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Thread: !!!!Point Blank's "Real Combat + Recruitment" for 1.4.1 (doesn't work with 2.1)!!!!

  1. #2401
    Pelican Man's Avatar Ishiyumi no shashu
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    Default Re: ((((Real Combat + Recruitment for TATW 1.1 beta released UPDATE JUNE 2))))

    Quote Originally Posted by Blackomur89 View Post
    You will get them after turn 49.
    what about that one file? "campaign_script_DIFFICLTY_BASED.txt "

    THE P-MAN
    Chuck Norris knows where Carmen Sandiego is


  2. #2402
    Aoba
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    Default Re: ((((Real Combat + Recruitment for TATW 1.1 beta released UPDATE JUNE 2))))

    Hey there!

    I observed some strange things while playing as Gondor on vh/vh. First of all the mods I use in installation order:

    - TATW (incl. Patch 1.1)
    - this nice RC-Mod
    - BAI Switcher only ('cause latest BAI from Germanicu5 included in RC as stated in the first post)
    - Good vs Evil by ZZZZ
    - Be Evil by Papio

    Well I started a new Campaign as Gondor. During the first couple of turns I raised military and economy as far as possible. You may notice that it's not so easy with just 10k Florins and the military upkeep. However after approx. 10 turns I had a nice army to attack W.Ossgiliath (during another try I attacked Cair Andros) occupied by bandits. Maybe 2 turns later I was engaged by an unstopable force of Mordor (and Harad from the south). There were like 5 or more fully stacked armys attacking me from the east and south. The problem now is that every single army includes mostly heavy mordor or harad infantry. There is absolutely now way to stop that force with Gondor Milita, Axeman and Marines. Of course one is able to defend maybe 1 or 2 attacks but not more 'cause it's not possible to retrain all your men I mean ... what the hack ... 15 turns into the campaign and the enemy is attacking with heavy infantry? Well maybe I'm too stupid for playing as Gondor but nevertheless I've got the impression that it's kind off unbalanced

    Anybody else here with compareable experiences?

  3. #2403
    Blackomur89's Avatar Akaboshi
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    Default Re: ((((Real Combat + Recruitment for TATW 1.1 beta released UPDATE JUNE 2))))

    Quote Originally Posted by Pelican Man View Post
    what about that one file? "campaign_script_DIFFICLTY_BASED.txt "

    THE P-MAN
    I didn't get it either and my version works fine. In the earlier versions when there was only RC there existed such a file. Guess they moved it.
    2D artist for Call of Warhammer TW; 2D artist for Westeros TW; 2D artist and researcher for The Ruins of Arnor TATW sub-mod; 2D artist for Warcraft TW.

  4. #2404
    Daergar's Avatar Shisai
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    Default Re: ((((Real Combat + Recruitment for TATW 1.1 beta released UPDATE JUNE 2))))

    Quote Originally Posted by Rookz View Post
    Hey there!

    I observed some strange things while playing as Gondor on vh/vh. First of all the mods I use in installation order:

    ...

    Anybody else here with compareable experiences?
    I use the same installation, minus the BAI switcher. The main thing I noticed is that you took ten turns to take W. Osgiliath. I bumrush both cities within three or four turns, then you immediately go for Gondor archers there and at Minas Tirith. Cairn Andros is next and after that you're safe.

    Milita plus the archers will beat stack after stack of Mordor scum, and it will only get easier once you have spearmen (thin lines, guard mode) to hold the line with very, very few casualties.

    Harad can be rather easily countered by gifting the city east of the island town, name escapes me, to the HE or some such. At least it worked in my last campaign, if not, another stack there of weaker units to block the evil men from the southern lands.

  5. #2405
    Aoba
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    Default Re: ((((Real Combat + Recruitment for TATW 1.1 beta released UPDATE JUNE 2))))

    Quote Originally Posted by Daergar View Post
    I use the same installation, minus the BAI switcher. The main thing I noticed is that you took ten turns to take W. Osgiliath. I bumrush both cities within three or four turns, then you immediately go for Gondor archers there and at Minas Tirith. Cairn Andros is next and after that you're safe.

