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I hope so, lazy devs...
Cleonymus or Kleonymos of Sparta is the brother of Areus I the king of Sparta in 300 B.C., he did some mercenary work at the request of the city of Taras which was founded by Spartan exiles so they have some ties to the city of Sparta. He was given the lead on the military force of the city and some payment in exchange of taking care of the troublesome Lucanians. His campaigns lasted a few years until the Tarentines got rid of him for abusing his powers. Secondly he doesn't use a Syracusan banner, he uses the Tarentine one, or something close to it, I'm not good at drawing so I only made the dolphin and not Taras riding the dolphin which is the mythological founder of the city.
Sparta and Athens had no open quarrels at the time so for the sake of convenience, lack of resources and so that they could last on their own they currently are bound together. This will be changed and the Greeks will be split in 3 Leagues, Corinthian League revived under Demetrios Poliorketes (historical), Aetolian League (historical) and Free cities (for the sake of convenience) with all the cities that were independent, else it's too much factions that wouldn't live long on their own.
The Romans, in 300 B.C., only controlled Latium and parts of neighboring regions and a good part of Campania as part of an alliance. South Italy was split between Oscan tribes such as the Samnites, Lucanians, Messapians, Brutians, Apulians, etc... and Greek colonies which they had in large quantities across the Mediterranean. 300 B.C. is the peak of Hellenistic and Celtic culture, Romans are but a small spot.
What you mean are the scenes, funny that you mention Rome Total War because they also are repeated in that game... Next update will have new scenes but you could already tell by looking at the new images but they will be repeated. It's a near impossible task to make unique scenes for 100+ locations, I'm trying to make as much as I can in a decent enough quality but I'm not a good scene maker and it's getting really tedious to make new scenes since we're relying on open source props.
... am I being trolled again? That's Rome II: Total War, a game set in ~264 B.C. with a single settlement representing an entire region. This mod is set in 300 B.C., before both the end of the Third Samnite War and the Pyrrhic War and countless others that changed the balance of power to something roughly resembling what is in Rome II. Here's roughly the political situation in Italy in 300 B.C. Delong.typepad.com and the cultural map: S-media-cache-ak0.pinimg.com
They don't have "unreal names", that's a ridiculous assumption, did you even bother looking it up? Not trying to attack you or anything but you could, with some minutes of research, have cleared most of the questions by yourself. The reason the names look odd to you is because they are in the language of the faction, same reason that in English you say Germany and in the German language they call it Deutschland. They are one and the same.
Ps: Megale Hellas is the name of the collective of Greek city-states in southern Italy, Sparta is Lakedaimon in the mod.
1- Editions? You'll have to be more specific because I have no idea what mean with this.
2- I wouldn't go as far as saying totally wrong, there are misplaced settlements and the current map isn't geographically accurate but that's what we have for the moment. They all are roughly in the correct area they covered in 300 B.C., surely there is room for improvement and I've made some for the next patch: Tw.greywool.com
Significant improvements won't come without a new map though, there is one which is currently stalled in the works at ~25% completion of its total area that could potentially be in a working state after a few weeks of productive work but that's not up to me, I'm not the modeler.
Here's a comparison shot between the current Sicily and the one that was being worked on:
Old Sicily: Tw.greywool.com
Same as native really, we started writing for 3 companions but it was only half done. Eventually we'll have to do the concept for all the native companions and perhaps some more that can on a collective fill all necessary roles. It'll take time to make something half-decent of them and writing proper dialogue, we wouldn't want something half-assed or cringe-ish.
We haven't started it yet, maybe we'll pull that off when revamping the historical characters for the factions plus the made-up ones with hopefully authentic names to fill the voids where nothing was recorded.
