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		<title>Total War Center Forums - Sub Mods</title>
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			<title>Total War Center Forums - Sub Mods</title>
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		<item>
			<title><![CDATA[AI Recruitment Bonuses v 1.2a : Mod + Modder's Resource]]></title>
			<link>http://www.twcenter.net/forums/showthread.php?600628-AI-Recruitment-Bonuses-v-1-2a-Mod-Modder-s-Resource&amp;goto=newpost</link>
			<pubDate>Tue, 14 May 2013 17:15:01 GMT</pubDate>
			<description>* 
 
AI RECRUITMENT BONUSES* 
Image: http://i.imgur.com/0WTblyw.png  
A SUB-MOD...</description>
			<content:encoded><![CDATA[<div><div style="text-align: center;"><font size="4"><span style="font-family: book antiqua"><b><br />
<br />
AI RECRUITMENT BONUSES</b></span></font><br />
<img src="http://i.imgur.com/0WTblyw.png" border="0" alt="" /><br />
<font size="1">A SUB-MOD FOR TATW</font><br />
</div><br />
<br />
This sub-mod provides AI-specific recruitment bonuses that will allow the computer to field more units. Only units from the Barracks, Archery Range, and Stables have been affected, so no need to worry about full armies of trolls or mumakil. The ultimate vision of this mod is to help alleviate the need for &quot;dread stacks&quot; to appear in the game (though this initial version does not remove them). This mod is free to be used and edited by the community, with all permissions granted for incorporation into other modding endeavors.<br />
<br />
This mod is currently compatible with: <i>Vanilla TATW 3.2</i><br />
<br />
<br />
<table class="tableborder" cellspacing="1" cellpadding="4" width="100%"><tr><td class="maintitle" style="margin:1px;cursor:pointer;background-image:url('http://www.twcenter.net/forums/images/misc/contentbox.png')" onclick="if (this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display == 'none') { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = '' } else { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = 'none' }"><span style="color: black">Installation Instructions</span></td></tr><tr style="display:none"><td class="row2 postcolor"><br />
Simply extract the .rar to your C:\Program Files (x86)\SEGA\Medieval II Total War\mods\Third_Age_3 folder. If prompted, select &quot;yes&quot; to override any files/ folders. <br />
<br />
You will need a program such as Winrar or 7-Zip to extract the file.<br />
<br />
*It is recommended that you start a new game*  <br />
</td></tr></table><br />
<br />
<table class="tableborder" cellspacing="1" cellpadding="4" width="100%"><tr><td class="maintitle" style="margin:1px;cursor:pointer;background-image:url('http://www.twcenter.net/forums/images/misc/contentbox.png')" onclick="if (this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display == 'none') { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = '' } else { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = 'none' }"><span style="color: black">Downloads</span></td></tr><tr style="display:none"><td class="row2 postcolor"><br />
<br />
Updated <b>v. 1.2a Hotfix</b> <a href="https://mega.co.nz/#!8J011ZxT!dQ27VjQ0MTHwPNJYlrUTInk6J5AAaG3n36ZA4KRx2CY" target="_blank">For TATW 3.2</a>  (mega)<br />
<br />
<a href="https://mega.co.nz/#!5VlGyYrC!Bj_4TxJV-J5vUU_xFoA_bxI7AjFLlSVWBzpttAfYklA" target="_blank">Modder's Pack</a> (mega)<br />
<a href="http://www.gamefront.com/files/23308094/AI+Recruit+Bonuses+Modder%27s+Pack.rar" target="_blank">Modder's Pack</a> (gamefront)<br />
</td></tr></table><br />
<br />
<table class="tableborder" cellspacing="1" cellpadding="4" width="100%"><tr><td class="maintitle" style="margin:1px;cursor:pointer;background-image:url('http://www.twcenter.net/forums/images/misc/contentbox.png')" onclick="if (this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display == 'none') { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = '' } else { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = 'none' }"><span style="color: black">Special Thanks</span></td></tr><tr style="display:none"><td class="row2 postcolor"><br />
<a href="http://www.twcenter.net/forums/member.php?103151-Kili%C3%A7-Al%C3%AC" target="_blank">Kiliç Alì</a> - For the base code<br />
<a href="http://www.twcenter.net/forums/member.php?88332-leo-civil-uefs" target="_blank">leo.civil.uefs</a> - For the concept<br />
<br />
Be sure to rep these two if you like this mod!</td></tr></table><br />
<br />
<table class="tableborder" cellspacing="1" cellpadding="4" width="100%"><tr><td class="maintitle" style="margin:1px;cursor:pointer;background-image:url('http://www.twcenter.net/forums/images/misc/contentbox.png')" onclick="if (this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display == 'none') { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = '' } else { this.parentNode.parentNode.getElementsByTagName('tr')[1].style.display = 'none' }"><span style="color: black">Change Logs</span></td></tr><tr style="display:none"><td class="row2 postcolor"><br />
 v 1.1 changelog<br />
 <br />
-Gave AI a kings purse bonus between 1.4-2.4 k. <br />
<br />
-Gave AI increased free upkeep (3 extra per settlement) <br />
<br />
-Boosted trade based income bonus for ai<br />
<br />
-Throttled back the low and mid-tier building recruit pool bonuses<br />
<br />
----------------------------------------------------------------<br />
v 1.2a changelog<br />
<br />
-Added kings purse bonus to the money script...hopefully this will have a big impact on the economy<br />
<br />
-Re-adjusted the baseline for the money script to fire before the AI goes all-out broke<br />
<br />
-Reduced AI starting money to help cut back on the pre-turn 10 crash for Gondor and Mordor (this is still somewhat present)<br />
<br />
-Added higher starting king's purse to Gondor and Mordor<br />
<br />
</td></tr></table><br />
<br />
Feedback is very welcome, as I will be providing updates and balancing to the code as needed. Hope you enjoy it!</div>

