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Found 10 results

  1. Originally written by DARTH VADER @ Total War Center forum DarthMod 1.4 D: The Last Episode Download Mirror 1: Filefront (DARTH VADER offered) Download Mirror 2: TWcenter (DARTH VADER offered) DarthMod for BI-RTW Forum Link The circle is complete. This is my last mod for the TW series. You can read my retirement thread here: http://www.twcenter.net/forums/showthread.php?t=113546 The first wave of attack was successful (with 1.4C). Now it is time to start the final Invasion. DarthMod series has been known for the focusing in Gameplay and AI and with this version you will get hopefully the best of this game under patch 1.2/1.3 There will be a new evolving team which is assimilated to the dark ways and wishes to continue the DarthMod name trademark. A new hope? I will be around for a while to consult them from time to time in order to be able to preserve the usual DarthMod quality or even better it. I will not say a lot of things: DarthMod 1.4D includes: -The Best Battle Physics ever seen in a TW game -New Battle AI ruthless and aggressive -New Darth Campaign AI -2 maps full of challenges Want to know more?...Play it and see for yourself. I will be hearing you for sometime and maybe give a final patch according to your average liking. You want a changelog don’t’ you? Good. I can feel your anger. Play DarthMod with all of your hatred, and your journey to the Dark Side will be complete! But for those who are not prone to old jedi mind tricks…let me tell you some synoptic enhancements comparing to vanilla: “The Best Battle Physics ever seen in a TW game†Realistic mass feeling of all troop types for powerful cavalry and infantry charge clashes, penetration effects, realistic movement speed and responses, realistic endurance of battles and feel of armour of troops and many more for your true medieval havoc enjoyment. “New Battle AI ruthless and aggressive†There is nothing similar to the default AI here. Everything hyper modded and used my secret dark ways with the help of the Darth battle physics, Darth unit score balance and various extra AI scripts not used in default or parameterised differently, to offer the best AI so far introduced to a TW game. If only the new TW engine allowed different formations per faction…you would be amazed of the capabilities of the system. “New Darth Campaign AI†Again…this is truly a rework of all AI value parameters to offer a new experience to a TW gamer in his planning against the AI during the map phase. The AI is programmed to: -Plan careful and powerful full stack invasion attacks and decide the best time to do that calculating the power balance of relations, combat and production of its neighbours and allies. -Pope Fixed. Yes..it was bugged from vanilla, no doubt about that because it had script to attack fellow Christians, now this has changed with new script to have hostility only with muslims therefore staying idle in his lands or attack non-christian, rebel near him. -Reasonable Diplomacy which allows many options to be negotiated and not witness idiotic No’s from AI. -Careful balance of income, settlement and agent AI which makes each of your decision to attack or defend truly valuable since the income can become from very large to super small due to the merchant wars and trade agreements, isolation from other countries due to bad reputation or the opposite, spies and assassins to have true diplomatic effects if they are revealed in your lands and fail and many more… -AI alliances will interact in packs and support each other effectively (Have you seen that in a TW game up to now except Shogun TW in rare moments?) “2 maps full of challenges†Two new maps are offered and designed by The Border Reiver with many new settlements and provinces, careful balance and together with my dark tweaking (giving for example free upkeep to all militia units to allow powerful AI stack garrisons to cities, free upkeep to all foot Muslim armies to allow historic superiority of their numbers, careful faction AI to allow quality AI armies of certain European armies according to their rosters or make Muslims deploy Hordes of cheap armies to outnumber almost by 3:1 ratio, Turks to build missile cavalry based armies etc.)