Results 761 to 780 of 790

Thread: Veni Vidi Vici Total War(VVVTW)

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Veni Vidi Vici Total War(VVVTW)



    Greetings to all good people of the Total War forums.


    I am the leader of the Veni Vidi Vici Total War mod, and today we will start presenting our mod to the public.


    The mod has been started as HRTW(Historical Rome Total War) two years ago, but after I have taken over as the mod leader we have made many changes to the general idea as well as the mod name.


    Basic mod information :


    Era : Antiquity


    Timeframe : 270 BC – TBA(to be announced- we haven't decided the end date of the mod)


    Goals of the mod :


    1)Gameplay

    - The Roman faction will be made a little bit weaker. Just that Rome doesn't conquer other factions so easily. It will not be so superb as it was in the original RTW game.

    - As far as building up your empire and buildings it will not be very different from the original game. The idea is to keep the game as simple as the original, so that the player doesn't need to take extra classes to understand the game.


    2)Historical accuracy

    - All factions will have historical starting positions.

    -The map will have 95% historical settlements. 95% because the lack of resources(of this time) for some parts like Russia, Germany, Denmark, Sweden, Norway, etc...

    -95% of the units will be historically accurate.

    -Historical accuracy is not the main goal of the mod although we will aim it to be in the highest percent.

    3)Realism


    Map:

    -Our own map that is similar to Webbird's 270 BC map(after leoni finishes the map he will give us the overview of every faction on the map with the complete map).

    -Cities on the map will have in most of cases their native names( Carthaginian cities= Punic names, Roman cities = Latin names , Gallic cities = Celtic names ).

    -There will be no India or any Indian faction on the map.

    -This is Webbird's 270 BC map. This map is a sample or better to say an example of a map that will be similar to ours. This is a model from which we made our own map.
    Spoiler Alert, click show to read: 



    Factions:

    - Republic Of Carthage

    - Antigonid Kingdom Of Macedon (Bottom of original post)

    - Kingdom of Brigantia

    - Kingdom of Pergamon

    - Celtiberian Confederation

    - Bosporan Kingdom

    - Kingdom Of Media Atropatene

    - Ptolemaic Empire

    - Aetolian League

    - Odrysian Kingdom

    - Seleucid Empire

    - Kingdom Of Pontus

    - Kingdom Of Illyria

    - Kingdom Of Nabataeans

    - Kingdom Of Numidia

    -Kingdom Of Armenia

    -Arverni Confederation

    -Cimbri Confederation

    -Aorsi Confederation

    FACTION INTROS :

    Republic of Carthage

    http://www.youtube.com/watch?v=IxXksMb-8J4

    Kingdom of Brigantia

    http://www.youtube.com/watch?v=ZGQ_67mBq2g

    Kingdom of Antigonid Macedon

    http://www.youtube.com/watch?v=YWk5dezvNN4

    Kingdom of Pergamon

    http://www.youtube.com/watch?v=JpNu7LZLG6E

    Ptolemaic Empire

    http://www.youtube.com/watch?v=LxvtBokaYng

    Mod features
    : others will be announced/updated in time as the mod closes to release(pictures of the features will be posted here also ! ).

    - 21 new faction symbols
    - 21 new faction banners
    -Every faction will have it's own intro video
    - Pinarius horse textures
    -Ferres horse textures
    -Roma Surrectum environment
    - 21 new general map models
    - 21 new general in game models
    - 21 new captains(lesser general's ) map models
    - 21 new captain in game models
    - 21 new diplomat map models
    - 21 new assassin map models
    - 21 new ship map models
    - No border between regions on the minimap
    -Projectile sticking into the ground mod( the time of projectiles, which includes rocks, arrows & spears is increased almost twice)
    -New Greek Wall textures
    - New Roman Wall textures
    -Green arrows removed when units selected
    -New main menu background picture, cursor & animations
    -Darthmod formations
    -naval invasions( explained under AAQ & A )
    -4 turns per year script

    -15 new factions different from the original :