]]></content:encoded>
			<category domain="http://www.twcenter.net/forums/forumdisplay.php?1154-Sub-Mods">Sub Mods</category>
			<dc:creator>Mank</dc:creator>
			<guid isPermaLink="true">http://www.twcenter.net/forums/showthread.php?600628-AI-Recruitment-Bonuses-v-1-2a-Mod-Modder-s-Resource</guid>
		</item>
		<item>
			<title>Dwarves and Dragons throw-it-all-together submod compilation</title>
			<link>http://www.twcenter.net/forums/showthread.php?600383-Dwarves-and-Dragons-throw-it-all-together-submod-compilation&amp;goto=newpost</link>
			<pubDate>Sun, 12 May 2013 23:26:38 GMT</pubDate>
			<description>First and foremost, I have no intention of releasing this unless begging for...</description>
			<content:encoded><![CDATA[<div>First and foremost, I have no intention of releasing this unless begging for permission from the appropriate parties yields favourable results.<br />
And there's alot of begging, from alot of parties, that absolutely needs to be done.  <br />
I've robbed alot.<br />
<br />
Until such time it will persist only as my own personal submod.<br />
<br />
I'll start with a map.  As you can see it stretches far to the south and east.  Map was given to me by the redoubtable Adjudant-Major.  My own modifications include the Orocarni mountain range in the east... a little closer than what I'd like, but I couldn't bring myself to sacrifice the sultanate of raj, and we work with what we have =)<br />
<br />
Submod is already fully functional, I tend to keep adding things in stages.<br />
<br />
Included new factions:<br />
Corsairs of Umbar<br />
Terrors of the night (wolves, dragons, wild orcs, trolls, wargs, spiders, dead things that keep killing, and assorted other nasty critters one is apt to encounter wandering the wide wilds of Arda).  The mechanics of how this faction works is really quite unusual.  More of an anti-faction than a faction.<br />
<br />
Planned new factions:<br />
Khand<br />
Beornings<br />
Avari<br />
Dunland<br />
Broadbeams and Firebeams<br />
Ironfists and Stiffbeards<br />
Blacklocks and Stonefoots<br />
(Yes! FOUR Dwarven factions.  FOUR!)<br />
considering hobbits<br />
considering 'orcs of the orocarni mountains'<br />
<br />
hobbits and beorning wouldn't have alot of unit diversity or high tier units... more of a space filler faction, someone for the good guys to protect when they can (instead of steamrolling their rebel settlements), and the bad guys to conquer.<br />
Even Khand and Dunland will be pretty basic... just someone to bolster invasions and give local good factions an extra headache<br />
<br />
already includes:<br />
<br />
orocarni mountains<br />
great westwood<br />
far harad<br />
rhun as far as the eye can see<br />
elements of Baron Samedi's compilation<br />
elements of MOS<br />
elements of DaC<br />
elements of the resolute alreadyded's (when they told him it couldn't be done, he did it anyways.) incredible Perillicious submod (Play it.  Seriously.  Do it.)<br />
RK!  and with the extended map, you actually have something to do after you reunite the kingdom.  Alot to do actually.  It's a long way to Raj.  Want to be Hyarmendacil?  Romendacil?  You'll have to work to earn it.  A very, long, time.<br />
lots of new units<br />
tons of new regions and remote and unusual, interesting, not to mention dangerous locales (including Tol Fuin, Himring, and the lost ruins of Utumno)<br />
economy, weather, character trait overhauls<br />
recruitment overhauls<br />
unit stat overhauls (cheaper and more numerous and more reckless and more bloodthirsty and more cowardly orcs.  Watch them overrun your lines and hack you to pieces.  Charge headlong and watch them squeal and bolt.<br />
many of the last of the IWTE masters' settlements.<br />
<br />
will include:<br />
ruined settlements throughout middle earth (village? what village?)<br />
lair tiles throughout forodwaith that nasty critters keep spawning out of... something to keep the overpowered dwarves appropriately and a little more lore-accurately busy (if not overwhelmed).<br />
opportunities to send dwarven mining expeditions into the rich untapped wastes of the far north<br />
<br />
Also thinking of making a &quot;war of the dwarves and orcs&quot; subcampaign with the dwarves on 'jihad.'<br />
<br />
<br />
EDIT:  All compliments go to the actual authors (and there are many).  I am merely the compiler.</div>


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]]></content:encoded>
			<category domain="http://www.twcenter.net/forums/forumdisplay.php?1154-Sub-Mods">Sub Mods</category>
			<dc:creator>euskingc</dc:creator>
			<guid isPermaLink="true">http://www.twcenter.net/forums/showthread.php?600383-Dwarves-and-Dragons-throw-it-all-together-submod-compilation</guid>
		</item>
		<item>
			<title>In regards to my Animation Submod:</title>
			<link>http://www.twcenter.net/forums/showthread.php?599414-In-regards-to-my-Animation-Submod&amp;goto=newpost</link>
			<pubDate>Sun, 05 May 2013 22:07:12 GMT</pubDate>
			<description>I have been getting some PMs regarding people using my submod and/or could they...</description>
			<content:encoded><![CDATA[<div>I have been getting some PMs regarding people using my submod and/or could they get my files for it. I have good news and some bad news.<br />
<br />
The Good News: You guys have always been allowed to use my submod for whatever you want. I hold no claim to it because virtually all animations were CA animations that just were not implemented. So yeah, use it however you like. :)<br />
<br />
The Bad News: I appear to have lost all the files for my submod. I can't find them anywhere and I'm sure I accidentally deleted it. I can sart from sratch, but I'm rusty with animation modding so it may take a little bit.<br />
<br />
That is all.<br />
<br />
EDIT: Also Ngugi brought up a really good idea.<br />
<br />
If anyone still has the rar/zip of my animation submod, could they upload and post the link here please!? It would save alot of work for me.</div>

]]></content:encoded>
			<category domain="http://www.twcenter.net/forums/forumdisplay.php?1154-Sub-Mods">Sub Mods</category>
			<dc:creator>warman222</dc:creator>
			<guid isPermaLink="true">http://www.twcenter.net/forums/showthread.php?599414-In-regards-to-my-Animation-Submod</guid>
		</item>
		<item>
			<title>Faith and religion, ancs and traits</title>
			<link>http://www.twcenter.net/forums/showthread.php?599450-Faith-and-religion-ancs-and-traits&amp;goto=newpost</link>
			<pubDate>Sat, 04 May 2013 15:11:17 GMT</pubDate>
			<description>I was looking for some information about faith and religion in the TA, and...</description>
			<content:encoded><![CDATA[<div>I was looking for some information about faith and religion in the TA, and stumbled over this:<br />
<br />
<i>&quot;J. R. R. Tolkien once described his epic masterpiece The Lord of the Rings as &quot;a fundamentally religious and Catholic work.&quot; Yet nowhere in its pages is there any mention of religion, let alone of the Catholic Church, Christ, or even God. Tolkien&#8217;s hobbits have no religious practices or cult; of prayer, sacrifice, or corporate worship there is no sign.&quot;</i> <a href="http://www.decentfilms.com/articles/faithandfantasy" target="_blank">http://www.decentfilms.com/articles/faithandfantasy</a><br />
<br />
I have never noticed that there was no mention of religion in LOTR, so I was quite surprised to read this. <br />
A little further down in the above article: <i>&quot;Part of the answer is found in Tolkien&#8217;s other great chronicle of Middle-earth, The Silmarillion, which recounts the larger mythic context of Middle-earth, ...&quot;</i> and <i>&quot;Here Tolkien does name the creator-God of Middle-earth, Eru (&quot;the One,&quot; also called IlÃºvatar, &quot;All-Father&quot;), as well as the mighty spirit Melkor, who rebelled against Eru and went into darkness.&quot;</i><br />
<br />
Does this mean that any reference to faith or mythical beliefs in the Third Age is incorrect, besides Melkor?<br />
<br />
My reason for asking is that I'm looking for some lore justification for the Obedience (aka Piety) attribute for the good factions. The purpose is to enable Piety related traits for the good factions, but it should make some sense lore-wise. <br />
<br />
I'm also not sure what &quot;Obedience&quot; actually means. If it's just an attribute name change to get rid of &quot;Piety&quot; it makes a lot of sense, but maybe there is a plan to use Obedience actively. It reduces corruption and increases admininstration income, so it's a very useful attribute for governors. Increasing Obedience by staying in a settlement with Hero Shrines is probably not ideal, maybe Obedience should be determined based on other factors (loyalty, command, respect or individual traits)?<br />
<br />
Any ideas would be much appreciated.</div>

