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

  1. #4781
    Momus's Avatar Yoda
    Join Date
    May 2009
    Posts
    588

    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Quote Originally Posted by Point Blank View Post
    You are playing Silvans right? They can only recruit their advanced (Galadhrim) units from Lorien - nowhere else, not at Thranduil's Halls.
    Is that all they can recruit then? Sentinals and Galadhrim? Cos I can get, nothing at all, no horse archers, no infantry (at all) only the sentinals. and the 'moren'....i think buildings that are meant to be in Lorien (in the descr_stat file at least) they don't show on the campaign map in the settlements. Is this right?

    edit:

    Quote Originally Posted by Kikka View Post
    Citadel guards are constantly dying quite quickly even against mediocre orc infantry when outnumbered, so are fountain guards. One rather leaves them out of battle and use normal gondor units than having to worry about getting them out of harms way in the battlefield. Even with 20% losses it takes ages to be able to even retrain them in Minas Tirith. I just don't think they are now worth the wait.
    You get loses like that cos you don't support them properly, you can't use the one man show principle and base your army around the fact that the FG or CG will steam roll anything - they need to be properly supported with other infantry to clear out the enemy when they break into their formation and to provide protection on the flanks and archers to thin the enemy's ranks and sow discord before the battle proper is joined
    Last edited by Momus; September 20, 2009 at 03:38 PM.

  2. #4782
    Smaug's Avatar Kihei
    Join Date
    Oct 2008
    Posts
    934

    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Quote Originally Posted by Momus View Post
    You get loses like that cos you don't support them properly, you can't use the one man show principle and base your army around the fact that the FG or CG will steam roll anything - they need to be properly supported with other infantry to clear out the enemy when they break into their formation and to provide protection on the flanks and archers to thin the enemy's ranks and sow discord before the battle proper is joined
    Don't worry, I'm quite familiar with TW combat strategies. I still stand behind my words, that either their replenishing rate should be lowered or their stats raised a tad.

  3. #4783
    Juli's Avatar Suguchi
    Join Date
    Dec 2007
    Location
    Argentina, South America (oh man WTF)
    Posts
    638

    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    I found a couple of inconsistencies while checking out the EDU:

    - The Rohan Riders have a secondary attack of 9, while the Eored Lancers get 8 secondary attack. It is weird cause the Eored Lancers are, like, the beefed up version of Rohan Riders
    - The Dismounted Eored Lancers have a radius of 0.4 (instead of 0.3 for having a spear) and are classified as heavy infantry
    - Dalian Men at Arms and Rohan Spearmen are curently unrecruitable. Is there any particular reason for that, or is it just a bug?
    - The Gondor Infantry bodyguards have 14 armour value, yet they use the same armour as regular gondor infantry (12 armour). Shouldn´t it be 13 (Partial plate 12 +1 for being bodyguard)?
    You just wasted 4 seconds of your life reading this sentence. You'll read it again because it was so funny and waste another 4. And since you read that sentence, some more disappeared, count this sentence and it's 'nother couple. Good job time waster!
    ACDC Rulezz
    Flying Moose of Nargothrond. Tolkien fans, behold!
    My little Tolkien fan-fiction


  4. #4784
    Momus's Avatar Yoda
    Join Date
    May 2009
    Posts
    588

    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Quote Originally Posted by Kikka View Post
    Don't worry, I'm quite familiar with TW combat strategies. I still stand behind my words, that either their replenishing rate should be lowered or their stats raised a tad.
    sorry just checking

    I don't think so tho, i think they are fine, as long as they hold their formation I have had no issues with them


    NOW on to my persistant sonofa problem with the Silvan bloody elves in RRRC - I can only recruit Sentinals.....at all in any settlement.

    I have reinstalled TATW completely, I have since checked on the building browser what I can recruit, but nothing other than Sentinals. And they can only be recruited in the Practice Range, and nothing above or below - they all have no units at all.

    I love this submod, I really do. It makes this mod that much more fun as I have to be very careful not to throw away any soldiers and most battles are heavily stacked against me and I enjoy the challenge, but this recruitment problem is really doing my head in now....someone please help me!!!!!