    Milita plus the archers will beat stack after stack of Mordor scum, and it will only get easier once you have spearmen (thin lines, guard mode) to hold the line with very, very few casualties.

    Harad can be rather easily countered by gifting the city east of the island town, name escapes me, to the HE or some such. At least it worked in my last campaign, if not, another stack there of weaker units to block the evil men from the southern lands.
    Thanks, I'll try to be faster next time. I don't know if I got you right in case of harad. My problem is that Harad sends their armys directly to the city of Linhir via the Anduin (?) delta (3 isles in the river). It's possible to cross the river at that point by foot

  6. #2406
    abbews's Avatar The Screen Door Slams
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    Default Re: ((((Real Combat + Recruitment for TATW 1.1 beta released UPDATE JUNE 2))))

    Quote Originally Posted by Rookz View Post
    Hey there!

    I observed some strange things while playing as Gondor on vh/vh. First of all the mods I use in installation order:

    - TATW (incl. Patch 1.1)
    - this nice RC-Mod
    - BAI Switcher only ('cause latest BAI from Germanicu5 included in RC as stated in the first post)
    - Good vs Evil by ZZZZ
    - Be Evil by Papio

    Well I started a new Campaign as Gondor. During the first couple of turns I raised military and economy as far as possible. You may notice that it's not so easy with just 10k Florins and the military upkeep. However after approx. 10 turns I had a nice army to attack W.Ossgiliath (during another try I attacked Cair Andros) occupied by bandits. Maybe 2 turns later I was engaged by an unstopable force of Mordor (and Harad from the south). There were like 5 or more fully stacked armys attacking me from the east and south. The problem now is that every single army includes mostly heavy mordor or harad infantry. There is absolutely now way to stop that force with Gondor Milita, Axeman and Marines. Of course one is able to defend maybe 1 or 2 attacks but not more 'cause it's not possible to retrain all your men I mean ... what the hack ... 15 turns into the campaign and the enemy is attacking with heavy infantry? Well maybe I'm too stupid for playing as Gondor but nevertheless I've got the impression that it's kind off unbalanced

    Anybody else here with compareable experiences?
    Almost all Mordor infantry is heavy.

  7. #2407
    Pelican Man's Avatar Ishiyumi no shashu
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    Default Re: ((((Real Combat + Recruitment for TATW 1.1 beta released UPDATE JUNE 2))))

    Quote Originally Posted by Blackomur89 View Post
    I didn't get it either and my version works fine. In the earlier versions when there was only RC there existed such a file. Guess they moved it.
    Awesome... Thanks for the quick reply.

    Best Regards,

    THE P-MAN
    Chuck Norris knows where Carmen Sandiego is


  8. #2408
    Point Blank's Avatar Samurai
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    Default Re: ((((Real Combat + Recruitment for TATW 1.1 beta released UPDATE JUNE 2))))

    There is also code in the campaign script, that also exists in vanilla and I haven't changed, that adds a stack or 2 of free units to every AI faction.
    ------------------------------------------------
    Real Recruitment+Real Combat Compilation Mod for STAINLESS STEEL, AUGUST 13:
    http://www.twcenter.net/forums/showthread.php?t=380361

    Real Recruitment+Real Combat Compilation Mod for THIRD AGE TOTAL WAR 1.4.1, AUGUST 13:
    http://www.twcenter.net/forums/showthread.php?t=259833

  9. #2409
    Metallistic's Avatar Sōkō yumi
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    Default Re: ((((Real Combat + Recruitment for TATW 1.1 beta released UPDATE JUNE 2))))