…you get what you were seeking all this time from this game without changing too much but making M2TW truly playable as it ought to be from the start. WARNING! DarthMod is far more complex than you may most of you understand. It is not advised to take single files and copy them to other mods without adaptation methods. There is no way to play a Darth Battle 100% unless you photocopy my full mod. Every modder is free to use my work if he wants but has to say to his fans that I have no responsibility about any inconsistency. He is then advised to: 1)Use other Lite AI mod to use 2)Revert to DarthMod 1.4D full to play the real thing 100% The people I wish to thank for their contribution for this final version of my Mod are: Current handpicked eligible Darth Beta Team: Darth "The Border" Reiver (200%) ->Granted the command of the Super Star Destroyer II "Betrayal"(patronized and later joined the rebels with the stolen vessel). Darth Tiberiu_R (200%)->Granted a modified attack Tiberian Shuttle and a battalion of elite guard stormtroopers. He is in command of the Sith Training Grounds and the Imperial Star Destroyer II "Annihilator" "Sith Knight" Argent Usher (185%)->Granted an imperial Coruscant Office and a handful of Imperial Guards and the command of the Imperial Star Destroyer "Inspire". "Sith Knight" dm04 (180%)->Granted Count Duku's Lightsaber and a legion of Death-troopers and the command of the Super Star Destroyer "Guilotine". "Sith Knight" xeryx (175%)->Granted an Imperial Legion Command and the Super Star Destroyer "Tormentor". "Sith knight" Naimad (175%)->Granted a modified AT-AT walker Platoon and a Legion of my best troops. Imperial Commander Pdguru (100%)-Granted the command of the Imperial Brigade Army Imperial Officer Cofresi (100%) Imperial Snowtrooper PeteSKTemplar (100%) Imperial Stormtrooper don776 (100%) Imperial Stormtrooper Oriflamme (100%) Imperial Stormtrooper IZ-Master (94%) Imperial Scout Marku (65%)->Granted the command of a surface attack squad. Imperial Stormtrooper jmack- (55%) Imperial Stormtrooper Marine Hoplite (45%) And in particular: Map creator and Valuable all around helper by adapting many mini-mods to DarthMod: -The Border Reiver Valuable Beta Tester and creator of the new Darth Building Tree: - Tiberiu_R The most thorough and exact Darth Beta tester and future Big Map creator for DarthMod: - dm04 Innovation director and idea planner for the Darth Campaign Map: -xeryx All around Help and early exact finder of most serious inconsistencies: - Naimad Art Director for DarthMod and a hope for the Dark side (may your new offspring be able soon to play a DarthMod some day…somehow! Thank you for your time despite the obvious lack of it!): -Argent Usher Art Creators for DarthMod in many dark ways: -Pdguru -Cofresi Conscript but Reliable Beta Testers: - PeteSKTemplar - don776 - Oriflamme - IZ-Master - Marku - jmack- - Marine Hoplite Also Special Thanks to: -Burrek for his Blood and Dirt v0.91 mod -Rawghi (Using his base for Heraldry mod) -Tokus (Using his base for Historic Events) -Installation Instructions- Install M2TW and patch it to 1.2 or 1.3 (In 1.3 plays slightly better IMO but fully compatible to both): -Open the installation package(After you unzip it in TW center mirror zip mode) -Let the installer guide you or manually browse the installer to install it where you have your main game directory like this for example: C:program filesSEGAMedieval II Total War and not(for example): C:program filesSEGAMedieval IIdata = wrong -The installer will create a shortcut to desktop to play DarthMod or you will have to click Launch_DarthMod.bat in your main game directory which you will use/double click each time to play DarthMod(If you want fix your own shortcut for it in your desktop) -Play! (You can install over previous version of DarthMod_M2TW 1.4 but do not continue your saved campaign) -If you anticipate problems try deleting the file map.rwm which is here: C:....SEGAMedieval II Total WarDarthModDATAworldmapsbase *** "If you have a non-English version of MIITW, and are experiencing CTD's. When clicking on armies or characters. It appears that there is some incompatibility in the sound files. A special thanks to @[FtN] Gebirgsjäger for sorting this problem out. The following steps will correct this problem: 1) Delete the files in DarthModdatasounds 2) Copy events.dat and events.idx from Medieval II Total Wardatasounds to Darthdatasounds" Notices: -You will not be able to play historical battles unter DarthMod unless you copy the following root game folder whole files .../data/world/custom and .../data/world/maps/battle, respectively to Darthmod/data/world/... -DarthMod does not use/mod other mods or original game so you can play/swap with it at any time.(Concerning you have installed it correctly as advised above) -It is highly recommended to play DarthMod M2TW 1.4 without any other mods installed as it bug free tested as is. I have no responsibility nor I reply to repetitive mails when you want to mod DarthMod. Darth Vader email:thomadisnick@hotmail.com my forums: http://www.twcenter.net/forums/forumdisplay.php?f=293 http://www.twcenter.net/forums/forumdisplay.php?f=71 my pages: http://www.myspace.com/thomadisnick (Donation to the Dark Side is available there!) http://www.myspace.com/nickthomadis Download the mod by clicking the top picture. Also, I can only give support for the most common issue e.g CTD, installation, but if I cannot answer your question then I suggest that you post it in this forum.
  2. Version

