裸骨战争8.1
2013-07-18 23:14:58   来源:   评论:0 点击:

罗马1 5MOD



裸骨战争Bare Bone War(BBW)8.1
Bare Bone War是DLV作者Repman做的mod,虽然是个比较老的mod,游戏性还是不错滴

特色介绍:
集成了许多小mod的内容
新的音乐,界面,载入图等等
和DLV一样,增加了许多历史战役,并且加入了许多来自Darthmod和RTR等mod中的自定义会战地图,有些地图中可以看到奇迹
0回合招募系统,提高了AI将领统御能力,加入来自Darthmod和sinuhets的阵型系统,地形对兵种的影响更大,攻城塔不能被烧毁等等。。。
新的天空贴图和草补丁
一年四回合脚本,并加入冬季和夏季行军距离不同的设置(对不同文化影响不同)
Provincial Campaign中可以选用7张大地图,包括BBW地图,MM大地图、Webbird地图以及罗马内战地图,可以分别选用单一罗马共和国或者三大家族,罗马内战地图中罗马三家开局处于战争状态,但地图仍是原版地图(进入战役后注意不要点元老院,会跳出!)
新的战略地图植被,将领模型,船模等
加入了宗教系统和许多新的人物特性,随从等
罗马、迦太基、蛮族的服役和军阶系统

其他:
由于是DLV作者做的mod,所以嘛界面有点乱,但是脚本方面很有特色,兵模来自Vladmod,兵牌和兵模间的风格不是很统一,兵模的质量还是可以的,但不是非常符合史实(比如埃及等等),除去这些,这个mod还是很不错的
TWC上有8.2版本的预告,但是估计是没有可能出现了,DLV和BBW都好久没更新了,但似乎作者并没有消失。。。
 

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裸骨战争8.1

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[B]Mod BareBonesWars_v8.1 for Rome 1.5[/B] ......
Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
- the core are the skins/units from the old Vlad mod 1.2
- lead your personal roman from young discupulus to roman consul and emporer of the world: thanks to Roman Leadership system
- do the same for your young greek or barbarian knave
- strategic challenges I: 0 term recruitement + AI command star accelerator: the AI is expanding aggressivly with bigger and better armies the longer you wait
- strategical challenges II: big maps with long distances and high mountains and not to many settlements (mostly without walls):logistics becomes important, realistic long approaches, hide and spy the enemy, the atmosphere is great.....
- strategical challenges III: 4tpy script with reduced wintermovements + armies spawnd
- economic challenges: expansive buildings, generals, diplomats, territory dependent support costs for armies....
- battlefield AI kicks your ***: thanks to adapted combination of darthvaders formations 16.2 + sinuhets 7.0
- included many minimods: warcry, new skies, vegetation,....


[B]Play[/B]: 7 provincial campaigns possible (imperial campaign doesn't work correctly)
- 3Families on Barebones map 
- UnifiedRome (as Julii without senat) on barebones map
- rome_civil_war on a smaller map (no walls)
- mundus magnus map 3families
- mundus magnus map unified
- webbirds/Icetorque historical europe 3 roman families
- webbirds/Icetorque historical europe unifiedrome

[B]Play[/B]: focus is on play as romans, but you can play the other factions as well
[B]Recommended Level[/B]: H/H or as you like
[B]TimeRange[/B]: 280 BC-.....

[B]HouseRules[/B]:
- don't blitz the enemy. Develop your economy/society for 5 years (20 turns), then start the expansion (as in SPQR Mod the longer you wait the better the enemies)


[B]for Details:[/B]
00. Provincial CampaignMap
Campaign 1, 2: customized Mix of Barebones 1.2 (from IceTorque) and Tirlondubh 1.0 from Webbird (no walls)
Campaign 3: small map (no walls)
campaign 4: adapted  mundus magnus 3families (walls)
campaign 5: adapted  mundus magnus unified (walls)
campaign 6: webbirds/Icetorque historical europe 3 roman families (walls)
Campaign 7: webbirds/Icetorque historical europe unifiedrome (walls)

0. 4tpy mod (Marcus Camillus RTR): 4 turns per year with slowed winter movements (except germans/skythians) + triggered invasions + hints of historical events (some)
http://forums.rometotalrealism.org/index.php?showtopic=8656
1. [B]zero recruitement time[/B]: in file export_descr_unit.txt set stat_cost=0
2. included bugfixer 3.03 : only files ancillairies and traits
3. siege towers: now not inflammable: better chances for the ai in siege attack
4. modified sinuhets formations 7.0 (+ darth 16.2) + Marcus Camillus (RTR) player formations (+ Snake_IV formation buttons)
5. added [B]landbridges[/B] in provincial campaigns : africa-sicilia, sicilia-italy,italy-greece,bosperus, gibraltar
6. included the [B]high command star system[/B] for the generals similar to SPQR mod
9. [B]deleted many walls [/B]of settlements(in file descr_strat.txt): less boring sieges, ai factions are expanding more aggressivly. AI can build walls (expansive) only if settlements become cities (file export_descr_buildings.txt)
only the capitals have walls in the beginning
10. included modified [B]skymod 1.32[/B] (Archer)
11. added [B]horse reskin [/B] by Pinarius: [url]http://www.twcenter.net/forums/showthread.php?t=21809&page=4&pp=20&highlight=skin+horses[/url]
12. included Riczus ship models
13.included nightbattles in campaigns:  now for all generals
14. no more peasants to recruit
15. silkroad for the seleucids, parthia
16. units are more sensible to environment (snow, scrub,...)
17. SigniferOne Animations v0.8 Beta
18. realistic tree mod from OrrieBoi   http://forums.rometotalrealism.org//index.php?showtopic=11764&st=0
19. strong modified vegetation mod from Anyan: more brushes (real obstacles) in the fields/forests + changed climate zones
http://www.twcenter.net/forums/showthread.php?t=44843
20. warcrymod (taunts, warcrys, warhorns) from NorthHammer http://www.twcenter.net/forums/showthread.php?t=40027&highlight=warcry
21. siege mod: no boiling oil + more rams+...from fatsheap
22. historical (not really) battles near the 7 world wonders
23. more maps for custom battles from mods, clans,....
24. burning mod from Archer
25. all Barbarian Buildings from BI included (in strategic and battle map)
26. dynamic overshoulder phalanx for most of the greek units
27. stronger mercenary units
28. adapted beliefsystem as in BI
29. Roman leadership system in 4tpy mod (Marcus Camillus): look for guide/picture
30. new interfaces for romans, greek, eastern, egypt, barbarian (Snake_IV)
31. new unit cards/graphics: by Tokus@Maximus Status 10%
32. new palms, grass,skies....
33. new strategic Script Element: each army outside in the field cost additional money each turn
34. 7th campaign: webbirds/Icetorque historical europe unifiedrome (Walls)
35. Greek/Barbarian leadership system (as the roman one from Marcus Camillus)
36. life cycle of characters: adapted elements from GAFH mod (Genetics, Age)

changes in release 8.1 :
- rebalancing of units: romans weaker, unit dependent attack cycle time,...
- reduction fire rate/damage of wall towers
- spies, assassins, diplomats can enter sieged settlements
- rebalancing of the army costs/script: double the cost (1000 on home territory, 2000 on enemy)
- bug fixes
- Greek/Barbarian leadership system (as the roman one from Marcus Camillus)
- life cycle of characters: adapted elements from GAFH mod (Genetics, Age)
- 7th campaign: webbirds/Icetorque historical europe unifiedrome (Walls)

Don't use old save games from version 8.0 or earlier !!

Installation:
install clean rome in seperate folder
-patch Rome 1.3,
-patch Rome 1.5,
- Executing file BareBonesWars_Full_Version_81.exe and enter the correct path for the installation
  Example: C:\Program Files\Activision\Rome - Total War
  (don't enter data here !!!!)


In the rome folder is now a batch file: campaign_map_reset.bat
Doubleclick and all map.rwm in the campaigns will be deleted !
So there should be no more graphical artefacts


!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1
!!! Working with the 4tpy script:  !!!!
1. Start up BarebonesWars like normal. Start a new campaign. After the campaign finishes loading, the Victoria campaign advisor pop-up window will appear. The advisor pop-up window will be blinking. Click on the blinking Victoria portrait. This will open the advisor text window, letting you know that the 4 turns-per-year script is waiting for you to start it. Click on the "Show Me How" button. This will start the 4 turns-per-year script and close the Victoria campaign advisor pop-up window. The 4 turns-per-year mod has been started and you can start enjoying your campaign.

2. To reactivate the 4 turns-per-year script when you load a saved campaign, load the saved campaign like normal. Once your saved campaign has finished loading, either click on the faction button or select any of your cities, this will cause the Victoria advisor pop-up window to appear. The advisor pop-up window will be blinking. Click on the blinking Victoria portrait. This will open the advisor text window, letting you know that the 4 turns-per-year script is waiting for you to start it. Click on the "Show Me How" button. This will start the 4 turns-per-year script. If this is the first time you have loaded a saved campaign since starting this session of Rome Total Realism, the advisor pop-up window will automatically close. However, upon the second or more times of loading a saved campaign during this session of Rome Total Realism, you will have to close the advisor pop-up window yourself. This is normal behavior for this mod. I have not yet figured out why this occurs, but it will not affect your gameplay. If you forget to click on the faction button, or select any of your cities, and end your turn, you will have to reload your saved campaign again to insure proper start-up of the 4 turns-per-year script.

3. As a suggestion to help you remember which season a saved campaign was in, I would recommend the following format for the naming of saved campaigns...

"Season_Year" (Don't use the quotes in the saved campaign name. What you need to type is inside the quotes.)
Example 1: Saved campaign was during the Spring of 255BC.
           Name the saved campaign "Spring_255BC".
Example 2: Saved Campaign was during the Autumn of 1AD.
           Name the saved campaign "Autumn_1AD".

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

have fun

[B]thanks to vlad, darth, lt1956, sinuhet, archer, chaotica, Pinarius, IceTorque, Riczu, Webbird, SigniferOne, OrrieBoi, Anyan, NorthHammer, Marcus Camillus (RTR), Snake_IV (RTR), Telekos, Shifty157, EB, Prometheus (Res Gestae), ferres, Godzilla for their great mods[/B]

repman

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