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

  1. #4641
    Smaug's Avatar Kihei
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Quote Originally Posted by Cincinatus View Post
    How come Urak Hai Archers of Isengard say they are long range, BUT do not shoot at long range? I always have to move them closer before they actually shoot. The icon and the description say they are firing but, NO arrows are coming from them and no Urak Hai archer is posing to fire.

    BTW is there any chance you can merge with the Ring Mod and with DAC to get more factions, cause some factions seem a little to large at the start. And Dunlending has only spearmen?? How did they ever threaten Rohan like that??
    I doubt that DAC and RR+RC will ever be compatible. DAC is a total conversion of TATW and would require a totally new balancing of recruitment and combat for every faction. I think DAC devs do their own balancing. Besides it sounds funny if a submod is doing a balance overhaul to another submod

  2. #4642
    Point Blank's Avatar Samurai
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Quote Originally Posted by KingLeonidas300 View Post
    yep started a new campaign? when do boromir and faramir pop up at what turn? im at turn 27 right now
    They don't pop up, they are there at the start, just outside Minas Tirith.
    Last edited by Point Blank; September 17, 2009 at 04:52 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

  3. #4643
    IZ-Master's Avatar Sakata
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    im still sad no sagara units btw can I use darth Bai without problem ?

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  4. #4644
    Point Blank's Avatar Samurai
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Quote Originally Posted by Achilla View Post
    Uh ... why do you keep nerfing bodyguards into eternity? You think one or two additional defense points matter at all when you keep lowering and lowering number of soldiers?

    Meh, like I couldn't already slaughter entire bodyguard unit with an average foot infantry unit or above-average cavalry unit.
    Nothing stopping you increasing their number in your own version.
    ------------------------------------------------
    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

  5. #4645
    Asparagus's Avatar Shisai
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Quote Originally Posted by Asparagus View Post
    Are you going to include the full Enhancement mod later? Also, what about these mods: new Ancillaries Reworked names. sgwara's mod maybe?
    Maybe the new Gondor units when they're done (AOR units and reskins).
    Last edited by Asparagus; September 17, 2009 at 05:01 PM.

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  6. #4646
    Cincinatus's Avatar Sōkō no yari
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    The Greek Wars Mod only allows unique faction units to be recruitable in their home regions. So, if high elves conquered a area where humans lived, could not they only recruit human units there? Even if you do not go that far, it would be cool to have some units that factions can recruit likely native to the lands they conquer, and not just units normally only found with in said conquering faction.

  7. #4647
    Cynik's Avatar Chinen
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Trying this out now, sounds insanely awesome
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  8. #4648
    Fulgrim88's Avatar Shisai
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Quote Originally Posted by Cincinatus View Post
    The Greek Wars Mod only allows unique faction units to be recruitable in their home regions. So, if high elves conquered a area where humans lived, could not they only recruit human units there? Even if you do not go that far, it would be cool to have some units that factions can recruit likely native to the lands they conquer, and not just units normally only found with in said conquering faction.
    Thats cool for greece, where it's basically the same nation divided into many little city states (So Athenai may improve their army with Spartian Phalanx) . However, it would look kinda weird on a large scale, especially in LotR. The factions are too different. Imagine Gondor (or any good faction) using Orc Mercenaries.

    It would make sense for human factions only, like Gondor recruiting Rohan Cavalry and vice versa, but that would kinda overpower them

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  9. #4649
    Point Blank's Avatar Samurai
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Quote Originally Posted by izual View Post
    ...hmh overpower faction..i dont think...elves have to short unit rosters i would say...
    and what about that use or destroy the ring submod...
    i ll only wait until this one will be include in to your great work....
    The Ring submod will be updated by the mod creator I think, he prefers to keep control of it, as its quite complex and he wants to keep updating it.

    Quote Originally Posted by Mr.Blackadder View Post
    Wow , nice to see something of my mod is implemented
    Yes thankyou, likely more will be used from your mod if that is OK

    Quote Originally Posted by abbews View Post
    And some of mine.. What an honor
    Don't be so modest, F&B is a great mod

    Quote Originally Posted by Druchii22 View Post
    Great, thanks for the new update!

    Just a question: do now evil factions got destroyed only if no regions/generals left, or is it still under testing?
    That is the plan, it should work that way most of the time.

    Quote Originally Posted by Asparagus View Post
    Are you going to include the full Enhancement mod later? Also, what about these mods: new Ancillaries Reworked names. sgwara's mod maybe?
    Not sure if the full Enhancement mod, but likely more of it yes. The new ancilliaries and names look good.

    Quote Originally Posted by IZ-Master View Post
    im still sad no sagara units btw can I use darth Bai without problem ?
    To use Darth BAI, first open battle_config.xml and make sure the following code is at the top:

    <combat-balancing>
    <missile-target-accuracy>
    <infantry>1.0</infantry>
    <cavalry>1.5</cavalry>
    <elephants>2.0</elephants>
    </missile-target-accuracy>
    <melee-hit-rate>2.00</melee-hit-rate>
    </combat-balancing>

    His formation files, if you are using them, may not be ideal due to the use of skirmish class in RC, but he might have worked them in, I'm not sure.

    Now regarding the addition of more units to this mod, yes it will likely happen but it wasn't the focus of this update. I'll be looking at it more closely for the next 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

  10. #4650
    deangdaniele's Avatar Aoba
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    AWESOME mod!
    but i think i found a bug..
    i'm using 18 sept RC+RR - additional unit
    militia barracks for goblin haven't got reclutable units... no more infantry for goblins
    and i'll ask again (3rd time) why can't i make uruk warg(heavy wargs) with isengard... i can see heavy wargs in custom battle but can't build it in campaign
    however.. thanks for the new update!
    Last edited by deangdaniele; September 18, 2009 at 02:26 AM.