  5. #4785
    martyran's Avatar Ashigaru
    Join Date
    Jul 2009
    Location
    Perth Western Australia
    Posts
    97

    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    I need some help
    The bree Raiders have no weapons
    I mean weapon graphic ...they fight ok
    Can anyone help me fix
    I Have looked in the unit description and the entry and it looks the same as all the other entries
    Can I fix it manually or do I have to reinstall the everything ?
    Thanks

  6. #4786
    TNZ's Avatar Artifex
    Join Date
    Feb 2005
    Posts
    880

    Icon1 Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Point Blank: The epithets I added to the biography traits may not display if a character starts the game with an epithet and his father is listed in the family tree.

    This campaign script should make the epithets display:
    Spoiler Alert, click show to read: 
    Code:
    	monitor_event CharacterTurnStart Trait Ecthelion = 1
    		and I_TurnNumber = 0		
    		console_command remove_trait Ecthelion Ecthelion
    		console_command give_trait Ecthelion Ecthelion
    	terminate_monitor
    	end_monitor
    	monitor_event CharacterTurnStart Trait Aragorn = 1
    		and I_TurnNumber = 0		
    		console_command remove_trait Aragorn Aragorn
    		console_command give_trait Aragorn Aragorn
    	terminate_monitor
    	end_monitor
    
    	monitor_event CharacterTurnStart Trait Dain = 1
    		and I_TurnNumber = 0		
    		console_command remove_trait Dain Dain
    		console_command give_trait Dain Dain
    	terminate_monitor
    	end_monitor
    
    	monitor_event CharacterTurnStart Trait Bard = 1
    		and I_TurnNumber = 0		
    		console_command remove_trait Bard Bard
    		console_command give_trait Bard Bard
    	terminate_monitor
    	end_monitor
    
    	monitor_event CharacterTurnStart Trait Witchking = 1
    		and I_TurnNumber = 0		
    		console_command remove_trait Witchking Witchking
    		console_command give_trait Witchking Witchking
    	terminate_monitor
    	end_monitor
    
    	monitor_event CharacterTurnStart Trait Elrond = 1
    		and I_TurnNumber = 0		
    		console_command remove_trait Elrond Elrond
    		console_command give_trait Elrond Elrond
    	terminate_monitor
    	end_monitor

  7. #4787
    TiFlo's Avatar Shisai
    Join Date
    Apr 2006
    Location
    Up North, in my igloo eh!
    Posts
    387

    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Hi PB,

    I had a go with the latest (lore) version of your mod with the High Elves (Sept18).

    I managed to ally with all good factions as early as possible, and acted most of the time as protector of the weaker factions (in my campaign Dwarves and Eriador), either by giving them money or sending armies to deal with invading stacks. Gondor and Rohan held fast (so as Dale and the Sylvan Elves BTW), although Rohan slowly managed to push Isengard back to Ortanc where Saruman was killed and his faction destroyed around turn 150. Against the combined forces of Eriador, the Dwarves, the Silvan Elves and myself, the OOMM also got destroyed around that time, while I gave the Misty Moutains regions I had captured back to the Dwarves.
    I've now reached 200 turns. I landed a full invasion on Harad's coast to seize Umbar and the surrounding cities to relieve some pressure form Gondor's southern border. As a result, Harad who had kept Gondor in check all that time collapsed in a dozen turns, and is now being rolled up by Gondor all the way down East. Gondor also seems to finally get the better of Mordor, and has managed to capture Minas Morgul and clear Ithilien of Sauron forces for good. Meanwhile, The Dwarves and Dale are also slowly invading Rhun, who is surprisingly still around, and well.

    Also worth mentioning, money hasn't been flowing, and I've only been able to field one single stack of Eldar, and even then half filled up with veteran regular HE units (infantry and archers).

    As you can see, it's been a very pleasing campaign, with strong alliances paying off on the long run, while still allowing for a lengthy game with plenty of indecisive moments (the Anduin valley between Minas Tirith and Minas Morgul must be a blood pool by now). Thank you so much for such a great experience!!

    Now, can I nitpick? Just a bit? A tiny little bit? I won't be long, I promise.
    1) While I perfectly understand that the "bank" part of TNZ's Lifespan mod is not in, why didn't you include all the non-dying / dying script? It felt pretty awkward when the window popped up telling me that Elrond the Just died at 86, same as the other family members followed. That part of TNZ's mod seems to me perfectly lore-compliant.
    2) What do you think about Razor's modified Eldar units?
    Last edited by TiFlo; September 21, 2009 at 01:17 AM.

