reading about the medieval period, I couldn't miss the fact that most of these medieval kings spent their time running around the kingdom putting down rebellions. Rebellions were a fact of life. To control a province, you needed to garrison it, and have a bloodthirsty fiend running the place. Keeping a kingdom in one piece was a big, big challenge.

In this version of Medieval: Total War, you will have to check the loyalty of your provinces constantly and carefully, and expect the unexpected. A large army of rebels, loyalists or other bad guys will show up and ruin your day if you are careless. That's why the factions in this version do not grow to become huge-- rebellions keep them small.

I find that the English and Turks are very easy in this version. The Spanish are easy. The Egyptians and French are at medium difficulty. The Italians, Almohads and Danes are hard. The HRE, Byzantines and Poles are REALLY hard. Not impossible, though (hee, hee).

One final note about the Glorious Achievements option. I have heard that this does not work properly and it fails to give credit where credit is due. I find this to be wonderfully medieval. Do not seek glory in this life, my son..."

Download the file MOYA2forV11.zip from The Org (it's small). For adults only.

(No-- not like that It's for adults because you don't get to conquer the entire map).
:D

Here's a link for downloading:

Medieval On Ya 2 (for MTW 1.1) (http://home.comcast.net/~trescia/Moya2forV11.zip)

komninos
09-07-2003, 14:32
Trojan Wars
This small mod depicts the battles fought in and around Troy. It starts when the Achaeans landed East of Troy. You have 10 years (turns) time to capture the City of Priam. If you lose the landing spot you loose if Troy is won you win. Only these two lands matter. There are some big armies in the region

There are 11 units (10 totaly new). The Installation is as simle as I can posibly make it. It is compatible witht the Hellenic Total War so they can coexist.

BTW
---
This was a quick (two weeks time from conseption to delivery) and a bt dirty mod. I will do the chariot units but that is a side project.

Have fun
==========================================================
Problems
--------
1. Heros appear two or three times for some reason?
2. They are not as agressive as I would like them to be
===========================================================
Updates
--------
1. After some reading I have totaly revised the unit status ant most probably re do many thing is in.
===========================================================
The files
---------
1. TrojanWar-Main.zip - The main file (http://www.totalwar.org/Downloads/Mtw_Uploads/MTWupload/TrojanWar-Main.zip)
2. TorjanWar-campmap.zip - The Map. (http://www.totalwar.org/Downloads/Mtw_Uploads/MTWupload/TorjanWar-campmap.zip)
3. TrojanWar-Men1.zip - The units file 1. (http://www.totalwar.org/Downloads/Mtw_Uploads/MTWupload/TrojanWar-Men1.zip)
4. TrojanWar-Men2.zip - The units file 2. (http://www.totalwar.org/Downloads/Mtw_Uploads/MTWupload/TrojanWar-Men2.zip)
5. TrojanWar-Men3.zip - The units file 3. (http://www.totalwar.org/Downloads/Mtw_Uploads/MTWupload/TrojanWar-Men3.zip)

===========================================================
Screenshots
------------

Razor1952
09-25-2003, 05:18
Razor AI Mod version 1.0


Main features:-
-Primarily aimed to make the ai harder to play.
-smallest mod possible, will not interfere with other mods or your standard installation.
-comes with complete installer/uninstaller

Secondary features:-
-Enabled some little used cool units(like Sherwood foresters)-
-Valourous peasants/humble archers
-reordered trade/farm/mine income
-IMHO easy to follow small mod for wannabe modders to dissect.


http://www.3ddownloads.com/strateg...._10.zip (http://www.3ddownloads.com/strategy-gaming/totalwar/MTW/Stats/Razor_ai_10.zip)

PS ... I've yet to beat the ai as Turks, if I have a criticism of my own mod , it is that it makes the game too hard

GreasePaintMonkeyBrains
10-31-2003, 20:05
Community

After a long break and deep thought i have begun work
on restoring mod britannia mod. I cant say yet when it will be ready for testing but i wll post news soon.

Regards
GPMB

Metal Storm
11-14-2003, 04:39
The First Punic War: -Beta- for MTW v2.0
By Metal Storm (Mark Roller)
=========================================================
=========================================================
Credits:
--------
This MOD would not have been possible without the help from the following people. (in no particular order)Wellington, Duke John, Hedge, Barrocca, Gnome.

