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Thread: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

  1. #201
    Bowmaster's Avatar Biarchus
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    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    In a battle, sometimes the enemy goes to "infighting". What does that mean? They just stand there, some taunting, some being lazy, some being ready.
    (yeah, yeah, I'm fin player of TATW 3.2...

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  2. #202

    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    Just curious, what are the conditions to upgrade a city to a huge city and a fortress to a citadel?
    Last edited by bob124; September 27, 2012 at 12:14 AM.

  3. #203
    Mhaedros's Avatar Brave Heart Tegan
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    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    It's mostly not possible, but in a couple of regions you just need a very, VERY large population
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  4. #204

    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    im not sure, but i believe that Mithlond is the only city that can be upgraded to a Huge City (at least it was before 3.0, im not sure if they changed that as i havent playedd HE in 3.2 yet) and im pretty sure that no regions can be upgraded to Citadel, dont quote me on that though. but, anyway, the population required to get a city into a Huge City is about 28000, if im correct.

  5. #205

    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    Quote Originally Posted by Orkfaeller View Post
    Are dwarfs slower than the other races? (marching/running)

    If yes, does it have to do with their model size or was it a design decision?
    dont worry i care about you enough to answer your question (cough cough everyone else ignoring the lil fella cough)

    im not 100% certain on this but im pretty sure that dwarves move slower than most other races. and im pretty sure its a design decision. you cant exactly have the most heavily armed/armored infantry in the game running around like light infantry now can you. i believe that the mod team took into consideration the side-effects of wearing extreamly heavy armor and adjusted the walking/running speed of the dwarves accordingly. (once again im not sure, dont quote me on this )

  6. #206
    Bowmaster's Avatar Biarchus
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    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    Imladris can also be made a Huge City.
    (yeah, yeah, I'm fin player of TATW 3.2...

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  7. #207

    Default Wargs for Isengard

    I am playing Isengard. They don't have it easy so i would like to help them a bit. I find it a bit strange that the first level of stables does not let you recruit Wargs.

    So my question which file do i need to edit to let Isengard recruit Wargs from the first stables. And what do i need to change.

  8. #208
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Wargs for Isengard

    Quote Originally Posted by Alex-ander View Post
    I am playing Isengard. They don't have it easy so i would like to help them a bit. I find it a bit strange that the first level of stables does not let you recruit Wargs.

    So my question which file do i need to edit to let Isengard recruit Wargs from the first stables. And what do i need to change.
    Open export_descr_buildings.txt found in the data-folder

    Code:
    ;############################################################
    ;######################### STABLES ##########################
    ;############################################################
    building equestrian
    {
        convert_to c_equestrian
        levels stables knights_stables barons_stables earls_stables kings_stables 
        {
            stables castle requires factions { sicily, byzantium, milan, scotland, turks, byzantium, spain, venice, france, hre, portugal, egypt, mongols, saxons, dunland, } 
            {
                convert_to 0
                capability
                {
    (...)
    This is also the first level of the stable so go down to the end of that first section recrutement list (the end look like this);
    Code:
    (...)
                    recruit_pool "Goblin Wargs"  1   0.08   1  0  requires factions { hre, portugal, }  and region_religion catholic 25 and hidden_resource mountains
                    recruit_pool "Goblin Wargs"  1   0.06   1  0  requires factions { hre, portugal, }  and region_religion catholic 25 and hidden_resource grasland
                    recruit_pool "Goblin Wargs"  1   0.04   1  0  requires factions { hre, portugal, }  and region_religion catholic 25 and hidden_resource forest or hidden_resource desert
            trade_base_income_bonus bonus 1 requires event_counter is_the_ai 1
    and add the Isengard Wargs:
    Code:
                    recruit_pool "Wargs"  1   0.08   2  0  requires factions { france, }  and region_religion catholic 33 and hidden_resource mountains
                    recruit_pool "Wargs"  1   0.06   1  0  requires factions { france, }  and region_religion catholic 33 and hidden_resource grasland
                    recruit_pool "Wargs"  1   0.04   1  0  requires factions { france, }  and region_religion catholic 33 and hidden_resource forest or hidden_resource desert
    so it look like this:
    Code:
    (...)
                    recruit_pool "Goblin Wargs"  1   0.08   1  0  requires factions { hre, portugal, }  and region_religion catholic 25 and hidden_resource mountains
                    recruit_pool "Goblin Wargs"  1   0.06   1  0  requires factions { hre, portugal, }  and region_religion catholic 25 and hidden_resource grasland
                    recruit_pool "Goblin Wargs"  1   0.04   1  0  requires factions { hre, portugal, }  and region_religion catholic 25 and hidden_resource forest or hidden_resource desert
                 recruit_pool "Wargs"  1   0.08   2  0  requires factions { france, }  and region_religion catholic 33 and hidden_resource mountains
                 recruit_pool "Wargs"  1   0.06   1  0  requires factions { france, }  and region_religion catholic 33 and hidden_resource grasland
                 recruit_pool "Wargs"  1   0.04   1  0  requires factions { france, }  and region_religion catholic 33 and hidden_resource forest or hidden_resource desert
            trade_base_income_bonus bonus 1 requires event_counter is_the_ai 1
    Save and you should be done.
    Last edited by Ngugi; September 27, 2012 at 05:17 AM.

