All other rights - including, but not limited to, distribution, duplication, and publish by any means - are retained by HeavenGames LLC. Federal law provides criminal and civil penalties for those found to be in violation. Rome: Total War is a game by Creative Assembly and published by Sega (originally Activision). This site is not endorsed.
Jul 21, 2019 Rome - Total War: Barbarian Invasion mod which fixes bugs, enchances units look, add a lot of new unit skins and types, officers for all units, and improve combat balance. Repeated invasions and assimilations of barbarian tribes greatly weakened the Empire's finances and cultural stability. The army was becoming less and less professional and more and more a mixture of poorly equipped and trained barbarians and Romans.
The Barbarian Invasion expansion introduced hording and emergent factions to the Total War game.
- 1Horde Factions - General Information
- 2Horde Factions Emerging via descr_events.txt
- 3Adding Hording to RTW Game
Horde Factions - General Information
Whether a faction is a 'horde' faction or not is determined in descr_sm_factions.txt, the following is an example of the basics required for a horde faction:
Fig. 1:
- Aug 19, 2009 Barbarian Invasion guide Thread version 1.0 Text from RTW series guide v3.0 Welcome to my guide for barbarian invasion. This is the thread version of the guide so a few elements will be missing like unit cards and this thread may not be as updated as the pdf version is. For general notes on using unit classes and tactics check out my RTW guide under strategy guides.
- Bigger units means more people total Lower horde unit per settlement population means more units (and therefore people total) If you want your faction in question to be an unstoppable killing force then set all their horde units to 240, the first disband settlement to 0 and the horde unit per settlement pop to 240.
The lines marked in bold are required for a horde faction. The numbers used for min_units, max_units etc are relatively self explanatory and can be adjusted. A horde faction must have at least one horde unit listed in its army section, but may have more, the armies composition will reflect the number of entries per unit, so that example would give more swordsmen than spearmen. NOTE: The units you select above and the horde_unit_per_ settlement population are VERY IMPORTANT. If you have horde unit per settlement pop set to 120 and you have all 240 size units (assuming your playing on huge) in the horde unit section then that will mean that you are infact getting your people to settle.. and then for every person that's just settled down you have 2 people who join the horde! Bigger units means more people totalLower horde unit per settlement population means more units (and therefore people total)If you want your faction in question to be an unstoppable killing force then set all their horde units to 240, the first disband settlement to 0 and the horde unit per settlement pop to 240. This way your horde will never lose a soul via settling.. if you lose say 200 men per settlement and each settlement is 10,400 people then you will soon get an army of approx 60,000 strong after just 6 settlements!
Adding Horde Ability
If you are adding horde ability to a faction you must add those lines between 'custom_battle.. and can_sap' to its sm_factions entry - as marked in bold in Fig.1 above. You must also give the faction ownership of a horde unit in export_descr_units.txt. The only requirement for a 'horde_unit' is that its export_descr_units.txt entry has the attribute can_horde, e.g.
Fig. 2:
Do not confuse this with the horde entry on the formations line which merely makes the units' soldiers deploy in circular formation in battle. It is conventional to use the word horde in the unit name and to give the horde unit a 0 maintenance cost - so as not to bankrupt horde factions before they gain income from a settlement. Those factors are not essential though.
Remember also to alter descr_model_battle.txt to give any units with new faction ownership an appropriate texture line for the new faction, otherwise the game may CTD when units are used in battle.
You will automatically get the hording symbol displayed on an armies strat map flag if they have a high percentage of horde units in the army. To get the horde symbol displayed on the individual units' unit card you have to adapt the unit card manually in an image editor.
Removing Horde Ability
If you wish to remove the horde ability from a faction just delete the lines between between 'custom_battle.. and can_sap' in its sm_factions entry - as marked in bold in Fig. 1. You will also need to remove that factions ownership from any unit in export_descr_units.txt that has 'can_horde' attribute.
Do not remove the horde ability from the Slavs without also removing the event which makes them emerge.
Horde Factions on Map at Start - Without Settlement
The Huns and Vandals are placed on map but do not own a settlement, they are 'horde' nations so do not get destroyed because of not owning settlement. Most of their units are free of upkeep charges and they have the option to sack as well as occupy settlements. Sacking means the settlement reverts to rebel control, most buildings are destroyed or damaged, the population of the settlement is reduced and the 'sacker' gains income.
You can assign starting settlement/s to these factions in descr_strat.txt if you wish, but would probably then want to reduce the size of their armies (which wouldn't then be reduced on taking additional settlements) to prevent them having too great an advantage.
If you want to remove the horde ability from these factions you must give them a settlement and family tree in descr_strat.txt otherwise they would be destroyed as soon as game is launched.
Horde Factions on Map at Start - With Settlements
Factions like the Franks have the ability to horde but start on vanilla map with ownership of a settlement. If their last settlement is captured by another faction, or (in case of human player), if they opt to leave their last settlement a horde army will be produced for them and they will act as above.
You can remove the horde ability from these factions if you wish, just follow procedure explained in section 1
Horde Factions Emerging via descr_events.txt
Modifying the Slavs
In vanilla game the Slavs emerge via an event controlled by bi/data/world/maps/campaign/barbarian_invasion/descr_events.txt the relevant part of the file being:
which makes them emerge on the summer of the 47th year from the start of the game, in region Locus_Barbaricum. The date can be changed to anything you like, the region can be changed to any region on the edge of the map. Please note, if you try and use region that does not border edge of map you will get message that they have emerged but they will not actually apppear.
Making Other Factions Emerge via descr_events.txt
Other factions that have the horde capability can be set to emerge in similar faction. Remove faction from starting map by altering descr_strat.txt; assign the factions settlements to another faction or slaves and reduce their entry in descr_strat.txt to
or similar, and move faction from playable to non-playable list at top of file.
Add event for them in descr_events.txt eg:
Important: to make that work you must also add lines to BI/data/text/historic_events.txt similar to the ones for the Slavs but using the other factions name eg:
failing to add that will give a hard CTD when the event triggers!
Adding Hording to RTW Game
How to open cd drive on dell desktop. The RTW.exe does not support hording, however you can run the RTW game through the BI.exe using the -mod system, if you do that you can add the horde ability to any RTW faction see above.
The RTW UI screens do not have the required graphic for allowing a horde nation to leave its last settlement (displayed on left hand side of city screen - looks like little green hut), not having this results in crash when human player plays as horde nation and occupies city. The icon is on the BI version of data/ui/culture/interface/stratpage_03.tga, so that must be added to mod folder or substituted for the RTW version. To get the page to read correctly the BI version of strat3.rsd must also be imported.
Making RTW Faction Emerge via descr_events.txt
It is possible to get a horde capable RTW faction to emerge via descr_events.txt when using the BI.exe, however, to make that work you must internally re-name one of the RTW factions to 'Slavs', please see here for examples of the files that must be changed to do that. Then follow instructions for making other factions emerge above.
Emerge on Revolt
In vanilla BI the ostrogoths are spawned if a goths settlement revolts, the lines that control this are:
in the goths section in descr_sm_factions.txt and:
in the ostrogoths section. The ostrogoths also are a horde faction as explained above, and have the re_emergent line in descr_strat.txt:
That does the obvious and lets them be spawned more than once.
Removing the 'spawns_on_revolt', 'spawned_by_goths' and 're_emergent' removes any link between the factions and allows the ostrogoths to be used as a normal faction. Those elements can also be added to other factions to give them the same sort of relationship.
Shadowing
In the vanilla BI game the empire_east are shadowed by the empire_east_rebels and empire_west are shadowed by the empire_west_rebels. This relationship is not hard-coded it is set by the entries in descr_sm_factions.txt:
and
the empire_east_rebels are not set up as a horde faction, they do not emerge with independent armies but instead take over empire_east settlements and armies if they revolt. They are set as dead_until_resurrected and re_emergent in descr_strat.txt.
The shadowing function can be removed from these factions by removing the pieces of text in descr_sm_factions highlighted in bold. Similarly shadowing can be added to other factions by adding similar text. El poder del metabolismo gratis. One faction can shadow up to three factions (NB: verification needed)
The use of shadowing is what activates the loyalty function in BI. As well as cities revolting due to unrest a leader with a low loyalty level can revolt to the shadowing faction. Removing shadowing from a roman faction removes the loyalty settings for their leaders, adding shadowing to other factions activates loyalty factor. If loyalty factor is activated for a new faction modders need to consider adding loyalty functions to the traits and ancillaries for the faction.
Romano British - (Hard Coded Emergence)
The Romano British are a special case amongst the hording and emergent factions. Although they are not a horde nation as defined in sm_factions, in the vanilla game they do have the ability to survive without settlements. Their emergence is triggered by some hard coded factors; their internal name 'romano_british', the hidden_resource 'britain', and the region name 'Britannia_Superior'. In the vanilla game if all the regions with the 'britain' hidden resource are captured from the original occupier the 'romano_british' will emerge in the region 'Britannia_Superior'.
To use the romano_british as a normal faction starting on the map follow guide here to add the faction to descr_strat. Remove or rename the 'britain' resource in export_descr_buildings.txt and descr_regions.txt. Failure to remove / re-name the resource will result in CTD if the emergence is triggered when the romano british are already on the map.
To make them emerge if different provinces are taken; change the regions which have the 'britain' resource in descr_regions.txt.
To make them emerge in a 'different' region; swap the internal name of the province you want them to emerge in with 'Britannia_Superior'. They will always emerge in 'Britannia_Superior' but location of that province can be moved and its description altered in the text translation file.
Retrieved from 'https://wiki.twcenter.net/index.php?title=Hording_and_Emergent_Factions_-_RTW/BI&oldid=82268'
Rtw Barbarian Invasion Units 2
Saxons (RTW:BI Faction) | |
---|---|
Name: | Saxons |
From Game: | Barbarian Invasion |
Religion: | Pagan |
Culture: | Barbarian |
Playable: |
The Saxons are one of the playable factions in the Barbarian Invasion for Rome: Total War. They are in the Barbarian culture group.
- 1Game Play
- 1.3Units
Game Play
Total War Barbarian Invasion Units
Starting Position
The Saxons start in the Jutland peninsula. They start with a number of rebel provinces nearby and no major power close to them allowing the creation of a strong homeland in Northern Germany.
Win Conditions
The Saxons must have 18 provinces including Tribus Saxones (Vicus Saxones), Britannia Superior (Londinium) and Belgica (Samarobriva)
Units
The Saxons are an infantry focused faction, but are decently well rounded and fairly strong overall. They have a small selection of units, but every single one will be of use at one point or another. They get a couple of Spear units, the Levys are a good early battleline with Javelins while the Keels are tougher and better against cavalry. The Saxons also get Chosen Axemen and Saxon Hearth Troops from a large city. The Chosen Axemen are good on the charge and the attack while the Hearth Troops are excellent in extended melee. Their Hunters are their only archer unit, they are decent missile troops but not as good as some other factions. Their cavalry is competent; their Sea Raiders are above average and their Mounted Nobles are the typical Barbarian elite cavalry, making them a very good unit.
The Saxons are also the only non-Civilized faction that can build a Dockyard, and they get Large Boats.
Infantry:
- Peasants (Light)
- Levy Spearmen (Spearman)
- Saxon Keel (Spearman)
- Chosen Axemen (Heavy)
- Saxon Hearth Troops (Heavy)
Missile:
Cavalry:
- Saxon Sea Raiders (Light)
- Mounted Nobles (Heavy)
- Warlord (Heavy)
Unique Units
Saxon Keel: The main spearmen for your forces. Good against all Cavalry.
Saxon Hearth Troops: These are your Elite infantry. Can form a shield wall. They will beat most Roman Infantry units, and most other factions can't recruit Infantry that can match them.
Saxon Sea Raiders: Good light cavalry for the start of the game. To be replaced by the Mounted Nobles.
Strategy guides
The best strategy for a Saxon warlord is to head West to the WRE and Britain. Although many people disagree with this, they forget to take into account the fact that the WRE is very weak and not too difficult to break down. The main problem is in fact, at first, the Barbarians who surround you. They have good armies and will want a scrap. Anyone in their right mind should wipe out all but the Alemanni as they are a very good buffer when the Huns and Vandals come. For some reason they always come from south of the Alps. The Alemanni are also very useful to trade with as everyone else around you will be against you. So now, after you have dealt with these factions you turn to the WRE. Build up a navy and land in the northernmost point of the British Isles. This will be owned by the Celts and will be no match for your infantry - not much is. Conquer Ireland also, it all gets money. Now this is where it can go wrong. Send an army from North England to the south and from your continental acquisitions send an army West. On the continent you must move swiftly, if you don't then you end up in along and pointless war against the WRE with very little land gain for either side (WW1 type of thing). This will tear your economy to shreds and you will find it very difficult to survive. After the conquest of England deal with the Romano-British, otherwise they will attack Londinium and believe me they don't give up. Their army is reasonably strong, eventually I chased them into Wales and slaughtered them on the coast of the Irish Sea. Taking the remainder of France will be reasonably easy. If you can force the Alemanni into war with them then do it. By now the first signs of a Horde will have appeared they will attack the Alemanni first and you must go to their aid otherwise they will slaughter the Alemanni and you will be next. After beating both hordes conquer the rest of France, Spain and Italy. The WRE has fallen and you have completed your objectives and have completed the campaign. Of course you can still continue but it is not necessary. It also feels incredibly pointless anyway.
Damien123
AAR's
History
The Saxons were a Germanic tribe invited to work as mercenaries by the Romano-British after the Roman withdrawal in 410AD to help fight back against the invading Picts and Irish. Led by the brothers Hengst and Horsa the Saxons rebelled against and overthrew the Romano-British taking their lands for themselves. Those lands are now called England after the Angles, another tribe who came with the Saxons.The result is that the English are a Germanic people and speak a Germanic language (English) to this day.Many towns and cities in England were founded by the Saxons, the largest of which is Birmingham.
Then soon after missionaries arrived from Gothic Rome to convert the Saxons(who were pagans)to Christianity.
A few hundred years later the Vikings started to raid Britain however in 1066 they were defeated by the last Saxon king Harold Godwinson who a week later was defeated and killed by the Norman duke William the Conquerer who took over Britain under Norman rule.
See Also
Barbarian Invasion Factions |
---|
Eastern Roman Empire | Western Roman Empire | Huns | Goths | Sarmatians | Vandals | Franks | Saxons | Alemanni | Sassanids | Celts | Burgundii | Lombardi | Roxolani | Berbers | Slavs | Romano British | Ostrogoths | Eastern Roman Rebels | Western Roman Rebels | Rebels |
Retrieved from 'https://wiki.twcenter.net/index.php?title=Saxons_(RTW:BI_Faction)&oldid=83236'