A big special thanks to:(in no particular order)
Scipio, Marshal Murat, Lord Of Storms, TheSilverKnight, Gregoshi, ShadesPanther, TosaInu, _Martyr_

Also, like to thank:
Antalis,handyandy,HopAlongBunny,MILITARYMAN,The Blind King of Bohemia,[DnC],Mr.ScaryClanMan,Eastside Character, NagatsukaShumi, flip, hellenes,Jeebus_Frist,Jacque Schtrapp,CreativeAssembly,Activision,Sierra Studios and Impressions Games.

If I left your name out I apologize. I would also like to thank All the people at the ORG for their patients, help and kind words.
========================================================
Tools/Programs Used:
--------------------
From the ORG;
Bifreader***
Buffy the Bif Slayer***
LukeMap Maker 4.0 Beta***
Gnome Editor***
HedgesMTWDEditor***
Ultimate Paint**

Others Used;
Paint Shop Pro
Microsoft Excel
Microsoft Word
=========================================================
The First Punic War: -Beta- for MTW v2.0
Features:
---------
-MAP: Standard map, modified (colored) and Zoomed in 2x
-New Units: 109 new units about 8 modified body types
-Factions: (8) Gaul, Germanic Barbarians, Romans, Carthaginians, Illycrium, Seuves, Nubians
-Buildings Over (40) Roman Specific
-3 Periods Early, High and Late
============================================================
This Mod is based on The First Punic War. The 2 Main Factions are The Romans and the Carthaginians. There are a few smaller/minor factions that will cause some problems as well. They will all be playable but the most custom units and buildings are Roman and Carthaginian.
This mod is loosely historic. If you’re looking for strict adherences to history you will not find them here.
===========================================================
---Recommendations for more enjoyable play---
---Set the difficulty to the Hardest. Unless you stink
---If you play the Romans or the Carthaginians I fully recommend that you never become Allies with them even if they try to ally with you. That’s the best way to ensure THE FIRST PUNIC WAR
============================================================
============================================================
The (3) periods Early High and Late are just different starting situations. All 3 periods will have all buildings and units available and the same start date.

-Early period:
-------------
Recommended for those who like to get the full feel of the strategic campaign. This period requires building up your provinces to make more powerful units available. This is also the most challenging and Rewarding campaign period.

-High period:
------------
In the high period the provinces are somewhat developed and more units are available at the start.

-Late period:
-------------
Recommended if you don't like to spend time developing your provinces to obtain more powerful units. You will start out with several prosperous provinces and have almost all the units available at the start of the Campaign.
=============================================================
Status:
-------
Map: 100%
New Units
BIFs&LBMs 100%
InfoPics 25%
Descriptions 50%
Factions: 100%
Buildings 100%
Documentation 50%
Early Start 100%
High Start 100%
Late Start 0%
===============================================================
Some Screen Shots at my web page, Not all up to date, sorry.

http://www.angelfire.com/scifi2/mezzma1970/RomeMAIN.html
==================================================================
Bugs:
--For some reason the Sueves are shown to occupy Syracuse on the
faction select menu when in fact the Romans start with it.
--Illycrium Does not show up on the Factions Select Map.
--The Elephant Model;The Custom Elephant I was working on turns
out to be the size of a horse. It looks silly like a baby elephant on
the battlefield. As there is no way (yet Known) to scale it larger I will
NOT include the elephant as a steed in this mod. I will however make the
Elephant_H.bif available along with the elephant pics in case somebody
wishes to play with it or try to make it larger. As it is, The Elephant
side tracked me, taking way too much time and pushed my release date back.
--The Castle flags seem to move further away from the castle as it increases to a higher level?
--?

Duke Malcolm
11-24-2003, 20:50
[/B]Caledonia Total War
The (larger) Scottish Clans battling it out for domination of Scotland, and even the traitorous ones can kill the king.

New Units[U]
Scottish Foresters (The guys who cut down trees)
Scottish Pikemen
Lowland Raiders (Peeps who go and raid the English for sheep)
Highland Gunmen (Clansmen, but with a gun, higher cost)
Chief's Guard (The clan chief's body guards)
The Pictish dudes from VI
Any others I can think of between now and the release.

