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Thread: Dark Age: Total War

  1. #1
    Rocker Member Arnulf Floyd's Avatar
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    Lightbulb Dark Age: Total War

    Dark Age: Total War is a Modification for BI 1.6. begins in year 476 and ends in 1080: Featured More Realism to Factions: {SLAVE} Rebels
    {ALEMANNI} Alemanni
    {EMPIRE_EAST} Roman (Eastern Empire)
    {EMPIRE_WEST} Italian States
    {EMPIRE_EAST_REBELS} Bulgarians
    {EMPIRE_WEST_REBELS} Viking Tribes
    {FRANKS} Franks
    {HUNS} Avars
    {SARMATIANS} Alans
    {SASSANIDS} Sassanids
    {SAXONS} Saxons
    {VANDALS} Vandals
    {GOTHS} Visigoths
    {CELTS} Celts
    {WHITE_HUNS} Hephthalites
    {OSTROGOTHS} Ostrogoths
    {ROMANO_BRITISH} Romano British
    {SLAVS} Slavs
    {BERBERS} Berbers Dark Age: Total War is a mod offers to players a realism and thismod is in working and I need a team for finishing this mod, features 20 factions and 500 units on map of IB, including a new interface for all factions, Idea with Dark Age Total War was of year 2010. featured a campaign based on Grandson of Charlemagne named Ludwig German Campaign Tutorial: This Tutorial offers two sieges and a battle plus a campaign with East Franks. learning what's new in this mod. defend the frontiers from Italians and Slavs. destroy the last avars and colonizition the new lands. With Cheers. Karl the Krusad/Adisor Norvegianu.
    Last edited by Arnulf Floyd; 02-23-2012 at 13:50.

  2. #2
    Rocker Member Arnulf Floyd's Avatar
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    Default Re: Dark Age: Total War

    in this tutorial. you control the kingdom of Ludwig German in wars against other nations: When the elder Louis died in 840 and Lothair claimed the whole Empire, Louis allied with the half-brother, Charles the Bald, and defeated Lothair and their nephew Pepin II of Aquitaine, son of Pepin, at the Battle of Fontenay in June 841. In June 842, the three brothers met on an island in the Saône to negotiate a peace, and each appointed forty representatives to arrange the boundaries of their respective kingdoms. This developed into the Treaty of Verdun, concluded in August 843, by which Louis received the bulk of the lands lying east of the Rhine (Eastern Francia), together with a district around Speyer, Worms, and Mainz, on the left bank of the river. His territories included Bavaria (where he made Regensburg the centre of his government), Thuringia, Franconia, and Saxony. He may truly be called the founder of the German kingdom, though his attempts to maintain the unity of the Empire proved futile. Having in 842 crushed the Stellinga rising in Saxony, he compelled the Obotrites to own his authority, and undertook campaigns against the Bohemians, Moravians, and other tribes, but was not very successful in freeing his shores from the ravages of the Vikings. Cities/castles:
    Nordalbinga Hammaburc
    Sachsen Bremon
    Westfalia Paderbrunno
    Thuringa Erpesfort
    Rheinfranken Magontia
    Ostfranken Frankenvurt
    Swabia Augstburc
    Bavaria Reginaburc
    Family Tree
    King: Ludwig II. (der Deutsche) (* ~806; † 28. August 876 in Frankfurt am Main)

    Childs:
    Hildegard (* 828; † 856)
    Karlmann (* ~830; † 29. November 880 in Altötting)
    Ludwig III. der Jüngere (* ~835 ; † 20. Januar 882 in Frankfurt am Main)
    Karl III. der Dicke (* 839; † 13. Januar 888 in Neudingen)
    Irmgard bzw. Irmengard (* ~830/833 in Regensburg; † 16. Juli 866 in Frauenchiemsee)
    Bertha († 26. März 877)
    Gisela (Lebensdaten unbekannt)

    Wife: Hemma (* 808; † 31. Januar 876)

    Father:Ludwig (der Fromme) † 840
    Mother:Irmingard/Ermengard † 818

  3. #3
    Rocker Member Arnulf Floyd's Avatar
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    Default Re: Dark Age: Total War

    The Map
    The map is based mostly on the Celt's BIlarge map, which is itself based on Lionskin's work. It has been intensively modified by RGyG, Mylae, and Goth, and incorporates work by Arbaces. Parts or modified forms of it has been used in Goth's Imperium Julianorum (the original version) and the dark fantasy mod End of Days.



    ______________________________________________________________

    [edit] Buildings
    [edit] Building Tree
    Constructing buildings in IBFD is a bit more complex tan in BI. The diagram below is a representation of a typical build tree (the building in the higher level is necessary to build a building, for example a church is necessary to build catacombs or abbeys)

    roads

    farms lvl 2+
    market lvl 2+
    gov't house lvl 2+
    tavern lvl 1+
    execution square lvl 1+
    academies lvl 1+
    wall lvl 3+
    port lvl 3+
    health lvl 4
    amphitheatre lvl 2+
    monuments lvl 2+
    roads lvl 3+
    temples and churches lvl 3+
    catacombs lvl 1+
    abbeys lvl1+
    smith lv 3+
    barracks lvl 4+
    stables lvl 3+
    siege engineers lvl 3+
    [edit] Buildings and Resources
    Moreover, some buildings need a certain resource, if this resource is unavailable in a region, the building will cause an economic loss (This is done to emulate importing the said resource). In some cases, if the resource is available, then it will result in an economic gain (exports), still in some cases, the resource is a necessity, and the building cannot be built if the resource is unavailable

    [edit] Recruitment
    Recruiting your units in IBFD depends on your culture.

    Barbarians (

    infantry - gov't buildings
    cavalry - stables
    Romans

    infantry - barracks
    cavalry - stables
    Eastern

    infantry - barracks
    cavalry - stables
    Steppe People

    infantry - barracks
    cavalry - gov't buildings
    Desert People

    infantry - gov't buildings (low level) barracks (professional soldiery)
    cavalry - stables
    siege engineers are simply that, buildings to build siege engines, archers are trained in standard barracks or called up from the population.

    Smithies are also necessary to train heavily armored units. Since the building requirement to train units is bugged in 1.6, this has been decided to be the best solution. For the cultures that do not recruit from barracks/stables, these builings give morale and experience bonuses, and are still worth building.

    [edit] Graphical Build Trees
    Below is a typical Roman building tree.

  4. #4
    Rocker Member Arnulf Floyd's Avatar
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    Default Re: Dark Age: Total War

    Dark Age: Total War is a mod in working.

  5. #5
    Rocker Member Arnulf Floyd's Avatar
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    Default Re: Dark Age: Total War

    Dark Age: Total War featured new regions along with old regions. Click image for larger version. 

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  6. #6
    Rocker Member Arnulf Floyd's Avatar
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    Default Re: Dark Age: Total War

    Dark Age: Total War is a very best mod for BI 1.6: Avar hordes:Click image for larger version. 

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ID:	4104. Avars are a faction starting in same land as Huns in vanilla BI.

  7. #7
    Near East TW Mod Leader Member Cute Wolf's Avatar
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    Default Re: Dark Age: Total War

    you basically just copypastin vanilla BI entries with minimal modification and you call it a mod?

    My Projects : * Near East Total War * Nusantara Total War * Assyria Total War *
    * Watch the mind-blowing game : My Little Ponies : The Mafia Game!!! *

    Also known as SPIKE in TWC

  8. #8
    King of kemet Member Hamata's Avatar
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    Default Re: Dark Age: Total War

    oh look it's adisor. now he's gone to spam the .org with his "mods". and i'm not even as bad as this!

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