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  1. #1
    JEBMMP Creator & AtB Maker Member jirisys's Avatar
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    Lightbulb Jirisys' Phalanx Mod (Reduplicated)

    As you have all seen the Phalanx Mod made by TWFanatic.

    However the link to his files have been lost.

    I, however, have made the reduplication of the mod. The units included are:

    Quarthadastim: Sacred Band Infantry, Elite African Pikemen, Liby-Phoenician Infantry, Liby-Phoenician Heavy Infantry, Poeni Citizien Militia.

    Sweboz: Germanic Pike Infantry.

    Celtic: Mori Gaesum (Helvetii Phalanx)

    Hellenic: All classical hoplites and Macedonian phalanxes except for Celto-Hellenic Hoplite (their javelins become a spear held upwards).

    Eastern: Babylonian Heavy Spearmen, Armenian Noble Infantry.

    I hope you enjoy it.

    Here's the Original Mod:
    Spoiler Alert, click show to read: 
    Quote Originally Posted by TWFanatic View Post
    The Phalanx/Aquilifer Mod Patch 1.2 Compatible
    My Christmas gift to the EB Community.
    In case you are wondering why elephants and chariots are mentioned in the title, this is because they used to be bugged. They were fixed in 1.1 though and so I have minimized the area of modification to the phalanx units. There is also an Aquilifer mod if you want Aquilifers for your first cohorts.
    I will give the download links immediately for those of you who don’t want to bother trudging through all that text. Both are savegame compatible.
    Download the Phalanx Mod here:
    http://files.filefront.com/Phalanx+M.../fileinfo.html
    Download the Aquilifer Mod here:
    http://files.filefront.com/Eagle+bea.../fileinfo.html
    To install the Phalanx Mod, simply extract into the folder you have installed EB into (it is probably called Rome: Total War unless you have changed it). DO NOT extract into your EB mod folder (which is contained inside your Rome: Total War folder). Directions on how to install the Aquilifer Mod are included at the bottom of this post. You may want to back up your export_descr_unit files in case you decide you want to revert back to vanilla. If you have any questions, don't hesitate to ask. I'm here to help.
    To avoid confusion, here is a brief overview of terms I use:
    Macedonian phalanx - Any unit with the “phalanx” special ability uses what I term the Macedonian phalanx.
    Classical or Hoplite phalanx - Any unit that fights in the hoplite-style phalanx. These units are easily recognizable by name or description. The hoplite phalanx is a tightly packed formation with overlapping shields and spears protruding from above, an impenetrable wall of bronze, iron and oak, an implacable force made seemingly not of individuals but a single inexorable contraption, an…OK you get the idea, I’ll stop.
    NOTE: Despite that last comment, I am not a phalanx fan boy. Phalanx units—particularly Macedonian phalanxes—are not necessarily improved with this mod. And I like the Celtic factions best if that means anything…
    NOTE # 2: Guard mode is no longer necessary! You do not need it. You fight better without it and can still keep a cohesive formation. Also, you no longer need to stand still and receive a charge. Hoplites now deliver a crushing charge and will maintain formation while (and after) doing so. Thanks to Barrabas for pointing this out.
    Here is a brief overview of the changes made in the Phalanx Mod (Scroll down to see the Aquilifer and how to install it.):
    -to Macedonian phalanxes: -.03 spear lethality, -1 sword attack, -2 armor, + 2 defense skill; given spear attribute (light_spear attribute removed).
    What this means: Although Macedonian phalanxes maintain their attack ratings, decreased lethality causes their hits to knock opponents down more frequently (rather than kill). The decrease in armor is made up for in head on contests (when unit is in phalanx) by the increase in skill, which effects melee defense from the front and left (shield) sides; armor effects missile and melee defense from all sides. Thus, Macedonian phalanxes are now more vulnerable to missiles fired from any direction, but particularly at their exposed rear and flanks. They are also more vulnerable to flanking attacks. The spear attribute makes them push more and harder (something phalanxes were very good at). The downside to this attribute is that it can make units push so hard that their formation loses cohesion.
    -to Classical (Hoplite) phalanxes: -.02 spear lethality, -2 armor, + 2 shield defense, +3 charge bonus; given short_pike attribute; given spear attribute (light_spear attribute removed).
    What this means: See Macedonian phalanxes. The changes are similar except that hoplites receive an increase in shield defense rather than defense skill. This is because hoplite phalanxes in EB do not use phalanx, and thus are not nearly as resistant to missiles from the front and left side as are the Macedonian variety, whose shield defense is doubled when in phalanx.
    Hoplites too get a reduction in lethality so as to better reflect hoplite warfare. Casualties were generally few until one formation or another broke from the extreme force of the pressing phalanx--that was when the real killing began. The spear attribute makes them push more and harder (something hoplites were very good at). The downside to this attribute is that it can make units push so hard that they break formation. In combination with a cohesive formation trait such as the short_pike attribute, however, they maintain formation and the ability to push hard.
    The biggest change here is indeed the short_pike attribute. This does a number of things. First, it shrinks their spears from approximately twelve feet in length to nine. Twelve feet is simply inaccurately long for classical hoplites or Spartiates.
    The other effects I will show below with screen shots.
    BEFORE:

    They march with the tops of their spears magically dragging beneath the ground and their butt spikes in the air.
    AFTER:

    They march with spears held level and pointed forward.
    BEFORE:

    They break formation and charge like unorganized rabble.
    AFTER:

    They stay in a tight, orderly formation and slam into the enemy as one - an invincible, unstoppable phalanx.
    BEFORE:

    They fight like barbarians, individuals fighting for personal glory with no resemblance of a formation.
    AFTER:

    They fight like, well, a phalanx! A single, implacable body pushing the enemy backwards with great force until they finally break and run.


    Here's the link

    http://www.mediafire.com/?ajiiiogigrzp21u

    ~Jirisys ()
    Last edited by jirisys; 03-29-2013 at 23:55.
    Spoiler Alert, click show to read: 
    Because we all need to compensate...

  2. #2

    Default Re: Jirisys' Phalanx Mod (Reduplicated)

    Biggest question I have: Is it save-game compatible?

  3. #3
    JEBMMP Creator & AtB Maker Member jirisys's Avatar
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    Default Re: Jirisys' Phalanx Mod (Reduplicated)

    It doesn't show up in your game if you install it, your campaign will have the same hoplites (and could become buggier even); so no; no SGC, you need to restart the campaign

    ~Jirisys (5 KH campaign lost to CTD on less than a decade )
    Spoiler Alert, click show to read: 
    Because we all need to compensate...

  4. #4
    Unbowed Unbent Unbroken Member Lazy O's Avatar
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    Default Re: Jirisys' Phalanx Mod (Reduplicated)

    Hiya,
    Id like permission to use the spear and short pike idea on an adaptation of this for RS 2. Ive only edited those attributs but I will do the rest as needed later. Just want permission to go ahead and post it(with original thread ofc). TWFanatics last activity was listed dec 28 2008 so I decided to just post it here instead :)
    Thanks
    Last edited by Lazy O; 11-04-2010 at 18:09.


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    i m not camping , its elegant strategy of waiting

  5. #5

    Default Re: Jirisys' Phalanx Mod (Reduplicated)

    Good job. I used to use this on RTW, but since I got alex, I haven't been able to use it.

  6. #6
    JEBMMP Creator & AtB Maker Member jirisys's Avatar
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    Default Re: Jirisys' Phalanx Mod (Reduplicated)

    Quote Originally Posted by Unintended BM View Post
    Good job. I used to use this on RTW, but since I got alex, I haven't been able to use it.
    This is for Alex :)

    It's not my idea, it's Fanatic's one. But I think you can, it's just a change in a code.

    ~Jirisys (Hai =/= Hi)
    Spoiler Alert, click show to read: 
    Because we all need to compensate...

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