  8. #4788
    Metzgershund's Avatar Yamabe
    Join Date
    Feb 2007
    Posts
    268

    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Help Please:

    Installed everything perfectly because I could play before installing this mod (also installed the ent mod, might be that?) but now when I start kingdoms > americas (which is the renamed TATW folder I used to make it work with Steam) the first game loading screen comes up and the ring spins as if it is loading for about 30-45 seconds then crashed to desktop without any error whatsoever. My computer and the game simply act like nothing happened and everything is fine...

    Here's my log, any help would be greatly appreciated because I really want to use your mod:
    Spoiler Alert, click show to read: 
    00:46:17.074 [system.rpt] [always] CPU: SSE2
    00:46:17.074 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
    00:46:17.074 [system.io] [always] mounted pack packs/data_0.pack
    00:46:17.074 [system.io] [always] mounted pack packs/data_1.pack
    00:46:17.074 [system.io] [always] mounted pack packs/data_2.pack
    00:46:17.074 [system.io] [always] mounted pack packs/data_3.pack
    00:46:17.074 [system.io] [always] mounted pack packs/data_4.pack
    00:46:17.074 [system.io] [always] mounted pack packs/localized.pack
    00:46:17.152 [system.io] [warning] open: mods/americas/data/text/shortcut.txt.strings.bin is missing
    00:46:17.152 [system.io] [warning] open: mods/americas/data/text/shortcut.txt is missing
    00:46:22.558 [data.missing] [warning] missing/invalid cursor for ANISELECT
    00:46:22.574 [data.missing] [warning] missing/invalid cursor for MODIFIER_SABOTAGE
    00:46:22.574 [data.missing] [warning] missing/invalid cursor for MODIFIER_TRADE
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for DRAGGABLE
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for DRAGGING
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for MODIFIER_MULTIPLE_SELECT
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for MODIFIER_ATTACK
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_CHARACTER
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_RESOURCE
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_FORT
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for MODIFIER_MOVE_OBJECT
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_WATCHTOWER
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for MODIFIER_DEPLOYMENT_AREA
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_TILE
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_SPECIAL_PIECE
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for MODIFIER_PAINT
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for MODIFIER_ADJUST_HEIGHTS
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for MODIFIER_ADD_UNIT
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_SETTLEMENT
    00:47:12.638 [script.err] [error] Script Error in mods/americas/data/export_descr_unit.txt, at line 489, column 31
    missile range of 163 is impossible with projectile arrow (max range 163)
    00:47:12.639 [script.err] [error] Script Error in mods/americas/data/export_descr_unit.txt, at line 524, column 31
    missile range of 163 is impossible with projectile arrow (max range 163)
    00:47:12.639 [script.err] [error] Script Error in mods/americas/data/export_descr_unit.txt, at line 559, column 31
    missile range of 163 is impossible with projectile arrow (max range 163)
    00:47:12.640 [script.err] [error] Script Error in mods/americas/data/export_descr_unit.txt, at line 1018, column 31
    missile range of 163 is impossible with projectile arrow (max range 163)
    00:47:12.641 [script.err] [error] Script Error in mods/americas/data/export_descr_unit.txt, at line 1343, column 24
    stat_pri statistic refers to non-existant projectile type 'elven_arrow'
    00:47:12.641 [script.err] [error] Script Error in mods/americas/data/export_descr_unit.txt, at line 1343, column 24
    failed to read statistic for unit type 'Elf Archer'
    00:47:12.641 [data.invalid] [error] DATABASE_TABLE error found : error reading record from file mods/americas/data/export_descr_unit.txt.



  9. #4789
    Point Blank's Avatar Samurai
    Join Date
    Jan 2007
    Posts
    10,558

    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Quote Originally Posted by Momus View Post
    Is that all they can recruit then? Sentinals and Galadhrim? Cos I can get, nothing at all, no horse archers, no infantry (at all) only the sentinals. and the 'moren'....i think buildings that are meant to be in Lorien (in the descr_stat file at least) they don't show on the campaign map in the settlements. Is this right?
    There is only a Town Watch and a Town Guard in Lorien, you have to build a City Watch and wait for barracks event to get Galadhrim spearmen for example. A stables won't build Silvan HA, you need a Knight's stables.