    Egypt=Ptolemaic Empire
    Carthage=Republic of Carthage
    Thracia=Kingdom of Odrysae
    Macedon=Kingdom of Antigonid Macedon
    Spain=Celtiberian Confederation
    Seleucid=Seleucid Empire
    Parthia= Kingdom of Media Atropatene
    Britons=Kingdom of Brigantia
    Greek Cities = Aetolian League
    Romans Senate=Kingdom of Bosporus
    Dacia=Kingdom of Pergamon
    Pontus=Kingdom of Pontus
    Romans Scipii= Kingdom of Illyria
    Romans Brutii= Kingdom of Nabataeans
    Numidia= Kingdom of Numidia
    Gauls = Arverni Confederation
    Germans= Cimbri Confederation
    Armenia= Kingdom of Armenia
    Scythia= Aorsi Confederation

    Some features in pictures :


    Spoiler Alert, click show to read: 
    Roma Surrectum Environment :
    Spoiler Alert, click show to read: 





    New Roman stone wall textures :
    Spoiler Alert, click show to read: 



    New Greek wall textures :
    Spoiler Alert, click show to read: 


    Night battles & torches successfully implemented by Dictator :

    Spoiler Alert, click show to read: 





    Remade loading screens by Dictator :

    Spoiler Alert, click show to read: 







    Pinarius horse textures :

    Spoiler Alert, click show to read: 




    No Mini Map border :

    Spoiler Alert, click show to read: 
    Original :


    Edited :



    Projectile sticking into the ground :
    Spoiler Alert, click show to read: 




    New main menu background with fire animations at sides made by Dictator & new sword cursor made by Asgaroth :
    Spoiler Alert, click show to read: 


    RE-DESIGNED IMPERIAL CAMPAIGM MENU BY DICTATOR(faction icons are yet to be changed !) :

    Spoiler Alert, click show to read: 


    New wooden walls with platforms by DTWT(Diadochi Total war Team) :

    Spoiler Alert, click show to read: 




    GREEN ARROWS ON UNITS REMOVED :

    Spoiler Alert, click show to read: 
    The units are highlighted and there are no triangle green arrows :
    Spoiler Alert, click show to read: 



    Just to show that the formation set is still there, as well as pressing the space bar, the preset formation shows as well.
    Spoiler Alert, click show to read: 





    AAQ & A(already asked questions & answers) :

    - Be sure to read this before you ask any questions.
    Spoiler Alert, click show to read: 
    Will there be an aor?

    -Yes, there will be an AOR but it will be only for few units because we have a new system with the mercenary barracks that wasn't present in any mod up till now. You will be more informed on it as time goes on.


    - If you have ever played EB(I havn't but I have seen the AOR), AOR won't be like that. You won't have that much choice. You won't be able to recruit for example hoplites if you play as Romans trough AOR and so on. As already said, factions that used mercenary units will be recruited from mercenary barracks.

    -there probably will be only AOR for little units.


    One trouble with British factions so far in Total War games, I find, is that when one faction gains total controls the isles, they become almost untouchable and unstoppable, to anyone but the player at least; this make sense for Empire etc, but in this classical period it would be very challenging for one of the clans to unite the whole arpeggio.

    Kingdom of Brigantes isn't a clan. It is a Kingdom that has a confederation of tribes within it. The point is just that the Brigantes are the ones that lead the confederation and that is why the faction is called Kingdom of Brigantes.

    So it is possible that they unite whole Britain , even make an Empire, because, again. They are not one tribe.

    And by that I mean we will can train regional units?


    -All units will be trained trough normal barracks or trough mercenary barracks that we will introduce when the time comes .All units will be trained trough normal barracks or trough mercenary barracks that we will introduce when the time comes .

    Seems interesting that mercenary system, will it be like you can recruit them in the field but retrain them in cities?

    -Nope, the units won't be able to be recruited in the fields anymore , they will be recruited only from the barracks in the cities. We did a lot of talking in the mercenary area. We concluded that there are mercenary units that were recruited when the army attacked some field. For example when the Romans would attack Gauls, there were some Gallic tribes that would be hired in Gaul as the Romans progressed in their campaign. That type of recruitment is present in the original RTW. However there was another type of recruitment that was historically present. Some warriors would travel to foreign lands to be hired as mercenary units , because of their greed for gold or just because they could feed their families or just because they wanted a good fight, I really don't know, but it was like that.

    - Finally you have the third type which is similar to mercenary units and those are auxilia units. Rome's auxiliary units are very well known , but they are not the only one to use auxiliary units , because Seleucids also used auxiliary units pretatty well.

