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BARBARIAN EMPIRES: HELLENISTIC LEGACY 1.5.3 (UPDATED 02.02.2022)
Barbarian Empires: Hellenistic Legacy
LANJANE'S BARBARIAN EMPIRES
Lanjane's Barbarian Empires full mod


This mod's main focus was to expand vanilla game depth, add richer details and custom content while staying faithful to faction colors scheme and dynamic pace of good old RTW. All factions unit rosters were spiced up with new late-game units and regional troops, and battlemap balance was tuned to a degree for smooth and enjoyable gameplay.

Hellenistic Legacy (HL) and Lanjane's Barbarian Empires (LBE) differences:
LBE: Vanilla roster of factions, but 13 various provincial campaigns and 60 historical battles. Closer to vanilla in general and more like a "Vanilla Plus" experience.
HL: Even more new units, adjusted some models and skins. Only 2 campaigns, but more challenging ones. Roman families replaced with 3 new factions, added cultures system, new buildings and some new mechanics.

Summary of what the Barbarian Empires has to offer:
- 13 Custom campaigns with different setups and presets, including regional ones
- 60 fine-tuned and tested historical battles
- RSII environment for battlefields
- BI buildings for campaign and battlemap and new stratmap buildings
- more than 450 units with lots of regional and auxiliary troops
- more than 1500 new skins and more than 200 new unit models
- hundreds of handicrafted unit cards in polished vanilla style. Support thread
- new stratmap settlement models
- new custom ancillaries
- new reskinned horses based on Pinarius models
- a lot of new officers, almost all units have officers, some of them customized for special units
- working Prologue which can be played using all new features
- and more!

Official thread for the mod


Installation

Below is a short version of installation instructions. If you want to read the full one, including various tips and FAQ, there's a PDF Manual available as a separate file: Download

1. IMPORTANT TIPS

- Mod requires RTW-Alexander file RTW-ALX.exe to run!
If you don't have the file, download it from here and put inside RTW folder, where other exes are.
Before you proceed with the installation, make sure you have RTW-ALX.exe in your core Rome: Total War folder, otherwise the mod will not work. You don't need full Rome - Total War: Alexander installed, just the .exe file will be enough.

- This page contains two different mods
Original Lanjane's Barbarian Empires full mod and standalone expansion Barbarian Empires: Hellenistic Legacy. They are using separate modfolders and won't conflict with each other.

- Music mod is strongly recommended
- Download and install Rome - Total Music! It enhances the audio experience and provides around 4 hours of additional music, tailored for each culture of the game. It was originally designed as a supplement for this mod, but released as a separate universal mod, working on vanilla too!

2. INSTALLATION OF LANJANE'S BARBARIAN EMPIRES

2.1. Download Lanjane's Barbarian Empires full mod
2.2. Unpack the archive, copy folder NL to your core Rome: Total War folder
2.3. Make sure you have RTW-ALX.exe in your core Rome: Total War folder (see above)
2.4. Start the mod using NL/Start Barbarian Empires.bat
OR

Make a shortcut for RTW-ALX.exe on your desktop, right click for Properties and add the following to the end of the "Object" field, don't forget the space " " to separate these from the text already present in the field:
-nm -ne -show_err -noalexander -mod:NL
OR

if you are using Steam:
Right click Rome - Total War: Alexander in your library, Properties->Set launch options and add the same line. Avoid "-ne" if you don't like the borderless window mode, though I recommend to set the game resolution to the same as your desktop and enjoy the more convenient option of Alt-Tabbing the game which borderless window provides.

3. INSTALLATION OF BARBARIAN EMPIRES: HELLENISTIC LEGACY

3.1. Download Barbarian Empires: Hellenistic Legacy
3.2. Unpack the archive and copy NL_2 to your core Rome: Total War folder
3.3. Make sure you have RTW-ALX.exe in your core Rome: Total War folder (see above)
3.4. Start the mod using NL/Start Hellenistic Legacy.bat
OR

Make a shortcut for RTW-ALX.exe on your desktop, right click for Properties and add the following to the end of the "Object" field, don't forget the space " " to separate these from the text already present in the field:
-nm -ne -show_err -noalexander -mod:NL_2
OR

if you are using Steam:
Right click Rome - Total War: Alexander in your library, Properties->Set launch options and add the same line. Avoid "-ne" if you don't like the borderless window mode, though I recommend to set the game resolution to the same as your desktop and enjoy the more convenient option of Alt-Tabbing the game which borderless window provides.