    Quote Originally Posted by Juli View Post
    I found a couple of inconsistencies while checking out the EDU:

    - The Rohan Riders have a secondary attack of 9, while the Eored Lancers get 8 secondary attack. It is weird cause the Eored Lancers are, like, the beefed up version of Rohan Riders
    - The Dismounted Eored Lancers have a radius of 0.4 (instead of 0.3 for having a spear) and are classified as heavy infantry
    - Dalian Men at Arms and Rohan Spearmen are curently unrecruitable. Is there any particular reason for that, or is it just a bug?
    - The Gondor Infantry bodyguards have 14 armour value, yet they use the same armour as regular gondor infantry (12 armour). Shouldn´t it be 13 (Partial plate 12 +1 for being bodyguard)?
    Rohan Riders havea sword, Eored Lancers have an axe.
    U r right about the Eored lancers thanks
    Dale MAA shold be recruitable, will check. Rohan Spearmen are not recruitable in 1.2, and are kinda redundant when Rohan has the spear militia, so will likely leave them out.
    I can't remember why I had the Gondor BG with 14 but seems 13 would be better.

    Quote Originally Posted by TNZ View Post
    Point Blank: The epithets I added to the biography traits may not display if a character starts the game with an epithet and his father is listed in the family tree.

    This campaign script should make the epithets display:
    Spoiler Alert, click show to read: 
    Code:
        monitor_event CharacterTurnStart Trait Ecthelion = 1
            and I_TurnNumber = 0        
            console_command remove_trait Ecthelion Ecthelion
            console_command give_trait Ecthelion Ecthelion
        terminate_monitor
        end_monitor
        monitor_event CharacterTurnStart Trait Aragorn = 1
            and I_TurnNumber = 0        
            console_command remove_trait Aragorn Aragorn
            console_command give_trait Aragorn Aragorn
        terminate_monitor
        end_monitor
     
        monitor_event CharacterTurnStart Trait Dain = 1
            and I_TurnNumber = 0        
            console_command remove_trait Dain Dain
            console_command give_trait Dain Dain
        terminate_monitor
        end_monitor
     
        monitor_event CharacterTurnStart Trait Bard = 1
            and I_TurnNumber = 0        
            console_command remove_trait Bard Bard
            console_command give_trait Bard Bard
        terminate_monitor
        end_monitor
     
        monitor_event CharacterTurnStart Trait Witchking = 1
            and I_TurnNumber = 0        
            console_command remove_trait Witchking Witchking
            console_command give_trait Witchking Witchking
        terminate_monitor
        end_monitor
     
        monitor_event CharacterTurnStart Trait Elrond = 1
            and I_TurnNumber = 0        
            console_command remove_trait Elrond Elrond
            console_command give_trait Elrond Elrond
        terminate_monitor
        end_monitor
    Great thanks

    Quote Originally Posted by TiFlo View Post
    Hi PB,

    I had a go with the latest (lore) version of your mod with the High Elves (Sept18).

    I managed to ally with all good factions as early as possible, and acted most of the time as protector of the weaker factions (in my campaign Dwarves and Eriador), either by giving them money or sending armies to deal with invading stacks. Gondor and Rohan held fast (so as Dale and the Sylvan Elves BTW), although Rohan slowly managed to push Isengard back to Ortanc where Saruman was killed and his faction destroyed around turn 150. Against the combined forces of Eriador, the Dwarves, the Silvan Elves and myself, the OOMM also got destroyed around that time, while I gave the Misty Moutains regions I had captured back to the Dwarves.
    I've now reached 200 turns. I landed a full invasion on Harad's coast to seize Umbar and the surrounding cities to relieve some pressure form Gondor's southern border. As a result, Harad who had kept Gondor in check all that time collapsed in a dozen turns, and is now being rolled up by Gondor all the way down East. Gondor also seems to finally get the better of Mordor, and has managed to capture Minas Morgul and clear Ithilien of Sauron forces for good. Meanwhile, The Dwarves and Dale are also slowly invading Rhun, who is surprisingly still around, and well.

    Also worth mentioning, money hasn't been flowing, and I've only been able to field one single stack of Eldar, and even then half filled up with veteran regular HE units (infantry and archers).

    As you can see, it's been a very pleasing campaign, with strong alliances paying off on the long run, while still allowing for a lengthy game with plenty of indecisive moments (the Anduin valley between Minas Tirith and Minas Morgul must be a blood pool by now). Thank you so much for such a great experience!!