New Buildings
Drinking Hall (From VI)
Brewery (a quick bit of boozing before a battle)
Distillery (Everyone needs a gallon of whisky a day to keep the doctor away)
Fortified Village (Again, from VI)
Forester, Forestry Guild, Master Forester (For tree cutting)
Forestry Commission (To control tree cutting)

Current Status
Map : 20%
Tech-tree : 10%
Factions : 10%
Units : 10%
Campaign Script Filey Thingys : 5% (if I figure out how to add a new campaign file in textures without having to go over the VI one)

time to completion[B][U]
Who knows, 1 hour, 1 day, 1 week, 1 month, 1 year, 1 decade, 1 century, 1 millenium, 1000 millenia, the time when SNP win the Scottish elections, and Scotland is released from the eternal corruption of the United Kingdom if Great Britain and Northern Ireland??? (hopefully 1 or 1000 months, depending how many more essays my English teacher makes me write, and how many tests I have between now and the time when I am crowned King of Scotland , or maybe just First Minister.

Kekvit Irae
11-30-2003, 19:08
KekvitMod Version 2.3

Features:
~Brand new units to include:
~African Heavy Camels (more berserk than the Berserkers)
~Welsh Longbowmen (Almost double the range of normal Longbowmen)
~French Feudal and Chivalric Knights (more punch in the charge)
~Naptha Throwers replaced with Atabeg Garrison Infantry (Naptha Ballistas)
~Foot and Mounted Knights of Saint George (with new graphics for the Mounted Knights)
~Anatolian Sipahi (Ottoman Heavy Cavalry)
~Palestinian City Guard (the best militia you can get)
~Armenian Archers (Fast Ottoman Archers)
~The Swiss are now playable in all eras.
~The Mongols are now playable.
~Two new factions, the Irish and the Scottish
~Crusader units may now be built normally, at a hefty cost.
~And many more changes

Download:

KekvitMod 2.3

GreasePaintMonkeyBrains
11-30-2003, 19:57
NORMAN INVASION

Normandy was in name a duchy of France, but the Norman dukes ruled the area as if it were an independent kingdom with little interference from the French king. By the eleventh century, the duchy of Normandy had become one of the most powerful regions in western Europe. There were, however, even more promising times ahead—in 1066, the Norman duke, William the Bastard, conquered the English forces of Harold Godwinson and became king of England. Norman culture and political structure would cross the channel and dramatically change English culture and history



STATUS
version 1.0 complete
version 1.2 80%

dessa14
12-01-2003, 08:09
ERUSSIA
stability added to russian faction in early age due to lack of heavy infantry russians in the early age can now get Russian VGS and rus spearmen they can also get the Royal Khazar Cavalry and the English now get Sherwood foresters in mercia
ready for release
20% done
thanks dessa

Norseman
01-02-2004, 23:38
Fury of the Northmen: Expanded and improved Viking Invasion.

Features:
1) Completely new strategy map. Will at least include southern Norway, Denmark, England, Ireland, northern France and northern Germany. Hopefully it will also include Sweden, Finland, Novgorod and the Baltics.
2) New Factions:
-Vikings split into the Norse, the Danes, and hopefully also a Swedish faction.
-More Irish factions.
-France and HRE will be added to simulate the Francish kingdoms after Charlemagne(814->)
3) New tech-trees. A unique one for different regions, achieved by using different resources as requirements. My intention with this is that if a viking faction takes a francish region, they will use the francish tech-tree and units(and get Norman knights). Similar if they take a baltic/russian region. Like, instead of viking housecarls, the elite unit will, with the right buildings, be Druzhina cavalry.
4) New units.

Status:
-Strat map: Suitable Satellite image found and test-TGA map made.
-New Factions:
-New tech-trees:
-New units: All necessary BIF's from the original game.

Thread:
Fury of the Northmen (http://www.totalwar.org/cgi-bin/forum/ikonboard.cgi?act=ST;f=5;t=13803)

Credits:
Komninos, who have offered help with the strategy map.
Grell, for his factionshields of superb quality.
Cebei and spmetla for info on the Francish kingdoms after 814.

rejectedhousecarl
01-07-2004, 09:13
Experienced modders please don't laugh at this but i do have a mod that enables the playing of the golden horde, the Burgundians and the Swiss in early, should anybody be interested please email me at luketfer@yahoo.com
No new units and the like have been addedd.