    1,530 downloads

    Re-uploaded by permission from the original author DARTH VADER. Forum thread Extract the archive and run DarthMod 1.4D Final Episode.exe to install the mod and follow the instructions. More information can be found here.
  3. Originally written by DARTH VADER @ Total War Center forum DarthMod: Shogun II v5.0 Finale Edition The popular mod series for the PC game "Total War: Shogun 2" The DarthMod series of mods continues to improve the AI and gameplay of Total War games. As always, the mod’s main scope is to destroy the “weak†arcade factors and replace them with realistic features. Witness now Total War: Shogun 2 as you have ever wanted. Main features: In short you can call the mod “DMS†from now on. It focuses on gameplay improvements without changing too much the overall vanilla "flavour". Generally it tries to correct the "No Likes" of my review which you can read at this Link. The speed, accelerations and physics of the units are taken to realistic levels so not only the battles feel more realistic but now you must plan your tactics more carefully because the units do not rush like "Fast Forward Benny Hill" to cover your mistakes. Various changes to morale and battle mechanics create more lasting battles which are not only an enjoyable experience, due to the fantastic combat animations but also they are very challenging, because the AI benefits from carefully made modding techniques. Projectiles are not homing to the targets but more realistically spread and can miss. Their lethality and accuracy are not as high as in vanilla in a few words. Increased unit sizes for epic battles, if the user wants them. Removed all the insane cheats for the CAI, which provided a "fake" challenge and kept a moderate handicap system that reflects better the actual difficulty level. Diplomacy and campaign AI have been improved significantly to cover the gap of the reduced handicaps. For example the AI invades with large armies consisted of more samurai than archers (vanilla problem), uses ships better, allies are more trustworthy, realm divide effect is reduced so that the clans do not berserk against you, and so on. Autocalculation of battles works better. Fortifications have more garrison troops, so now the major AI clans can survive and become very powerful opponents, like the Oda clan. The economy system is slightly improved to encourage the recruitment of larger armies for both the AI and human player. Upgrade points for characters are increased from 2 to 3 for a better and quicker character creation. Several annoying things, for the majority of players, are removed like the projectile trails (laser trails) and the Horo (Balloon). The removal of laser trails in combination with the reduced speeds brings a significant FPS increase. Increased army and navy control radius in the campaign map for a more strategic positioning system. An army cannot so easily pass by another army and has to fight it, or several small armies can trap other armies. Better naval battles because now ships turn and accelerate not like motorships but like wooden vessels full of soldiers and also there are many other factors affecting the naval battles including the more realistic projectiles. Ships have much more movement points that makes AI to launch powerful naval invasions. Clans have more diversity for their special units, so the AI makes the right choice and builds characteristic armies, for example the Takeda raise powerful cavalry, the Date a lot of No-Dachi, Shimazu their deadly Katana, etc. Changelog and Features: Credits: Thoal for gifting me the game through Steam, for his Rise of the Samurai DLC, for his Fall of the Samurai and his Saints & Heroes DLC gifts. "Total War Greece" for gifting me the retail version of Fall of the Samurai. PlacidDragon for too kindly gifting the game to... the wookie hip63 who abandoned the project. Syntax for our old and valuable forum cooperation. Mr Kami for his special donation, his Sengoku Jidai DLC gift, his Rise of the Samurai DLC gift, his very helpful feedback and the moderation of the forum. KERA_AK for gifting me the Otomo DLC and for his general support. Edward Reynolds for his very kind donation. Fracchione for gifting me the Ikko Ikki DLC. BayonetFodder-San for his always helpful feedback and his moderation of the forum. Le_Fred for his really fantastic battle stories with DarthMod images. Diadok, wrcromartie, VENNONETES, for their epic screenshots. aion2006 for his super screenshots. taw for his valuable mod tools. Lord Maximus, Porphyr, davidallen, daniu, DaFranker for the upgrade of the PFM Tool to work with Shogun 2. Crux3D for his genious Symphony Tool with which I repaired the dreaded mixed sounds bug that was caused by the official patch. Mech_Donald for making his special Battlefield Smoke Mod (BSM) for DarthMod. Swiss Halberdier for his all around assistance. =Vastator= for his so much needed unit variety mod "Vastator Unit Style" (VUS). Demokritos for his superb quality work "Alternative Clan Colours Mod" (ACC). ♔Noif de Bodemloze♔ for his splendid "Boshin War Mod HISTORICAL FLAGS, BANNERS & UNIFORMS Mod, "Modern Japan Army Mod", "Optional Faction Recolors [FOTS] and New Bows Textures. BullGod for his magnificent "Daimyos and Generals mod" and "Portuguese terços Unit Variety Mod". IGdood & kungfuserge for their relieving bayonet mod. Thorn for his Oda Boost mod (available only in the launcher version of DMS). ToonTotalWar for the usual perfect cooperation, his lite graphics mod and his special horo removal mod version. Voice of Treason for the beautiful artwork. JFC for the beautiful artwork and his excellent unit cards. The Hedge Knight for the Horo removal mod, the excellent Unit Variety Mod and his general support to all modders. Jane for the Clan Color Mod (no longer used because it is not updated). Wind for the Japanese Speech Fix. Ftmch for his fantastic and massive unit retexture mod. Superghostboy for his handy texture mod that increases perfomance and FPS. La De Da Brigadier Graham for his music mod and his all around assistance (Generic all around good music which can be found here http://www.twcenter.net/forums/showthread.php?t=389044). Twosocks for his traditional music + sound mod (Based on atmospheric Japanese drums which can be found here http://www.twcenter.net/forums/showthread.php?t=445112). Ying, Duke of Qin for his great portrait mod named Furinkazan. Gallus Domesticus for his Oda-Tokugawa alliance mod. Elvasat for his beautiful portrait and event mods. ordinary for his better encyclopaedia map (No longer used). CoconutFred for his unit icon mod adapted for clan retexture mod. Radius for his Sashimono removal mod and his other contributions to the TWCenter community. akp for his ambush deployment zone mod. freelancerX for his extra ambush & deployment zone mod. No Leaf Clover for providing his temporary sound fix for the DarthMod community. hip63 for his help at the early stages of the mod (The current DMS Launcher uses some of his ideas). Download 5.0 Full Launcher Version It has the most options and submods 5.0 Full Launcher Version5.0 Minimal Pack Version The user can manually install it as per instructions ->Not advised for novices 5.0 Full Launcher Version5.0 Steam Workshop Version It includes only the necessary and has the best multiplayer compatibility Also, please go to Moddb.com and leave your comments there. Download the mod by clicking the top picture. Also, I can only give support for the most common issue e.g CTD, installation, but if I cannot answer your question then I suggest that you post it in this forum.
  4. DarthMod Shogun 2 v5.0 Finale Edition

    Version

    2,127 downloads

    Re-uploaded by permission from the original author DARTH VADER. Extract the archive and run DarthMod_Shogun_II_v5.0_FINALE_Edition.exe to install the mod and follow the instructions. More information can be found here or here.
  5. Originally written by DARTH VADER @ Total War Center forum DarthMod Empire v8.0 Platinum No time for words. No time for descriptions. This is one of the best mods for Empire: Total War... ...as reviewed by thousands of fans. See for yourself! http://www.youtube.com/watch?v=P6r07OxTxug The Full Version Strategy Informer or Modsaholic or Torrent or Ausgamers Get the latest patch DarthMod Empire v8.0.1 Platinum Patch >>General solutions to common problems<< Changelog
  6. Version

    36,600 downloads

    Re-uploaded by permission from the original author DARTH VADER. Forum thread Extract DarthMod_Empire_v8.0_Platinum.exe then run it to install DarthMod Empire 8.0 Platinum and follow the instructions. Extract DarthMod_Empire_v8.0.1_Patch_Platinum_Final.exe then run it to install the DarthMod Empire 8.1 Platinum Patch and follow the instructions. Note that DarthMod Empire 8.1 Platinum Patch requires DarthMod Empire 8.0 Platinum to be installed first
  7. [RTW] - DarthMod Rome v.9.0.1

    Originally written by DARTH VADER @ Total War Center forum The modder behind the DarthMod series has retired, yet he has promised to support his current mods and offer some last updates. One of the most anticipated was for the old version of Rome: Total War, the one which started the DarthMod Saga. Although it had more than 6 years to get updated, it did deliver the gameplay and AI it promised, according to the widely accepted opinion of its players. So here is finally what you were asking for! Improves Rome: Total War in every aspect! It offers innovative AI enhancements, original gameplay improvements, new maps & campaigns, new units, new graphics & textures, new historical battles... in fact, everything needed for maximizing challenge, realism and fun for this game. (From 2006 the previous version got around 75.000 *unique* downloads) Main Mod (For Rome: Total War & Barbarian Invasion) Addon (For Alexander) If you have problems downloading try the following mirrors: DarthMod Rome v9.0.1 (Strategy Informer Mirror) DarthMod Rome v9.0.1 Alexander Addon (Strategy Informer Mirror) Read the following before installation: Installation Instructions & Troubleshooting Join the official pages http://www.facebook.com/DarthMod http://twitter.com/DarthMod Look at some features Some of the special DarthMod formations that, with other innovative techniques, make the AI smarter in battle Pictures showing some special features of the mod such as the new unit textures and the new historical battles Shaggy's REALLY big modified map of Ice torque, available in 2 campaigns: "4 roman Houses" and "Unified Rome-single Campaign" Torgill's small "Risk" type game for faster campaigns, available in 3 campaigns: "4 roman houses", "Unified Rome" and "Punic Wars" (the 4 Roman Houses and Punic Wars campaign do not have Julli available for the human player to prevent a persistent bug) Changelog It is impossible to remember and to write down all the vast changes that DarthMod Rome makes to the game so please, for the time being, just note the most important changes comparing to the older version of the mod. Now it has also support for the expansion Rome: Total War Alexander. Version 9.0.1 Changes (19/11/2012) New more dynamic fatigue system that changes (indirectly) how the hard coded fatigue affects the units. Before the units would tire too much, especially when the battles are long, and this made the troops to become too slow and ineffective (due to the very harsh hard coded penalties). For some very light troops you may watch them to never get tired but this is better than having an army of exhausted troops that run with -50% less speed (the hard coded parameter that is insane). Movement modifiers balanced for the new fatigue system. Better Arrow, Javelin, Pilum damage balance. Roman units have now slightly more men and are balanced accordingly. They are very tough to win overall. Changes from old version 8.1 New easy installer which includes everything in one package. Great deal of unit balances all around. New more historic balance for Romans. They have smaller units to reflect their unique maniple system and their stats/cost are balanced accordingly. If you play against them you will fear them more than ever because they can beat you with much smaller numbers. If you play with them you will appreciate their power but you must be more careful when the enemy army is too big... it will frequently be bigger as it was in history. Macedon became more unique as it can built bigger cavalry units. The mass system is greatly enhanced and reflects better the violence/tension/ferocity of the hellenistic era melees. In fact the melees and havoc is better than newer unmodded Total War games as there is much more action everywhere. Corrected a bug in Briton formations, appearing when the AI had a lot of chariots. Some projectile physics improvements. Even more realistic unit battle movement speed (only when a unit routs can become very slow. This is a hard coded error of the game that lowers, mysteriously the unit speed when it routs). Elephants balanced better (they were too strong). Added support for the Rome: Total War Alexander expansion (you need to download & install separately). Features of DarthMod Rome v9.0 (Alexander Addon) For the first time the DarthMod unique gameplay experience is offered for Rome: Total War Alexander as many times requested. Unit balances according to DarthMod philosophy. DarthMod Formations that make the AI fight smarter. Realistic Mass System and Unit Movements for realistic battle experience. Peasants removed from recruiting queue. The ridiculous Indian female archers are removed. Many other gameplay improvements that are offered by default in the original version of DarthMod Rome v9.0 (http://www.moddb.com/mods/darthmod-r...thmod-rome-v90 ) Enjoy the old classic DarthMod Rome... forever! Credits Texture Creators Many many thanks to the following guys who have allowed me to use their wonderful work: DARTHMOD_RTW_Version (In alphabetical order) ----AnastasioTheGreat---- (for his ATG bronze spartans-only to be used by other modders with his permission) http://www.twcenter.net/downloads/db/?mod=736 ----Augustus21---- (for his AUG_Phalangites skin mod) http://www.twcenter.net/downloads/db/index.php?mod=531 ----Burebista---- (for his skins set for Carthage army) http://www.twcenter.net/forums/showt...bista+carthage ----KALI---- (for his skins set for Parthian army) http://www.twcenter.net/forums/showt...highlight=kali ----LAca---- (for his phalanx_pikemen, seleucid_legionaries, Numidian_Legionaries skin mods) http://www.twcenter.net/downloads//d...02&author=LAca ----meh_cd---- (for his macedonian hypaspist skin) http://www.twcenter.net/downloads/db/index.php?mod=483 ---- SpartanWarrior---- (for use of his skin for macedonian heavy phalanx p.s Vlad told me it is his work and I tried to contact him but failed. Still I mention him.) ----Titus Andronicus & sleighr---- (for use of some skins in their ptolemaic egypt mod = hellenic light cavalry, greek standard, machimoi) http://www.twcenter.net/downloads/db/index.php?mod=529 ----Warspite---- (for his wspite_armenians_v1.0, wspite_mercs_2.1, wspite_numidia_v1.0, wspite_pontics_1.0 skins mods) http://www.twcenter.net/downloads//d...uthor=Warspite ----Webbird---- (almost 70% of skins are of webbird's Copyright of Artwork and Files within this Package: U.Erdmann -skinXess- 2005 ) http://www.twcenter.net/downloads//d...author=webbird ----Vrabac and Alcibiades---- (for their skin of Seleucid silvershields http://www.twcenter.net/downloads/db/index.php?mod=318) DARTHMOD_BI_Version (In alphabetical order) ----Atilla_Reloaded & Ramon Gonzales y Gracia---- (for the gigantic wonderful offer of all their unit graphics of their personal BI mod "Invasio Barbarorum-Flagellum Dei" http://www.twcenter.net/forums/forumdisplay.php?f=113) ----Archer---- (for some re-colored sassanids used http://www.twcenter.net/downloads/db/?mod=765) ---- Lusted---- (for his full set of Roman new unit graphics http://www.twcenter.net/downloads/db/?mod=734) If I accidentally use material from persons I have not mentioned above, please notify me immediately so as to update the text file. Special Additions Many thanks to “ngrâ€, “khelvan†and the whole “Europa Barbarorum†team for allowing me to use the great and enormous map of Mundus_Magnus 2 in DarthMod_5.8 and some mercenary units of them now transferred to 8.0. Special Thanks (Alphabetically) -Archer- (for the ddsconverter tool upload of this creator -Bluehair-, this is what I used to import all the graphics) http://www.twcenter.net/downloads//db/?mod=362 -David Harrison from Mammoth Media (thanks for hosting) http://www.ausgamers.com -IceTorque- (for the big map of Shaggy) http://www.twcenter.net/forums/member.php?u=2053 -lt1956- (for his new fort mod) http://www.twcenter.net/downloads/db/index.php?mod=808 -King Edward I- (thanks for hosting temporarily) http://www.medievaltw.com -NinjaCool- (for his Historic battle mod) http://www.stratcommandcenter.com/ninjacool/battles.php -OrrieBoi- (for the vegetation mod http://forums.rometotalrealism.org//...ic=11764&st=0#) -Player1- (I used and adapted for my mod many of his bug fixes) http://www.twcenter.net/forums/showt...hlight=player1 ) -SigniferOne- (for his animation sets) http://www.twcenter.net/forums/showthread.php?t=27015 -The Border Reiver- (for his resource mod) http://www.twcenter.net/forums/member.php?userid=9661 -Vercingetorix- (even though I have not used directly his tools...everyone is using them so indirectly I did!) http://www.twcenter.net/downloads//d...=Vercingetorix -To TWcenter.net stuff for their super support -To Rome Total Realism team for their hosting of my forum to their site and their general support. -To YOU the fans of my mod who support it with your appreciation -CA & Activision & SEGA for the creation of this super game Old DarthMod Team Members (Alphabetically) Grand Duke Vytautas (Beta tester and Darth guides creator) JaggerMech (Exclusive BI unit card creator) Kaweh K. (Unit card Creator of RTW, Screen + Banner creator, Symbol buttons creator for RTW/BI) Marvius (DarthMod Website creator, Darth Vader voice advisor edits) Angel (Darth Vader voice advisor edits) Shaggy1973 (Creator of 2 modded campaigns using IceTorque's map) StudUK (Intro screen creator + screens used in BI) Torgill (Creator of 3 modded campaigns "Risk" type-small and quick) Wipeout140 (General all around help and citi view fix) Signifer One (animation adapting etc.+ moderator of my TWcenter forum) Download the mod by clicking the top picture. Also, I can only give support for the most common issue e.g CTD, installation, but if I cannot answer your question then I suggest that you post it in this forum.
  8. DarthMod Rome

