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  1. #1

    Default Re: SPQR Mod

    There was great interest in using SPQR mod in multiplayer, but version 2 didn't work in MP for some reason that no one could figure out. Since then Chiv mod and Mordred's mod offer much improved gameplay over vanilla in MP.

    I played part of a Julii campaign using SPQR v2.0, and modded out all the city walls except for the 8 largest cities. It was interesting due to the huge battles it generated and they were pretty challenging, but SPQR mod completely negates the cav charge due to the huge defensive values given to all units. This definitely hurts the AI because it's programmed to make lots of charges which are ineffective.

    I've since switched to Mordred's mod which is specifically designed to get the best gameplay in multiplayer without making drastic changes to the units. All of its files install to a mods folder and the modded game is started with its own shortcut. The vanilla game is not affected, and can still be run with the normal shortcut. Hopefully, this will allow players to make an easy transition from vanilla to Mordred's mod. This mod achieves longer battles by only slightly increasing the defend values (+1) but increasing morale by +4. It also gives all non-spears 0.75 lethality which enhances the effectiveness of spears. This means cavalry retains it's charge effectiveness, but spears kill cav more easily thus providing a stronger rock, paper, scissors which make the tactics more interesting. The movement speed is set at 0.9, and this combines well with the longer fighting time of units which was carefully selected to allow enough time for flanking tactics not only with cav but with infantry as well. This all occurs in an environment where charge is still effective and highly effective when combined with flanking, so I think it offers better tactical gameplay than SPQR.

    Now what's surprising about Mordred's mod is how well it plays in SP. He made some changes to the starting conditions of some factions in the campaign, but the intersting thing I find is that this mod suites the battlefield AI better. This could be because the mod doesn't make drastic changes. The timing of the AI's flanking now suits the frontal fighting that it initiates, and its charges are still effective. You have more time to maneuver your units, but the battles are more difficult because the AI is relentless about looking for flank attacks, good units matchups and shooting your valuable units. Shooting is another area where SPQR was deficient in gamplay because archers were completely ineffective. against anything with a shield.

    I can post a link to Mordred's mod if you are interested in trying it. It's not a large download.
    Last edited by Puzz3D; 07-20-2005 at 17:28.

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

  2. #2

    Default Re: SPQR Mod

    *sigh*

    WHERE DO I GET THIS SPQR MOD FROM?

  3. #3

    Default Re: SPQR Mod

    Quote Originally Posted by Mahrabals apprentice
    *sigh*

    WHERE DO I GET THIS SPQR MOD FROM?
    You can find version 3.0 here: http://www.twcenter.net/forums/showthread.php?t=23634

  4. #4

    Default Re: SPQR Mod

    I assume version 3.0 is the latest version?

  5. #5
    Member Member Stuie's Avatar
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    Default Re: SPQR Mod

    Quote Originally Posted by Puzz3D
    I can post a link to Mordred's mod if you are interested in trying it. It's not a large download.
    Hey Puzz - I'm interested!

  6. #6

    Default Re: SPQR Mod

    Yes 3.0 is the current release but I am working on 4.0 which will make the game even more of a challenge as well as some new Eye candy.

    As for Cavalry, I think SPQR handles it fine, BUt again for MP most play Large settings and SPQR is designed for Huge.

    On battle length SPQR has the Longest battles of any mod. How do I know this well I designed it and worked on EB giving them longer battles using the common method which is DIFFERENT than the method I used with SPQR. I like SPQRs battles the best for me, but then again that is WHY I made the mod, fo myself. I decided to share with others who like to play the same way.

    Sorry Puzzle3d the MP thing didnt work out, I really did try hard. :-) BUt as you know its a different style of play from SP. BI might change things who knows.

    I do think most of the MP problems with SPQR was related to someone on some end having a corrupted install, because I can still play MP on a LAN with NO problems. So who knows? I do know that some even have problems with Vanilla MP.
    LT_1956 Creator of SPQR: Total War


    SPQR:TW Mod forums

  7. #7
    The Dark Knight Member wlesmana's Avatar
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    Default Re: SPQR Mod

    I'm playing it. It's more challenge than vanilla that's for sure. The draw is different though. SPQR is for those who love battles more than anything. The city building and other diplomatic tricks like bribing and even spying has been reduced. It's all about military might. In vanilla, I only need to trap and crush a faction's main army, then their entire nation is ripe for the taking. In SPQR, they'd get an entire stack in just 1-2 turns. It's definitely a good challenge since the AI is pretty retarded about protecting their borders.

  8. #8

    Default Re: SPQR Mod

    @ Irishman3
    thank you for helping me find it

    @ lt1956
    The mod is awesome
    I had a brief look at the changes for 4.0, no diplomats? no peace? Really deserves the name Total War

  9. #9

    Default Re: SPQR Mod

    No diplomats. Now that is a good idea.
    Last edited by IceTorque; 07-22-2005 at 12:05.

  10. #10

    Default Re: SPQR Mod

    Quote Originally Posted by Mahrabals apprentice
    @ Irishman3
    thank you for helping me find it

    @ lt1956
    The mod is awesome
    I had a brief look at the changes for 4.0, no diplomats? no peace? Really deserves the name Total War
    No worries Mahrabals, and sorry I didn't reply about the version thing. I'm just signed up on too many different boards for too many different games to track them all, heh (*holds fore finger and thumb in the shape of an L on his forehead ).

    But you got an answer from 'the man' himself , so all is good. It really is a great mod, changes the campaign and battle strategy to a whole different ball game if you know what I mean. I'm really looking forward to 4.0 Lt *hint, hint*

  11. #11
    The Dark Knight Member wlesmana's Avatar
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    Default Re: SPQR Mod

    Btw lt, thanks for finally beefing up cavalry in 3.0. I'm very happy with it now as they can actually fight and not die anytime an infantry unit decided to fight them. They're not the uber steamrollers like in vanilla, but they don't drop like flies anymore.

  12. #12

    Default Re: SPQR Mod

    Quote Originally Posted by Stuie
    Hey Puzz - I'm interested!
    Mordred's Community Mod

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

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