RTW Ancient Magic Arts v.0.7
Full VersionAncient Magic Arts v.0.7 - Balance/bugfix update. Traits and items. Installer.
This is a magic mod which brings quite good balanced elemental magic to Rome Total War. Enjoy Ancient Magic Arts!
1. Features:
I) Mages as additional branch of armies for all countries. Greet Ancient Magic Arts here!
a) Circle of mages - the most numerous, flexible and potential powerful magic squad.
b) Levitating mages - swift, but smaller squads with lower number of mana charges and spellcasting distance.
c) Magic Statues - fragile statues, managed by weak mages. Can hurl very powerful spray of deadly non-controlled magic 1 time per battle on great distance.
d) Ritual mages - mages with 4 Magic Grimoires with onagerlike distance and quite good accuracy and area of damage.
e) Battle mages - light magic infantry, which can hide and cast a few magic spells before charges.
f) Wild mages - heavy magic infantry. Very low number of frightening and well defended warriors with single mana charge.
II) Some traits and items for mages and warriors, which allows (and even forces) player to manage generals wise.
II) Several balance changes - lower speed of units on battlefield, more soldiers and siege engines in each siege squad, high rank buildings don't allow to recruit low rank troops etc.
2. Detailed features:
a) Magic Arts learned by an additional branch of army. Mages have very short range of firing and very low number of ammo, but each zap hurts opponents badly.
b) Earth, Air and Fire branches of magic. They have very little, only graphic and engine differences due to balance reasons.
c) Movement speed of soldiers on battlefield is a little lowered. This is balance change which allows archers and mages be more dangerous for infantry, and archers more dangerous for mages.
d) 2 times more soldiers and siege engines in trivial siege squads to make them more useful and strong.
e) High rank barracks allows recruitment of high rank troops only, because AI loves army of weak soldiers too much.
f) Several another changes, like some thousands turns to win and all playable countries to play.
3. Credits.
This mod uses Mundus Magnus Version 3, and thats recommended to select Mundus Magnus as a Provincal Campaign and play this.
Still all opportunities are available in vanilla campaign.
4. Installation:
a) Open installer and choose core directory of RTW.
b) Follow installer's instructions.
c) Enjoy Ancient Magic Arts!)
5. Future plans:
a) Another types of magic casting. This is not too hard to make a type, but unreally hard to balance this and ensure AI will hire.
b) Couple of pure magic countries.
c) Balancing magic and another cheat strategies. Right now microcontrolled magic units is a strategy of winning like phalanx defense and cavalry atack. Possible i will balance all these strategies and empower trivial archers. But thats not too important part of the plan.
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Ancient Magic Arts v.0.7 - Balance/bugfix update. Traits and items. Installer.
Ancient Magic Arts v.0.6 This is a magic mod which brings quite good balanced elemental magic to Rome Total War. Enjoy Ancient Magic Arts! Unzip all files...
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Hello, may I use animations of your mages for my own mod? Ofcourse I will give you credits
Of course. You can use anything for any reasons. Credits are the only thing i ask.
Thanks a lot :)
Is this mod modfoldered? Or does it override base game files?
override
Love the ideas behind this mod. Seeing those massive grimoires in front of a few Roman magi is just classic.
If I might make a suggestion, you should turn this into somewhat of a total conversion with very ancient and mysterious, maybe mythical civilizations such as the Atlanteans, Olympians, Pre-Dynastic Egyptians, etc, it'd make an already interesting mod really unique.
Keep up the great work!
Hey, cool idea, implementation looks pretty well so far too. :)
Thanks for this. Just wanted a bit of magic in trivial Total War world)