    - This type of recruitment of units will actually help people to see better how did a certain faction relly on mercenary units. Also if you take a look at the Carthaginian roster you will see that some unit names are written in green, some in blue & some in red. I didn't explained that, I forgot, sorry ! . So the green ones are units that will be recruited from mercenary barracks and they are either mercenaries or just allied troops. The blue units are the standard units of the faction that will be recruited form the normal barracks. Red units are the ones you can't recruit. They are either standard bearers or general's bodyguard.


    And did the Carthaginias even had indian elephants?

    -This actually is the problem we came across when modding. The answers is yes , but there is always but !... but they weren't used in that amount that for example the towered elephants were used by Carthaginians. The thing is that the Republic of Carthage enjoyed very good relations with the Ptolemaic Empire from where they got the Indian Elephants. Ptolemaics had access to the Red Sea which was a direct trade root to India. Ptolemaics also used Indian Elephants.

    Here is some info I will post so you can get around. If somebody asks for a source I can't give it as I didn't save my resources because if you can see the most important goal of the mod isn't historical accuracy, its gameplay. I just wanted to make a mod where people would enjoy the gameplay and that they don't feel like the are taking history class while on the other hand It won't be the case that it is ahistorical. A said before it will be around 90 - 95 %. But if anybody does some research on their own the will find probably what I did to.

    So here you go :


    General Information :

    Indian elephants(in vanilla game probably Armored elephants)

    Indian elephants reach a shoulder height of between 2 and 3.5 m (6.6 and 11.5 ft).

    African Bush Elephants(in vanilla game probably war elephants)

    On average, males are 3.3 metres (10.8 ft) tall at the shoulders and 5.5 tonnes (12,000 lb) in weight while females are much smaller at 2.7 metres (8.9 ft) tall and 3 tonnes (6,600 lb)

    African Forest Elephants(in vanilla probably forrest elephants)

    The male African forest elephant rarely exceeds 2.5 metres (8 ft) in height, while the African bush elephant is usually over 3 metres (just under 10 feet) and sometimes almost 4 metres (13 ft) tall.


    Historical Information :

    Hamilcar Barca made great use of his elephants during the Mercenary War, while Hannibal used war-elephants in both Spain and Italy. On his march through the Alps they scared the Celts so much that they did not launch attacks on areas which had elephants. Hannibal put them to good use in the Battle of the Trebia, though it is believed he lost most of the initial 37 he brought across with him during the winter of 217. Only one is said to have survived, which Hannibal rode through the Arnus marshes. This was supposedly an Indian elephant named Syrus. He did use elephants again however, as the only reinforcements he received from Carthage in 215 came with a small contingent of elephants.

    He also used 80 at Zama, but they were apparently young and not very well trained and were spooked easily, causing more chaos than good. Hasdrubal Barca also made use of war-elephants, but again, they did more harm than good when employed on the battlefield. To counter the unpredictable nature of elephants, the mahouts used hammers to drive in nails into the elephant skull, but this may have been quite a tricky task indeed.

    Once there were elephants nearly everywhere, but by the time of Hannibal's march in 218 B.C. they had already dwindled to the two species extant today, the Indian, or Asian, elephants and the African ones.

    If he had had a choice, Hannibal would presumably have gone into battle with Indian elephants, which had been used effectively a century before in charging against the forces of Alexander the Great. Indian elephants are not quite as large as the African species but much more easily trained, which is why they are favored by zoos and circuses.

    Many historians believe a likely source of Hannibal's elephants could have been the Atlas Mountains of Morocco and Algeria. Living there at the time was a forest subspecies of the African elephants. These were smaller animals, standing about 8 feet tall at the shoulders in contrast to the 11-foot-tall sub-Saharan animals. The Atlas elephants later died out as the region grew increasingly arid.

    Only one of the elephants survived the war, it seems. This was the elephant Hannibal himself had often ridden. Its name, according to the story, was Surus, meaning ''the Syrian.'' Because the Ptolemies of Egypt, successors to Alexander, were known to have seized some Indian elephants as booty in their campaigns in Syria, it seemed likely that some descendants of those elephants had found their way to Carthage. Egypt and Carthage enjoyed good relations in those days. Mr. De Beer, citing the story of Surus, concluded, ''It is therefore almost certain that Hannibal's elephants included at least one Indian.''

    Will this mod be mainly based on RS2 units and Ferres units?