Hal9k
01-07-2004, 20:39
DSAMod Version 0.1

Unfortunatly in german only, but this shouldnt matter probably only german people will know DSA anyway http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

No new graphics included (yet).

All (yes, every single one of them) units changed to official aventurian units (stats&names). Factions changed to include 9 official factions (Garethia, Bosporan, Nostria, Andergast, united barbarians ( http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif ) - though I didnt do any graphic yet and would need some green skins for this - AlAnfa, Khunchom, Bornland, free Maraskan http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif )

As I didnt need cannons no longer I repleased the free weapon slots with different mage weapons. Mages as small units similiar to naphtas/hashashin included.



DOA about one to two weeks or more, though this will probably not include extended balancing.

Conner MacLeod
01-24-2004, 23:18
Clanwars Mod (name will be changed once things get going)
This is an infant mod, we've haven't gotten much going besides to campaign board edits so far.

Map: Map of Scotland, clan-held territories.
Factions: Probably something like 10-15 clans fighting and allying to control as much of Scotland as they can. In one or a couple of the scenarios the English invading would be a faction. As for glorious achievement items, that's still in the works (like almost all of this mod)

Time period: Medieval times (obviously enough), but more specifically something like the 1200-1500 time period (roughly).

Units: A big emphasis on Highlanders for the Scots, of course this will be part of what makes the game fun is seeing how highlanders combat one another on the field. Also some light cavalry, small siege weapons, some basic archers, maybe spearmen and basic militia. Later periods of play will have more units, some armored troops, some crossbomen probably (longbowmen for the English).

The platform: MTW, I don't have VI some I'm guessing it will be for MTW 1.1 non VI.

Timetable: Still a ways off, haven't started much besides some basic graphics and whatnot. I've been pretty busy with other stuff lately so it'll be a bit slow in coming.

Other Specials: Perhaps some text/unit games in Gaelic to help accuracy. Almost certainly it will have a Gaelic title (Clanwars sounds bad).

Other recommendations: Check out King Malcom's Caledonia entry. This is another Scotland effort, somewhat later in time, focussing on Jacobites.

CrownOfSwords
02-23-2004, 22:03
Looking for available modders to start WOT TW~ Wheel of Time: Total War, I do not have much modding expierence, but have worked alot to put down other basics for the mod.

I have a premature unit list available below:

Tear-
Defenders of the Stone
Mounted Nobles
Pikemen
Heavy Pikemen
Light Cavalry
Defenders of the Stone (Archers)

Mayene-
Winged Guards (heavy Cavalary Dismountable)
Men at Arms
Pikemen
Heavy Pikemen

Illian-
White Lions (Heavy Cavalary dismountable)
Illian Light Cavalry
Mounted Nobles
Men at Arms
Pikemen

Andor-
Queens Guard (Heavy Cavalry dismountable)
Men at Arms
Queens Men
Crossbowmen
Mounted Nobles
Two Rivers Longbowmen

Cairhien-
Royal Guard
Palace Guard
Mounted Nobles
Pikemen
Men at Arms
Men of Cairhien

Shienar-
Shienar Heavy Cavalry
Shienar Heavy Infantry
Shienar Footmen
Shienar Cavalry
Shienar Levy
Shienar Archers
Guardians Of the Blight

Amadicia-
Kings Men
Whitecloak Cavalry
Whitecloak Footmen
Men at Arms

Altara-
Men of Ebou Dar
Palace Guard
Men at Arms
Mounted Nobles
Sailors

Tarabon-
Mounted Nobles
Archers
Light Cavalry
Heavy Cavalry

Arad Doman-
Royal Guard
Mounted Nobles
Men at Arms
Domani Guard
Domani Cavalry

Saldea-
Saldean Cavalry
Heavy Cavalry
Guardians of the Blight
Borderland Cavalry
Heavy Footmen

Murandy-
Mounted Nobles
Royal Guard
Pikemen
Heavy Pikemen
Murandian Cavalry

Shadowspawn-
Trollocs
Myddral(sp?)
Dark Hounds
Worms

Seachan-
Heavy Infantry
Beast Riders
Heavy Horsemen
Archers

People of the Dragon-
Maidens of the Spear
Stone dogs
Aielmen
Aiel Archers
Aiel Scouts
Legion of the Dragon

Aiel- (not following dragon reborn.. yet )
Aielmen
Maidens of the Spear
Aiel Archers
Aiel Scouts


This mod seems very promising, and if you have read the books you know what I am talking about here. For units wielding the one power I thought to over-write naptha throwers but tweak their range and throwing animations.