    Quote Originally Posted by Rookz View Post

    Well I started a new Campaign as Gondor. During the first couple of turns I raised military and economy as far as possible. You may notice that it's not so easy with just 10k Florins and the military upkeep. However after approx. 10 turns I had a nice army to attack W.Ossgiliath (during another try I attacked Cair Andros) occupied by bandits. Maybe 2 turns later I was engaged by an unstopable force of Mordor (and Harad from the south). There were like 5 or more fully stacked armys attacking me from the east and south. The problem now is that every single army includes mostly heavy mordor or harad infantry. There is absolutely now way to stop that force with Gondor Milita, Axeman and Marines. Of course one is able to defend maybe 1 or 2 attacks but not more 'cause it's not possible to retrain all your men I mean ... what the hack ... 15 turns into the campaign and the enemy is attacking with heavy infantry? Well maybe I'm too stupid for playing as Gondor but nevertheless I've got the impression that it's kind off unbalanced

    Anybody else here with compareable experiences?
    I had the exactly same experience.Having to wait ~50 turns for the professional troops makes no sence now, since RR is out and upkeep costs are increased... I just do not see the point.Why not able to recruit professional troops from the beginning?

  10. #2410
    gaunty14's Avatar Chugen
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    Default Re: ((((Real Combat + Recruitment for TATW 1.1 beta released UPDATE JUNE 2))))

    I have a question, I'm getting annoyed at wating 10 turns for my high elves recruitment pool to regenerate
    would this be the text I have to change to lower or increase it "recruit_priority_offset 4"

    thankyou
    WOT name is tsk92
    "will help build battle station for food" - or rep

  11. #2411
    Soul Firez's Avatar Banzai jūden-ki
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    Default Re: ((((Real Combat + Recruitment for TATW 1.1 beta released UPDATE JUNE 2))))

    no he is talking aout the events required to make higher tiered units you want to increase unit recruitment pool size which if you check the mod work shop of the forums is an easy thing to do but if you do it balance will go out the window as well your ubber elves who will now be in high numbers againstlore of tolkien for 3rd age will own the whole map easy as they are ubber soldiers

    Heroes Hordes & beyond The official submod of KGCM (click the sig)

  12. #2412
    Ragnarök's Avatar Taihō no heishi
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    Default Re: ((((Real Combat + Recruitment for TATW 1.1 beta released UPDATE JUNE 2))))

    Quote Originally Posted by gaunty14 View Post
    I have a question, I'm getting annoyed at wating 10 turns for my high elves recruitment pool to regenerate
    would this be the text I have to change to lower or increase it "recruit_priority_offset 4"

    thankyou
    No what you are searching is not in the EDU it's in the export_descr_buildings.txt.
    Search the unit you want to change, and set this value higher for faster recruitment regenerate.

    recruit_pool "Eldar Cavalry" 1 0.1 1 0 requires factions { egypt, } and region_religion orthodox 40
    But don't forget you have to set this for each barracks separately.

    cheers
    Last edited by Ragnarök; June 04, 2009 at 02:01 PM.

  13. #2413
    Daergar's Avatar Shisai
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    Default Re: ((((Real Combat + Recruitment for TATW 1.1 beta released UPDATE JUNE 2))))

    Just be careful when you muck about with the RR values or you might end up bored very quickly. The elves are costly and slow to pool for a reason.

    Testing Silvans with the latest update and Ootmm is invading my territores in force, it's sweet so far.

  14. #2414
    gaunty14's Avatar Chugen
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    Default Re: ((((Real Combat + Recruitment for TATW 1.1 beta released UPDATE JUNE 2))))

    yeah, I'll tweak them and see what happens ^-^

    thaankyou for your help
    Last edited by gaunty14; June 04, 2009 at 04:32 PM.
    WOT name is tsk92
    "will help build battle station for food" - or rep

  15. #2415
    vietnoboy's Avatar Kabe difendā
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    Default Re: ((((Real Combat + Recruitment for TATW 1.1 beta released UPDATE JUNE 2))))

    Whenever I try play on the Fangorn map, the game CTD while the bar is loading.
    Any ideas why?
    Mods I have is this and visual enchantment.
    Installed in that order.