Shadows in the Desert was perhaps the closest to making an "Ancient Egyptian" mod (~1000 B.C.) until they lost their coder if I recall correctly. I'm confident that if they still have the files and someone can prove to Sahran and/or Kuauik that they have the skills to finish a mod there might be a chance to revive the project. Link: Forums.taleworlds.com
"sorry to say that,but i was working with two high skilled guys on this ,DrTomas ,the guy who made 1257ad with me and Sahran,both left and i just loose interest to work on this with someone else,there was only one serious help offer and that was from Cozur.All you guys that rant here about the mod not beeing finished,really dont know how hard is to make a good mod
btw..mod is not dead,i will try to mod bannerlord.i dont see why i should release my work as an osp.i got thousand assets made,the assests showed here are just tip of the iceberg"
Other than that I can almost certainly assure you that the chances of making a mod about ancient Egypt from scratch are practically null, either you manage to mount a team of competent and dedicated members or don't bother at all. I'd like to get proven wrong but the majority of the mods on the Pioneer's Guild (the new mod projects) on the Taleworlds forum or on moddb don't make it to a release and a good portion are not even past the idea/concept phase. It's pointless to start a major project if you don't try to see it through or release at least some working prototype. My advice is to start small, if it works, good, expand on it. If it does not, you might have learned something anyways and you can start over or abandon it. I'm not aiming at you in particular, it's just a "you" in the broad sense, less typing effort compared to writing "to whomever is reading this". /rant
Floris is a mod compilation but we do share some of the sub-mods they are using such as Diplomacy, Pre-Battle Orders and Deployment (PBOD) and Freelancer.
Anything above 1.154 for this release (RaW 2.5).
It should work.
The cheers/taunt are currently only in MP and tied to the "B" key (Not taking in account the NPCs at the end of battles). I might add it to SP for the player too, pointless but entertaining.
The latest warband version is always recommended but for the current version you need at least 1.154.
Next update will be ported to the latest available version if there are no more patches for Warband. It makes use of operations from version 1.161 which will be earliest version required for the mod to work.
We're working on scenes as of late and there's still about a dozen to be made just for Singleplayer. Larger scenes like towns or forts can take a few days to be completed while the rest can be done in one productive afternoon. There's also some scripts to improve and a fair lot of resources to polish so I can't give an accurate estimative for the update but I can assure you we're still working on it.
I've never experienced it in the mod before, try playing around with the AI settings in the mod's options through the camp menu.
I believe I had a fix for another person experiencing the same issue, try to see if it works:
To install just overwrite the old file in the mod's resource folder with the one provided, the folder you'll be looking for should be located somewhere like:
...\MountBlade Warband\Modules\RaW 2.5\Resource
In the game launcher tick the "load textures on demand" option, it should fix those issues.
I admit to not being very good at shaping the terrain and Warband doesn't make it any easier.
I tried to do a scaled down version of the following artist's interpretation of the town of Vulci: Tw.greywool.com
I'll probably remake it but only after releasing the update, I don't want to delay things more than it is necessary.
You can "unlock" them with Morgh's editor by tagging them as merchandise or just use the cheatmenu to purchase them.
Since our modeler/texturer hasn't been very active lately I've posted a bunch of scenes we made in the past few weeks to show that the mod is indeed not dead.
Working on scenes as of late, *all* we need for the next release is to finish a dozen of scenes, finish or improve some scripts and fiddle around with some resources and models. I have to refrain from trying to add more content else we'll never be done with it at this pace, it's best to reserve it for another update and focus on that rather than trying everything at once.
Not here ¯\_(ツ)_/¯
You might have higher chances to find it here: Moddb.com
Built on Diplomacy + Pre-Battle Orders and Deployment mod, also features a slightly modified version of Freelancer, other mini-mods and our own scripts.
We've got some quest ideas and all that but first we need to finish the base of the mod, no point building the "roof" first.
You will need 7-zip or WinRar to extract the archive.
Multiplayer only, press the "Q" key (Qwerty keyboard).
I posted in our board at the Taleworlds forum a blog/recap of what has been going on since the release of RaW 2.5, link here: Forums.taleworlds.com
The whole roster of the celts is being remade and there might be some changes and additions to other factions.
That would require new assets which at this point isn't really an option until we focus on Thracians as a whole.
Current version should work fine with 1.158, future versions will require at least 1.161 because of newly added operations.
Most likely yes.
To remake most of the mod and expand upon it.
Unfortunately it's a bug I noticed way too late, the culture defaults to Roman even if you picked another one. Working on a fix for the next release.
I believe that to download large files you need a moddb account and to be signed in.
Else you can use the google drive mirror: