The conversion is finished. See this for details: http://www.twcenter.net/forums/showt...6#post11325206 EoH is uploading soon.
Very well Proceeding.
hmm dunland is rather inportand for MOS , hoping to keep it in.. i don't know if i can get it back up properly as well from the start.. it looks good mate.. proceed and finish off the soon we can start with building new stuff and become the number 1 once more you are doing great work trailhog grtz hotw
We're close to a release. Yeah it had me fooled for a while Though it was just a graphical bug it annoyed me a lot and I knew had to be fixed. But I've got things straightened out now. I caught a cold yesterday but fortunately recovered rather fast so that shouldn't slow us down. I just need to sort of get that 'final push' against the files and I'll have this thing wrapped up List of files to do: descr_strat - must add in Dunland there, add in our new units on the campaign map, and anything else that pops up. Simple copy+paste procedure. export_descr_buildings - must finish adding in our units. Our buildings are in, so are the 'dunland,' tags on the necessary buildings. All cavalry units done, infantry and archers left. Had to invent a Dunland recruit pool as 3.1 had a system for the other cations and I felt 'Evil Humans' didn't fit as it was intended for the desert as the primary area. Ngugi's family tree mini submod - not sure what must be modified yet, but it appears it can be done very quickly. Probably in less than 10 minutes. Recruit pool for 3.1;------------------------------------------------------------------------ ;--- Unit availability -------------------------------------------------- ;------------------------------------------------------------------------ ;Elves ;1.0 and hidden_resource forest ;0.5 and hidden_resource grasland ;0.25 and hidden_resource mountains or hidden_resource desert ; ;Dwarves ;1.0 and hidden_resource mountains ;0.33 and hidden_resource forest or hidden_resource grasland ;0.25 and hidden_resource desert ; ;Humans ;1.0 and hidden_resource grasland ;0.5 and hidden_resource forest ;0.25 and hidden_resource desert or hidden_resource mountains ; ;Humans evil ;1.0 and hidden_resource desert or hidden_resource grasland ;0.5 and hidden_resource forest or hidden_resource mountains ; ;Evil ;1.0 and hidden_resource mountains ;0.75 and hidden_resource grasland ;0.5 and hidden_resource forest or hidden_resource desert ; ;Dunlendings ;1.0 and hidden_resource grasland or hidden_resource mountains ;0.5 and hidden_resource forest or hidden_resource desert Dunlendings system by me, I felt it made sense for them to have good recruiting in the mountains since they were after all 'forced into the hills to scratch a living off rocks'. Felt they should be less numerous in forests and deserts as they were sort of nomadic. So do you think that system is suitable?
hi trail, what's the latest? you did good on the weathertop thingy.. my first modding attempt
Alright then... Going ahead as planned.
keepoing it brief due to not much time.. but everything said checks out. dunland we keep yes. good job on the minor improvements.. we will fix the remaining issues in the new update after the first release.. was hoping the whole team might upload the mod with torrentz.. to keep it going
Yes I will inform EoH about your wishes to try a torrent plus our usual upload Things are just about done. Ngugi has finished the sounds which I am testing now. All of our scripts are in the campaign.txt. But I am going to have to go over them because as of TATW 3.x many region names were modified and it's causing errors. But that shouldn't take long... I have tossed out the following: Fountain of Moon and Fountain of Sun system due to 3.1 updates and MM's request to test them in the expanded project first. Lore roads are gone for now until adaption is made, as of 3.1 the hidden resource we used which was 'forest' is used globally so it breaks it. Plus the fact there is another road now after paved_roads which is highway. So that will have to be re-worked later. All the scripts you listed are gone... Which I think was: corsair invasions palantir and eye improved water BAI by Germanicu As they are all in vanilla now. Also Total Diplmacy is emoved, as I beleieve the Ramma Echor was reworked in 3.1? Anyway I had problems with it. But we'll let Withnwar handle that in a later release. I still must add our units into the EDB (buildings are already in). And add Dunland to EDU, EDB, descr_strat, and ModelDB. (I assume we're keeping Dunland?...) And that's all according to my changelog notes... I reworked some descriptions and fixed some typos for polish. (Dol Amroth and Pelargir units have interesting short desrcriptions and fixed the lower case letters in their names and changed the Black Gate to The Black Gate. Always annoyed me ) And am going to add in Ngugi's family tree mod which is a few text modifications and then I'll upload No bugs are expected or as far as I am aware right now
hi mate how is everything going? just thought that we might also upload MOS on torrent to the side.. could be a nice tryout to see if it works out
You are referring to the vanilla TATW 3.x 'buildings' right? The ones that all have descriptions of the region? No I have not removed them as there is no need to as far as I am aware...