    -There will be other units from other moders as well, but RSII units were mostly used for factions that other moders didn't do. Many moders didn't focused on barbarians, so we took barbarians from the. I wanted that their work can be seen in one place and that is our mod. So in short the answer is no, there will be other models as well, you will see them as time goes on.

    The elephants will be overpowered?


    -The elephants won't be overpowered. In my mind they weren't overpowered even in Rome I. You just had to follow the instructions give(use javelins, flaming pigs, fire arrows) and they could be dealth with no problems. You just had to have a few crews of archers and skirmishers because you can't kill them with just one crew.

    Will there be chriots in the game?


    Yes, there will be chariots in the game.


    Uh, the last thing I wanted to see today was Unlocalised placement text and the Macedonian peasant
    Hope, it's gonna be fixed soon!

    Those peasants are just a generic image of a unit that doesn't have a finished UI card, so no it's not a peasant its just a visual replacement for a none UI made unit. And like above, they will all be made in time.

    And many of the units don't have the unit descriptions or names yet. As the descriptions are written the the UI's are made they are slowly added into the mod.


    Javelins will be useless like in vanilla or you plan to change that?


    Javelins are not useless unless you don't know how to use them, anyway all units will be taken care of to ensure a balanced game.

    I am very excited to play this mod. It seems like it will feel, look, and play like a cross between many of my favorite mods like Darthmod, Total Realism, and Roma Surrectum 2. How will the AI in battles and on the campaign map act, more like vanilla and less intelligent or very smart and giving the player a good challenge on the battlefield and diplomatically. Can't wait, playing it on the first day its released. Very well done. Peace.

    The mod will actually bee a cross between many mods and will have many features from other mods. I actually never played those mods but I saw many things from youtube that I like in them and also other teammates suggested many things from other mods that we will or we have implemented.

    Since Rome II is coming soon , my plan was actually to show many perfect things that were in other mods. I was so admired by the work of the modders from our community that I tried to find something from every of them. All the modders who's work have been used are in the credits GENERAL CREDITS(which are as we proceed updated every time).

    We plan to add many more features to the mod itself but in time. For now we are preparing to show you all the factions that we have and what units you will have in the game.

    From time to time we reveal some features that are implemented already in the mod, but this will be also updated in time.

    THE AI :

    As far as the AI in battles we couldn't do very much but use the work that was already done by marvelous modders so far. So in the game there DARTH FORMATIONS will be used. They were implemented by our mod teammate Dictator and tested by him and me, so they work perfectly in the game.

    As far as the campaign map we also made differences in the AI. We have enabled that all factions can now perform naval invasions. This should mean that you will no more be safe play as isolated such as Kingdom of Brigantia or half isolated fations such as Kingdom of Bosporus. This means that the enemy should actually load thir ships with units and come across the sea to take your homeland.

    Also all rebel settlements will now be a little harder to take as they won't contiant 2-3 units that guard them. Since every rebel settlement actually is a faction for itself(if we look in the way that rebels contain many different factions under its name) the units stack will always be half filled or fully filled, so if nothing it will take you more time to take the settlementt.

    As far as diplomacy there isn't much to be changed or modded. We will look into this when we get the time.

    Will the battles be vannila length(short), XGM/EB length(medium) or RS2 length(very long)?

    We won't know until we have set all the unit stats, but we will most likely aim for medium/long

    Oh ,man, I was hoping that it won't be like RS2 where it takes you a YEAR to finish a campaign...

    By Dictator :

    " What you asked was the in-game battle speed, that has nothing to do with the speed of the campaign.

    Roma Surrectum 2 has I believe a 4tp/y which drastically expands the length of the campaign. "

    Asgaroth :

    As already answered the speed of the battle is nothing to do with the campaign length. Logically looking you can auto resolve the battle and you can be faster that way if you want to play it faster. Or simply become strong and meet the victory conditions that are given to you. In that way you can finish even before the time of the mod ends.

    The length of the campaign is mark by many factors. First you have the victory conditions where you can choose to play a long or short campaign(the same will be in VVVTW). So for those people who can't wait just simply press the shorts campaign and it will end sooner.

    As far as the game itself the time until the end is marked by a term : " turn per year ". In Rome Total War Vanilla you had 2 turns per year if I am not wrong. This means that you have 2 turns , one summer , one winter until the end of one year. And every mod, even the vanilla game starts at some year and end at some year, so what we can do as modders is increase the length of ONE YEAR .

