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  1. #1
    Member Member Tyberius's Avatar
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    Default Tyberius Mod 2.0 Final Version Released!

    Tyberius Mod 2.0 Final Version (a patch for MTW-VI-XL mod)

    After months of re-working on my patch I’m glad to show this community the final version of this work. Although based on XL mod, you will find substantial changes from the original version.
    This mod is intended as mainly a graphic upgrade and unit upgrade over Miguel Kristensen's (Viking Horde)Total War XL awesome mod since my knowledge is on the graphics area and so far from programming skills, I decided not to make a complete mod for myself, so I asked VH permission to release it and he gave it to me.
    Over all XL mod additions such as New campaigns, factions, and units,
    Tyberius Mod contributes with the following additions and changes.

    Battle mode Improved Features:

    1.- Complete shield textures Improved.
    Personalized and improved shields for every single unit, you will hardly recognize a re-used shield, even bare wood shields. Several units now use heraldry and faction colored shields, Some shields have been repositioned too.
    Spoiler Alert, click show to read: 

    Feudal Knights

    Spoiler Alert, click show to read: 

    Byzantine Lancers



    2.- Complete Weapon textures Improved.
    No more Sticks, toothpicks or matches instead of Spears and Lances, Great variety of swords, maces, war hammers, pole arms and scimitars, accordingly to the unit’s original culture. Higher Knights have Colored knightly lances, Some units such as the Royal Knights (all periods), Chivalric Knights, Lancers, Kataphraktoi, Carska Garda and Teutonic Knights, now have fluttering pennants!.
    Spoiler Alert, click show to read: 

    Longsword Men-at-Arms

    Spoiler Alert, click show to read: 

    High Ghulam Bodyguards

    Spoiler Alert, click show to read: 

    Kataphraktoi

    3.- New men textures added.
    Now Korean units use the STW Mongol invasion non faction colored Korean troop textures, but with improved weapons (bamboo spears!) and fixed animations.
    Pikemen, Swiss Pikemen and Swiss Halberdiers use the PMTW pikemen texture and fixed animations.
    Spoiler Alert, click show to read: 

    Korean Spearmen


    Spoiler Alert, click show to read: 

    Swiss Pikemen


    4.- Sword Animation for Lance Cavalry
    Knights and Heavy cavalry now leave their lances after the charge and use their swords for close combat!
    Spoiler Alert, click show to read: 

    High Royal Knights


    5.- Animation improvements
    Most wrong animated sword and lance combat action have been improved putting the weapon in the wielder’s hand instead of floating over it. Most weapon lengths and widths have been fixed too.
    Spoiler Alert, click show to read: 

    Chivalric Knights


    All Cavalry Lances and some other weapons have been repositioned.
    Put special attention on Swabian Swordsmen, Varangian Swordsmen, Gothic foot Knights, Pikemen, Swiss Pikemen, Swiss armoured pikemen, Swiss Guards.



    6.- 42 New units:

    1.-Berber Lancers
    2.-Berber Warriors
    3.-Berber Archers
    4.-Andalucian Cavalry
    5.-Elite Bedouin Camel Warriors
    6.- Seljuk Lancers
    7.- Seljuk Horse Archers
    8.- African Warriors
    9.-Espadachines
    10.-Hebredian Warriors
    11.-Saxon Warriors
    12.-Gochos
    13.-Balkan Warriors
    14.-Croatian Lighthorse
    15.-Swiss Guard
    16.-Steppe Warriors
    17.-Byzantine Kontarioi
    18.-Byzantine Skutatoi
    19.-Milicia Concejil
    20.-Breton Militia
    21.-Kievan Lancers
    22.-Volga Bulgar Warriors
    23.- Italian mercenary Cavalry
    24.-Longsword Men-at-Arms
    25.-Karelian Warriors
    26.-Lowland Clansmen
    27.-Norse Archers
    28.-Psiloi
    29.-Baltic Warriors
    30.-Basque Warriors
    31.-Carpathian Warriors
    32.-English North Militia
    33.-Mounted Squires
    34.-Regular Bowmen
    35.- Cuman Horse Archers:
    36.-Khwarazmian Swordsmen
    37.-Pecheneg Cavalry
    38.-Slav Horsemen
    39.-Scottish men at arms
    40.-Scottish Pikemen
    41.-Milanese Mercenary Crossbowmen
    42.- Cuman Royal Cavalry

    A complete Exel guide for the new unit is provided with the install

    7.- New battle flags and banners:
    Battle flags changed in concordance with the faction, and new shaped battle banner
    Even rebel faction has a flag!



