A total conversion for the Medieval II Total War - Kingdoms expansion
The Credits
Please view the credit list here on the forum or watch the credit list in-game to see all people who are involved in this huge project.
* Changelog for patch 1.1:
Spoiler Alert, click show to read:
!!!Please note that the patch is save-game compatible, but I recommend to start a new campaign, because many features will not have an effect in an on-going campaign!!!
FIXES
- white battle map interface (hotfix included)
- Dunedain Knights missing their melee weapon fixed
- wrong faction banners disabled
- missing rebels and mercenary unit cards fixed
- diplomatic text refers to wrong factions fixed
- Dale freeland archers' bows float in the air fixed
- Beorings javelins float on the air around them fixed
- snaga skirmishers weapon fixed
- new meshes for Isengard heavy Uruk-Hai units
- Breeland riders have invisible weapons fixed
- Uruk Halberdiers missing secondary weapon fixed
- Goblin Halberdiers missing secondary weapon fixed
- warg sprites added
- Troll Cage descriptions fixed
- Henneth Annun "object on battle map bug" fixed
- Horse Guard animation fixed
- rebel generals/captains with silver textures fixed
- Harad "invasion" mercenaries with silver textures fixed
- all floating cities and castles fixed
- hardly/unplayable bridge and river issues fixed
- new orcish diplomat/spy/assassin cards
- eryn dolen stuck at village fixed
- minor 2d symbols fixed
- 2hhanded orc error fixed
NEW FEATURES
- New and huge sound package (a huge thanks to Smirk :thumbsup2)
all medieval phrases deleted and replaced. No more sultans, gods and piety...
all wrong voice references to the vanilla factions fixed
new and reworked speeches for all factions and orcs
reworked all voices for campaign map
dwarves have own scottish accent
New troll sounds and orcish voices for battle map
fixed missing catapult impact sound
and more!
New unit and battle map balance
new animations for better unit cohesion
missile units weakened, ammunition varied, new elven arrow type
mumakil costs decreased, increased morale
trolls more vulnerbale to missiles, slower, more expensive throw units into the air, availability decreased
raised morale for all troops
improved cavalry and charges
improved stamina for dwarves and other units
halberds and spear units improved
arrow/ballista towers weakened, walls and gateways improved, more logical stats
many other little unit stats changes
Other
new loading bar
several map improvements, like smoother and realistic rivers
new event pics for the orcish factions
northmen portraits added
events for advanced units are earlier
Eriador - High Elves alliance
no more witches
servants of Sauron slightly weakend
Generals can get older
More logical character traits at campaign start
garrison script slightly nerfed
good factions will survive longer
new fire textures and sound for burning men and burning buildings
Included Sub-Mods
non breakable alliances without a diplomat (Thanks to Archaon)
smoother coastlines (Thanks to Nevada)
improved Eldar models (Thanks to Razor)
Germanicu5 Battle AI (Thanks to Germanicu5)
Germanicu5 stakes script (Thanks to Germanicu5)
Witchking model (Thanks to Devils_Advocate)
spelling mistakes fixed (Thanks to Krazy Krook)
** Changelog for patch 1.2:
Spoiler Alert, click show to read:
!!!Please note that the patch is not save-game compatible, otherwise you will have messed up traits and ancillaries!!!
- 2 new settlements
- 1 new fort
- snowbourne river near Edoras
- Esgaroth lies in lake esgaroth
- some mountain areas fixed
- several more little things
- Citadels limited to Minas Tirith & Barad-dur, Isengard, Moria
- Huge Cities only possible at Dol Amroth, Bree, Umbar, Kelepar, Khand, Dale, Erebor
- less and varied population growth
- less order & happiness for the player
- less income through farming
--> a harder game for the player and more difficult to manage empire happiness, population growth and income.
- reeinforcements are now controllable on the battlefield
- Different Bodyguards for several Heroes
- ancillary/trait changes
- public baths/aqueduct for elves deleted
- archers sligthly weakened
- some interface changes
- a few new animations
- slightly changed missions rewards
- darker nights
- campaign and battle map balance changes
- some recruitment changes
- more little things...
Bug Fixes
- Evil factions won't die because lack of family members
- several unit model fixes
- Grishnak battle model fixed
- (hopefully) all unplayable battle maps fixed
- many more little things
Special thanks and credits
bilwit - for the new hero models and the superb texturing MasterBigAB - for all his support and the awesome in-game videos Germanicu5 - for his new Battle AI gracul - for some tips and help NSFW - for his hints, tips and research about the sudden death of evil factions HGLordKoal - for telling me the reeinforcement feature was missing Twist of Cain - for inspiring me to change the orcish castles
Please give some rep to those guys! :)
Thank you all for your support and your help! :) :thumbsup2
Installation
- Requirement is an installed Third Age - Total War 1.3.
- Install TATW_1.4_Patch.exe into the default 'Medievall II Total' War directory.
(Normally this is: 'Programs/SEGA/Medieval II Total War')
If you have installed Medieval II into another folder, please select the folder manually.
- Start the mod with the 'Third Age - Total War' shortcut on your desktop
And happy new year everyone!!! :thumbsup2
***** Changelog for Bugfixer 1.4.1:
Spoiler Alert, click show to read:
!!!Please note that the Bugfixer is save-game compatible, but some changes (i.e two possible crash reasons in the early Ai turns) will only work with a new campaign !!!
!!!Also note that this bugfixer works only with a clean 1.4 installation, it is (obviously) not compatible with most sub-mods. !!!
#possible crash with Silvan Elves AI fixed
#possible crash with Rhun AI fixed
#missing win conditions fixed
#missing "end turn" sound for Gondor
#duplicated Dunedain Ranger unit
#missing imrahil portrait
#faramir's missing sword
#mising unit cards for some Bodyguard units
#wrong texture of Uruk pikes
#wrong texture of Eldar Lancers secondary weapon
#wrong texture of Mountain Troll hands
#troll cages can no longer be build without the "troll" resource
#some family tree age corrections
#no more chivalry for joining crusades
#accepting Aragorn can not give Aragorn bad traits
Other little changes:
#family trees extended (should prevent even more that evil faction can suddenly die)
#Half-Men and Hasharii improved
#some small unit stats changes
#some campaign script changes
well done KK and team....
*arghh there goes my holidays :P
July 22, 2010, 08:19 AM
Saladin
Re: Third Age - Total War 2.0 Released!
awesome!
July 22, 2010, 08:19 AM
Beorn
Re: Third Age - Total War 2.0 Released!
+ rep, sir!
July 22, 2010, 08:19 AM
Raiven
Re: Third Age - Total War 2.0 Released!
yeeeh, I was here just for accident today, I now this.:laughter:
Awesome:thumbsup2
July 22, 2010, 08:19 AM
glassakias
Re: Third Age - Total War 2.0 Released!
ΥΑΥ!!!
congrats and +rep all around all around.
edit:LOL, i thought i would be first but there were already 4 responses when i pressed the submit button. i bet it will reach 5 pages only today.
July 22, 2010, 08:21 AM
Space Voyager
Re: Third Age - Total War 2.0 Released!
Rep's on me! ;)
GREAT job, KK et al.
July 22, 2010, 08:22 AM
Master Necromancer
Re: Third Age - Total War 2.0 Released!
Its out!!! :)
But I get this when I try to download:
Quote:
The file you have selected (TATW_2.0_Part2of2.exe) is not available via any mirrors. Please check back shortly as our servers update every 5 minutes. If you have a webserver with space, contact us about providing a download mirror. Your companies banner will be shown thousands of times daily here and supports our game development community.
Edit: Works now. :)
July 22, 2010, 08:23 AM
son of romans
Re: Third Age - Total War 2.0 Released!
At last the game was released,thanks to King Kong and AmonAmrath and everyone who worked at the best TW mod in the world.
July 22, 2010, 08:24 AM
KR153
Re: Third Age - Total War 2.0 Released!
I couldnīt believe my eyes! *shrub shrub* IT IS TRUE! It has come to me! Itīs mine, my pressssscious!
Canīt DL though! Sitting and waiting......
To all: If it isnīt downloading try again some minutes later. It took me three times before it started. Seems to be some kind of limitation to provide a stable DL rate. Well, we waited so long now we can wait some more... The most important is: Itīs out!
July 22, 2010, 08:25 AM
Red_Devil
Re: Third Age - Total War 2.0 Released!
wouhou! let's goooo! ^^
edit: +rep of course! ;)
and I hope the editor will work :P
July 22, 2010, 08:26 AM
IrishBlood
Re: Third Age - Total War 2.0 Released!
OMFG!!! ITS FINALLY HERE!!!! :D :D :D :clap::clap::clap::clap::clap::clap::clap::party::party::party::party::party::thumbsup3:thumbsup3:thumbsup3:thumbsup3:innocent2:innocent2:surprise:
Thank you for all your work and the time you have spend to realize this awesome mod project!
I have visited the forum a lot of times but I thought this would be a good moment to register :D
In my opinion you are one of the best modding teams ever!