    Now, can I nitpick? Just a bit? A tiny little bit? I won't be long, I promise.
    1) While I perfectly understand that the "bank" part of TNZ's Lifespan mod is not in, why didn't you include all the non-dying / dying script? It felt pretty awkward when the window popped up telling me that Elrond the Just died at 86, same as the other family members followed. That part of TNZ's mod seems to me perfectly lore-compliant.
    2) What do you think about Razor's modified Eldar units?
    Usually HE have a very strong economy, did you concentrate on economic buildings?

    Will likely include TNZ's aging scripts, just that there were many changes last update so wanted to make sure everything is working before adding more in.
    Saw Razor's units some time ago but will look again.

    Quote Originally Posted by Metzgershund View Post
    Help Please:

    Installed everything perfectly because I could play before installing this mod (also installed the ent mod, might be that?) but now when I start kingdoms > americas (which is the renamed TATW folder I used to make it work with Steam) the first game loading screen comes up and the ring spins as if it is loading for about 30-45 seconds then crashed to desktop without any error whatsoever. My computer and the game simply act like nothing happened and everything is fine...

    Here's my log, any help would be greatly appreciated because I really want to use your mod:
    Spoiler Alert, click show to read: 
    00:46:17.074 [system.rpt] [always] CPU: SSE2
    00:46:17.074 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
    00:46:17.074 [system.io] [always] mounted pack packs/data_0.pack
    00:46:17.074 [system.io] [always] mounted pack packs/data_1.pack
    00:46:17.074 [system.io] [always] mounted pack packs/data_2.pack
    00:46:17.074 [system.io] [always] mounted pack packs/data_3.pack
    00:46:17.074 [system.io] [always] mounted pack packs/data_4.pack
    00:46:17.074 [system.io] [always] mounted pack packs/localized.pack
    00:46:17.152 [system.io] [warning] open: mods/americas/data/text/shortcut.txt.strings.bin is missing
    00:46:17.152 [system.io] [warning] open: mods/americas/data/text/shortcut.txt is missing
    00:46:22.558 [data.missing] [warning] missing/invalid cursor for ANISELECT
    00:46:22.574 [data.missing] [warning] missing/invalid cursor for MODIFIER_SABOTAGE
    00:46:22.574 [data.missing] [warning] missing/invalid cursor for MODIFIER_TRADE
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for DRAGGABLE
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for DRAGGING
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for MODIFIER_MULTIPLE_SELECT
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for MODIFIER_ATTACK
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_CHARACTER
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_RESOURCE
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_FORT
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for MODIFIER_MOVE_OBJECT
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_WATCHTOWER
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for MODIFIER_DEPLOYMENT_AREA
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_TILE
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_SPECIAL_PIECE
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for MODIFIER_PAINT
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for MODIFIER_ADJUST_HEIGHTS
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for MODIFIER_ADD_UNIT
    00:46:22.589 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_SETTLEMENT
    00:47:12.638 [script.err] [error] Script Error in mods/americas/data/export_descr_unit.txt, at line 489, column 31
    missile range of 163 is impossible with projectile arrow (max range 163)
    00:47:12.639 [script.err] [error] Script Error in mods/americas/data/export_descr_unit.txt, at line 524, column 31
    missile range of 163 is impossible with projectile arrow (max range 163)
    00:47:12.639 [script.err] [error] Script Error in mods/americas/data/export_descr_unit.txt, at line 559, column 31
    missile range of 163 is impossible with projectile arrow (max range 163)
    00:47:12.640 [script.err] [error] Script Error in mods/americas/data/export_descr_unit.txt, at line 1018, column 31
    missile range of 163 is impossible with projectile arrow (max range 163)
    00:47:12.641 [script.err] [error] Script Error in mods/americas/data/export_descr_unit.txt, at line 1343, column 24
    stat_pri statistic refers to non-existant projectile type 'elven_arrow'
    00:47:12.641 [script.err] [error] Script Error in mods/americas/data/export_descr_unit.txt, at line 1343, column 24
    failed to read statistic for unit type 'Elf Archer'
    00:47:12.641 [data.invalid] [error] DATABASE_TABLE error found : error reading record from file mods/americas/data/export_descr_unit.txt.

