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| Viking Invasion 2 - Pre-release Thread; Current Vsn: Public Beta 1.0 | |
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| Tweet Topic Started: Jun 1 2008, 04:05 PM (3,208 Views) | |
| palantir | Jun 1 2008, 04:05 PM Post #1 |
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Perioikoi
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![]() A mod for BI 1.6 "Breathes new life into one of TW's tightest and most atmospheric iterations with simplicity, balance and superb quality." Antagonist With Generous Contributions from Arthurian Total War, Chivalry Total War and the defunct Age of Vikings and Fanatics Total War...And with the sterling support of Aradan for his unrelentingly-perfectionist work on traits, ancillaries, unit balance, campaign balance, testing and tweaking... ![]() VI2 aims to recreate the campaign of MTW: Viking Invasion on the Rome BI engine. It sticks closely to the original campaign, only making changes to correct large inaccuracies, to improve gameplay and comply with the new engine. It is also set a little later than the original campaign at AD 851 - two years after the birth of King Alfred the Great of Wessex. Three cultures & eight factions are included: The Saxons The West Saxons - Strong close-combat infantry; extra tier allowing improved farming and stone walls; superior warship; access to Select Fyrd units; poor cavalry The Mercians - Strong close-combat infantry; extra tier allowing improved farming and stone walls; superior warship; access to Marcher Horsemen units The Northumbrians - Strong close-combat infantry; extra tier allowing improved farming and stone walls; superior warship; access to cheaper Lithsmen mercenary units; ability to build priories; poor cavalry The Vikings The Danes - Strong close-combat infantry, especially in attack; superior boats; leaders can convert to Christianity after AD 878; very poor cavalry The Norwegians - Strong close-combat infantry, especially in attack; powerful berserkers; superior boats; leaders can convert to Christianity after AD 878; no cavalry The Celts The Welsh - Good mix of infantry and cavalry; superior cavalry; longbowmen; can build priories; weak ships. The Men of Alba - Good mix of infantry and cavalry; can build priories. The Irish - Good mix of infantry; can build monasteries; can recruit Monks; poor cavalry; no archers. Major Changes & Enhancements from VI Original: * Unit rosters tweaked to create greater historical accuracy * Tech-tree simplified and restructured to suit confines of a 3/4 tiers rather than 5 tiers * Hordaland has been divided into two to create the new province of Rogaland * Several new provinces added to Ireland to fill out the originally large provinces there and also to more accurately reflect its diversity and improve gameplay Screenshots ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() New Features * Provincial Information structures give flavour text and custom bonuses for every Province * Incorporates Aradan's unit & unit-autoresolve balance (now even more advanced!) * Saxon and Celtic Emissaries may travel with princesses and bishops to increase their effectiveness * Provincial and Kingdom titles for family members implemented, including Local Lord traits for better settlement-specific management * Recruitable mercenaries * Culture-specific recruitment buildings & limited ZoR * Campaign Script customizes game-start elements to faction chosen by player to make for a greater challenge Main Credits Arthurian Total War - many battlemap and stratmap units, as well as their map as a base Chivalry Total War - battlemap units Age of Vikings and Fanatics - Viking and some Saxon units, as well as base for interface Aradan - for unit balance, unit-balance coding, traits and ancillary coding, campaign testing and tweaking including heavy work on campaign balancing (and campaign script), sprite generation and general enthusiastic support! Halie Satanus - for 3d model tweaks, creation of several new models and loading screens, faction symbols and banners, and adjustments to various 2D elements Uranos - for unit cards & map tweaks & miscellany Antagonist - for his advice on historical matters, unit roster design and descriptions, and faction intro text for Alba And to DaVinci, Antagonist, Halie, Uranos, Aradan and Bovi for general feedback, beta-testing, support and advice. And remember, "Modders stand and fight because if you run, you'll only die tired." Creator: MasterOfNone Project Launch: May 31st 2008 Work Began: June 2nd 2008 Private Beta Released: August 28 2008 Public Version ETA release: October 2008 ----------------------------------------------------------- Installation All you need is a clean (unmodded) installation of RTW - BI 1.6. Just run the installer and, when asked to enter the installation path, browse to the folder that contains the RomeTW-BI.exe. If you have any problems then simply use the RAR version. This file must be unzipped and then the bi folder it contains should be placed on your bi folder in the RTW directory and click "yes" to overwrite. You'll also need to set up a shortcut if you use the RAR. Do this by right-clicking the aforementioned .exe file and sending it to desktop (create shortcut). The right-click the created shortcut and select "properties". In the target field add this to the end: -mod:bi\vi2 -nm -show_err NOTE: make sure there is a space before the hyphen so that it is not right next to the closing speech