The Fall of Rome is a full conversion mod for Rome Total War: Barbarian Invasion starting in 375 AD. The mod includes features such as new factions, units, campaign map, new skins and more.
Personal Modifications 2.0 is a sub-mod for the Fall of Rome 1.6 full conversion game. This mod includes all the changes made in Personal Modifications 1.0, a new 4 Turns per Year feature and some units added in from the Hun Mod 1.0 for gameplay purposes.
Mod Support: Please note that software support for this submod and the mod in general will no longer be provided as the submod is stable (i.e. no crashes).
Personal Modifications 2.0 is a sub-mod for the Fall of Rome 1.6 full conversion game. This mod includes all the changes made in Personal Modifications 1.0.
The main features of this mod is the inclusion of a 4 Turns per Year mod and some units added in from the Hun Mod 1.0 for gameplay purposes. There are also numerous minor changes for better gameplay (unit recruitment, building bonuses, etc.). More details available below the installation instructions.
Installation Path Summary (TL;DR Version): Original RTW+BI -> FOR 1.5 -> RS2 Environments -> FOR 1.6 -> Late Antiquity Ancillaries -> Personal Modifications 2.0
Note: Please make a backup of the affected files if you would like to go back to the original settings.
1) Unzip the file.
2) Copy the BI File into the main Rome - Total War folder. When prompted to replace files choose yes.
4 Turns Per Year (4TPY)
This mod has a 4 Turns Per Year campaign script feature built in. Each year on the campaign map now lasts 4 turns instead of 2. Each year has three summers and one winter to represent the four seasons.
*Please note that autosaves may not work properly with the 4TPY feature so remember to create your own saves.
==Starting 4TPY==
The 4 TPY feature is loaded through a script. When you first start a campaign or load one, if you click on the faction button/select a settlement/click on the construction or recruitment button the advisor will be triggered. Click on the advisor button and 4 TPY will be activated.
==Shutting Down 4 TPY==
If you are starting a new campaign or reloading an old campaign from an existing one, please remember to shut down the 4 TPY feature or there could be problems with other campaigns. In order to shut down the script, press the escape (ESC) button. When the menu loads click on the ? button and the script will shut down.
New Units / Officers / Standard Bearers
I have added certain units from the Hun Mod 1.0 to this mod in order to give factions with less units more flexibility. A rough unit list is available below. All added units have their stats rebalanced from the default Hun Mod settings for better gameplay.
==Additional Units List (Unit Name may vary in-game)==
All factions except the 4 Roman Empires have additional new units, officers and standard bearers added in.
Barbarian Factions have a standard bearer only for elite infantry units. Some Nomad factions receive a standard bearer for elite infantry and general's bodyguard units.
All Roman factions now have an extra standard bearer with the Chi Rho symbol for elite infantry, cavalry and bodyguard units.
The Alemannic Axemen and Frankish Axe Heerbann are available for custom battles but not for campaign recruitment. This is because the Francisca Axe that both units use became historically available in the late 5th century, just after the Western Roman Empire fell and just after the end date for the campaign.
Berbers: Swordsmen, Elite Swordsmen
Sassanids: Elite Infantry
Chionites / Huns: Chionite Warriors (Swordsmen), Hunnic Swordsmen
Alans / Sarmatians : Levy Spearmen, Elite Swordsmen
Ostrogoths / Visigoths / Vandals / Burgundii / Lombardi : Swordsmen, Chosen Swordsmen
Alemanni: Alemannic Axemen, Elite Swordsmen
Franks: Frankish Swordsmen, Axe Heerbann, Elite Swordsmen
Saxons: Saxon Hearth Troops (Swordsmen)
Romano British: Romano-British Lanciarii (Heavy Spearmen)
Picts: Pictish Swordsmen, Pictish Axemen
Other Changes (not complete list)
-Removed law penalty from Western Empire core government buildings (governor's villa, palace, etc.). The law penalty made the Academy Building line useless as there were no law bonuses. Instead, I added (after testing) a trade income penalty to simulate the greater corruption in the late Roman government. Campaign game tests with these changes made show that the WRE controlled by the computer is slightly more capable of raising larger armies and resisting attacks - this should hopefully provide a stronger challenge. The Eastern Roman Empire remains unchanged however.
-Removed law penalties from Roman rebel factions for better gameplay.
- +1 morale for Roman Empire infantry starting from Milites to Legio Palatina/Exculatores.
-Added the traits & triggers changes/fixes from Lanjane's modfolder version.
-Rebalanced Barbarian temple building bonuses for better gameplay
-Romano British Militia Unit +1 to morale
-Romano British Legionaries +1 to defense (total 24)
-Romano British Elite Legionaries upkeep lowered to 437 and unit size increased to 60 from 40 (same size as Legio Palatina). This was done for gameplay purposes (makes using this unit in campaign worth it despite the high upkeep cost and also serves as a "First Cohort" like unit type for the faction).
-Sassanid Paighan shield changed to 6 (Total 17 Defense - same as Milites)
-Sassanid Zhayevadan, Generals Bodyguard & Elite Infantry have the extra standard bearer with the Derafsh Kaviani flag
-Saxon Elite Warband recruitable starting at city instead of large town
-Pictish Axemen get elite status
-Chionite Elite Cavalry, Hunnic Elite Cavalry, Sarmatian Cataphracts recruitable starting at large city instead of huge city
-Added city barracks to Sassanid Capital & Augusta Trevorum. Durcocortum has cavalry barracks now.
-Removed Pagan temples from Rhegium & Beneventum to prevent guaranteed rebellion
-Changed starting settlement culture for Cherson & Phanagoria to Roman with Barbarian buildings inside. This will help simulate the change from classical urban culture to late antiquity/early medieval settlement patterns (both historically Greek settlements were sacked by Huns/nomads during the 4th Century).
-Changed Eastern Empire/Eastern Empire Rebels, Romano British, Vandals & Berbers to prefer naval invasion in Descr_sm_factions file
-Added Pagan temples to following settlements for gameplay/historical purposes: Ammonium (Sun God Amon Ra Cult) & Emesa (Sun God)
Any possibility of a modfoldered version?
I will not be making a modfoldered version as the modfolder does not have the RS2 Environments mod. You could try this mod with the modfolder but remember to back up all necessary files first in case it does not work.
Hello, the newest update does not work so far. After moving the mod BI folder over the game crashes with the error 'Error loading mount database'. it then says 'Script Error in data/descr_mount.txt, at line 119, column 1 Could not find battle model for mount 'nabatean camel''. I followed the direction, first using a clean install of BI, then did 1.5 & 1.6. Tested those worked fine. Moved this mod over then crashed.
Hi,
Sorry to hear that you are having issues with the latest update. The latest update/changes to the mod was mostly to the descr_strat, descr_sm_factions & export_descr_character_traits files.
I'll try testing the mod again but I have some questions/tips:
-Did the game crash after loading/starting a campaign or was it just after starting FOR in general? If it is a campaign crash I recommend deleting the map.rwm file in the base folder (BI/data/world/maps/base) - the game will automatically create a new one.
-Is the version of RTW-BI you are using for Steam or the original CD version?
-PM 2.0 is for the full conversion mod not the modfolder. Was the game installed in the following order (Original RTW+BI -> FOR 1.5 -> RS2 Environments -> FOR 1.6 -> Late Antiquity Ancillaries -> PM 2.0)?
One possible solution is to install PM 2.0 but avoid copying over the export_descr_character_traits file. I had copied the file over from the modfolder version for the newest update as I thought there would be no issues so maybe this may help.
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