    8.- New crews and dismounting artillery
    Now artillery pieces have new texture crews, according to the artillery type and era and can dismount before battle!
    Artillery Type-----------> crew texture--------> dismounted unit
    Ballista crew-----------------> same texture--------> Urban Militia
    Catapult crew--------------->same texture---------> Urban Militia
    Naphta Catapult crew------> same texture--------> Urban Militia
    Trebuchet crew-------------> custom5 texture----> Militia Sergeants
    Mangonel crew-------------> custom5 texture----> Militia Sergeants
    Bombard crew --------------> custom5 texture----> Militia Sergeants
    Mortar crew-----------------> burnous texture----> Arab Infantry
    Demi-Culverin crew--------> hlplarhm texture---> Arquebusier
    Culverin crew---------------> hlplarhm texture---> Arquebusier
    Serpentine crew-------------> hlplarhm texture---> Arquebusier
    Organ gun crew-------------> hlplarhm texture---> Arquebusier
    Demi-Cannon crew---------> burnous texture---> Mamluk Handgun
    Siege Cannon crew---------->burnous texture---> Mamluk Handgun

    9.- new arrow and javelin textures


    Campaign Mode Improved Features:

    1.-New Flags and Shields
    Almost all faction flags and shields have been re- designed or redrawn for historic accuracy or image improvement
    Spoiler Alert, click show to read: 


    2.- New Faction Colors
    Some Faction colors have been changed some for aesthetic purposes, some to avoid confusions, but mostly to match historic colors.
    Spoiler Alert, click show to read: 


    3.- Overall graphics
    New unit info pics, review panel icons and unit icons have been made for the new units and some old units, Omar pacha’s icons included.
    New building icons added.
    New portraits for pagan and muslim princesses
    New Campaign Map

    4.- New ships
    Three new ship types added to Tatar factions.
    Junks (same stats as the dhows)
    War Junks (same stats as the baggalas)
    Gunned Junks (same stats as the booms)
    Since I was unsuccessful on finding historic ships for the European Tatar (or Mongol) factions I made available for them Mongol ships from the Japanese invasion, I hope you don’t find it too unaccurate.

    New music: The excellent Mongol Invasion (tm) music now available for the steppe factions, An special music track for the Scottish (and Irish) factions, 4 new themes from MTW2 for the european, viking and muslim soundtrack.

    Credits and Special thanks regarding all Tyberius mod and patches:

    Viking Horde: for giving the permission to patch his mod. and for making it!

    Cegorach: for all the tips and ideas and the graphics I stole from PMTW :D

    Blind king of Bohemia: for his great BKB mod and the (several) units I stole from too :)

    Axalon: for Additional unit-review pics, additional unit icons, additional info-pics and other various graphic material used in this game (for several and various info-pics),(and for teaching me in his "advanced whining mode" about how to make a good info pic) .”

    Duke john: for his great pikemen textures

    Omar pacha: who showed me how an icon must look

    And To all the people in the forum who helped on this mod development with tips and comments.


    Tyberius Mod 2.0 Final Version (Atomic Gamer)

    Tyberius 2.0 Music Pack(Atomic Gamer)

    Local Server download

    Tyberius Update Patch 2.1(Atomic Gamer)

    Tyberius Update Patch 2.2 (Atomic Gamer)

    no longer available (Atomic Gamer)


    Optional Addons:
    Corrected map, (spells “Greece” instead of “Grece”) also shows the Sweden-Finland land bridge.

    Tyberius Map update 2.2 (Atomic Gamer)

    Load Screen 3.0 (Atomic Gamer)

    This mod must be installed in sequence:
    Mod 2.0
    Music pack (should be installed in order to add the patches)
    Patch 2.1
    Patch 2.2
    Patch 2.3

    The optional map can be added anytime after the mod 2.0.


    New! Viking Horde's XL Mod Tyberius Modded (one step Install)
    No longer available



    enjoy!

    Spoiler Alert, click show to read: 

    Armenian Heavy Cavalry


    Last edited by Tyberius; 12-02-2008 at 04:03.

  2. #2
    Cthonic God of Deception Member ULC's Avatar
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    Default Re: Tyberius Mod 2.0 Final Version Released!

    Wow...I love it, it's wonderful Tyberius, breaths new life into MTW. The graphics are stunningly well done and vibrant, it's what MTW should have been from the start. All hail Tyberius for perfecting an already grand mod!

  3. #3
    Spirit King Senior Member seireikhaan's Avatar
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    Default Re: Tyberius Mod 2.0 Final Version Released!

    Well, I guess I found out the answer as to whether or not save games will be compatible. Loaded up an old crusaders/high era game and got some really, uh, interesting things happening. Notably, all my units were different. Royal units were 20 varangian guard, and I had several units of 100 Knights of Santiago.

    Not to mention all the rest of my units looked were basically a hodge podge of nearly every unit in the game.
    It is better to conquer yourself than to win a thousand battles. Then, the victory is yours. It cannot be taken from you, not by angels or by demons, heaven or hell.

  4. #4

    Default Re: Tyberius Mod 2.0 Final Version Released!

    Looks tremendous......will d/l and play after july 4th holiday.......wonderful looking work........btw is your previous patch included in this or does this contain all?

  5. #5
    Member Member Tyberius's Avatar
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    Default Re: Tyberius Mod 2.0 Final Version Released!

    Quote Originally Posted by makaikhaan View Post
    Well, I guess I found out the answer as to whether or not save games will be compatible. Loaded up an old crusaders/high era game and got some really, uh, interesting things happening. Notably, all my units were different. Royal units were 20 varangian guard, and I had several units of 100 Knights of Santiago.

    Not to mention all the rest of my units looked were basically a hodge podge of nearly every unit in the game.
    OOPs! I guess I didn't told you that all previous saved games (including those of my first patch will be messed up cause the unit position on the prod files has changed (if you can notice) in this order: all artillery are listed first, then archers,crossbows and gunners, Spearmen and throwing spearmen, Swordsmen and Axemen, Foot Knights, Militias and polearms, pikes,Javelinmen,peasantry,General units, Mounted knights, heavy lance cavalry, heavy bow cavalry, light lance cavalry,light javelin cavalry, light bow cavalry, light sword cavalry,and finally, camels.
    so oops! oops! I think you will be used to this new order, which I find more logical...

    Quote Originally Posted by Achilleslastand View Post
    Looks tremendous......will d/l and play after july 4th holiday.......wonderful looking work........btw is your previous patch included in this or does this contain all?
    yes, this new mod has been worked over the previous one so you'll find all the stuff that were on it, with the exception of the african skirmishers, (I have given the african Warriors the ability of throwing heavy spears intead of the javelins of the skirmishers sort of unifying two-in-one units and replaced the skirmishers with the powerful Longsword Men-at-Arms, unit I think you'll love as I do) Btw this one adds a lot more...However as I said the campaigns started with my previous patch sadly will not work with this mod.

  6. #6
    Member Member Tyberius's Avatar
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    Default Re: Tyberius Mod 2.0 Final Version Released!

    To the Admins:
    Can you host this mod?
    Could you please make this thread Sticky?
    I think it deserve it

    Thank you very much
    Last edited by Tyberius; 07-05-2008 at 22:06.

  7. #7
    Member Member Tyberius's Avatar
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    Default Tyberius Update Patch release 2.2

    Tyberius Update Patch release 2.2

    Problems corrected:
    1.-Chernye Klobuki now have the right cost of 275 fl.
    2.- some generic units such as skutatoi, ghulam cavalry, Saracen infantry and others now can be trained on all faction owned provinces or have their homeland expanded.
    3.- Eliminated the majority of offices conferring stars to the Byzantines.
    4.- Corrected some balance issues: fatimids on high now starts with more/better units and have better infrastructure on Syria and Palestine. Seljuks starts with more/better units on high and late. Lithuanians, russians and novgorods have better chances to survive on late.
    5.- Metalsmith removed from English provinces of mercia and wessex on high and late
    6.- Charge animation given to the arquebusiers unit




