This mod shifts Knights of Honor to the age of Rome. It is called Invasio Barbarorum (Barbarian Invasion) in contribution to Rome: Total War and its great mod. The mod now (v.2.0) has reached a level close to conclusion but I eagerly encourage all willing modders to work on it. The mod is set in the time of the great migration periodes (5.century AD) until the spread of Islam (7.century AD). The gameplay, music and many graphics were changed to represent the timeframe in a better way.

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This mod shifts Knights of Honor to the age of Rome. It is called Invasio Barbarorum (Barbarian Invasion) in contribution to Rome: Total War and its great mod.
The mod now (v.2.0) has reached a level close to conclusion but I eagerly encourage all willing modders to work on it.

The mod is set in the time of the great migration periodes (5.century AD) until the spread of Islam (7.century AD).
The gameplay, music and many graphics were changed to represent the timeframe in a better way.

Changes Overview :

- realms and borders have been changed to represent the 5-7. century AD

- new city icons have been made to represent roman/barbarian cities

- total conversion of the religion aspect in KoH into "culture"

- ca. 250 new building icons have been made

- ca. 2500 names have been added

- new music has been added

- many new graphics

- rebalancing in many aspects (using the AI economic invasion hard script)

- new victory conditions for each faction

- new portraits for all cultures

- new unit icons for every unit

- new intro video


pic7

pic4   Kopie

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Invasio Barbarorum v. 2.0

Invasio Barbarorum v. 2.0

Full Version 4 comments

Release from the new version, which patched the hardest bugs. Original mod from Bulgaroktonos and patched by Loewenherz.

Invasio Barbarorum - Deutsche Übersetzung/German Translation

Invasio Barbarorum - Deutsche Übersetzung/German Translation

Patch

Die deutsche Übersetzung für Invasio Barbarorum, die man sich hier als Patch runterladen kann.

Comments
queenofthedepths
queenofthedepths

The game only fills about half of my screen. I.imgur.com I can't find any way to the resolution. Am I doing something wrong?

EDIT: never mind, some other mod was interfering with it

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MarcosP_BR
MarcosP_BR

Hey guys, I'm modding some units for the mod. Is that a problem? I think that new units more time accurred it's a good idea for this mod!

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Dark1Isaac
Dark1Isaac

This mod is amazing! there's several bugs to be fixed like some roman empires not be able to recruit any standard unit or not be able to build legionary barracks even having the roman culture.

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RodriguesSting
RodriguesSting

The mod is overall pretty interesting, and seems to have less bugs than other, less extensive mods out there. However, it does have a couple of design issues.

1 - The Roman build tree seems to be designed around building up early for later benefits. That's clear on the Forum tree, for example, that starts off giving large penalties in happiness and income on the first building, but right after that, starts giving bonuses. Problem is, when you upgrade a building, it's bonuses don't overtake the previous', but rather, add to it. Considering how large the maluses of the first building are, by the end of it, you are *still* taking a malus in happiness and income. Also, the forum insists that it can be upgraded to Estates, which is the last step from the farm build line, even when said building is already present. That's more of a bug.

2 - The culture sistem is a bit odd and I think it would be better off if it returned to a modification of the vanilla religions. As changing to Roman as a Barbarian doesn't give you access to roman buildings and units, or vice versa, I think the three current cultures (Barbarian, Roman, and Eastern, plus "Pagan" that is being used to represent nomads") should be changed to three following religious branches, respectively: Non-Nicene (early heresies, compromising the Arianism followed by the Germanic invaders, as well some controversial denominations in the East), Nicene (the Roman church proper), and Eastern (a bit awkward as it starts off with Zoroastrian and Eastern Christianity, but it's a start). That way you can freely switch religions without expectations of significant mechanical changes.

3 - Finally, the Barbarians. The rooster and buildings are clearly inspired in the Germanics, which is fine, however, this culture is used by a much larger group. So it is awkward to see "Germanic Chieftains" in the Picts or Alans or even Armenians. I think the names would benefit from being something a little more generic, like swordsman, axeman, etc.

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Lord_Loewenherz Creator
Lord_Loewenherz

Thanks for your great critic. The huge work from my little patch is, that now are so stabil for you.

Hoever, it so how you write. Not all from this mod here is clearly designed and many aspects of them is limitet from the KoH engine. I will answer, so good i can, on your review.

1. Maybe can the roman techtree better balanced. Not sure, if the bug from farm build line can be fixed.

2. The culture system is a hard hack. That mean, that is use a feature from the religion to build only a Builduing, if the nation the specialy religion. As example a Islamic nation can build a mosche in contrast to a pangan nation.

Problem is, that the a conquered province forgott all buildings, that are not from his own religion. Thats is it, that a roman culture not have a babarian building. We can't add a new religion, so is limited on the existing four religions. Is a very stupid thing. Hope we on KoH 2.

3. Maybe later it can be a littel bit more generic. ;)

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Guest
Guest

can't see the menu when hit escape (no save, load, exit game texts, only blank boxes which still work when you hit them but have you have to know where each button was originally)

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Lord_Loewenherz Creator
Lord_Loewenherz

Dont have see this Bug. Can you play the mod? Maybe a installing mistake from you?

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