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  9. #209

    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    Great thanks just what i wanted +1 rep

  10. #210

    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    Does the AI always have trouble when attacking Osgiliath? It was just attacked there and the orcs just stood around not moving their siege engines ir anything

  11. #211

    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    they dont do that in osgiliath for me...however they DO do that in Imladris...

  12. #212
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    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    They don't need siege equipment in either city
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  13. #213
    Incomitatus's Avatar Ducenarius
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    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    They need siege equipment if they attack W. Osgiliath from E. Osgiliath, but a lot of times they only move one ram to try, then the rest all stand around, even if they have more rams.
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  14. #214
    kraxmause's Avatar Semisalis
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    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    Quote Originally Posted by Bowmaster View Post
    In a battle, sometimes the enemy goes to "infighting". What does that mean? They just stand there, some taunting, some being lazy, some being ready.
    It's something some special abilities do (e.g. Gandalf's). It means the unit will stop moving for a short time, unless it's in a fight I think.
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  15. #215
    lolIsuck's Avatar WE HAVE NO CAKE!
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    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    Quote Originally Posted by Incomitatus View Post
    They need siege equipment if they attack W. Osgiliath from E. Osgiliath, but a lot of times they only move one ram to try, then the rest all stand around, even if they have more rams.
    I doubt you'd need siege equipment when there are no walls between east and west Osgiliath.

  16. #216
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    Perhaps the AI are having problems understand there's a breach in the walls and thus do not attack - as they have no wall or door to bash down and the whole damn place is a breach? ^^

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  17. #217
    Incomitatus's Avatar Ducenarius
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    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    Quote Originally Posted by lolIsuck View Post
    I doubt you'd need siege equipment when there are no walls between east and west Osgiliath.
    Yes, there are. I was... surprised.. to discover this. But the open archways in that building with all the columns? They get gates when besieged, and the wall above can be garrisoned with archers. The only way to get to the victory square is effectively walled off, with two potential gates to ram to get through. I was pleasantly surprised to discover this, as a defender. It would ruin my calm if I were attacking and didn't know it.
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  18. #218

    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    Yep that's how it works^

    And I replayed the battle and the AI worked fine

  19. #219

    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    at imladris the enemy just sits there...and sits there...and sits there... so i had to waste 1/2 my army in an attack against them QQ

  20. #220
    lolIsuck's Avatar WE HAVE NO CAKE!
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    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    You could also let them sit there... It would cost you no men, neither would it cost them any but you win. How can you lose half your men when playing as Elves btw? Even when you scrue up bad you should be able to win with less than 25/30% casualties unless the AI army is like 5 times as big.

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