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RTS Nusantara Total War, Modification of RTW:BI focusing on SEA

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TSintifadanyz
post Dec 18 2010, 10:37 PM, updated 13y ago

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We from Nusantara Total War team, proudly present to you:

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Nusantara Total War is a modification for Rome Total War-Barbarian Invasion about Late Medieval Age in South East Asia or Nusantara. Spanning from the time of First Portuguese invasion (1511 AD) in Malacca until the conclusion of Dutch-Portuguese Wars (1654 AD). This mod gives you the unique and very exotic experience of South East Asian warfare, and up to today, we are the only released mod that features South East Asia.

We strive for deep historical accuracy, immerse campaign and dynamic battlefield balance.


Open Beta version 0.5 gives the players:
- 10 all new factions in custom battles
- 140++ new, historically accurate units along with accurately portrayed unit models
- Immerse cultural musical background
- Excellent, well balanced battle-system EDU
(This is only Open Beta 0.5, only custom battles, no campaign map. The campaign map will be released in version 1.0)

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FACTIONS:

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From left to right: ACEH - MELAKA - PALEMBANG - SRIWIJAYA - KERAJAAN MERDEKA
PAJAJARAN - BINTARA - MAJAPAHIT - PORTUGUESA - VOC (DUTCH)

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SCREENSHOTS:

» Click to show Spoiler - click again to hide... «


PREVIEW VIDEOS:
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INSTALLATION:
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DOWNLOAD LINKS:
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THE TEAM MEMBERS:
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ACKNOWLEDGMENTS:
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FURTHER INFORMATION:
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MOD PERMISSION: We permit the player to download and play only, however since we are still under development, the permission TO USE ANY PART OF THE MOD to make other MOD / GAMES is PERMISSION BY REQUEST ONLY


Fell free to ask questions, comments and suggestions in this thread.

Terima Kasih, Thank You, Hatur Nuhun, Agradece, Dank U

From Malaysian representative:
intifadanyz


This post has been edited by intifadanyz: Dec 18 2010, 11:06 PM
lohchuantuck
post Dec 19 2010, 07:07 PM

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Man, this is really awesome! Anybody make a Mod for Chinese warfare?
TSintifadanyz
post Dec 19 2010, 08:37 PM

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QUOTE(lohchuantuck @ Dec 19 2010, 07:07 PM)
Man, this is really awesome! Anybody make a Mod for Chinese warfare?
*
Thanks!. About Chinese warfare, do you mean the mainland China?

There are several mods in TWcenter.net. You can visit here:

http://www.twcenter.net/forums/forumdisplay.php?f=214

Look at the section "OTHER". You will find "Three Kingdom Total War", "Battle of Asia" and "Ran no Jidai". Ran no Jidai is more toward Japanese.


In our mod, we are focusing in South East Asia, for now, we are doing in Archipelago (Malaysia and Indonesia)

Actually we are planning to include entire SEA, and even include the mainland, add factions such as Dai Viet, Siam, Khmer, Burma and even Philippines.
We will have Spain if we have Philippines!


For now, we are working with Vietnamese guys. If our Vietnamese members go well in their works, perhaps we can have Dai Viet in our custom battle.
dwks
post Dec 19 2010, 09:07 PM

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wow! never thought this could happen, keep up the good work!
i will play this when i got time.
downloading whistling.gif
TSintifadanyz
post Dec 19 2010, 09:16 PM

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QUOTE(dwks @ Dec 19 2010, 09:07 PM)
wow! never thought this could happen, keep up the good work!
i will play this when i got time.
downloading  whistling.gif
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Thanks!

Feel free to drop comment and report bug (if encounter) here!

There are several more Total War mods that want to portray South East Asia, but we are the one that make a release, even it is just 0.5 (it mean 50% finished). You can say this is the 1st mod about our area!

When the campaign map is finished, it will be version 1.0!

This post has been edited by intifadanyz: Dec 19 2010, 09:17 PM
y3ivan
post Dec 20 2010, 11:41 AM

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do u have to units stats list.?

some of the units dont feel right
TSintifadanyz
post Dec 20 2010, 11:58 AM

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QUOTE(y3ivan @ Dec 20 2010, 11:41 AM)
do u have to units stats list.?

some of the units dont feel right
*
Thanks for the feedback.