mark of the first part of the entry for that field. DOWNLOAD LINK (Installer): http://www.topnotchmods.net/downloads/VI2.exe (152 MBs) ALTERNATIVE DOWNLOAD LINK (Installer): http://www.thefourthage.org/downloads/VI2.exe (152 MBs) DOWNLOAD LINK (RAR file): http://www.topnotchmods.net/downloads/VI2.rar (191 MBs) ALTERNATIVE LINK (RAR file): http://www.thefourthage.org/downloads/VI2.rar (191 MBs) Viking Invasion II will require 403 MB of uncompressed space on your hard drive. It is fully modfoldered and does not interfere with your original game files. It is compatable with all other fully-modfoldered mods. SIG BAR Tell everyone you play and love Viking Invsion II! ![]() BONUS Age of Vikings and Fanatics - Total War open-source files. ![]() http://www.thefourthage.org/downloads/aovaf.rar NOTE: The AoVaF.rar file is provided as a resource file only. It is not a working mod. |
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| palantir | Jul 12 2008, 11:05 PM Post #2 |
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Perioikoi
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UPDATE: July 12th 2008 Well, it's getting on for 6 weeks since the mod was started and quite a bit has been done. Since the Phase 1.0 build went up more of the officer and SM army/agent gaps have been filled, names have been completed, quotations started, music implemented, unit sounds finished (mainly vanilla generic), unit skins tweaked, all banners (except the SM army/garrisoned ones) made, Title traits and ancs more or less completed (thx Aradan), SM resource models (inc. Hadrian's Wall - thx Halie!) finished, map textures & BM grass implemented, RB descriptions written, event images completed, armour-defence tables completed, basic generic sound files done, rebel factions coded and several other minor things. Once the SM army models and bm officers are completed I will upload a 1.1 build - this should happen this coming week. This will provide the files for Aradan to start thinking about unit-balance coding, and to Uranos for unit cards (I have some ideas to post on that later). It will also be a version to make known any final things you think need changing in terms of units. I am looking to have this mod completed by early October (this year ) but that is only 12 weeks or so away! Thanks for your efforts, everyone. This thread will be left open. |
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| palantir | Aug 2 2008, 12:14 AM Post #3 |
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Perioikoi
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UPDATE: Aug 1st 2008 Aradan has finished the balancing and coded the entire EDU. Kudos to him for that. I have tweaked much and continued on the patch. Hopefully we'll be ready for campaign balancing this month! I have updated the opening post with the beginnings of a public release WIP...also a promo pic I made. |
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| palantir | Aug 14 2008, 04:39 PM Post #4 |
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Perioikoi
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Note that the start date has been put forward to AD 851 in order to allow the Danes to have more starting territories than one (and to get around the fact that they won't invade with the AI). |
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| palantir | Aug 28 2008, 07:30 PM Post #5 |
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Perioikoi
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Beta 2.0 is uploaded (see first post)! Known Issues are listed in the first post - will add to them as we find any others that need resolving. Gameplay and balance feedback is important - but anything is welcome. Thank you and enjoy! Please post comments in this thread. NOTE: Please refrain from suggestions for expanding and adding (unless very small). The purpose of this beta test is to get a public release out. Remember the deadline for release is the first part of October and no changes should - or need imho - delay that. Expansion and Larger improvements can be made in the future - and probably by someone else
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| Aradan | Aug 29 2008, 01:19 AM Post #6 |
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Helot
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Long description of Old Roman Roads missing for Danes in "Kent", the "WARNING..." text appears, probably a faction creator issue, because the ones in "London" work fine. Borders between SE english regions need to be adjusted to follow the course of rivers, currently a bit mixed up, doesn't look that good. (pedantic) Leidangr long descriptions start with a typo: "The leidang..." Needs capital and an 'r'. Tortoise-arch ability needs new audio that won't mention "testudo". EDIT: DaVinci, you're lucky with that speed. He tried everything, including Filefront, was painfully slow. |
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| DaVinci | Aug 29 2008, 01:30 AM Post #7 |
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Helot
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Managed my access to this forum again, after i received MoN's pm. Dling currently, and am excited to see this baby. Edit Rapidshare is so slow for me only max 49 kb/s
... and this with broadband. Damn, please look after another server this takes more than twice time than with a 600 and more MB file on Filefront or other. Actually, i never had a slower dl-performance.