    Our mod for example will have 4 turns per year. This is to represented one turn for every part of a year : Winter, Spring, Summer, Autumn, which you actually can't see in the game(on the map precisely) because the engine is made like that I think, so you only have winter and summer in the game. Which finally means that in our mod you will have two turns of winter and two turns of summer instead of one turn for each part of the year.

    There are also mods with 8 turns per year & I know a mod for Medieval Total War 2 which has 12 turns per year. But in my mind 4 turns are enough.

    @Asgaroth: good job on the new feature VVVTW team, glad the barbarians will have stronger defenses without huge stonewalls, wooden walls seem more accurate.

    The point is that the new walls have platforms that are fully functional so you can put your skirmish units up....

    For the stone walls I can only say that none of the barbarians will have huge stone walls, but the first stage of stone walls for some barbarians will be available because historically some barbarians like Gauls, Britons, Illyrians & Dacians did build stone walls, for others there will be a wooden palisade and a wooden wall which is presented today...



    As you are not going to alter too much the vanilla buildings, will you modify the stats of buildings to allow for better management of your empire, and stop the late game public order problems?(mods like RTR, RS, have high amounts of public order generated by buildings(and the ability to built several temples per turn) that make the building of an empire easyer, improving the way the game feels and he way empires were created and maintained.

    Yes, it will be done in time for sure...We will try to make sure the public order stays at its highest so you can build up nicely your empire....We will try to deal with squalor as well , so far we have added the 4'th and 5'th levels of buildings to barbarian factions so you will have cesspits, and buildings similar to them which will lower the squalor and increase health and population growth...

    Generally :

    This mod actually takes some parts from various different mods to show off to the public what other people have done for Rome in their mods. Through this mod we actuallly other people's work and we give the proper credits.

    Our mod will have elements of RS , EB, RTR, EXGM, HGCS, Variagmod and other mods. As well as many minimods. I always tend to use the work that other people have done if they give us the permission of course, I want to show of to the public how people actually enjoyed Rome Total War game , even though years have passed...

    So as far as units, buildings, minimods, etc...you will have much to see from different people...

    Will there be unique buildings representative for cityes(excepting the wonders) like the Colloseum for Rome, Parthenon of Athens, harbour of Carthage, which will grant those respective cityes special bonuses?

    No, there won't be any. You will have the standard wonders that will give special bonuses to cities/ factions , like in vanilla...

    But we do aim to do something else...We aim to give each faction something special....For example Republic of Carthage to have a bonus on sea trade income,
    barbarian factions to have a small public order bonus due to hapiness on blacksmiths and that their blacksmiths improve weapons better and so on and so forth, but we haven't reached that stage of modding yet.


    Modding Progress :

    Work left : Implement new building, make units available for training, finish the map, add some more adjustments

    Work done : 80 % of the mod is finished.

    VVVTW TEAM CREDITS AND MEMBERS :
    Spoiler Alert, click show to read: 
    Will be edited in time :

    Dictator Of The Roman Republic(aka RTW) :

    Fields of contribution( 2D artist, coder, scripter, text editor, tester ,second man in charge of the mod) :

    - implemented and tested all the minimods.
    - implemented all the music used in the mod.
    - made the main menu background.
    - made the main menu background fire animation.
    - made the sword crossing animation when exiting the game.
    - implemented, adjusted and tested all the loading the loading screens in our mod.
    - tested things implemented by Asgaroth.
    - recorded faction intros.

    ElvenKind

    Fields of contribution(2D artist, tester) :

    - Made all the UI's in the mod
    - Tested everything implemented by Dictator or Asgaroth

    Warrior Cat

    Fields of contribution( researcher, writer head of the researching team):

    - Researched cities that appear in the mod
    - Written few of the unit descriptions

    Velico

    Field of contribution(researcher)

    - Researcher cities that appeared in the mod

    The Kybrothilian(aka Herald of Ominisiah)

    Fields of contribution(researcher, writer)

    - Written most of the unit descriptions
    - Researched units on request by Asgaroth

    Stath's (aka hannibalbarca13)

    Fields of contribution(researcher, writer ) :

    - Written most of the unit descriptions
    - Researched units on request by Asgaroth

    Leoni

    Fields of contribution(mapper, text editor) :

    - Made the map for the mod
    - Fixed few text file mistakes made by Asgaroth

    Milner

    Fields of contribution(3D artist, 2D artist, assistant) :

    - Made units for the public, which we have used in our mod.
    - Helped in implementing Davide Cool's wall textures

    Algaman

    Field of contribution(3D artist, 2D artist) :

    - Made units for the public, which we have used in our mod.