Which faction units? Can you specify?

We used mathematical formula to balance the stat, armor and cost.

Hmm, actually the European units are indeed stronger than the natives. But they are costly too.

Well, they are quite have the upper hand in battle, but they will cry in the campaign! because the natives have 0 turn recruitment, and the barracks are lower cost, while the European don't have 0 turn rec, and have rely more on mercenaries. (This is represent the lack of manpower in SEA). The barrack are costly too.

And the strongest units within natives is the Pajajaran. In history, Pajajaran has the most discipline units. Even the mightiest Majapahit cannot conquer completely Pajajaran.

But the Malay (Aceh, Melaka, Palembang, Sriwijaya) have advantages, because they have elephant and cannon. Just the human player must use the elephant wisely (don't make them run amok) and guard the cannon troops from enemy cavalry.

But well, if you can specify, I'll go back to the team.

~ intifadanyz



y3ivan
post Dec 20 2010, 01:39 PM

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well formula will not work typically for combat battles.

ok this what i did test.

1. melee vs musket
load onside with all swordsman vs all Portuguese musketers.

line formation bothsides with (2nd tier) swordsman (AI) moving from the front (headon) against muskets (3 line formation 5deg slope hill- presumably atleast 2 lines of muskets will fire simultaneously).

range attack knockout about 10% -40% depending on the concentration of fire. once the melee units charge, musket lost 20% from initial charge, once musket sustain 50% casualties they start to break and flee. once 2 out of 10 rout, the rest follow. swordsman has no signs of wavering

2.arrows vs musket
as similar case load 1 side with archers (long shot) vs musketeers.
formation all tight
1 arrow salvo knockout 20% musketeers :facepalm:
1shot of muskets knockout 10% archers (the bad, muskets reload slower). so the answer are quite obvious

All units are stock
Sorry i cant remember which faction or units names. i played it late at night. i dont think i ll be touching it anytime soon.
This was my first try, i might be a bit exaggerate especially 12am in the morning. i m just making a point regarding balancing issues.

i do believe this mod have the similar problem with the imperial total war. nepoloen have an improve mechanicism.

<not mod related>
elephant similar with total war series are imba. only arty can kill it. it can even survive a hail of bullets and wall of pikes.

This post has been edited by y3ivan: Dec 20 2010, 01:41 PM
TSintifadanyz
post Dec 20 2010, 01:50 PM

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Thank y3ivan. I have forward your questions to the team. thumbup.gif


Added on December 21, 2010, 8:23 pm
QUOTE(intifadanyz @ Dec 20 2010, 01:50 PM)
Thank y3ivan. I have forward your questions to the team.  thumbup.gif
*
Ok Y3ivan, it's about your questions about musketeer.

For the musketeer, what we have now in our mod are just low level skirmishers for all factions. We are planning to add regular and elite musketeers, and our modeler are now making new models and animation for them.

The low level musketeers in our mod, and in history too, are the lowest grade gun troopers, who worn no armor and no shield, with abysmal morale and virtually no other use than meat-shields. while almost every archers, even low grade one, had some kind of protection (strapped shields).

Regarding elephant, which one unit do you refer to? There are 3 types, the Gajah Hutan, Gajah Perang Melayu and Gajah Kenaikan. Perhaps you mean Gajah Kenaikan (the bodyguard), expected to be the strongest.

Well, if you have more questions, do not hesitate to ask.

~ intifadanyz


This post has been edited by intifadanyz: Dec 21 2010, 08:23 PM
y3ivan
post Dec 21 2010, 10:48 PM

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ok, regarding to gunpowder tech. the lowest tech (handgun) i believe that whats its called, by right produce sufficient smoke to 'frighten' elephants or calvary units especially if its fire in a volley. firing in a volley deals more damage (produce more sound) than firing individually that actually made arrow and bows obsolete. i understand its the lower grade units with poor morale. but the price and stats provided are not very reasonable.

by TW stats, the different gunpowder tech only slight difference in accuracy, damage. and it should be at least higher than militia archers as it gain AP rounds.

as i recall in imperial total war
handgunners Ratt:12 (short) Def:10 Ar:7 (armoured) accuracy: 0.7
militia archers Ratt:8 Def:9 Ar:5 accuracy:0.8
musketters Ratt:17(long) Def:10 Ar:5 accuracy:1.2
janassari m. Ratt:19?(long) def:? ar:? accuracy:1.2?

i dont remember the dmg done on morale,

i ll have to test it out some other time with different scenario. 2 swordman vs 6 militia gunners
djhenry91
post Dec 21 2010, 11:50 PM

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lol..Nusantara.. thumbup.gif
gud work..
TSintifadanyz
post Dec 22 2010, 12:31 AM

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Ok Y3ivan, This is the answer I get:


QUOTE
In damp tropical climate, guns are over estimated. Their real "power" usage HERE is not line fire (as europeans do in europe), but close range volleys against high value targets (elites, not another regulars), they are pretty devastating against close packed enemy ranks such as spearmen, and remember, majority of swordsmen in this mod have looser formations, next time, use them against pike formations or line spear infantry, not another skirmishers, or you will waste their armour piercing ammo.

And two or three volleys of them can rout any elephant units and to lesser degree, most low morale cavalries (but not infantry, in fact massed infantry charges often sucessful gambit in battlefield this time, if properly supported), due to their special siege missile attributes.





QUOTE(djhenry91 @ Dec 21 2010, 11:50 PM)
lol..Nusantara..  thumbup.gif
gud work..
*
Thanks. Why not? Our area is the most ignored by any mod group.

You can say that this is the 1st Total War mod that focused in our area, that have been released.

This post has been edited by intifadanyz: Dec 22 2010, 06:19 AM
y3ivan
post Dec 22 2010, 11:49 AM

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QUOTE(intifadanyz @ Dec 22 2010, 12:31 AM)
Ok Y3ivan, This is the answer I get:
QUOTE
In damp tropical climate, guns are over estimated. Their real "power" usage HERE is not line fire (as europeans do in europe), but close range volleys against high value targets (elites, not another regulars), they are pretty devastating against close packed enemy ranks such as spearmen, and remember, majority of swordsmen in this mod have looser formations, next time, use them against pike formations or line spear infantry, not another skirmishers, or you will waste their armour piercing ammo.

And two or three volleys of them can rout any elephant units and to lesser degree, most low morale cavalries (but not infantry, in fact massed infantry charges often sucessful gambit in battlefield this time, if properly supported), due to their special siege missile attributes.

1. against close packed enemy ranks i did test it out and it dont work.
2. special siege missile attributes mind explaining whats the 'special siege missile attributes'

so ur saying muskets are generally useless? arrows can do better job than muskets.
freeman85
post Dec 22 2010, 02:19 PM

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wow..good mod ..
this one work with steam version ?
willing to try after exam if it work ^^
TSintifadanyz
post Dec 24 2010, 03:21 PM

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QUOTE(y3ivan @ Dec 22 2010, 11:49 AM)


1. against close packed enemy ranks i did test it out and it dont work.
2. special siege missile attributes mind explaining whats the 'special siege missile attributes'

so ur saying muskets are generally useless? arrows can do better job than muskets.
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1) that would be repaired next release

2) siege_missile is one of the primary weapon type in Total War. There are melee, throw, missile and siege_missile. Siege_missile usually used on wall-tower, when unit get this attribute, it mean their fire is like a tower (if put on the wall, and we remove "siege_missile" attribute on tower because the tower become killing machine).

3) TRUE IN OUR TIMEFRAME, Bowmen / Crossbowmen are generally regarded to be more reliable than guns in this era, especially under damp weather conditions, where musket are not so reliable.


Added on December 24, 2010, 3:27 pm
QUOTE(freeman85 @ Dec 22 2010, 02:19 PM)
wow..good mod ..
this one work with steam version ?
willing to try after exam if it work ^^
*
We are not try yet, but I think it can, just make the new shortcut for BI.exe, and put the target something like this:

Steam\Steamapps\common\Rome - Total War\RomeTW-BI.exe" -mod:bi\NUSTWPI -nm -show_err

This post has been edited by intifadanyz: Dec 24 2010, 03:30 PM
aliesterfiend
post Jan 23 2011, 07:24 PM

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Any chance of porting this one to MedII/Kingdom platform ?
TSintifadanyz
post Jan 24 2011, 11:40 AM

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QUOTE(aliesterfiend @ Jan 23 2011, 07:24 PM)
Any chance of porting this one to MedII/Kingdom platform ?
*
Well, I know many Malaysian like MedII/Kingdom because of the graphic, but this is why we choose RTW:BI:

a) horde feature, for invading factions (without it, invading factions become emergent and unplayable)
b) active naval invasion (well, BI is more active even than M2TW:K, we need active naval invasion, coz we are playing in South East Asia [SEA] Archipelago!)
c) flexibility of religion within faction (well, historically and even until now, the people in SEA practicing syncretism of religion, Hindu mix with Buddha, and even Islam mix with Hindu, and for Royal Court of certain factions, father can be Hindu-Buddhist, and son can be Islam and Christian. Only several factions practicing "pure" religion. We want to use active religion features in BI, it mean that, changing religion cannot be forced, but to make it slowly, otherwise, it can cause unrest and rebellion. While in M2TW, religion is determined by faction culture!)
d) Berserker unit (Maintaining religion in several provinces can give access to berserker unit and enchanted weapon, in M2TW, religion per province cannot be maintained).
e) Pirates (pirate was and even until now, is real problem in SEA water! Several kingdoms have to deal with pirates, and others made pirates as their ally, and even mercenaries, since the time of Sriwijayan Empire in early AD centuries. Several features in RTW:BI can be used for representing pirates, as they can be made as an active faction, and Romano_British trait make them can survive without city)


Well, not using M2TW, we have to deal with certain issues, such as cloning armies, and certainly M2TW offers better graphic, but well, using RTW:BI is a compromise for the older computers!

And for expansion, we do planning to expand the map and add more factions, but using M2TW, is most likely not.

That because, converting CAS (RTW use .CAS) to MESH (.MESH) will resulting the distortion of models, and weird animations, not to say that in M2TW models, double works have to be done in creating models, as the units cannot be cloned...
aliesterfiend
post Jan 25 2011, 01:11 PM

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Thanks for the info. With coming TW series will be less and less modable I think the future in TW modding will rest with M2TW.

In the long run it's much more difficult continuing with RTW/BI engine due to poor engine optimization.
TSintifadanyz
post Jan 27 2011, 08:51 AM

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QUOTE(aliesterfiend @ Jan 25 2011, 01:11 PM)
Thanks for the info. With coming TW series will be less and less modable I think the future in TW modding will rest with M2TW.

In the long run it's much more difficult continuing with RTW/BI engine due to poor engine optimization.
*
1. Regarding M2TW engine, there are 2 more mods that try to portray SEA, however, not all SEA are involved (only the factions at mainland, not really at the archipelago). There are:

a) Siam Total War , centered at Siam: http://www.twcenter.net/forums/showthread.php?t=331660

b) All Under Heaven (AUH) centered at China: http://www.twcenter.net/forums/forumdisplay.php?f=1026

However both mods have slow progress due to lack of unit modeler.

Our team have invite Siam Total War team to collaborate in ASEAN Modding community, and now we are planning to make a separate campaign for the mainland, with Dai Viet, Ayutthaya, Burma, Khmer, Lan Xang (former Laos) and we even want to add China Southern Provinces. ATM, the researches about Dai Viet are going well.

If we get a researcher or somebody that interested in China history, or know about Mandarin (as we named the units and buildings in native names), we can make the China Southern Provinces as Ming Dynasty. But if we not have luxury, we just make the China as Chinese rebel.



2. This is the new reworked factions banner, we make it textured...

user posted image

and new Melayu banner carrier:

» Click to show Spoiler - click again to hide... «

gestapo
post Jan 28 2011, 03:10 PM

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wahh.. can i be one of the ingame actor? i do it for free

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