    Version 9.0.1

    228 downloads

    Re-uploaded by permission from the original author DARTH VADER. Forum thread Extract the archive and run DarthMod Rome v9.0.1 Installer.exe or run DarthMod Rome v9.0.1 Alexander Addon Installer.exe (requires Rome TW Alexander) to install the mod and follow the instructions. More information can be found here.
  9. Originally written by DARTH VADER and HusserlTW @ Total War Center forum DarthMod Napoleon v2.65 "Epic Edition" The popular mod series now for Napoleon: Total War! Play realistic napoleonic battles against a challenging AI. The gameplay is vastly improved, the arcade feeling of the official game is removed and not only that... You will witness the full power of the new DarthMod Formations, which make the Battle AI to attack you without hesitations and weak plans. Join the Dark Side and you will be crushed! Satisfaction -> Guaranteed! http://www.youtube.com/watch?v=fSew95BV97I DarthMod Napoleon v2.6 "Epic Edition" Demonstration Video http://www.youtube.com/watch?v=BfyvD5ZaBKk http://www.youtube.com/watch?v=W7VerzOvmek Download: Mirror#1 moddb.com Mirror#2 modsaholic.com Mirror#3 strategyinformer.com Mirror#4 ausgamers.com Installation & Troubleshooting: How to use the Launcher: DarthMod Napoleon Screenshots: DarthMod Napoleon Signatures: Read more about the mod: Compatibilites: It is compatible with all DLC and with many visual and sound mods, although you cannot add other gameplay mods or unit packs because they will conflict with DarthMod settings. They may not CTD but they will not work well. Use other mods at your own risk. Download the mod by clicking the mod title. Also, I can only give support for the most common issue e.g CTD, installation, but if I cannot answer your question then I suggest that you post it in this forum.
  10. DarthMod Napoleon 2.65 Epic Edition

    Version

    649 downloads

    Re-uploaded by permission from the original author DARTH VADER and HusserlTW. Extract the archive and run DarthMod_Napoleon_v2.65_Epic_Edition.exe to install the mod and follow the instructions. More information can be found here or here.
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