    Asgaroth

    Field of contribution(2D artist, text editor, coder, researcher, tester, writer....mod team leader) :

    -Implemented and tested all units used in the mod.
    -Made plenty of the units by means of 2D art using the 3D models of modelers who's credits have been given under GENERAL CREDITS.
    -Made faction symbols.
    -Made faction banners.
    -Written faction descriptions.
    -Changed the faction cultures and names.
    -Implemented all unit names and descriptions made by The Kybrothilian, Warrior Cat, Stath's , JihaadJim & Noble Women.
    -Tested everything implemented by Dictator.
    -Made factions banners on the campaign map.
    -Written scenarions for all faction intros.


    Noblewoman

    Field of contribution(researcher,writer) :

    -written part of the unit descriptions

    ARADAN :

    Field of contribution
    (text editor, scripter, advisor, helper) :

    -Aradan is a honorary member of the VVVTW team. He earned his place among us(although he didn't wanted to be a part of the team) because of the work he has done for us. He has done so much help for us from the start that if it wasn't for him who know when the mod would have been released or even announced.

    For his work done I added him as a full team member of our mod team.

    Again, thank you Aradan !


    ACCEPTING NEW MEMBERS :

    - We only need a good coder, scripter or text editor who can add new buildings for us and make the units trainable, as not many of us on the team are moders, so we need help to make the progress faster.

    GENERAL CREDITS :
    Spoiler Alert, click show to read: 
    Will be updated in time as the factions and features get released :

    The Creative Assembly - for making this wonderful game

    Davide Cool - for Roman & Greek wall textures

    Rarity - who's units we used in the mod and who's models I used to make other units

    Tone & the rest of RSII team- for unit models & textures

    Hannibal Smith - who's Carthaginian units we used in our mod and who's units I used to make other units

    Halie Satanus - for his awesome units used in the mod

    Pinarius - for his horse textures minimod

    Webbird- for giving me an idea of the campaign map area. Although the area covered is the same we didn't use his map. Our map is completely new made by Leoni.

    Ferres - for his awesome units and models who's models I used to create some of our other units
    -for the horse cataphract textures & the camel cataphract textures

    Roma Surrectum Team - For the Roma Surrectum Environment

    Ritzu 74 - for the map models of assassins, diplomats & ships

    Gerula 666 - for making some wallpapers & signatures

    King Louise Assurbanipal - who's units we used in the mod and who's units I used to make other units

    EXGM(Extended Greek Mod Team)- for the model & textures of the gastraphetes unit, nabataean spearmen & nabataean noble cavalry.

    Wlesmana- for the projectiles sticking into the ground minimod

    Squid - for helping with errors & for his tutorial on the use of the Zeus tool

    RedFox - for his tutorial & creation of the Zeus tool



    FACTIONS :

    -So today I will start with presenting our first faction....

    -The factions won't be mentioned ahead, you will see what factions are in the mod as they get released(probably every Friday you will have a new release here)

    -Factions are set and will not be changed.

    -Units are set and will not be changed.

    - Unit names are half in English and half in Latin(this feature will not be changed)

    SIGNATURES FOR FANS FROM GERULA 666 & Dictator :

    Spoiler Alert, click show to read: 













    WALLPAPERS :
    Spoiler Alert, click show to read: 


    Note :

    1) The presentation of the map is not how it will actually look in the game, because it will be highly detailed. Leoni will fix the map in time.

    2) Faction intros will be added in time and you will be able to see them on youtube.

    3)Red names = general, general's bodyguard, standard bearers......green names= mercenary units(will be recruited from mercenary barracks)....blue names=standard units

    4) A disclaimer : All units that are written " made by Asgaroth " are only made by me in 2D(textures) means. The models I took are from the best moders of this site. Their proper credits are given in the GENERAL credits.