4. INSTALLATION OF ROME: TOTAL MUSIC ADDON

4.1. Download Rome: Total Music
4.2. Unpack the archive to your Rome: Total War folder (Data over your original Data. Don't worry, it won't break your vanilla game, see more info on Rome Total Music page!)
4.3. Delete the files events.dat and events.idx in your Data\sounds folder of vanilla game (make backup)
4.3. Each time you want to play the game as another culture, select culture by running set_music.bat and pick the culture by pressing a number from 1 to 7 (you'll see the options)

5. OTHER TIPS

- Avoiding occupy/enslave/exterminate random crash
To avoid engine bug which is known as occupy/enslave/exterminate crash, use the following trick: always play with "Follow AI movements" ON in the game menu, and when you just won a big battle when AI reinforcements try to deblock siege and you killed both garrison and reinforcement army, and battle should result in you conquering a settlement, quickly press Esc just after post-battle loading screen when you return to the campaign map and save the game before occupy/enslave window appears. Usually this trick will prevent the CTD in 99% cases. To be always on safe side, try to avoid this type of battles as the game has an issue with these.

- Extending the RAM limit for the game engine
Try patching the game .exe file with NTCore's 4Gb patcher (for RTW-ALX.exe), as it is reported to help with big mods by allowing the game to use 4Gb RAM instead of 2Gb RAM. Though the engine is old and may still have problems if game uses more than 1.4Gb RAM, it may still be helpful in some cases.

- Gameplay tips

Initial building costs and construction times are high, but they can be progressively decreased by building trader buildings first, as it decreases both time to build and cost of other buildings. Use it as an advantage! Also use generals with recruitment cost discount traits as governors because unit recruitment costs are high too (not the upkeep costs though).

- White rectangles instead of unit info pictures

There's a game engine bug that will show unit info pictures in town as white rectangles sometimes. This bug is inconsistent, and may happen randomly, as the game uses wrong RAM address to read these icons. To temporary fix the issue, select any field army (not the garrison army), and press right mouse button for any unit. Info picture will be shown as usual. Now, while the info is still open, select the problem settlement and check the info for settlement units. They will be temporary fixed and shown normally. Also you can try to open building tree browser tab, click latest stable/barracks/missile building in a tree and then right mouse click on the first unit string in the unit recruitment list.

- Handling the borderless window mode and changing the game resolution

The mod is designed to use borderless window by default, and the mod resolution is set to 1920*1080. If you use a PC with FullHD monitor you shouldn't have any problems. But if you have a Windows 10 laptop, you need to change the Windows interface scaling first, because it's set to 150% by default on laptops, and it will result in game menu being screwed. Change it back to 100% and enjoy the game.
To have a max fun from borderless window, you need to have your game resolution the same as your desktop resolution. If for some reason you can't change resolution in game, go to NL(or NL_2)\preferences\preferences.txt and find the lines for STRATEGY_RESOLUTION and BATTLE_RESOLUTION and change them to the same as your desktop. If you still don't like borderless window and want fullscreen mode, just remove the "-ne" from either the shortcut, launch property or from the .bat file (you can open and edit .bat file in a simple Notepad).

- Using multiple mods when using Steam

If you are using multiple Rome - Total War mods, you can add them all to Steam with different launch options. Just use button "Add a game" at the bottom of your game list, then "Add a non-Steam game", then find and select Rome-Total War Alexander .EXE file (yes, the Steam one!). This will allow you to have a virtual clone of your Steam game as additional shortcut in your library and launch the same Steam EXE with different options for different mods, having full benefits of Steam overlay, game time count and F12 screenshots.

- Cleaning the campaign cache
If you do any edits to the recruitment or install minor patches, you need to clean the campaign cache for the changes to take effect. Just running campaign_map_reset.bat from the mod folder once is enough. You don't have to do this at every launch, only when changes are made.


If you found any bugs or have a suggestions, please find me in Discord, PM me in ModDB or send a email to lanjane@yandex.ru. I will try to offer any sort of help with the mod.
You can also post your findings in the official TWC forum thread, if you prefer forums.

Happy campaigning!