If anyone is interested contact me via email North_shoredude@Hotmail.com, Thanks.

Strider74205
02-24-2004, 00:28
Silmarillion: Total War
or SMTW for short.

Description: The First Age of Middle Earth as set down in the Silmarillion by JRR Tolkein. It will feature the Noldor, Dwarves, Orcs, Trolls, Balrogs, wolves, wolf hounds, Edain, and much more.

Platform: VI

What's done: Flags, load screen, orc units, lots of peripheral stuff and planning

What's being worked on: Noldor Units, the campiagn map, battle maps

Release date: None yet but we do plan to release a beta that will include elf and orc units.

Homepage: Silmarillion: Total War (http://silmaril.50megs.com)

Lord Of Storms
03-19-2004, 20:50
NTW = Napoleonic Total War

Created by The Lordz Modding Collective


Features

The drums tap out the step as the line moves forward, men looking in to the centre to get their dressing from the colours, file closers chivying here and there to ensure that the rear rank stays well closed up.

As the battalion crosses the crest it is greeted by a vision of hell. Clouds of thick smoke, the product of a battle between opposing skirmishers which the enemy seems to have won, cannot conceal the fact that the valley is full of blue-clad french troops, now coming on, up the slope, in thick columns. And they are coming on in the bravest style, their drummer hammering out the pas de charge, officers shouting encouragement, and men whooping "Vive L'Empereur"......................"

Spanning Europes war-torn era of 1790 to 1820, take control of the all-conquering armies of France as Napoleon himself. Ranged against the most powerful nations of the day. Or fight against him to crush this upstart Corsican and prevent the old order falling into chaos as the english with commanders such as the brilliant Duke of Wellington or as many other nations including the prussians, the Austro-Hungarians, the Russians and many more. You decide the fate of nations with this superbly crafted modification of a unique game.

Each nation has it's own military line up unique to the time period, including the famed Green Jackets, Scots greys, Cossack Lancers, the French Guards and many more.

Playable Factions:
The French
British
Russian
Spanish
Piedmontese
Hungarian
Ottoman
Prussian
and more...
More than 100 new Units
including Mobile Artillery
New Warships
New Techtree and Buildings
New Flags and Banners
New Period Portrait Images
New Game Pieces
New Battle Formations
Period Music Pack add-on
and much more

Status Avaliable now as a playable Beta campaign
Updated on a regular and timely basis.

Links for Downloads Visit our main Web site page, go to the downloads page.
Also look for links to our own Forums for the NTW Mod
The Lordz Web Site for NTW Info and Download links (http://www.thelordz.co.uk)

Lord Zimoa of Flanders
03-20-2004, 09:08
Hellenic Total War : a mod for MTW:Viking invasion V2.01

The mod has changed its targets since the time frame was very large and the fact that the we can't introduce events.
As it stands Hellenic Total War takes you from the forming of the city states in 750BC till the 400BC when the Hellenic Alliance wins against the Persian Empire.Remember v2.1 is a beta-version and more work has to be done.

There are 14 factions :

1. Macedonians
2. Atheneans
3. Corinthians
4. Illirians
5. Lakedemonians(Spartans)
6. Boetians
7. Lydians
8. Argians
9. Thracians
10. Thessalians
11. Aetolians
12. Phrigians
13. Peoneans
14. Persians


Changes made :

All Factions are playable.
New Hellenic Interface.
Tree New Era’s :Geometric,Pro-Classical,Classical.
New Campmap includes :modern day Greece and surrounding islands,Turkey,the Balkans.
New Techtree includes :gymnasium,palestra,stadium,temple etc...
New Units including :Spartan Hoplites,Cretan Archers,Macedonian Cavalry,Persian Immortals,Thebian Sacred Warband,Scythian Archers,Rhodian Slingers,Lydian spearman and many more.
Totally new 3D Unit Graphics .
New Campmap Pieces.
New ships like :Penticonter,Trireme,Egyptian Warship...
New Portraits.
Newly designed Battle Maps.