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| DaVinci | Aug 29 2008, 05:25 AM Post #8 |
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Helot
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Test Report 1 - short play/few turns only ------------------------------------------------ First of all: Splendid! Great work in any respects! ---------------------------------------------------------- West - Saxons, the pre-built roads ds added: (I haven't looked into the files. I'll add suggestions to my comments/observations without to call them so, just stuff for thoughts) - Bug ( ? ): High Roads in tech-tree constructable in the two southern regions, although prebuilt via ds. - Growth: Factors much too high! ( 7,5 % ?! ). Take out the boni, or the settlements will grow unrealistic fast. - First level spearmen with 2 exp? And everybody else too? I would add this only to "professionals". - Smith: Take out the weapon boni, except for simple, blade and armour +1 in regions with metal resources (perhaps only with iron), and then only for "professionals" available. No missile boni. Set smith as prerequisties for the barracks-line as already done, and add 1 trade bonus each level. - Prov Info: 5 % law only, no trade boni - Wall bonus: Happiness first with Stockade - Taverns: Spy in Alehouse, Spy + Assassin in Inn, no level boni - Emmissary: with a higher tier first. - Start with 15000 bucks seems very high to me. I would give 5000. - Shieldwall is a formation the AI cannot work with. Take it out. As well shiltrom. - Adopted character appear as 'Prince' ... hmm ... could be solved via political house traits. - Vikingr skin unfinished ( the greyish part, or ? ) - Danish Hirdmenn skin unfinished (the white coat) ...so far EDIT Did quick a few slight changes to edb. MoN, check them out if you want. http://www.file-upload.net/download-107553...ldings.zip.html |
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| palantir | Aug 29 2008, 07:38 AM Post #9 |
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Perioikoi
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Thx for those errors Aradan - will check them out asap. Though I hate gerrymandering... :lol: Glad you like it, DaVinci! Yes, the Net was just plain old slow yesterday/last night everywhere. That was the fastest speed I could get. Even the FATW servers were giving me just 4 kbps! Thx for your points on balancing etc. By and large balance issues need to be discussed and agreed upon and I'm sure Aradan and others may chip in.
This is probably because I have merely added road levels in the regions section at the base of DS rather that added them to the buildings. I never noticed any issues with the "proper" DS so this can prbably be ignored.
I need to look into this, but it is easy to change. The base farming level could be reduced for example in DR.
Actually, this is a part of balancing. It is called sxp, or starting xp, and not only reflects the reality of higher units simply being more experienced versions of their inferiors but also 'closes the gap' so as to cause less extremes (a BG unit with 9 xp can be a killer, but one that starts on 4 xp is capped to +5 xp).
Yup, smiths already set as prerequisites though not for a simple musterfield (no smith exists on that level anyway). It might well be a good idea to limit upgrades more, as you suggest - and perhaps missile bonuses can be dropped. A trade bonus is a good idea and may well be needed.
Giving Prov Info the same bonuses would defeat the purpose of having them Some areas have 20-25% Law bonus and are still struggling. The idea behind them is that a friendly population will yield more trade and lawfulness than a less friendly one. It also allows me to give widespread factions like the Norwegians bonuses that enables them to conquer and spread widely so as to simulate their various virtually-independent jarldoms. Again, trade bonus may well be needed - lots of factions struggle financially in the current state of affairs.
Will adjust if necessary but generally public order is not at a level in the current game where it needs diminishing, though religion is probably a big factor in that.
I agree but you have to take into account the "gaps" for merc recruitment here which, if bonuses were removed or agents adjusted, would render some buildings useless in some areas for some factions.
Might be a good idea. I'll look into it. I believe the bishop-princess feature requires 2 levels of emissaries atm though...iirc Will have to discuss with Aradan here.
Some start with 40000 It's all relative. The Norwegians (the ones with 40k) are in the red after a few turns...the ongoing bonuses and balance are more important than the starting shillings. I think this is something that should be looked at after all other economic issues.
A viking/saxon mod without shieldwall? It will need to be kept, as will the hedgehog formation (though it is more for visual diversity and flavour than effect).
The text label is global. I think it is acceptable to call a member of the royal house a prince. The term was used more liberally than it is today iirc. Each of them is technically in line to the throne. But I'm open to suggestions for more generic names.