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Hello dear players. I know many of you waited patiently for months for the promised update for Barbarian Empires: Hellenistic Legacy mod. However, the challenges of the past year and the well-known events which we are all tired of, have the development of the mod delayed severely. At some point, though, the update grown from a simple pack of bugfixes and improvements to a huge full-scale new version, where the amount of changed and added files counts in hundreds, if not thousands. Good news are, you'll like the changes a lot. Bad news though, I can't promise to release the project soon. It may take another month or two - and since the Rome Total War: Remastered will be released at the end of April, and many will switch to modding/playing it, the release of Hellenistic Legacy may be just too late for some of you. I'm sorry for that.

I don't have a team to help me with the project, and I do 95% of work for the mod alone. Being a perfectionist doesn't help either. I know that currently released version of Hellenistic Legacy has many flaws, and in the new update most of them are already fixed, while a lot of new content is/will be added, and existing content is/will be enhanced to match the most recent units details and quality. This all requires time, though, and ambitious goals like this make it impossible to just release a beta and be happy with it. I will, however, publish a series of articles with the previews of the changes and updates, so expect some cool content showcases! Some of the previews/WIPs are already known to RTW Discord Community regulars, but some will be brand new content created recently. As for this article, I'll briefly explain some of the gameplay features changed/added in the new version of Barbarian Empires: Hellenistic Legacy.

There are dozens of new units added to the new version. Each comes with polished UI, factional textures, LODs and other goodies to match the quality of the rest. Old units were updated with new small visual 3D enhancements, like 3D shields, shoulder belts, scabbards, javelins attached to the shields, shield bosses, new plumes, new officers and sometimes with completely redesigned look. It was hundreds of hours of work!

Carthaginian Noble Ctizen Phalangitai

Carthage faction was reworked. It received many new units, three tiers of officers and standard bearers, and its recruitment was redesigned completely. Some of the new units can be previewed in the gallery if you scroll it a bit. Liby-Phoenicians received their own subroster, with their own archers, swordsmen, spearmen etc. You can also check the updated looks of Carthage in the video voiced by Skynet Bunker (see media section!)

Carthage Noble Citizen Militia

Armenia faction was also redesigned and filled with new units, thanks to the help from Drtad (GudeaTW) who kindly offered the roster ideas. You'll now see the units like Nakharar Noble Cavalry, Azat Lancers, Ramik Spearmen, Khaldian Hillmen and others! Also Armenia received a new faction symbol reflecting the Yervanduni dynasty banner.

Armenian Royal Bodyguard Cataphracts

Baktria received new skins and designs, also the famous Baktrian Cataphracts with palm leaves attached to their back. New faction symbol of Baktria, goddess Lakshmi, refers to the coins of Basileus Agathocles, and reflects the major importance of indian influence in the life of this kingdom (later Indo-Greek kingdom). The player will receive an opportunity to have some indian auxiliaries if he conquers India, as well as nice economy bonuses!

Baktrian Cataphracts

A lot of questions from players were about the tough rebels in the mod. While some liked the challenge, many did not, and the biggest complaint was that certain smaller factions like Dacia, Parthia, Armenia have difficulties expanding their territories. This aspect has been reworked by adjusting the starting positions of factions, and adjusting the starting rebels depending on the starting player location (i.e. if you start as Iberia, the surrounding rebel armies will look different for you than they will look for the AI Iberia if you start as a different faction) - this is done by a simple starting reshuffling script which came out very nice and handy. As an addition, I've added unique battle flags for all 20 rebel factions in the mod, as well as unique empty city rebel flags and unique rebel faction captain banners. While not so a game-changer, this boosts immersion a lot, as now you will know that you fight not just generic rebels but certain "minor factions" related to yours, or anyone else's.

Rebel city banners

The big gameplay changer was the landbridges feature. A grand total of about 14 or 16 landbridges was added throughout the map, to make sure the AI can expand where it wants without the need of building a fleet. While controversial, this feature was the only solution to fix the poor naval invasion AI on Rome Total War Alexander engine. And thanks to this change, some really unexpected invasions may now occur, like Carthaginians invading Britain, or Romans invading Scandinavia! I had a lot of fun testing the AI campaigns and seeing the AI progress. Campaign victory conditions were also overhauled, to make more sense for a certain selected factions, as their real life ambitions in most cases weren't about the coloring of 80% of the map, but about pursuing certain strategic goals, and expanding in certain directions.

Romans invading Illyria through a landbridge

Crazyroman added lots of traits from XGM, so now the characters are not so dull and generic as in vanilla Rome Total War. I've also added a special trait related to current season in the campaign. If it is winter, there will be penalties to commanding skills, but bonuses to economy (management skills), and vise versa. At summer, more casualties could be recovered from the battlefield if your armies are commanded by family members (doesn't work if it's just captains). This inspires to keep the generals garrisoned during winter, providing additional income, and to have main battles fought during summer season, like it was in history.

Armenian Nakharar Nobles and Azat Lancers

Battle gameplay was one of the biggest changes. All units now have better morale and fight longer. Arrow accuracy has been lowered, and arrows no longer have armor piercing attribute, as it leads to predictable late game and OP veteran archer troops. Every single unit was reviewed and it's stats readjusted to match the units looks and nature. Every unit received proper ground bonuses for certain terrain conditions, depending on the culture and origins of the unit. For example, barbarians have bonuses in woods and snow, but penalties in the desert, while eastern units fight better in the desert, but have difficulties expanding to northern barbarian lands. Now you will have to plan your army compositions when organizing certain campaigns, and recruit auxiliaries which fit the terrain better where you have such an option. With various new added mercenary types, this will be viable!

Khaldian Hillmen, the last of the Urartian tribes

There's a new building in campaign now, Auxiliary Barracks. It allows you to recruit auxiliary units which have a strong historical bonds with your faction, aka semi-integrated auxiliaries. For example, as Carthage you could train iberian auxiliaries there, as Epirus - italic and illyrian auxiliaries, et cetera. This type of building serves as a colony of the most reliable allied forces in the region where you need them. Also the elephant units will have now an option to be retrained even in the provinces where there's no elephant resource, thanks to the highest level of Auxiliary building, but this level will be quite expensive and the feature is pretty balanced.

Tons of new mercenaries were added to the campaign, especially in the eastern, steppe and barbarian lands. These regions were lacking in many aspects, and now they look more diverse and capable, and there's a reason to go there and grab new nice looking soldiers to your armies.

Some other notable changes in the gameplay are:
+ Population growth was halved throughout the map, so now there will no longer be a boom in economy and boring population management like in some of the previous versions.
+ Removed 4tpy script, as 2tpy reflects the faction progression in the campaign more "historically", as well as it allows better dynamic in the family tree.
+ Lowered building costs and construction time accordingly
+ Rebalanced ship costs and recruitment times
+ Tweaked building bonuses

...and many more!
I'm very sorry for the long radio silence - as you all may have noticed, I'm clearly better with modding than with advertising my hard work. Just posted the article to let you know that the work on this mod hasn't stopped, and that I still use every bit of a limited spare time to give more love to the mod. Expect more news and updates in the future!

Barbarian Empires: Hellenistic Legacy v1.0.3 is released!

Barbarian Empires: Hellenistic Legacy v1.0.3 is released!

News 1 comment

It has been a long time since crazyroman and me released a standalone addon Barbarian Empires: Hellenistic Legacy. Time to change this!

Trade and Taxes mechanics of Hellenistic Legacy

Trade and Taxes mechanics of Hellenistic Legacy

News 7 comments

This article describes newest features of future release of Hellenistic Legacy 1.0.3.

Colony recruitment for the next update of Hellenistic Legacy

Colony recruitment for the next update of Hellenistic Legacy

News 3 comments

Explaining colony recruitment for the next update of Hellenistic Legacy!

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Barbarian Empires: Hellenistic Legacy

Barbarian Empires: Hellenistic Legacy

Full Version 97 comments

Barbarian Empires: Hellenistic Legacy is a standalone addon for Lanjane's Barbarian Empires by Lanjane, crazyroman and Skynet bunker. It adds 3 new factions...

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Barbarian Empires Manual (EN/RU versions) Covers some basic info about the installation and frequently asked questions.

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Barbarian Empires Localisations

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Comments  (0 - 10 of 355)
amin2020
amin2020

The strongness of the rebels was a great idea, because it made it difficult and difficult to advance, and it prevented civilizations from advancing with illogical areas, such as the advance of greece into europe.

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Lanjane Creator
Lanjane

Yes, but it also made it impossible for the small AI factions like Bosporan Kingdom, Armenia, Iberia, Dacia etc. to expand. That's why by popular request rebel stacks were nerfed in Hellenistic Legacy

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Guest
Guest

thank god i have very bad memories of those sarmatian cataphracts north of the bosporus kingdom

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Guest
Guest

how to install???

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Lanjane Creator
Lanjane

Please read the description or the PDF instruction manual: Moddb.com

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aisharp
aisharp

So far have a blast playing as Bactrian. I have some questions, is there a forced diplomacy here? Looks like I can't ceasefire with Seleucid, Armenia, and Parthia despite my military power surpassing them. Also the pantheon for Ares bonus seems bugged.

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Lanjane Creator
Lanjane

There are no scripts in Hellenistic Legacy so no forced diplomacy either. Will take a closer look at temple bonuses, thanks for reporting!

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aisharp
aisharp

This is what I found so far about the temple problem, so may as well report it here.

Numidia & Carthage
-Milqart temple bonus is the vastly inferior version of Tanit temple. Tier 5 Milqart temple is about as equal to Tier 2/3 Tanit temple.

Bactria, Seleucid, Greek City, Ephirus, Macedonia, Bosphorus, and Thracian
-All Gods Tier 5 temples are called Pantheion except for Poseidon which is still called Pantheon.
-Ares Pantheion is missing Happiness and Law bonuses.

Roman
-Mars has the same problem as Ares at its Phanteon.

Ptolemy Egypt
-Isis and Set have the same total public order bonus with flipped value for health and law, but Isis has no trade bonus, making it a weaker choice between the two.

Armenia and Pontus
-For some reason, both eastern factions have no Tier 5 temple building despite Parthian does, though it may be to make them a bit similar to the barbaric faction.

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Lanjane Creator
Lanjane

Thank you aisharp! Noted

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Lanjane Creator
Lanjane

Barbarian Empires: Hellenistic Legacy has been updated to version 1.5.3!

This is important bugfix update with some balance improvements and polishing.
The end turn crash due to 64+ units in some settlements now hopefully eliminated and the game should be stable.
This update is savegame compatible with version 1.5 - 1.5.2 savegames, but some changes won't take effect until you start a new game (you won't see new mercenaries in mercenary pools and your initial Ptolemaic and Baktrian generals which were already created by the game will still have traits Egyptian and Baktrian instead of Hellenic as they should have).
In order for the update to work, run campaign_map_reset.bat or delete map.rwm file manually after the update! Usually the bat does it automatically, but if it doesn't work for you for some reason, go to NL_2/data/world/maps/base and NL_2/data/world/maps/campaign/imperial_campaign and delete any possible map.rwm files manually.

Many thanks to the community members who reported bugs and sent their savegames to help fixing the issues of the 1.5 release.

List of changes:

- (!) Fixed end turn crash in mid/late game due to overload of units in some settlements for Baktria and Pontus. Hopefully this type of crash is now eliminated completely
- Fixed missing ally banners for the rebel factions. Added all the required rebel ally banners
- Fixed few missing sounds for some mounts and units in some battle conditions
- Fixed trait triggers for the traits Egyptian and Baktrian. Now Ptolemaic and Baktrian generals should receive proper ethnicity traits when they have none (requires new campaign for the changes to take effect)
- Fixed missing recruitment for Mercenary Rhodian Slingers, Diadochi Machairophoroi and Baktrian Camel Archers for Baktria
- Added all new mercenaries to the campaign mercenary file
- Added all the missing voice response sounds for all the new units added by patch 1.5
- Cleaned obsolete unit sounds references left from removed/replaced units
- Improved descriptions for Granaries and Garrisons building lines (typos and grammar)
- Added Zeugitana to the short campaign win conditions for Rome to delay Roman AI victory a bit
- Added secondary weapon for Getic Cavalry, improved quality of weapon models and added scabbard model with belt
- Added Dardanii Warriors, Getic Cavalry, Thracian Peltasts, Chosen Getic Warriors, Thracian Swordsmen and Thracian-specific officers for Dacia too
- Added Dardanii Warriors and Chosen Getic Warriors rebel skins
- Balance: Lowered melee defense skill for phalangite units by 2
- Balance: Increased cost for ports and removed trade base income bonus from ports and roads
- Minor fixes in recruitment
- Minor balance tweaks

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