  11. #4651
    Smaug's Avatar Kihei
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Quote Originally Posted by Point Blank View Post
    I'll be looking at it more closely for the next update
    And when might that be?

  12. #4652
    deangdaniele's Avatar Aoba
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    we have to establish an "additional units party"

  13. #4653
    Point Blank's Avatar Samurai
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Quote Originally Posted by deangdaniele View Post
    AWESOME mod!
    but i think i found a bug..
    i'm using 18 sept RC+RR - additional unit
    militia barracks for goblin haven't got reclutable units... no more infantry for goblins
    and i'll ask again (3rd time) why can't i make uruk warg(heavy wargs) with isengard... i can see heavy wargs in custom battle but can't build it in campaign
    however.. thanks for the new update!
    I'll fix that and post the file here a bit later.

    Quote Originally Posted by Kikka View Post
    And when might that be?
    Well I can guarantee it won't be today!
    ------------------------------------------------
    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

  14. #4654
    Jean=A=Luc's Avatar Jean-Snow
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Quote Originally Posted by deangdaniele View Post
    AWESOME mod!
    but i think i found a bug..
    i'm using 18 sept RC+RR - additional unit
    militia barracks for goblin haven't got reclutable units... no more infantry for goblins
    Eek, for the AI too? I better suspend my Gondor campaign, don't want it to be too easy.

    Oh, and I noticed Faramir has the "power of the eldar" ability, was it intended?

  15. #4655
    Resurrection's Avatar Sōkō no yari
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Found funny glitch. New trait (dunno from which merged in mod) Liberator of Ost-in-gil has in description that the wielder has liberated Dol Guldur. Liberator of Dul Guldur has the same (in taht case correct) description.

    Also wardogs unit of Harad still misses the textures for men in the unit (dogs are fine).

    Mod Leader, Mapper & Bohemian Researcher

  16. #4656
    Achilla's Avatar The Iron General
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Quote Originally Posted by Point Blank View Post
    Nothing stopping you increasing their number in your own version.
    Ah, seems like you missed a point

    I know that you put A LOT of time into balancing units and that there is an intelligent pattern after that design decision, but just tell me what's the difference between what they were and are now? What has changed on the theoretical background for such drastic change? What bodyguards are capable and are incapable of now and for what reason? What design logic is behind that? I just wondered, because bodyguards were fairly untouched in previous versions and only got smaller play-balance tweaks, but now this drastic change all of a sudden. I'd like to understand, but first let me to that
    Man is but a shadow of his former self, encased in feverish delusions of grandeur.
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  17. #4657
    Hanny's Avatar Baitai kihei
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Quote Originally Posted by Achilla View Post
    Ah, seems like you missed a point

    I know that you put A LOT of time into balancing units and that there is an intelligent pattern after that design decision, but just tell me what's the difference between what they were and are now? What has changed on the theoretical background for such drastic change? What bodyguards are capable and are incapable of now and for what reason? What design logic is behind that? I just wondered, because bodyguards were fairly untouched in previous versions and only got smaller play-balance tweaks, but now this drastic change all of a sudden. I'd like to understand, but first let me to that
    You mean like Mordor having a gen with Numenoean bodygaurd with free upkeep, that means a 1500 point unit for free when ina city, when it goes out, and there are 9 of them, ai income takes a pasting, so does anyforce they fight against as itsa devestaing unit in combat.

  18. #4658
    Achilla's Avatar The Iron General
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Quote Originally Posted by Hanny View Post
    You mean like Mordor having a gen with Numenoean bodygaurd with free upkeep, that means a 1500 point unit for free when ina city, when it goes out, and there are 9 of them, ai income takes a pasting, so does anyforce they fight against as itsa devestaing unit in combat.
    Mordor is an exception, their BG was always the strongest mounted BG just like Dwarven bodyguard was the strongest dismounted BG unit.
    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.


  19. #4659
    Murakawa
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Can someone explain in more detail how to install this mod (without the additional units mod).

    When installing third age you had to:

    - Install Part1/Part2, Patch 1.1, Patch 1.2 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.


    With this mod it says:

    2) Install the contents of the download into your TATW folder.

    Are they the same thing?

    3) You have now installed the default (Lore) version of this mod. You may now play the game. Optionally however, IF YOU WISH TO USE THE NEW UNITS IN AGOSTINOS ADDITIONAL UNITS MOD, OR HAVE BEEN RUNNING A CAMPAIGN WITH THAT MOD INSTALLED, NOW COPY THE CONTENTS OF THE TATW/data_Additional_Units_non-Lore FOLDER INTO THE TATW/data FOLDER. IT WILL THEN BE SAVE-GAME COMPATIBLE WITH YOUR PREVIOUS CAMPAIGN

    Also does not "the contents" of the download include the additional units? I i do not want the additional units exatly which folders should i install?

    Last edited by redcloud; September 18, 2009 at 05:56 AM.

  20. #4660
    Hanny's Avatar Baitai kihei
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Quote Originally Posted by Achilla View Post
    Mordor is an exception, their BG was always the strongest mounted BG just like Dwarven bodyguard was the strongest dismounted BG unit.
    Actualluy no thats incorrect, the same applies to most factions, bodyguard size makes them uber powerfull, and their cost ruins the ai economics.

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