Um..no, that would be a grey fur and a a white cloak Thx for all comments! |
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| DaVinci | Aug 29 2008, 12:44 PM Post #10 |
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Helot
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I played a bit deeper the Saxons. The campaign is quite fun, but - Construction times are too short and unrealistic for ie. stone buildings like the churches and other advanced buildings. And important, probable after about 10-12 years per settlement, there is nothing to construct anymore. I highly recommend to think about this VI 1 adaption of short constr. times. - The constr.-costs are to low, as well the recruitment/upkeep costs, imo.. I can build and recruit every turn without end, and have still a lot money for the next turn to go on with this. - Recruitment, example: Peasants should need more turns ( just 2 ), otherwise the AI spams them without end. After the initial Viking armies were killed by me, the Viking "reinforcements" from Kent were consisting of 85% Peasants. Is this intentional, just to make Wessex AI stronger, more resistent?*** - Combat balancing: I lost nearly all nobles/army leaders (1hp only) vs. simple spearmen attacks (vikings) incl. Alfred ... . I don't like the combat balancing to be honest, no fun to play with weak leaders and bodyguards, and you know, if the general is killed the army is collapsing. Further, i think the attack values are much too high, the ratio is always ca. 1:2 attack/defence for every unit ... that's bad. Only the elites should have ie. 1:3 ratio, and other normal units ca. 1:5. For example, an attack of nobles with swords or axes shouldn't need that much time until peasant forces are killed. But that might be all a question of taste (and realism-views). ***Otherwise, it is obvious, that the Wessex AI is under pressure, at least as human player the Vikings wanna kill you by all means ... that's good! But, for the AI balance, i would give the Saxons in all cases a stronger bodyguard unit, they don't make up vs. the Vikings atm., and as said, if killed, the else also not very strong Saxon units collapse instantly. However, this needs a lot more testing/observation, how the AI plays out. Might be worth to play the Irish a few times "passive" and observing the campaign AI development on the british main isle, before judging about the global balance
but those are my impressions so far.
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| DaVinci | Aug 29 2008, 12:54 PM Post #11 |
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Helot
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You don't get it, or? Did you playtest the battles with shieldwall and shiltrom features? The AI cannot handle it ... it is a clear exploit of the AI. However, these superflouos (and engine performance decreasing) and AI-ability decreasing features aren't content of my mods you can do what you want :lol:Flavor in this regard? Rubbish, too be still more rude to you (i'm a barbarian, you know).Please don't take it personal, i'm just sensible, when it comes to such themes, as i have those since years. I tell you what: instead of shieldwall formation, you should create a more dense formation by default ... ie. check out the Saxon Huscarls in ChivTW, they have the most dense formation of all units in ChivTW, this is then for the flavor, and won't decrease the performance of the engine and the AI.Edit: Prince? I use Nobelman as global character description in ChivTW, and define them via political house traits. I think also here, 'Nobleman' is okay. |
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| palantir | Aug 29 2008, 01:03 PM Post #12 |
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Perioikoi
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Good points, DaVinci! Construction times were increased, but we can review them within the context of the whole game. Certainly the church and monastic line should take a while to build. The monastic line is currently 4-6-8 and i can believe it would take a great deal longer to build such things. Perhaps doubling them? Individually they might take longer but I think that the abbey is extended and built upon to become a priory - and likewise for the monastery. 8-12-16 seems realistic (4 years, 6 years, 12 years). the chapel and church could perhaps be increased from 4-6 to 6-8 though the shrine would remain the same. The core buildings - especially the stone fortress need upping for sure - and the stone walls. I'll review it all again. costs for buildings and units can only be relatively polished otherwise it depends on the economy of course. Need to observe this more. We'll see what we can do about peasants. 2 turns may be a good idea as long as it does not mess with the revolt CTD that can surface (I don't think it doesl). Bodyguards - at least new ones - are missing some xp in this build and it has been corrected. Nevertheless more realism is a focus but also the extremes that can occur when you give 2hps (for example) to units. 2hp BGs with 9xp in autoresolve, for example...but this is Aradan's domain I can't believe you let Alfred get killed! :angry:
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| palantir | Aug 29 2008, 01:06 PM Post #13 |
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Perioikoi
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Aradan, could you look into that (though I think you may have already)? Oh, and release the Trolls on DaVinci!
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| DaVinci | Aug 29 2008, 01:07 PM Post #14 |
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Helot
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He has to fight on the field, or he will degenerate by traits ... he even starts with bad traits!
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| DaVinci | Aug 29 2008, 01:12 PM Post #15 |
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Helot
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This might happen, but only due to your inflationary use of exp points, that you give that high by default. |
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) but that is only 12 weeks or so away!
only max 49 kb/s
(i'm a barbarian, you know).
8:33 AM Jul 11