    Features added:
    1.- New campmap Panel and minimap frame
    2.- Viking games now have the same graphic upgrades as the medieval campaigns. And various units added: lowland clansmen, irish horsemen, norse archers, gael gaedhil, Scottish cavalry, hobilars, saxon warriors, drangar, highland warriors.
    3.- 8 new trade goods: Amber, Walrus Tusks, Horses, Textiles, Cattle, Beer, Camels and Olives, added, almost all provinces have at least one trading product.
    4.- Forest resource added, along with two new buildings to exploit the resource: Lumberjack and Sawmill, instead of the forester’s chain.
    5.- New building: iron mine added, exploits iron resource, prerequisite to metalsmith.
    6.- New shields/weapons for the Balkan warriors, Late Ghulam bodyguards, gochos, nizaris, hashishin, psiloi and ghazi infantry
    7.- New unit icons for Almohad urban militia, Balkan warriors, Karelian Warriors and Gochos.
    8.- New info pics for the Mounted squires, Khwarazmian swordsmen and Foot faris


    Changes:
    1.- Unit name changes: Vikings to Drangar, Trebizond archers to Toxotai, Viking huscarles to Huskarls,
    2.- higher value trade goods slightly lowered
    3.- Military academy now depends only on the fortress to be built, no longer an unique building.
    4.- Rebel units on Georgia and trebizond are no longer Byzantine type.
    5.- Added a land bridge between Sweden and Finland (those provinces are in fact adjacent)

    Tyberius Update Patch 2.2 (Atomic Gamer)

    Optional Add on:
    Corrected map, (spells “Greece” instead of “Grece”) also shows the Sweden-Finland land bridge.

    Tyberius Map update 2.2 (Atomic Gamer)
    Last edited by Tyberius; 07-30-2008 at 21:51.

  8. #8
    Camel Lord Senior Member Capture The Flag Champion Martok's Avatar
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    Default Re: Tyberius Update Patch release 2.2

    Quote Originally Posted by Tyberius
    3.- 8 new trade goods: Amber, Walrus Tusks, Horses, Textiles, Cattle, Beer, Camels and Olives, added
    You sir, are a great man.
    "MTW is not a game, it's a way of life." -- drone

  9. #9

    Default Re: Tyberius Mod 2.0 Final Version Released!

    I can't seem to get this file (patch 2.2) from Atomic Gamer. After waiting and waiting it still says 3 minutes to go and it never refreshes. I right click on it and manually refresh it and it tells me okay you may download now, but when I try I receive this message: Sorry, but the file you requested could not be found. Please use our searching or browsing capabilities on the left side to help you find the file.

  10. #10
    Spirit King Senior Member seireikhaan's Avatar
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    Default Re: Tyberius Mod 2.0 Final Version Released!

    Yikes, those are some pretty big changes. I must admit, I'm a bit curious as to how the land bridge between Sweden and Finland will work out; I think there could be some interesting scenarios arising now out of it.

    Also, out of curiosity, what do the sawmills and lumberjacks do? Are they strictly an income earner?
    It is better to conquer yourself than to win a thousand battles. Then, the victory is yours. It cannot be taken from you, not by angels or by demons, heaven or hell.

  11. #11

    Default Re: Tyberius Mod 2.0 Final Version Released!

    Looks great, will download and play it tonight.

  12. #12

    Default Re: Tyberius Mod 2.0 Final Version Released!

    Tyberius, your work is truly amazing. great job! I just downloaded the 3.0 XL and Tyberius 3.0 all in one install and it works great.

    I was wondering if anyone had any info on the new units and stats. I found some info for the XL mod and the new units for it, but would like the info for all the upgrades in the Tyberius mod. Any help would greatly be appreciated. Thanks!

  13. #13

    Default Re: Tyberius Mod 2.0 Final Version Released!

    Never Mind, I found the excel file within the download.... once again, you out-did yourself. Great Job!
    I wish someone could put the XL units into a file like Tyberius did, that would be great! Thanks again.

  14. #14
    Member Member Tyberius's Avatar
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    Default Re: Tyberius Mod 2.0 Final Version Released!

    Hi folks,
    What Axalon states here is true, I made use of his images and forgot to give him credits for it. However it was a mistake, I had no intentions of receiving credits for something I haven't done.

    The patches are going to be re-uploaded with images done by myself. I think I have demonstrated to be more than capable of doing all images as good as anybody could.

    I will use this list that Axalon gently has provided to us and replace all the files corresponding to this list.

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