Future Updates :

New Campmap Buildings.
More New Units.
New Music.
Addition of new faction descriptions.
Insertion of Historical Campaigns/Battles like:the Persian Wars including Marathon,Termophylae,Plataeae...


Future Campaign add-ons :

1. Bronze (Dark) Age HTW
2. Peloponnesian War
3. Rise of Macedon
4. Hellenistic age
5. Roman Invasion


Install procedure :

This mod was designed for MTW:the Viking Invasion v2.1.For further install instructions or help visit the download section om our HTW site.In the future HTW will include a self-extractor.


Note

A word to the wise:make a fresh install of MTW:VI v2.1 and rename it to Hellenic Total War or Ancient Total War or whatever you prefer.Any way all mods concerning 3000BC till 700AD will run on the same base. Visit our site regularly to check out the latest developments and download the new patches or add-ons.


Bugs we know :

There is a problem with the Kings names.
Missing Shipwreck Descriptions.

HAVE FUN

CZoF

VikingHorde
04-02-2004, 20:46
Medieval: Total War XL

This is the final version of the XL mod for MTW (there might be one for RTW, who knows ~;) ). I made the mod the way I belive MTW should had been, harder and with more factions.

Features of version 3.0:
- New versions of Early, High and Late.
- New map with 9 new provinces.
- 17 new factions. Included are: Armenians, Bohemians, Bulgarians, Crusader States, Cumans, Genoese, Hospitaller Order, Irish, Lithuanians, Norwegians, Portuguese, Scots, Serbians, Swedes, Teutonic Knights, Venetians, and Volga Bulgars.
- The unplayable factions can now be played (Burgundians, Golden Horde, Novgorod and the Papalcy)
- Lots of new units.
- Lots of new heroes.
- Landbriges removed.
- New Hospital, Bank and Royal bank building added.
- 3 pagan religious buildings added.
- Pagan shaman, emissaries, spies and assassins.
- New unit stats (Units have more correct stats and higher morale. Battles are now much harder and fun!).
- Improved AI (Build better units, better empire building)
- New trade structure (The AI can't handle the trade network in the original game, giving the player a big advantage. Trade income has therefore been reduced and farm income increased by 30%).
- GA mode playable with all factions.
- New GA and Prebattle shields for all factions.
- New music (large version only).
- Old game still playable, but only with the 9 new provinces.
- Auto-install (very easy install).
- English and Spanish language.
- And more!


MTW - Viking Invasion is needed to play this mod.



Medieval - Total War XL 3.0 full version:
http://www.3ddownloads.com/strategy-gaming/totalwar/MTW/Stats/VH_MTW_XL3_Full.exe



If you have installed another language version of MTW than English and Spanish, then you will need to make some small changes to the game. Copy all the files from loc\eng into the folder loc\"your language" (Backup the old files just in case).


Enjoy

Ivan Bajlo
04-12-2004, 13:57
Crazy Ivan's Mod - v0.6
Futures playable Croatian and Serbian factions.

Features:
- several new units.
- lot of minor changes.

Screenshots:
Croatia AD 1295 (http://www.vojska.net/games/mtw/screenshots.asp)

Website:
Crazy Ivan's Medieval: Total War section (http://www.vojska.net/games/mtw/)

Bugs:
- v0.7 for VI doesn't work http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif

Jobs openings:
- campaign map editor need to add Bosnia, Dalmatia etc. http://www.totalwar.org/forum/non-cgi/emoticons/gc-help.gif

themonkey
08-08-2004, 10:50
Age of Eluding darkness(AOD)
Is set a Fictional World in which a few Great Powers are now little more than a Shadow of their former selves.
A Hugh Hatred lies between two of these and this is a bitter hatred like no other for these are the Holy Rians(Byzantine) and And the Suthmen .(if you have a better name tell me i want one =] )The Suthmen say they are the Descendants of the Rians but so do the Holy Rian Empire and this has sparked a large rivalry. (represented with them starting the game at war)

But the Zanarians in East are holding for dear Life facing an Onslaught from The Harar Order who Worship Blood and never seem to use Archers,the longest ranged units they use are Javelineers.