    Antigonid Kingdom Of Macedon(presented to the public on 15.03.2013)
    Spoiler Alert, click show to read: 



    Faction symbol and banner
    Spoiler Alert, click show to read: 

    Banner:
    Spoiler Alert, click show to read: 

    symbol :
    Spoiler Alert, click show to read: 



    Faction description :
    Spoiler Alert, click show to read: 
    After the death of Alexander the Great the empire he had created tottered and fell into disarray with remarkable speed. His empire was the largest ever seen, and the generals struggled against each other for the ultimate prize of being the new Alexander. Something that none of them was quite strong enough to attain. The Diadochi, or Successors, were only strong enough to hold together fragments of Alexander’s empire.


    Macedonia was the original home of Alexander, now ruled by the descendants of general Antigonus Cyclops or Antigonus the One-Eyed. The Macedonians are proud inheritors of Alexander’s original kingdom. Macedonia itself, with parts of Greece as dependencies, has the potential to be a strong power once more.



    Macedonia did not remain unaffected by the political realignments and territorial claims of the time of the Successors. After repeated fluctuations of her boundaries, Macedonia entered a period of economy and population growth under the Antigonids, and thus maintained her military superiority over the more southern parts of Greece. The political atitude of her rulers contributed to a resurgence of the Macedonian kingdom's eminence comparable to that enjoyed under Philip II.


    Succeeding the Antipatrid dynasty in much of Macedonia, Antigonus ruled mostly over Asia Minor and northern Syria. His attempts to take control of the whole of Alexander's empire led to his defeat and death at the Battle of Ipsus in 301 BC. Antigonus's son Demetrius I Poliorcetes survived the battle, and managed to seize control of Macedon itself a few years later, but eventually lost his throne, dying in prison. After a period of confusion, Demetrius's son Antigonus II Gonatas was able to establish the family's control over the old Kingdom of Macedon, as well as over most of the Greek city-states, by 276 BC.



    Starting as just a mere handful of mercenary troops under Antigonus Gonatas in the 270s BC, the Antigonid army eventually became the dominant force in Hellenistic Greece. The Antigonid army, as with the army of Alexander the Great that came before it, was based principally around the Macedonian phalanx, which took up to one-third to two-thirds of the entire army on campaign.Alongside the phalanx the Antigonid army had its elite corps, the hypaspists, numerous Macedonian and allied cavalry and always a considerable amount of allied and mercenary infantry and auxiliary troops.



    Although the empire may have slipped away from the Macedonians, they are still deadly warriors and fierce opponents. The Antigonid dynasty commands the respect of their people and has a strong military tradition. Macedonia has spent many long years struggling against the other Diadochi or ‘Successor’ states. This military could equally be turned against other powers for domination of the eastern Mediterranean, Asia Minor and then, perhaps, the whole of the known world. A new Greek empire could arise and equal the achievements of Alexander...


    Faction in game status :
    Spoiler Alert, click show to read: 








    Faction units

    Spoiler Alert, click show to read: 

    Antigonid Macedonian General - made by RS II team


    Antigonid Macedonian Standard Bearer - made by RS II team


    Early general's bodyguard - made by Ferres


    Royal Hypaspists - made by Ferres


    Argyraspides(Silver shield) Phalangites
    - made by Ferres


    Leukaspides(White Shield)Phalangites - Made by Asgaroth


    Levy Phalangites - made by Asgaroth


    Militia Hoplites - made by Asgaroth


    Greek Peltasts- made by Asgaroth


    Cretan Archers - made by Tone(RS II Team)


    Greek Archers - made by Ferres


    Gastraphetes - made by XGM team


    Greek Cavalry - made by Ferres


    Companion Cavalry - Made by FTone(RS II Team)



    Light javelin Cavalry - made by King Louise Assurbanipal


    Illyrian Peltasts
    - made by Asgaroth


    Agrianian Infantry - made by Roma Surrectum team(Tone)


    Scordisci Allied Infantry
    - made by Tone


    Thorakitai infantry - made by Tone & Asgaroth


    Greek Slingers - made by Tone


    Thessalian Cavalry - made by Tone


    Large Lithlobolos
    - made by RS II Team



    Faction intro :
    Spoiler Alert, click show to read: 


    Additional information :
    Spoiler Alert, click show to read: 

    UI cards :
    Spoiler Alert, click show to read: 

    will be added in time


    Campaign map models :
    Spoiler Alert, click show to read: 



    Last edited by Asgaroth; August 12, 2013 at 05:50 AM.

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •