Mod set in the mid-18th century; take command of the armies in Europe, as you attempt to build--or defend--your empire!

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New version of the mod

News

The newest version of the mod! Here's the download link:

Drive.google.com

To install, unzip wherever your Alexander: total war executable is, and create a shortcut, with the following structure:

"....\RomeTW-ALX.exe" -mod:SYW -show_err -nm -noalexander"

The mod is no longer compatible with vanilla RTW or BI; only Alex from now on.


Main changes:


-Refined the campaign map (so it looks better still, but still not really playable; you're more than welcome to ogle at it, however).

-Finished the outline of the Portuguese Army

portuguese general and ADC

Portuguese General and staff


portuguese dragoons

Portuguese Dragoons


-Added a new icon-it's from a portrait of Frederick the Great made before the war.

-Some test stats were introduced--hence the rough and seeming inconsistent stats (you guys will be the guinea pigs :P).

-changes to gunpowder effects, though I need to fix the alignment issue for cannons.


Some commentary on future changes


-Next work will focus on getting French and Spanish officers done, plus their drummers. Will almost certainly fix some of the units as well.

-After that, Denmark is next.

-At some point, I'll make official the release of a multi-hp system for cavalry alone. Right now, every unit is set to 1 hp in the official release. If I could, I'd give the horse 2 hp, and the man riding 1 hp. However, this isn't possible--no way has been found, anyhow. So as a compromise, the hp is going to be set to 3 hp for the cavalry. Haven't released this yet, as one thing I need to first do is make sure the infantry are balanced right (they must remain at 1 hp).

-Already in the mod is the way the missile units will work against cavalry in the new system: missiles will be rated "man only" and "man or horse". The former will have 1 hp damage; the latter will have 2 hp damage (as seen in descr_projectile_new).

-Now to discuss the hp system: the reason infantry only get 1 hp, rather than 3 (or any other number), is due to melee balance. Traditionally in my case, I'm used to working with lethalities under at or below 1; working with lethalities over 1 is kind of messy, and frankly, I can't be arsed with it. The only real issue isn't from that, but rather because the missiles were set by the devs to have a frozen lethality of 1. In an ideal world, I'd set the attack as needed, the lethality to 0.15-0.24, and the damage to 2 (so basically, the missile will have a high chance of affecting the target, and a probability of 0.15-0.24 to specifically damage the unit (rather than merely stun/push back); if the hit successfully damages the unit, it then takes 2 hp). I actually asked one of the guys from Feral about implementing this scheme for the future patches of Rome Remastered, but apparently, they won't do this. I could say something about this--because I asked twice, and got contradictory answers--but I'll leave it at that.

-I've officially decided what to do with RR--specifically after the above: I'll just wait and see if lethality is made moddable. Depending on when and if they do, I'll start working on that. If they never do, I'll wait till I completely finish the OG to even begin working on it. If not, I'll be working on the OG version, but start work on RR as well (though low-priority); this will entirely be modelling at first: make the models, then worry about making the mod.

Bear in mind though: work for both will be slow hereon out: as always, I'm mostly working on my own, and there's a PhD program to finish (in Geology). If you want the mod done sooner, you can either help me find someone or join the "team" (or both). Just. Don't. Flake. Out.

Latest version of the mod download link

Latest version of the mod download link

News 3 comments

Title says it all: new download link, with the completed Dano-Norwegian army, and some of the first reworked Dutch units.

Denmark-Norway preview

Denmark-Norway preview

News 1 comment

Just talking about the Dano-Norwegian Army: units, basic history, and a call for help.

New download link

New download link

News 2 comments

New download link for the Seven Years War Mod, with the latest units, as of 5/4/2021

Regarding the latest news...Oh, and Portugal

Regarding the latest news...Oh, and Portugal

News 4 comments

What the Remaster of RTW will mean for the mod, plus Portugal.

Comments  (0 - 10 of 44)
piul
piul

Hello dude i downloading your mod now. i read your thinks about battle system.
dont worry about unit balance i can answer all your questions.

firstly i must say ''hp system'' is useless in rtw, med2, empire engines.

no need to use hp system (except for elephants etc.) to balance the game.

i can easily tell u some example stats for unit types. they become so balanced against all troop types.

u need to worry about skirmish mod problem. because rtw battle ai is not suitable for ranged line units. ''prec'' stat also dont solve this problem because it comes with many other problems.

EDIT: I played couple battles. See there is much works for mod but im excited. At least u guys trying to make new unit animations. High disciplined line infantry animations are good but so slow. I hope u make irregular unit line infantry animations for lower disciplined line infantry units, skirmisher animations for hiding units, mob animations etc.

Also like in Ogniem i Mieczem mod u should make 3 different versions of each type animations for high-standart-low reload times.

there are 2 mods for napoleonic era but in that modes there are no ranged cav.. ranged cav is very good choice to make battle system colorful. pls add them.

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Gen.jamesWolfe Creator
Gen.jamesWolfe

"High disciplined line infantry animations are good but so slow."

Because they were in life; same for reloading speeds. Unfortunately, the game only permits one reload animation per unit. If it were up to me, I'd have multiple--to show how some would tap load (a real procedure), while others fumble around.

"I hope u make irregular unit line infantry animations for lower disciplined line infantry units"

You can make one with a slower loading animation, but that's about it. I do have an "irregular" animation in the works, but it's really geared toward light infantry.

"Also like in Ogniem i Mieczem mod u should make 3 different versions of each type animations for high-standart-low reload times."

Way ahead of you:

There will be 2-3 loading animations, and 3 possible march speeds.

"there are 2 mods for napoleonic era but in that modes there are no ranged cav.. "

The Hanoverian cavalry and IIRC the Hessian cavalry are both ranged in this mod.

Reply Good karma+1 vote
Guest
Guest

hi general i contacted you once on tw center im glad that your mod still is going
i worked on some of the ui units cards if interested i can upload i will download the current version to check it out.

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Gen.jamesWolfe Creator
Gen.jamesWolfe

Hi,

I hardly use the TWcenter nowadays, and atop that have been doing fieldwork for my IRL studies, so apologies for the delay.

I'm interested in your offer, but have received no message from twcenter or elsewhere. Either way, please do not hesitate to share what cards you have produced.

Thanks!

Reply Good karma+1 vote
badfing3r
badfing3r

How's progress on the mod coming? Denmark-Norway was great! Any details on mechanics or campaign models/cities?

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Gen.jamesWolfe Creator
Gen.jamesWolfe

Hi,

Been a busy year so far, but I'm pretty much done with Denmark-Norway. Am now working on the Dutch.

Nothing really new on mechanics or campaign stuff: I really need help with the latter, but no one goes through with this.

Reply Good karma+1 vote
kubotaisnice
kubotaisnice

i dont understand how to install this i used an craked version of rome total war and just put it where i have my alexander exe make short cut with the name mod:SYW -show_err -nm -noalexander but nothing happens

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Gen.jamesWolfe Creator
Gen.jamesWolfe

-mod:SYW, not mod:SYW

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Guest
Guest

is the campaign planned ? and all units finished??
Maybe you can export your project on ROme remastered with upscaled textures, and new smoke effects :)

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Gen.jamesWolfe Creator
Gen.jamesWolfe

Hi,

That's the eventual plan. But for now, let me finish up the OG version.

Reply Good karma+1 vote
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