INSTALLATION INSTRUCTIONS

Make sure that you have a clean copy of Rome Total War and Barbarian Invasion.
Barbarian Invasion must be patched to version 1.6 before you install the mod!
Please note: not all copies of RTS Gold are patched to 1.6. To check your version number
launch your Barbarian Invasion game and go into options and check number in top right hand corner.
If it does not say 1.6 please visit the official Total War site at Totalwar.com to obtain the necessary patch.

Launch the installer and browse to direct it to your Rome - Total War directory. Path in installer should look like:
C:\program files\activision\Rome - Total War
or your equivalent (do not include \bi or \data in the file path), run installer.
A dos window will open at the end of the installation, this is essential as it needs to copy some original BI files into your mod-folder, do not close the window until the words "press any key to continue" appear at the bottom of the window.

NB: If you install to wrong folder, DO NOT attempt to manually copy files to correct position, you will be missing various original BI files which are required for the game to run. If you have installed to wrong folder simply delete the eod2 folder and run installer again pointed at correct directory.

PLAYING INSTRUCTIONS:

The individual campaigns for the main factions give you a while to get established. The start is meant to be relatively easy, please don't assume that will continue for long. Take advantage of this time and use it wisely, or else you may be in trouble later!

The campaign is balanced to be played on large (not huge) unit size and Wolfish / Wolfish difficulty levels.
Please play with 'No Advice' selected.

The default installation includes a background script, this adds garrisons to a limited number of settlements and spawns some additional defending armies when you start to invade the main factions starting positions. The script launches automatically when you start a new campaign. To re-start the script when you reload a game, click on any unit or settlement then click on the advisor's portrait which comes up and then the show-me button.

If you'd prefer to run without the script or have difficulties with it, please see the EODII_options folder which will be installed in your bi folder, optional files in that folder will disable the script, please see the options readme provided.

If you want the start of the game speeded up a bit, a year jump script (by Epistolary Richard) is included,
to launch that click on the advisor button in one of your settlements construction screens during the first turn.
Please note that the AI might leave you in a more difficult position when control is returned to you!

CREDITS

MODIFICATION BY:
Halie Satanus (Satanea Juda) - mod and map concept, 3D and 2D artwork including units, story line, descriptions & music.
Makanyane - map implementation and battle map modification, general coding and mod build.

GENERAL THANKS:
Thanks to our fans and forum contributors especially those that contributed to quotes and traits, including; preston, ME2_junky, Lysander13, Celtic Champion, Elohim, WImPyTjeH, zedestroyer, christof139, Sir Dinadan, yourefired.
For work on testing to: Garbarsardar & Tom Paine, and special thanks to our most persistent testers:
Kamos32, ReignTerror, Charge and margio.

To all our fellow modders for research, tutorials, assistance and inspiration, most especially to; drak10687, Muizer, Red Spot, Zephrelial, Duke John, Atilius, Bardo, Wlesmana, Charge (for coding advice as well as testing), Palantir/DolGuldur (for installer method and answering Mak's silliest questions), Anallein (for pointing the way to finally finding script problem) & Spirit of Rob (for that model).

TEXT THINGS BORROWED:
Things specifically used and abused by Mak;
Darth Vaders open source formations (from which bridge formation is included),
Horse Archers SkyMod (used as initial basis - now very mangled!) ,
Character Names Project for M2TW (names borrowed and mangled!)
Epistolary Richard's Year Jump Mod

COMPONENTS:
An ESPECIALLY MASSIVE THANKS to Hoggy and the Blue Lotus team for allowing use of various elements from their wonderful mod, notably including the walls on which the Lycan and Severin large walls were based, the large cannon models and various other unit models which we've used and edited for EOD II: Lycan Rising, we are eternally grateful. Visit the Blue Lotus forums at the Org: Forums.totalwar.org to see their original work.

Thanks to riczu74 for permission to use and abuse his trade ship models. His full strat map mod is highly recommended and is available here.

Thanks also for the Rancor (head) which is an open source model created by;
Zachary Brackin (Limb welding, MAX textures, Biped)
Tom Miller (BIP author) For the Rancor (head) model
And can be found here; Scifi3d.com

Massive thanks to Brother Shogo for his kindness in allowing the use of the units from his unreleased mod The Crescent and the Cross.

And finally many thanks to the Fourth Age Total War team for the armoured horse model used by the Vampyre Succubus Cavalry, Talamasca and Denzim mounted knights.

Also of course thanks to CA and Sega for producing and distributing such a great game to start with, and for their support to the modding community.

PERMISSIONS

Permission will probably be granted for use of components, but please contact us first, so we know where they are going, and to check they are not elements that we do not have permission to redistribute.
Contact:
Halie Satanus Twcenter.net
or Makanyane Forums.totalwar.org

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End of Days II Lycan Rising.

End of Days II Lycan Rising.

Jan 20, 2012 Full Version 0 comments

Vampyre vs Lycan vs Human, a fantasy mod based on a titanic struggle between the night breed's, Three brothers bound by a dark and ancient bloodline clash...

Post comment Comments
Severinate Creator
Severinate May 19 2013, 4:49pm says:

Hi EC. Sadly I'm retired from modding. Makanyane still mods and has been working on 'Princes, Kings and Hero's' (for MTW2 Kingdoms) with her partner Wild Dog. They've some amazing work especially with building and environments, the castles they've made have to be seen to be believed.They actually developed the tools for editing those things and a number of mods (most notably 'Third Age) have used their tools..

+1 vote   reply to comment
evilcharlie
evilcharlie Jan 17 2013, 8:44pm says:

i wish to see someday End of Days III on medieval 2 maybe x)

+4 votes     reply to comment
Severinate Creator
Severinate Nov 29 2012, 7:04am says:

Sorry, I don't pass by here often and I missed your comment. What you're describing sounds like a known bug in the vanilla game. Generally refereed to as the 'siege bug' it's a pathing issue which is hard coded. Nothing we can do about it.

+1 vote   reply to comment
ironmask
ironmask May 3 2012, 12:35pm says:

stupid ai everytime i charge the enemy the units starts going off somewhere specially on siege when i charge they go sticking out on buildings wth could someone fix that?

+2 votes     reply to comment
undeadshadowknight
undeadshadowknight Oct 23 2012, 12:44am replied:

I havent had that problem and I've probably put in about 10 hours of gameplay. Did you install it corectly

+2 votes     reply to comment
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Platform
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Developed By
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Release Date
Released Jan 5, 2008
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Turn Based Strategy
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Fantasy
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