IB2 Beta Patch III
-New Units
New IB2 units: midnite
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WRE
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Pedites Bucellarius: Pedites Bucellarius were elite foot troops and sworn retainers for their lord.
Equites Bucellarius: Equites Bucellarius were elite cavalry troops and sworn retainers for their lord.
Domesticorum Pedites: This is an infantry guard unit normally based in Rome
Vandals
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Vandal Nobles are heavily armed and armoured cavalry warriors who are expected to charge into enemies and hack them to pieces.
Vandal Heavyspearmen: In the 5th century Western Roman Empire cavalry may be king, but Vandal heavyspearmen are the regicides!
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Visigoths
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Gardingi: A warlord leads a personal guard of able and fierce warriors
Saiones: The Visigoth Saio was a sworn retainer exclusively to his lord.
Gardingi Infantry: These men are noblemen. As such they are better armed and trained, ready to be thrown into the fight at the moment of decision.
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Suebi and
Mercenary units
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Mercenary Pedites Romanii: Mercenary Pedites Romanii are equipped, and fight, in the same fashion as 'proper' Romans - and indeed, they see themselves as being Roman rather than Barbarian. They are hard, dedicated warriors, determined to defend their people and homes.
Sarmatian Western Argaragantes: Argaragantes are the warrior elite among the Sarmatians. Although, for several generations living within the Roman Empire, they are at heart steppe warriors, with all that implies about their skills as horsemen and archers!
Mercenary Steppe Infantry: Mercenary Steppe Swordsmen fight on foot with swords bows, shields and some armour protection. They are not quite heavy infantry, but are certainly too well armed to be considered light troops and too experienced to be not taking seriously.
Uzgilesun Skuzzon: Chosen Archers are highly prized for their skills as excellent bowmen, being fleet of foot and expert hunters. They are armed with self bows and melee weapons.
Barduwarja: Every tribe needs its heroic warriors: men who stand head and shoulder above the rest. Men who laugh at danger! Men who show no fear no matter what the odds!
-Units armour upgraded
-new unit textures
-retexturing units
-unit balancing
-game balancing
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New Traits and Scrips: TNZ
-Added Authority Level Traits
Removed traits
-Remove Faction Leader And Heir export_vnvs
-Remove Faction Leader & Heir Traits And Triggers
-Remove Exheir Trait And Triggers
Altered traits
-Trigger barbarian_faction_heir_converts
-Trigger barbarian_faction_heir_converts_effects
-Trigger nomad_faction_heir_convert
-Trigger carthaginian_faction_heir_converts
-Trigger carthaginian_faction_heir_converts_effects
New campaign script and relgious modifications: TNZ
Spawned Characters
-Seubie, Visigoths, Romans, spawning character leaders
1. Adding a campaign script that stops a faction from building temples not of their religion but without remove the building from the export_descr_buildings file.
It works by adding event counters to the temple buildings in the export_descr_buildings file.
2. Adding the orthodox religion bonus to the barb city hall and hinterland kings castle buildings.
3. Removed churches from the settlements of non-catholic factions in the descr_strat file.
4. Diplomats: new files with the traits and ancillaries for diplomats changed back to using Influence.
-Script that spawns more Generals for the Vandalorum, Gothum and Suebian factions.
-Script that on the first turn sets the religion of the Vandalorum, Gothum and Suebian faction settlements to 35 percent orthodox.
New Buildings Riothamus:
-Buildings Modified to reflect a darkening age(as it was in the west in terms of decaying technologies and exodus city populations)
-Added certain prescribe buildings
-Buildings economically modified to reflect the era..
-New buildings...and some redone
Government Buildings:
a-Provincial Civil Governor
b-Senate
-Banks- Guilds: increase econ and infra structure
a-Tabernae Argentariae
b-Curiales Guilds
c-Royal Mint
d-Empires Treasury
Merc Buildings: recruit units
a-Mercenary Fort
b-Mercenary Fortress
-Kings Fort Buildings: Barbarian branch off from urban area.. Recruit elite units
a-Treasure Chest
b-Hall of Heroes
c-Kings Castle
d-Kings Court
-Mithras building info pics added
-More hun hordes
-Infra structure needed a slight tweak..Increased econ for all factions
-More barb units at the start
-Vandals financially benefit from port taverns(piracy)..a meeting place
-Game Balancing
-Population modification: Displaying the urban exodus on a minor scale
-The economic impact of the Curiales Guilds and the Provincial Civil Government on buildings within the edb
-Descriptions of units and unit cards(some descriptions used from julianus heraclius mod, INVASIO BARBARORVM: SOMNIUM APOSTATAE IULIANI.
http://www.twcenter.net/forums/forumdisplay.php?f=253
-Unit balancing