Current Factions:
Holy Rians(Byzantines)
Zanarians (Almohads)
Harar Order (Turks)
Suthmen ( Spanish)
Denaarin (English)
Exiles of Donia (French)
more should be available soon

Current New Units:
Zanarian Militia (Almohad Urban Militia )
Frigsdun Camelry (Completely new but skin of Beduion)


As You see i have only just begun work and I need help in making this! To sign-up go to he Trojan Horse Forum at:
http:trojanmt.proboards26.com/index.cgi
Sorry about the Faulty Link ~:mecry:

Myrddraal
08-12-2004, 16:16
http://82.68.81.227/david/WoTbanner.JPG

The Wheel of Time - Total War (WoT)

The Wheel of Time turns and Ages come and go, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the Age that gave it birth returns again. In the Third Age, an Age of Prophecy, the World and Time themselves hang in the balance. What was, what will be, and what is, may yet fall under the Shadow.

Notice: It would help a lot to have read the Wheel of Time series or at least some of the books to fully enjoy this mod. I strongly recomend the series.

REVIEW:

Review
"Jordan has come to dominate the world that Tolkien began to reveal"

"Jordan is able to take...familiar elements and make them his own, in a powerful novel of wide and complex scope. Open religious and political conflicts add a gritty realism, while the cities and courts provide plenty of drama and splendor. " --The New York Times

"Epic in every sense" --Sunday Times

"A powerful vision of good and evil" --Orson Scott Card


Wheel of Time Total War is set in the world from the series with an all new campaign map, set in the period leading up to the story of the book. All 18 nations and factions are playable with their own individual Royal and basic units from the series, including: Queens Guards, Defenders of the Stone, Two Rivers Longbowmen etc. A completely new system of castles where forts are replaced by towns and cities, with about 18 levels of fort. Completely new buildings and upgrades, such as Town Halls, Tax Collectors, Illuminators Guildhouses and Pedlers. A truely evil enemy of all, with whom it is impossible to ally with. New agents based on the existing abilities including, Aes Sedai advisors, The Hand of the Light and Grey Men. New ships including Sea Folk Rakers and Soarers. A whole new Historical campaign based on the battles from the books. A world and story with great potential for expansion packs such as The Seanchan Invasion? the Ten Nations? the possibilities are endless. :knight:

Check out the thread here (https://forums.totalwar.org/vb/showthread.php?p=485506#post485506) .

Faeghi
05-16-2005, 13:24
Persia Total War

This mod starts at 550B.C and ends at 490B.C King Cyrus II of Persia has defeated the Medes, taken over their lands and has the Power to become the largest empire the world will ever see.

This task won't be easy as rivals await him and his armires. To the far east are the mystic Indians who ride on Elephant monsters. The Scythians nomadic warriors who threaten Persia from the North. To the west lies many enemies that await you. The proud Greeks are your main rivals who threaten you from stopping your expansion in the west. But before that you must encounter mighty civilizations such as the Babylonians, Egpytians, Phoenicians and Lydians.

Or choose to play as the other factions such as Scythia and come swiftly down and invade from the north swiftly. Perhaps start as people a little different like the Greeks and start to plan your invasion of Asia before the Asians invade you.

Factions so far will be (more will be added later)
Persia (View the Preview of all the units here) http://s11.invisionfree.com/Persia_Total_W...c=21&st=0&#last (http://s11.invisionfree.com/Persia_Total_War/index.php?showtopic=21&st=0&#last)
Media (Persian Satrap) (View the Preview of all the units here) http://s11.invisionfree.com/Persia_Total_W...hp?showtopic=45 (http://s11.invisionfree.com/Persia_Total_War/index.php?showtopic=45)
Babylonia
Scythia
Lydia
Phoenicia
Egypt
Mauryian Empire
Greek City States
Athens
Sparta
Ionia
Thrace
Macedon
Baktria

Our offical forums
http://s11.invisionfree.com/Persia_Total_W...dex.php?act=idx (http://s11.invisionfree.com/Persia_Total_War/index.php?act=idx)

But ofcourse i cannot do this mod withought a team. If possible modelers and skinners important but i really need someone who can campaign map editor and someone who can work well with the exports and descrs. Anyone who wants to join pm me or just post here, anyone can join historians. This is a breif intro to what i want to create if you can correct me on anything please do so. Thanks
Faeghi

The map i intend to base it on
http://www.public.iastate.edu/~cfford/342persianempire.gif
Prince Laridus Konivaich is working on the map
http://img134.echo.cx/img134/897/nextmap5oy.jpg