]]></content:encoded>
			<category domain="http://www.twcenter.net/forums/forumdisplay.php?1154-Sub-Mods">Sub Mods</category>
			<dc:creator>King Philip II</dc:creator>
			<guid isPermaLink="true">http://www.twcenter.net/forums/showthread.php?599450-Faith-and-religion-ancs-and-traits</guid>
		</item>
		<item>
			<title><![CDATA[[MMUP] Master Mason's Urban Planner]]></title>
			<link>http://www.twcenter.net/forums/showthread.php?599100-MMUP-Master-Mason-s-Urban-Planner&amp;goto=newpost</link>
			<pubDate>Fri, 03 May 2013 04:30:53 GMT</pubDate>
			<description><![CDATA[*1. INTRODUCTION* 
Master Mason's Urban Planner [MMUP] for TATW is a mod...]]></description>
			<content:encoded><![CDATA[<div><b>1. INTRODUCTION</b><br />
Master Mason's Urban Planner [MMUP] for TATW is a mod component providing new buildings, changes to economics and enhanced traits and ancillaries. The component is scalable, save-game compatible and available to modders and users as &quot;open-source&quot; with a few restrictions. See Comments for more info.<br />
<br />
This has been in the making for more than 8 years :) The work started on <a href="http://www.twcenter.net/forums/showthread.php?599507-The-First-Triumvirate-v1-9-for-RTW-BI-overview-and-links" target="_blank">The First Triumvirate</a> and <a href="http://www.twcenter.net/forums/forumdisplay.php?26-Rome-Total-Realism-%28RTR%29" target="_blank">Rome Total Realism</a> mods, continued on <a href="http://www.europabarbarorum.com" target="_blank">Europa Barbarorum</a> and a few other mods including <a href="http://www.twcenter.net/forums/forumdisplay.php?991-THERA-Legacy-of-the-Great-Torment" target="_blank">THERA</a> and finally made it's way into the Third Age.<br />
<font size="1">(Disclaimer: I have not been on the mod teams for the mods I mentioned except TFT/FRRE and RTR)</font><br />
<br />
<b>Mod Objectives:</b> The only objective is to make these features available for others perusal. Some of the features I'm working on is intended for use in the initiative to port <a href="http://www.twcenter.net/forums/showthread.php?599503-The-First-Triumvirate-for-M2TW-%28TFT2%29-MHM" target="_blank"><u>The First Triumvirate over to M2TW</u></a>. See comments for more info. <br />
<b>Timescale:</b> Now. All the coding has been done, the only thing that is outstanding is to polish the code files, add a little more lore to building information and a final sanity check. Unique building graphics is WIP. Please see release plan for details.<br />
<br />
<b>CONTENTS</b><br />
1. Introduction<br />
2. Buildings<br />
3. Economics<br />
4. Traits and Ancillaries<br />
5. Release Plan<br />
6. Credits and Comments<br />
<br />
;------------------------------------------<br />
<b>2. BUILDINGS</b><br />
<br />
<b>2.1 Purpose</b><br />
The purpose of the Buildings feature is to include more building options and to differentiate regions based on resources, terrain and other factors. All resources has a specific building except high-value resources like Gold, (Silver), Ivory, Silk and Mithril. Regions with these resources are already filthy rich. A few resource bonuses has been implemented on existing buildings (grain, fish and iron). These changes will be made available in the Economics section below. <br />
<br />
I know it's a little thin to release this without proper lore in the building descriptions and unique graphics, but I do think there is some value in all the resource conditions for each new building.<br />
 <br />
Background: <a href="http://www.twcenter.net/forums/showthread.php?441519-Finances&amp;p=9781675&amp;viewfull=1#post9781675" target="_blank">http://www.twcenter.net/forums/showt...=1#post9781675</a><br />
<br />
<b>2.2 Available Buildings</b><br />
The following new buildings will be released in batches: Weaver, Textile Mill, Large Textile Mill, Craftsmen, Carpenter, Wineyard, Orchard, Beekeeper, Wool Cutter, Lumber Mill, Large Wineyard, Fruit Plantation, Local Craftsmen, Established Local Craftsmen, Boat Landing, River Port, Whipping, Fur Trader, Iron Monger, Slave Trader, Orc Feast, Slaughterhouse, Village Raid, Execution Square, Large Evil Craft, Abattoir, Troll Iron Works, Fur Market, Slave Market, Mules, Mule Train, Mercenary Agent, Mercenary Outpost, Mercenary Station, Granary, Grain Silo, Desert Irrigation, Tax Collectors Office (Guild), High Temple of Melkor (Guild), Riddermark/Rhovanion Equestrian Games, Warg Fighting Cage, Troll Fighting Arena, Dog Racing Track and Sanitation.<br />
<br />
<b>2.3 Featured Building Line</b><br />
<br />
<font color="#008000"><b><u>Tax Collectors' Office</u></b></font><br />
This building is intended for large settlements with poor trade connections.<br />
Benefits: Fixed income from taxation independant of governors tax rate if there are Local Villages (resource: Amber). Master Tax Collector ancillary.<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">building guild_tax_collector_guild<br />
{<br />
&nbsp; &nbsp; levels tax_collector_guild m_tax_collector_guild gm_tax_collector_guild ; tax_KP<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; tax_collector_guild city requires factions { all, }<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; capability<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; happiness_bonus bonus -1<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; income_bonus bonus 50 requires resource amber ; Local Village resource<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; material wooden<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; construction&nbsp; 1 <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; cost&nbsp; 1000 <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; settlement_min city<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; upgrades<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; m_tax_collector_guild<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; m_tax_collector_guild city requires factions { all, } and hidden_resource big_city<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ;convert_to 1<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; capability<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; happiness_bonus bonus -1<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; income_bonus bonus 100 requires resource amber<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; material wooden<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; construction&nbsp; 1 <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; cost&nbsp; 2000 <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; settlement_min large_city<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; upgrades<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; gm_tax_collector_guild<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; gm_tax_collector_guild city requires factions { all, } and hidden_resource big_city<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ;convert_to 2<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; capability<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; happiness_bonus bonus -1<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; income_bonus bonus 150 requires resource amber<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; material wooden<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; construction&nbsp; 1 <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; cost&nbsp; 3000 <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; settlement_min large_city<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; upgrades<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; }<br />
&nbsp; &nbsp; plugins <br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; }<br />
}</code><hr />
</div><b>Text:</b> There is room for improvement here<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> ¬--------------<br />
{tax_collector_guild}	Local Tax Collector's Office<br />
{tax_collector_guild_desc}Local Tax Collector's Office provides a fixed income from increased local tax collection independant of the governors tax rate. The drawback is increased unhappiness. Small chance of the Master Tax Collector to arrive.<br />
{tax_collector_guild_desc_short}	Local Tax Collector's Office provides a fixed income from increased local tax collection.<br />
<br />
{m_tax_collector_guild}	Regional Tax Collector's Office<br />
{m_tax_collector_guild_desc}	Regional Tax Collector's Office provides a fixed income from increased local tax collection independant of the governors tax rate. The drawback is increased unhappiness. Frequent visits by the Master Tax Collector.<br />
{m_tax_collector_guild_desc_short}	Regional Tax Collector's Office provides a fixed income from increased local tax collection.<br />
<br />
{gm_tax_collector_guild}	Tax Collector's Guild Headquarter<br />
{gm_tax_collector_guild_desc}	Tax Collector's Guild Headquarter provides a fixed income from increased local tax collection independant of the governors tax rate. The drawback is increased unhappiness. Home base for the Master Tax Collector.<br />
{gm_tax_collector_guild_desc_short}<br />
Tax Collector's Guild Headquarter provides a fixed income from increased local tax collection. Home base for the Master Tax Collector. </div> </div> </div><b>Traits, Ancillaries &amp; Triggers:</b><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> ¬---------------<br />
{royal_escort}	Master Tax Collector<br />
{royal_escort_desc}<br />
If you are going to bleed the people dry, get someone else to be the face of your oppression.<br />
{royal_escort_effects_desc}<br />
30% bonus on tax income, -3 from popularity (has a negative effect on public order), -2 from personal security (increases the chances of falling victim to assassination)<br />
<br />
;------------------------------------------<br />
Ancillary royal_escort<br />
    Type Money<br />
    Transferable  1 <br />
    Image ZRoyalEscort.tga<br />
    ExcludedAncillaries treasurer, tax_farmer<br />
    ExcludeCultures mesoamerican<br />
    Description royal_escort_desc<br />
    EffectsDescription royal_escort_effects_desc<br />
    Effect PersonalSecurity -2<br />
    Effect LocalPopularity -3 <br />
    Effect TaxCollection 30<br />
<br />
;------------------------------------------<br />
Ancillary tax_farmer<br />
    Type Money<br />
    Transferable  1 <br />
    Image Ztaxfarmer.tga<br />
    ExcludedAncillaries treasurer, royal_escort<br />
    ExcludeCultures mesoamerican<br />
    Description tax_farmer_desc<br />
    EffectsDescription tax_farmer_effects_desc<br />
    Effect LocalPopularity -1 <br />
    Effect TaxCollection  10<br />
<br />
;------------------------------------------<br />
Ancillary treasurer<br />
    Type Money<br />
    Transferable  1 <br />
    Image ZTreasurer.tga<br />
    ExcludedAncillaries tax_farmer, royal_escort<br />
    ExcludeCultures northern_european, mesoamerican<br />
    Description treasurer_desc<br />
    EffectsDescription treasurer_effects_desc<br />
    Effect Trading 5 <br />
    Effect TaxCollection 15<br />
<br />
;------------------------------------------<br />
Trigger agent001_master_tax_collector_kp<br />
    WhenToTest CharacterTurnEnd<br />
    Condition IsGeneral<br />
          and EndedInSettlement<br />
	  and RemainingMPPercentage = 100<br />
          and SettlementBuildingExists = tax_collector_guild<br />
	  and TimeInRegion &gt; 5<br />
	  and not FactionwideAncillaryExists royal_escort<br />
          <br />
    AcquireAncillary royal_escort chance 10 <br />
<br />
;------------------------------------------<br />
Trigger agent002_master_tax_collector_kp2<br />
    WhenToTest CharacterTurnEnd<br />
    Condition IsGeneral<br />
          and EndedInSettlement<br />
	  and RemainingMPPercentage = 100<br />
          and SettlementBuildingExists &gt;= m_tax_collector_guild<br />
	  and TimeInRegion &gt; 10<br />
          <br />
    AcquireAncillary royal_escort chance 12 </div> </div> </div><b>Guild Entries:</b><div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> ;-----------------------<br />
Guild tax_collector_guild<br />
    building guild_tax_collector_guild<br />
    levels 100 250 500<br />
;--------------------------------<br />
Trigger 0071_tax_VH_very_happy_kp<br />
    WhenToTest CharacterTurnEnd<br />
    Condition IsGeneral<br />
          and GovernorTaxLevel = tax_extortionate<br />
          and GovernorLoyaltyLevel &gt; loyalty_happy<br />
          <br />
    Guild tax_collector_guild s 10<br />
;------------------------------------------<br />
Trigger 0072_tax_VH_happy_kp<br />
    WhenToTest CharacterTurnEnd<br />
    Condition IsGeneral<br />
          and GovernorTaxLevel = tax_extortionate<br />
          and GovernorLoyaltyLevel = loyalty_happy<br />
<br />
    Guild tax_collector_guild s  8<br />
;------------------------------------------ <br />
Trigger 0073_tax_VH_disillusioned_kp<br />
    WhenToTest CharacterTurnEnd<br />
    Condition IsGeneral<br />
          and GovernorTaxLevel = tax_extortionate<br />
          and GovernorLoyaltyLevel = loyalty_disillusioned<br />
          <br />
    Guild tax_collector_guild s 5<br />
;------------------------------------------<br />
Trigger 0074_tax_VH_riot_kp<br />
    WhenToTest CharacterTurnEnd<br />
    Condition IsGeneral<br />
          and GovernorTaxLevel = tax_extortionate<br />
          and GovernorLoyaltyLevel &lt; loyalty_disillusioned<br />
          <br />
    Guild tax_collector_guild s 3 <br />
;------------------------------------------<br />
Trigger 0075_tax_high_kp<br />
    WhenToTest CharacterTurnEnd<br />
    Condition IsGeneral<br />
          and GovernorTaxLevel &gt;= tax_high<br />
	  and TimeInRegion &gt; 3<br />
          <br />
    Guild tax_collector_guild s 3  <br />
;------------------------------------------<br />
Trigger 0076_tax_low_kp<br />
    WhenToTest CharacterTurnEnd<br />
    Condition IsGeneral<br />
          and GovernorTaxLevel = tax_low<br />
	  and TimeInRegion &gt; 3<br />
                 <br />
    Guild tax_collector_guild s -3<br />
 </div> </div> </div><b>Graphics:</b><br />
#northern_european_merchants_guild (vanilla M2TW)<br />
<br />
<i>The above code and the text entries are included in the component file (see attachments).</i><br />
<br />
<b>2.4 Building Lines</b><br />
<font color="#008000"><b><u>River Port</u></b></font> and <font color="#008000"><b><u>Craftsmen</u></b></font><br />
Post: <a href="http://www.twcenter.net/forums/showthread.php?599100-MMUP-Master-Mason-s-Urban-Planner&amp;p=12810709&amp;viewfull=1#post12810709" target="_blank">http://www.twcenter.net/forums/showt...1#post12810709</a><br />
<br />
<font color="#008000"><b><u>Mule Train</u></b></font> and <font color="#008000"><b><u>Evil Crafts</u></b></font><br />
Post: <a href="http://www.twcenter.net/forums/showthread.php?599100-MMUP-Master-Mason-s-Urban-Planner&amp;p=12813096&amp;viewfull=1#post12813096" target="_blank">http://www.twcenter.net/forums/showt...1#post12813096</a><br />
<br />
<font color="#008000"><b><u>High Temple of Melkor</u></b></font><br />
Post: <a href="http://www.twcenter.net/forums/showthread.php?599100-MMUP-Master-Mason-s-Urban-Planner&amp;p=12815809&amp;viewfull=1#post12815809" target="_blank">http://www.twcenter.net/forums/showt...1#post12815809</a><br />
<br />
<i>Code, text entries, comments and graphics references are included in the component file (see attachments).</i><br />
<br />
in the pipeline: Textile Mill, Local Craftsmen (nores_crafts), Mercenary Recruitment Outpost, Granaries, Equestrian Games, Racing Tracks (doggies) and Dirt Bath (aka sanitation).<br />
<br />
;--------------------------------------------------------------------------<br />
<b>3. ECONOMICS</b><br />
<br />
<b>3.1 Purpose</b><br />
The purpose of the Economics feature is to balance income and population growth. It's related to the new buildings but these changes and enhancements can work alone. For example, the trade bonus from ports have been nerfed, but a trade bonus if you have fish locally has been added.<br />
Population growth is a controversial subject. The overall changes to growth are minor, but the individual mechanics are major. For example, squalor has been seriously increased, but there are more buildings with health available.<br />
I hope these tweaks are in-line with the general idea of TATW i.e. to keep population growth and settlement upgrades under tight control and more importantly, to make sure that small villages don't grow too fast. KK would like to see Villages and Wooden Forts around @turn 200+ and so would I, but I would also like to have some very large cities to fight in.<br />
Background: <a href="http://www.twcenter.net/forums/showthread.php?441519-Finances&amp;p=9781675&amp;viewfull=1#post9781675" target="_blank">http://www.twcenter.net/forums/showt...=1#post9781675</a><br />
<br />
This will probably never be released for TATW, so please regard this feature as suggestions and input to the TATW team and submodders.<br />
<br />
<b>3.2 Core Mechanics</b><br />
see attached file mmup_economics_readme<br />
<br />
<b>3.3 Resource Values and Mining</b><br />
see attached file mmup_economics_readme<br />
<br />
<b>3.4 Resource Dependant Bonuses and Enhanced Guilds</b><br />
Will be released as EDB file, Readme and WinMerge report (HTML).<br />
<br />
;--------------------------------------------------------------------------<br />
<b>4. TRAITS AND ANCILLARIES</b><br />
<br />
<b>4.1 Purpose</b><br />
The enhancements to Traits and Ancillaries are based on Refined Traits for TATW [RTfTATW]<br />
<a href="http://www.twcenter.net/forums/showthread.php?404747-WIP-Refined-Traits-for-TATW-%28RTFT%29&amp;p=8455693&amp;viewfull=1#post8455693" target="_blank">http://www.twcenter.net/forums/showt...=1#post8455693</a> and includes new ancillaries like High Priest of Melkor, Master Tax Collector, Master Merchant, Master Mason etc.<br />
<br />
Besides the general enhancements and fixes to vanilla M2TW traits, triggers and ancillaries, this includes adjustments related to the new buildings. For example, building new economic buildings will impact governors traits and building Tax Collectors Guild will probably make your governor a good tax man, but he is likely to get some not very nice traits as well.<br />
<br />
This feature will also include enhancements to the <b>Obedience</b> attribute for &quot;good&quot; human and &quot;evil&quot; human factions. More info here: <a href="http://www.twcenter.net/forums/showthread.php?581730-Tolkien-General-Discussion-II&amp;p=12813939&amp;viewfull=1#post12813939" target="_blank">http://www.twcenter.net/forums/showt...1#post12813939</a><br />
<i>Modders note: This will probably be implemented in the &quot;Piety Alternative Mode&quot; introduced in the Britannia campaign (&lt;alternative_religious_unrest bool=&quot;true&quot;/&gt;) so this attribute does not cause more religious unrest. <br />
</i><br />
<b>4.2 Included Files:</b><br />
- EDCT (two scaled versions)<br />
- export_descr_ancillaries.txt<br />
- export_VnVs.txt<br />
- export_ancillaries.txt<br />
- graphics files<br />
<br />
;--------------------------------------------------------------------------<br />
<b>5. RELEASE PLAN AND DOWNLOAD</b><br />
<br />
<b>5.1 Release Plan</b><br />
The individul components will be released in batches as code snippets and individual files. The intention is to make it as user-friendly to modders as possible, as complicated as possible to users and as easy on support as possible for me :)<br />
<br />
Expect the following:<br />
1) Code snippets and text for each building line posted here<br />
2) A Zip with the graphics files for use in TATW only (I have used a lot of current building graphics from TATW, but since the renaming is a very time consuming task this should make it easier. I assume that I don't need permission, but I'll check).<br />
3) A Zip with the graphics files we have created or have permission to use<br />
4) Individual .txt and .xml files updated to the latest version of TATW<br />
5) EDCT file and the associated text file will be available in scaled versions.<br />
6) WinMerge Reports<br />
7) (TBD: i'll also provide a full installer for testers and modders, but it will not be posted here).<br />
<br />
<b>5.2 Download</b><br />
see attachments below<br />
<br />
;--------------------------------------------------------------------------<br />
<b>6. COMMENTS AND CREDITS</b><br />
<br />
<b>6.1 Comments</b><br />
- Mod components are provided as &quot;open-source&quot; with a few restrictions (3rd party code and graphics). <br />
- You do not need to contact me before using anything posted here, but I would of course be interested in a heads-up.<br />
- I hate to reinvent the wheel so I grab what I can from other mods (with permission). It's called code reuse I believe.<br />
- One thing I do care about, is modders using original ideas and concepts without giving due credit. I have only experienced this one time, but it was one time too many. Please do the right thing.<br />
<br />
<b>6.2 Recommended Tools and Guides</b><br />
- notepad++<br />
- WinMerge<br />
- VnV validator by the Trivium (adjusted)<br />
- EDB validator by HouseOfHam <a href="http://www.twcenter.net/forums/showthread.php?282662-EDB-validator" target="_blank">http://www.twcenter.net/forums/showt...-EDB-validator</a><br />
- Jonesoft &quot;Generic Mod Enabler&quot; (JGME)<br />
- M2TW DocuDemon<br />
- (TBC:TWC and ORG guides)<br />
<br />
<b>6.3 Credits</b><br />
- King Kong and the rest of the TATW team for providing such an amazing mod as playground for sub-modding monkies<br />
- Stuie and Orbital from <a href="http://www.twcenter.net/forums/forumdisplay.php?46-Fall-of-the-Republic-Rise-of-the-Empire-%28FRRE%29-%28BI%29" target="_blank">The First Triumvirate and FRRE mod</a> team for teaching me about text editing and scripting. DaVinci for testing TFT VnV features used in MMUP.<br />
- <a href="http://www.europabarbarorum.com/" target="_blank">Europa Barbarorum</a>: Graphics, text and code for Granary, Grain Silo and Desert Irrigation. Graphics and text for Sanitation, Boat Landing and River Port (permission obtained in 2006 - permission validated by JMRC 05/05/13).<br />
- <a href="http://www.twcenter.net/forums/forumdisplay.php?991-THERA-Legacy-of-the-Great-Torment" target="_blank">THERA</a> community and TheFirstONeill for input and contribution to economics and enhanced guilds.</div>


	<div style="padding:10px">

	

	

	

	
		<fieldset class="fieldset">
			<legend>Attached Files</legend>
			<ul>
			<li>
	<img class="inlineimg" src="http://www.twcenter.net/forums/images/attach/txt.gif" alt="File Type: txt" />
	<a href="http://www.twcenter.net/forums/attachment.php?attachmentid=277056&amp;d=1367635715">mmup_cmp_local_crafts.txt</a> 
(20.2 KB)
</li><li>
	<img class="inlineimg" src="http://www.twcenter.net/forums/images/attach/txt.gif" alt="File Type: txt" />
	<a href="http://www.twcenter.net/forums/attachment.php?attachmentid=277057&amp;d=1367635738">mmup_cmp_tax_collector.txt</a> 
(15.3 KB)
</li><li>
	<img class="inlineimg" src="http://www.twcenter.net/forums/images/attach/txt.gif" alt="File Type: txt" />
	<a href="http://www.twcenter.net/forums/attachment.php?attachmentid=277059&amp;d=1367638385">mmup_cmp_river_port.txt</a> 
(6.9 KB)
</li><li>
	<img class="inlineimg" src="http://www.twcenter.net/forums/images/attach/txt.gif" alt="File Type: txt" />
	<a href="http://www.twcenter.net/forums/attachment.php?attachmentid=277061&amp;d=1367644159">mmup_cmp_mule_train.txt</a> 
(5.4 KB)
</li><li>
	<img class="inlineimg" src="http://www.twcenter.net/forums/images/attach/txt.gif" alt="File Type: txt" />
	<a href="http://www.twcenter.net/forums/attachment.php?attachmentid=277073&amp;d=1367650999">mmup_cmp_evil_crafts.txt</a> 
(20.6 KB)
</li><li>
	<img class="inlineimg" src="http://www.twcenter.net/forums/images/attach/txt.gif" alt="File Type: txt" />
	<a href="http://www.twcenter.net/forums/attachment.php?attachmentid=277177&amp;d=1367728669">mmup_economics_readme.txt</a> 
(14.4 KB)
</li><li>
	<img class="inlineimg" src="http://www.twcenter.net/forums/images/attach/txt.gif" alt="File Type: txt" />
	<a href="http://www.twcenter.net/forums/attachment.php?attachmentid=277201&amp;d=1367741378">mmup_cmp_high_temple_melkor.txt</a> 
(19.9 KB)
</li>
			</ul>
		</fieldset>
	

	</div>
]]></content:encoded>
			<category domain="http://www.twcenter.net/forums/forumdisplay.php?1154-Sub-Mods">Sub Mods</category>
			<dc:creator>King Philip II</dc:creator>
			<guid isPermaLink="true">http://www.twcenter.net/forums/showthread.php?599100-MMUP-Master-Mason-s-Urban-Planner</guid>
		</item>
		<item>
			<title>To Rangers, Knights and other good people</title>
			<link>http://www.twcenter.net/forums/showthread.php?599020-To-Rangers-Knights-and-other-good-people&amp;goto=newpost</link>
			<pubDate>Thu, 02 May 2013 15:55:04 GMT</pubDate>
			<description>*Please reply in main thread:...</description>
			<content:encoded><![CDATA[<div><b>Please reply in main thread: <a href="http://www.twcenter.net/forums/showthread.php?599100-MMUP-Master-Masons-Urban-Planner&amp;p=12810699&amp;viewfull=1#post12810699" target="_blank">http://www.twcenter.net/forums/showt...1#post12810699</a></b><br />
MODERATOR: please merge this thread into the main thread or just close it - thank you!<br />
<br />
We need more building options when we are not defending our lands from foul smelling orcs.<br />
<br />
I need a couple of devoted Rangers from Eriador, a couple of hardy longbowmwn from Dale and a few professional soldiers from Gondor to test out some new buildings. I'll provide the changes in an installer as well as the raw file. The changes are save-game compatible.<br />
<br />
However, the changes depend on some major changes in the desc_settlment_mechanics.txt file, so you'll have to load this as well.<br />
<br />
The buildings you'll have access to include: Textile Mill, Fruit Plantation, Lumber Mill, Beekeeper, Wineyard, Riddermark Equestian Games and many, many more. The buildings are available dependant on natural resources and terrain.<br />
<br />
The primary area of testing is: ECONOMY. Did your economy explode? Did the increased law make you filthy rich? How are you compared to the other factions? and last but not least: what happend to your population growth. If your wooden castle stops growing a few hundred people short of Castle with no general in location it's perfect (AI has a bonus)<br />
<br />
fyi: I have similar buildings for the evil factions, but now we just test the good guys.<br />
<br />
regards,<br />
KP</div>

]]></content:encoded>
			<category domain="http://www.twcenter.net/forums/forumdisplay.php?1154-Sub-Mods">Sub Mods</category>
			<dc:creator>King Philip II</dc:creator>
			<guid isPermaLink="true">http://www.twcenter.net/forums/showthread.php?599020-To-Rangers-Knights-and-other-good-people</guid>
		</item>
		<item>
			<title>Uraghh - additional buildings for Orcies</title>
			<link>http://www.twcenter.net/forums/showthread.php?599017-Uraghh-additional-buildings-for-Orcies&amp;goto=newpost</link>
			<pubDate>Thu, 02 May 2013 15:33:14 GMT</pubDate>
			<description>*Please reply in main thread:...</description>
			<content:encoded><![CDATA[<div><b>Please reply in main thread: <a href="http://www.twcenter.net/forums/showthread.php?599100-MMUP-Master-Masons-Urban-Planner&amp;p=12810699&amp;viewfull=1#post12810699" target="_blank">http://www.twcenter.net/forums/showt...1#post12810699</a></b><br />
MODERATOR: please merge this thread into the main thread or just close it - thank you! <br />
<br />
Huraghh Orcies,<br />
<br />
We need more building options when we are not raiding the countryside for human flesh, elf ears or dwarf legs.<br />
<br />
I need a couple of devoted Orcs from Mordor, OOM, OOG and Isengard to test out some new buildings. I'll provide the changes in an installer as well as the raw file. The changes are save-game compatible.<br />
<br />
However, the changes depend on some major changes in the desc_settlment_mechanics.txt file, so you'll have to load this as well. <br />
<br />
The buildings you'll have access to include: Mule Train, Warg Fighting Cage, Fur Trader, Iron Monger, Slave Market, Orc Feast, Execution Square, Village Raid, Abattoir and many, many more. The buildings are available dependant on natural resources and terrain.<br />
<br />
The primary area of testing is: ECONOMY. Did your economy explode? Did the increased law make you filthy rich? How are you compared to the other factions? and last but not least: what happend to your population growth. If your wooden castle stops growing a few hundred people short of Castle with no general in location it's perfect (AI has a bonus)<br />
<br />
fyi: I have similar buildings for the good factions, but now we just test the evil guys.<br />
<br />
regards,<br />
KP</div>

]]></content:encoded>
			<category domain="http://www.twcenter.net/forums/forumdisplay.php?1154-Sub-Mods">Sub Mods</category>
			<dc:creator>King Philip II</dc:creator>
			<guid isPermaLink="true">http://www.twcenter.net/forums/showthread.php?599017-Uraghh-additional-buildings-for-Orcies</guid>
		</item>
		<item>
			<title>High Elves in MOS: Problem building bowyers.</title>
			<link>http://www.twcenter.net/forums/showthread.php?598829-High-Elves-in-MOS-Problem-building-bowyers&amp;goto=newpost</link>
			<pubDate>Tue, 30 Apr 2013 20:01:52 GMT</pubDate>
			<description>Two days ago I restarted my High Elves campaign in MOS 1.41, and now at turn 51...</description>
			<content:encoded><![CDATA[<div>Two days ago I restarted my High Elves campaign in MOS 1.41, and now at turn 51 I've conquered quite a bit of land, joined my split realm together and wiped out OotMM (though my elven brethren ran with most of the spoils - the moochers). Throughout my conquests I've noticed a strange problem: I seem to be unable to build bowyers (or archery ranges or whatever they're called) in most of the settlements I've conquered. In all my starting settlements, I've been able to build bowyers from &quot;town&quot; level and up. I've build culture above 50% in several of the conquered towns and there seem to be no &quot;conflict&quot; in the form of buildings I need to demolish first. I can build barracks OK, but no archery buildings. In Tharbad and Moria, on the other hand, I can build bowyers and the subsequent tiers with no trouble. Not quite sure, what's going on here, I most clearly be missing something.</div>

]]></content:encoded>
			<category domain="http://www.twcenter.net/forums/forumdisplay.php?1154-Sub-Mods">Sub Mods</category>
			<dc:creator>Finkeren</dc:creator>
			<guid isPermaLink="true">http://www.twcenter.net/forums/showthread.php?598829-High-Elves-in-MOS-Problem-building-bowyers</guid>
		</item>
		<item>
			<title>MOS Gondor Campaign on vh/vh + Eastern Shadows And all evil bonuses. Anybdoy survive or prevail?</title>
			<link>http://www.twcenter.net/forums/showthread.php?598766-MOS-Gondor-Campaign-on-vh-vh-Eastern-Shadows-And-all-evil-bonuses-Anybdoy-survive-or-prevail&amp;goto=newpost</link>
			<pubDate>Tue, 30 Apr 2013 06:44:49 GMT</pubDate>
			<description>I am currently playing MOS Gondor campaign on VH/VH + Eastern Shadows and...</description>
			<content:encoded><![CDATA[<div>I am currently playing MOS Gondor campaign on VH/VH + Eastern Shadows and Isengard secret Evil faction bonuses. No Imortal hero's on either side and using Central administration. Talk about fighting the long defeat!<br />
<br />
This is an enormously challenging campaign because the war of attrition fought with Mordor and Harad drains Gondor of mapower even in victory. I love it because its closer to the Lore where Gondor was realy in a desperat fight where they could do little but defend and runs some guerilla raids in Ithilien. Rohan is finaly pressed as well as they should be by Isengard and Dunland. I have already refused them help twice because my finances were stretched trying to keep the pipeline of regiments up and running against the massive Mordor stacks.<br />
<br />
<br />
Some of you have probably played with the same setup as me so how is it going? Im curious how others have handled this dilema. The vanilla Gondor campaign was challenging but MOS with Eastern Shadows is a fight for survival. Do they Shadows script Mordor Hordes Relent eventualy?<br />
<br />
I spend all my early game building Farm roads ports and markets. Then i start upgrading my Barracks and Armory. By turn 40 im am just starting to get my professional force mobalized and my milita's no longer cut it. Becomes a race to max out my Barracks so i can recruiter more and faster. The attrition is brutal and in one battle i fought two full stacks of Mordor at Minis Tirith and a half stack of theirs just behind. I won by the skin of my teeth when some reinfocements from Peligar came and turned the tide of the battle. both sides armies were destroyed and i was slow to recover.<br />
<br />
Dol Amroth and Peligar having a fight to support the Southern fiefs against steady incoming stacks of Haradrim. I lost Linhir but have halted them from going further...for now. <br />
<br />
I realy dont know how this is going to turn out. Rohan is cut in half and mordor is emptying everthing on me. Can barely breathe.</div>

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			<category domain="http://www.twcenter.net/forums/forumdisplay.php?1154-Sub-Mods">Sub Mods</category>
			<dc:creator>CatoTheYounger</dc:creator>
			<guid isPermaLink="true">http://www.twcenter.net/forums/showthread.php?598766-MOS-Gondor-Campaign-on-vh-vh-Eastern-Shadows-And-all-evil-bonuses-Anybdoy-survive-or-prevail</guid>
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		<item>
			<title><![CDATA[Modders' Resource: Dynamic Garrison Script]]></title>
			<link>http://www.twcenter.net/forums/showthread.php?598495-Modders-Resource-Dynamic-Garrison-Script&amp;goto=newpost</link>
			<pubDate>Sat, 27 Apr 2013 23:54:53 GMT</pubDate>
			<description>This is part of my new compilation submod which is nearing a release, which I...</description>
			<content:encoded><![CDATA[<div>This is part of my new compilation submod which is nearing a release, which I thought other modders might find useful to have separately.  <br />
<br />
With this script, all playable settlements on the vanilla TATW map get a spawned garrison to represent a portion of the local &quot;civilian&quot; population pressed into service to defend the walls of the settlement from an assault. The spawned garrison varies in size and composition by region and target faction culture type e.g. Harad defenders will spawn Southron townsfolk in Harad regions, Westron townsfolk in north westerly regions of Middle Earth and a mix of the two in points in between.  Factions of other cultures will respectively spawn appropriate unit type. Garrisons will be larger larger settlements, and will grow as the settlement grows. Garrisons are only spawned when a settlement is assaulted and are removed post battle. <br />
<br />
Also included are the models, textures, ui's, and text file entries for six new garrison units that I made for this (Dwarf Volunteers, Easterling Levy, Elf Volunteers, Snagas, Southron Levy, and Westron Volunteers). These are peasant militia quality units, basic weapons, no shields or armor.<br />
<br />
<a href="http://www.twcenter.net/forums/showthread.php?598495-Modders-Resource-Dynamic-Garrison-Script/page4" target="_blank"><font color="#0000ff">Preview if the new units on page 4</font></a> (thanks to the Uruk).</div>

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			<category domain="http://www.twcenter.net/forums/forumdisplay.php?1154-Sub-Mods">Sub Mods</category>
			<dc:creator>Spice Master</dc:creator>
			<guid isPermaLink="true">http://www.twcenter.net/forums/showthread.php?598495-Modders-Resource-Dynamic-Garrison-Script</guid>
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			<title>List of ACTIVE modders on TATW</title>
			<link>http://www.twcenter.net/forums/showthread.php?598170-List-of-ACTIVE-modders-on-TATW&amp;goto=newpost</link>
			<pubDate>Thu, 25 Apr 2013 05:16:24 GMT</pubDate>
			<description>I want to know who and with what stuff active modders are working for TATW....</description>
			<content:encoded><![CDATA[<div>I want to know who and with what stuff active modders are working for TATW.<br />
This is for knowing who could help in answering doubts and joing efforts in some project.<br />
Also, a better way to organize our manpower and make our efforts more transparent.<br />
TATW has a strange team of modders, the leader dont talks much, there is people working is mysterious projects (like ent rocktrowers) and no one even knows, I'v'e seen stupid situations with two modders working on the same idea at the same time. So lets just organize and be transparent.<br />
<br />
<b><font size="5"><font color="#ff0000">If you are not a modder, please dont post on this thread! And if you are, just do like I say hereafter, do not flood the thread.</font></font></b><br />
<br />
If you are an active modder, working for TATW, or even if you are not involved in any project now but are avaliable for interaction with other modders or helping someway, then post your information, like I do (just copy, paste and fit with your information):<br />
<br />
<br />
<br />
<font size="3"><b>Name:</b> Leo<br />
<b>Mod abilities:</b> Very very humble modelling and texturing skills. Full management of IWTE (creating custom settlements).<br />
<b>Released/to be released project:</b> <a href="http://www.twcenter.net/forums/showthread.php?494054-New-custom-settlements-RELEASED!" target="_blank">New Custom settlements for TATW</a>.<br />
<b>Interests:</b> People with proficient modelling skills, who would like to join me in creating new custom settlements are welcome. Ideas for new units and ballance for TATW scripts.</font></div>

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			<category domain="http://www.twcenter.net/forums/forumdisplay.php?1154-Sub-Mods">Sub Mods</category>
			<dc:creator>leo.civil.uefs</dc:creator>
			<guid isPermaLink="true">http://www.twcenter.net/forums/showthread.php?598170-List-of-ACTIVE-modders-on-TATW</guid>
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			<title>Realistic Supply Lines Question?</title>
			<link>http://www.twcenter.net/forums/showthread.php?598140-Realistic-Supply-Lines-Question&amp;goto=newpost</link>
			<pubDate>Wed, 24 Apr 2013 23:22:30 GMT</pubDate>
			<description>I remember a couple years ago there was a mod that punished the player if they...</description>
			<content:encoded><![CDATA[<div>I remember a couple years ago there was a mod that punished the player if they sent an army too far away from conquered territory.  If they were more than 5 turns out of faction territory they got increasingly worse punishments and traits.... I remember there were rations involved and the morale of the troops dropped dramatically to the point where you couldn't fight in the middle of harad without returning troops to controlled territory.  Does anyone recall this mod and can you provide the name?  Supply lines have determined wars since the beginning of time yet a game based on war does not take them into account one bit.  An army can march for 25 years in enemy territory and be ok.</div>

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			<category domain="http://www.twcenter.net/forums/forumdisplay.php?1154-Sub-Mods">Sub Mods</category>
			<dc:creator>orclover5</dc:creator>
			<guid isPermaLink="true">http://www.twcenter.net/forums/showthread.php?598140-Realistic-Supply-Lines-Question</guid>
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			<title>Centralized addministration...the best add on</title>
			<link>http://www.twcenter.net/forums/showthread.php?598056-Centralized-addministration-the-best-add-on&amp;goto=newpost</link>
			<pubDate>Wed, 24 Apr 2013 03:13:06 GMT</pubDate>
			<description>Is that what it is called? Anyhow the mod that makes your cities need a...</description>
			<content:encoded><![CDATA[<div>Is that what it is called? Anyhow the mod that makes your cities need a governor in order to commision building constructuion or troop recruiting has made leaders even more important. And it has finaly made it so you have a legit reason to keep some leaders as governors. Especialy for Gondor each fief has its own regional Governor to start and you have a good reason to leave them governing their districts at least until their area's are built up.<br />
<br />
It helped slow down Mordor's early game blitzing of Gondor as well. Seems factions spend the first 40 turns building up instead of spamming militia and invading. Much improved. The game starts 40 years before the War of The Ring and i prefer a steady buildup until all sides have better troops and economy. Now Mordor won't just throw a bunch of Nazgul at you early on because they need to direct the development of their settlements for some time before they can uncleash the beast.<br />
<br />
And now the early game skirmish over Ithilien is more like the back and forth tug of war instaed of the early all out assault it used to be. Governors are now just as important as Generals especialy in the early game.</div>

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			<category domain="http://www.twcenter.net/forums/forumdisplay.php?1154-Sub-Mods">Sub Mods</category>
			<dc:creator>CatoTheYounger</dc:creator>
			<guid isPermaLink="true">http://www.twcenter.net/forums/showthread.php?598056-Centralized-addministration-the-best-add-on</guid>
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			<title>New Dwarf Unit</title>
			<link>http://www.twcenter.net/forums/showthread.php?597925-New-Dwarf-Unit&amp;goto=newpost</link>
			<pubDate>Tue, 23 Apr 2013 01:13:46 GMT</pubDate>
			<description><![CDATA[I made this unit to go with the new garrison script I'm making for my...]]></description>
			<content:encoded><![CDATA[<div>I made this unit to go with the new garrison script I'm making for my compilation submod.  It is a peasant quality dwarven unit that will spawn with the new garrison script to represent the average inhabitants of a settlement. I also plan to use this as a base model for many more dwarven units for two new dwarf factions that will be in my submod.  I figured others might want a base dwarf model they can use for similar purposes. <br />
<br />
I'm posting it here separately for other modders to use for modding new dwarf units, rather than waiting for KK's permission to use his models since I don't think he visits here lately. All parts of this model and texture are from free open sources (Rusichi and Absynthia's Briton models).  Anyone who wants to use or edit this unit for release in another submod is free to do so, no permission needed, just give credit to me, the Rusichi team, and Absinthia. <br />
<br />
 <a href="http://www.twcenter.net/forums/attachment.php?attachmentid=275850&amp;d=1366679568" id="attachment275850" rel="Lightbox_0" target="_blank" ><img src="http://www.twcenter.net/forums/attachment.php?attachmentid=275850&amp;d=1366679568&amp;thumb=1" border="0" alt="Click image for larger version.&nbsp;

Name:	Dwarf Volunteers.jpg&nbsp;
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ID:	275850" class="thumbnail" style="float:CONFIG" /></a></div>


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rel="Lightbox_12778188" id="attachment275850"
 target="_blank"><img class="thumbnail" src="http://www.twcenter.net/forums/attachment.php?attachmentid=275850&amp;stc=1&amp;thumb=1&amp;d=1366679568" 
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	<img class="inlineimg" src="http://www.twcenter.net/forums/images/attach/rar.gif" alt="File Type: rar" />
	<a href="http://www.twcenter.net/forums/attachment.php?attachmentid=275849&amp;d=1366679533">garrison.rar</a> 
(2.55 MB)
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	</div>
]]></content:encoded>
			<category domain="http://www.twcenter.net/forums/forumdisplay.php?1154-Sub-Mods">Sub Mods</category>
			<dc:creator>Spice Master</dc:creator>
			<guid isPermaLink="true">http://www.twcenter.net/forums/showthread.php?597925-New-Dwarf-Unit</guid>
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			<title>Installation of submods ( with pictures ! )</title>
			<link>http://www.twcenter.net/forums/showthread.php?597889-Installation-of-submods-(-with-pictures-!-)&amp;goto=newpost</link>
			<pubDate>Mon, 22 Apr 2013 20:11:40 GMT</pubDate>
			<description>*Kind TWC community! 
 
* This is a WIP thread which will include any submod,...</description>
			<content:encoded><![CDATA[<div><font size="3"><font size="2"><b>Kind TWC community<font size="2">!<br />
<br />
</font></b> This is a WIP thread which will include any submod, so<font size="2">, if any modder wants his submod installation instructions included<font size="2">, please, PM me and we`ll see what can be done for your mod.. :D<br />
<br />
</font></font></font></font><font size="3"><font size="2"><font size="2"><font size="2"><br />
Let us  start with basic things ne<font size="2">eded<font size="2"> <font size="2">:<br />
<br />
NOTE: Windows XP Users don`t need to make any security changes, or have special instructions, just chec<font size="2">k where you installed M2TW+Third Age, and direct su<font size="2">bmod Inst<font size="2">allation to that <font size="2">folder path. </font></font></font></font></font></font></font></font></font></font></font><b><br />
<br />
<font size="5">Windows VISTA, Windows 7, Windows 8 Users ( even STEAM Users with these operating systems )... First step for you to do:</font></b><br />
<br />
1. Edit Security for your main Medieval II Total War folder (original thread and credits go to this nice guy, <b>SigniferOne</b>, <a href="http://www.twcenter.net/forums/showthread.php?397636-How-To-Fix-UAC-and-VirtualStore-Problems&amp;p=8287059&amp;viewfull=1#post8287059" target="_blank"><b>here</b></a> ) .<br />
<br />
<b>NOTE for STEAM Users</b>: You only need to do this first step, steps 2. and 3. ( hidden files, Virtual Store.. ) are for non steam users.<br />
<br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <img src="http://imageshack.us/a/img842/4471/58994152.jpg" border="0" alt="" /><br />
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2. Unhide hidden folders:<br />
<br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <img src="http://imageshack.us/a/img823/148/41367564.jpg" border="0" alt="" /><br />
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3. Delete VirtualStore content ( Medieval II Total War folder which is present in VirtualStore ) :<br />
<br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <img src="http://imageshack.us/a/img33/5125/13929591.jpg" border="0" alt="" /><br />
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4. You need fresh installation of Third Age TW, be sure to download all four TATW Installers ( TATW 3.0 part 1 and part 2, TATW Patch 3.1, TATW Patch 3.2 ). Don`t surf the Internet while downloading files, you can get bad download. <br />
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NOTE: All Third Age Installers have to be installed into the same main Medieval 2TW folder.<br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <br />
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<font size="5">STEAM INSTALLATION OF THIRD AGE TOTAL WAR:<br />
<font size="2"><font size="2"><br />
1. <b>First thing to do for WINDOWS 7, 8 or VISTA Steam Users</b><font size="2">:</font> edit the security of your ...\steam\steamapps\common\ <b>Medieval </b><font size="2"><b>2 </b><font size="2"><b>Total War</b> folder as shown in previous pictures !!<br />
<br />
2. There is more than one method for installing T<font size="2">A<font size="2">T<font size="2">W, you can us<font size="2">e one of these:<br />
 - <b><a href="http://www.twcenter.net/forums/showthread.php?410461-Creating-a-World-Mod-Install-for-Steam&amp;p=8598963&amp;viewfull=1#post8598963" target="_blank">Kingdoms App Launcher</a></b><br />
 - <b><font size="2"><a href="http://www.twcenter.net/forums/showthread.php?517328-Add-Mods-to-M2TW-Kingdoms-Launcher-guide!!" target="_blank">Manual Regis</a><font size="2"><a href="http://www.twcenter.net/forums/showthread.php?517328-Add-Mods-to-M2TW-Kingdoms-Launcher-guide!!" target="_blank">try editing</a><br />
<font size="2"> - </font></font></font></b></font></font></font></font></font></font></font></font></font><a href="http://www.twcenter.net/forums/showthread.php?582583-Steam-compatible-modStarter&amp;p=12420489&amp;viewfull=1#post12420489" target="_blank"><b>Steam Compatible Mod starter</b></a><br />
 - <a href="http://www.twcenter.net/forums/showthread.php?334458-Steam-Mod-Installer-Tool&amp;p=6812996&amp;viewfull=1#post6812996" target="_blank"><b>Steam Mod Installer Tool</b></a><br />
<br />
3. And also, there is this one with RENAMING one of your Kingdoms campaigns ( don`t worry, your campaigns are stil there :P )<br />
<br />
 <b>Windows 7, 8 and VISTA Users, if you edited the security of your main Medieval 2 Total War folder, then procced with the installation...</b><br />
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<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <img src="http://img703.imageshack.us/img703/159/40155545.jpg" border="0" alt="" /><br />
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                                                                 <b><font size="3">MOS INSTALLATION</font></b> ( for non steam users - currently )<br />
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Windows XP Users don`t need any special instructions, they just need to know where is their Third Age TW installed so they can change the installation path for the Installer -s.<br />
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Windows VISTA, 7, 8 Users, be sure to check the installation path of your Third Age TW before installing MOS, and change them during installation.<br />
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Note: In this tutorial we are using MOS 1.41 FULL Installer..<br />
<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <br />
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To start MOS, find MOS shortcut on your Desktop and run it.<br />
 </div> </div> </div><br />
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That`s it for today, next: <b>PCP</b> ( my favourite ).. Stay tuned :D<br />
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<font size="3"><b>PCP INSTALLATION</b></font> ( for non steam users only - currently )    <br />
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Folks, be sure to check the installation path of your Third Age TW before installing PCP, and change them during installation.<br />
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<div style="margin: 5px 20px 20px;"> <div class="smallfont" style="margin-bottom: 2px;"><b>Spoiler Alert, click show to read:</b>&nbsp;  <input value="Show" style="margin: 0px; padding: 0px; width: 45px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" type="button" /> </div> <div class="alt2" style="border: 1px inset ; margin: 0px; padding: 6px;"> <div style="display: none;"> <br />
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                                                                  </div> </div> </div></div>

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			<category domain="http://www.twcenter.net/forums/forumdisplay.php?1154-Sub-Mods">Sub Mods</category>
			<dc:creator>ElvenKind</dc:creator>
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