The new mod manager for Total War is a rework of the Rome 2 mod manager by MitchTWC. Featuring new file parsing, conflict resolution, data file assessment, profile management, and other rewrites this tool is on it's way to be being rewritten from the ground up in a 2.0 version which will feature Steam integration.
Changes and Bug Fixes for v1.8.6:
v1.8.6 is a minor update to show out of date mods for the new 'The Prophet and the Warlock' patch while I'm wrapping up the v1.9 update. I'll do a major cleanup of the readme and add a lot more FAQ/instructions soon.
Known Issue - Napoleon will not work at this time as it doesn't not support the new Content folder scheme and I need to set the manager up to support it strictly from Data. I will add this to a future version.Changes and Bug Fixes for v1.8.2:
v1.8.2 is a minor update to show out of date mods for the new Vampire Coast patch while I'm still working on the new features for v1.9. One of them that is currently available as a Beta is the Merge Mods capability with the following features:
Changes and Bug Fixes for v1.8:Steam is here!!
Changes and Bug Fixes for v1.7:New Functionality:
Right clicking on list of mods has the following new options:
New Menu Options
Rome 2 Total War Mod Manager Mods
Changes and Fixes
Changes due to the new Creative Assembly Launcher/Mod Manager:
Due to a change in the Creative Assembly Launcher/Mod Manager and how it handles .pack files, I've added new code to handle this and make it mod friendly again. The CA Launcher now uses both the Steamsteamappsworkshopcontent and SteamsteamappscommonTotal War WARHAMMER IIdata folder for mods. Any mods that have been added or updated since the new CA Launcher was released have been switched to use the new Content folder and the .pack file will ONLY be found there by default. So mod developers/users who are looking for their files and can't find them.. that's where they dissapeared to.
In order to keep it easy for developers to open mods with PFM/RPFM and for the KMM to see all of the mods in a single place, I've added code to copy all of the mods out of the content folder and in to the data folder. The files are left in the content folder once this happens (and the old format .bin files are also removed to save space and speed up the process). Any time a mod is updated it will be downloaded like normal. If the 'last modified' timestamp on your data folder is newer than the one in content, the file will not be updated so users who modify the works of a mod developer should rename the work in order to ensure getting future updates. I'll be working to cache this out in an xml file to speed the process up more for the v1.6 update.
WARNING If you see the CA launcher download any files, once it is finished downloading you need to click the refresh button in the KMM in order for the KMM to move those new and/or updated mods to the data folder. The refresh button will scan the content folder again and display any newly subscribed mods in the list as usual.
Current Mod Manager Features:
Requirements:
Upcoming Features:
Magnar Mod is a modification for Total War: Rome II created by a team called TWMagnar. The driving principle behind this project is historical accuracy and realism above all else. The creators overhauled the rosters of a number of factions and cultures, including Rome, Carthage, the Gauls and the Iberians. All factions are playable and got personal attention. New textures were made for every unit that reflect the actual equipment they used, with a look that is based whenever possible on academic historical sources. Even the colors of fabrics are muted so much you would think that the ancients did not use synthetic dyes for their clothes. The same type of bronze armour has different details depending on whether it is made in Italy or Greece.
Battles in Magnar Mod are also very different from vanilla. Experience gain is hard to come by but has a much larger effect on fourteen different unit stats compared to a small effect on five stats in vanilla. Your men will have to deal with increased terrain and weather effects while on the battle field. Morale has been tweaked to force you to use smart tactics.
There are large changes on the campaign map as well. Tweaks have been made to trade and to the AI in many areas already. Army stances are now unique for each culture. A barbarian army moves slower because it has to forage and pillage for supplies, but that pillaging means that your upkeep is lower while in enemy lands. The authors have optimizez this mod to be played at four turns per year. Our so-far-relatively-in-depth system of seasonal weather as well as terrain and climate zones are used every turn to modify eighteen things from agricultural income to unit replenishment and upkeep. Hint - no army wants to be in the Alps in winter!
How to install: use the mod manager.
Report problems with download to [email protected]
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