  16. #2416
    Point Blank's Avatar Samurai
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    Default Re: ((((Real Combat + Recruitment for TATW 1.1 beta released UPDATE JUNE 2))))

    Some of the files in Visual Enhancement overwrite some of the RC files. You should only install the UI, Menu and Loading Bar folders from Visual Enhancement at the moment.

    Announcing...
    RC/RR - Lore Edition
    This will be a file set included as an option to install with the RC/RR mod. It is intended to be a (mostly) no-compromises lore-based version of RC/RR.
    The first component, a dynamic culture-based AOR, has been completed and is just being tweaked. Features:

    • every unit in the game AOR
    • unit availability depends on the interaction between faction, unit tier, preferred areas of the map for that faction, and culture level in the region
    • region types arable, forest, coast, mountains, desert, mordor mountains, volcanic, plus many small AOR areas
    • every available hidden resource slot used
    • every faction has core areas where recruitment is best, plus a preference level for each of the above terrain types that interacts with the tier of the unit being recruited, and the faction's culture level in the region to dynamically determine the unit's final availability. Dwarves will now be more tied to their mountains, Elves to their forests (especially Silvan Elves)
    • buildings/recruitment file now 5x original size

    Includes some changes to starting buildings/units, eg Isengard can now recruit Wargs and Orcs.
    Any suggestions welcome.
    Will also include Immortal Nazgul if I get permission.
    Last edited by Point Blank; June 04, 2009 at 11:17 PM.
    ------------------------------------------------
    Real Recruitment+Real Combat Compilation Mod for STAINLESS STEEL, AUGUST 13:
    http://www.twcenter.net/forums/showthread.php?t=380361

    Real Recruitment+Real Combat Compilation Mod for THIRD AGE TOTAL WAR 1.4.1, AUGUST 13:
    http://www.twcenter.net/forums/showthread.php?t=259833

  17. #2417
    Chinen
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    Default Re: ((((Real Combat + Recruitment for TATW 1.1 beta released UPDATE JUNE 2))))

    Why must you make such awesome improvements with your modification Poink Blank? I haven't had a decent game yet in terms of length.

  18. #2418
    Point Blank's Avatar Samurai
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    Default Re: ((((Real Combat + Recruitment for TATW 1.1 beta released UPDATE JUNE 2))))

    Might be able to release something today. After that I'll do my best to keep any subsequent releases save-game compatible.

    Evil factions should be significantly better-balanced on the campaign map with new update.
    ------------------------------------------------
    Real Recruitment+Real Combat Compilation Mod for STAINLESS STEEL, AUGUST 13:
    http://www.twcenter.net/forums/showthread.php?t=380361

    Real Recruitment+Real Combat Compilation Mod for THIRD AGE TOTAL WAR 1.4.1, AUGUST 13:
    http://www.twcenter.net/forums/showthread.php?t=259833

  19. #2419
    Achilla's Avatar The Iron General
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    Default Re: ((((Real Combat + Recruitment for TATW 1.1 beta released UPDATE JUNE 2))))

    Incredible ... forum is finally up. Well, hopefully it didn't delay progress on RC
    Man is but a shadow of his former self, encased in feverish delusions of grandeur.
    Ignorance is your shield, knowledge is your weapon.
    Heart without reason is stupid, reason without heart is blind.


  20. #2420
    Metallistic's Avatar Sōkō yumi
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    Default Re: ((((Real Combat + Recruitment for TATW 1.1 beta released UPDATE JUNE 2))))

    OK with the standard RC/RR, the latest update installed, playing at H/M campaign, Isengard got defeated by turn 53.Not to mention that OotMM were losing badly against the Dwarves and Eriador.I was playing as Gondor and Mordor's AI behaviour was pretty strange.They attacked me very often, as they should, but didn't work so much on expanding... They concentrated all of their resources into attacking me, putting no effort in expanding into the north to become stronger.IMO there are still a lot of things to do about campaign balance.

    RR didn't fix all of our problems - good old Achilla was so right.

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