    Something is very messed up with your install, its not finding parts of critical files. You can't install Ents mod over RC/RR, it would have to be manually integrated.
    --------------------------------------------------------------------------
    Real Combat 2.0 for Stainless Steel, then Third Age, coming soon...
    Automated unit stat generator kit will be available for any mod.

  10. #4790
    Space Voyager's Avatar Senshi
    Join Date
    Mar 2004
    Location
    Slovenia
    Posts
    1,600

    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    PB, you seem to be a modding machine... Great update. I just wonder when I'll be able to complete a single campaign, dammit! I'm playing as Dwarves (again) and I'm waiting for Dale to loose a settlement so I can go on "mini crusade". Phenomenal.

  11. #4791
    Hanny's Avatar Baitai kihei
    Join Date
    Aug 2006
    Posts
    2,870

    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    http://www.filefront.com/14573023/Te...%20%281%29.rar
    #Link to data files.
    http://www.filefront.com/14573093/sounds.rar
    #Link to sounds, adds in alternative music for Gondor only.

    Linked to thread:http://www.twcenter.net/forums/showthread.php?t=294907
    Last edited by Hanny; September 21, 2009 at 04:31 AM.

  12. #4792
    Anarion_[PL]'s Avatar Murakawa
    Join Date
    Sep 2009
    Posts
    19

    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Hi,
    I found what was wrong at least for know so there is no need to read the log. Thanks for this submod it is awsome!
    Attached Files Attached Files
    Last edited by Anarion_[PL]; September 21, 2009 at 10:40 AM. Reason: Problem solved

  13. #4793
    TiFlo's Avatar Shisai
    Join Date
    Apr 2006
    Location
    Up North, in my igloo eh!
    Posts
    387

    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Quote Originally Posted by Point Blank View Post
    Usually HE have a very strong economy, did you concentrate on economic buildings?

    Will likely include TNZ's aging scripts, just that there were many changes last update so wanted to make sure everything is working before adding more in.
    Saw Razor's units some time ago but will look again.
    Yes, I did indeed concentrate on economy. First by making Mithlond my capital, then by building roads/ports/farms/markets and so on up to the last upgrade everywhere as soon as it was available. But doing so was only rewarding on the long term, as that meant the money invested in this couldn't go into military buildings: long after the high tier barracks event fired my field armies were still made up of early/mid game units.

    Taxes are never higher than "high", as then I believe it gives bad traits to governors.

    I also gave quite a lot of money as gift to all my allies, either to keep strong ties or more often when they needed it, so that I wouldn't have to send an army to each existing front in Middle Earth.

    Thanks for looking into TNZ's and Razor's (his changes are very subtle but the Eldars look truly gorgeous now).

  14. #4794
    Momus's Avatar Yoda
    Join Date
    May 2009
    Posts
    588

    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Quote Originally Posted by Point Blank View Post
    There is only a Town Watch and a Town Guard in Lorien, you have to build a City Watch and wait for barracks event to get Galadhrim spearmen for example. A stables won't build Silvan HA, you need a Knight's stables.
    I know that, but in the building browser and then when I have built them they are not there. And I get no basic melee infantry tho. I still have the original four Silvan Spears and the one unit of Wardens left from the start (depleated tho) but there is no where to retrain or recruit even the basic infantry (not even in Lorien - is that meant to be the case is what I want to know)

    Cheers for all the replies and putting up with me whining! (not being sarcastic)

  15. #4795
    Seleukos_I.'s Avatar Baitai kihei
    Join Date
    Apr 2009
    Posts
    3,273

    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Normally you should be able to build more than just Sentinels from the start, e.g. Silvan Spearmen

  16. #4796
    Momus's Avatar Yoda
    Join Date
    May 2009
    Posts
    588

    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    that is what I thought but I don't know why it is not working the EDB and DS file are fine, but it still does not work wtf

    and if i upgrade my archery buildings from practice to archery ranges i can recruit nothing AT ALL!

  17. #4797
    Supai
    Join Date
    Mar 2009
    Posts
    311

    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    I just installed the last RR/RC for Tatw and in the first turn popup unespecific error and this on the log :

    13:43:08.937 [script.err] [error] Script Error in mods/Third_Age/data/export_descr_buildings.txt, at line 10962, column 3
    Building DB error - faction turks has gap in building prior to northsouthroad
    13:43:08.937 [script.err] [error] Script Error in mods/Third_Age/data/export_descr_buildings.txt, at line 10962, column 3
    Building DB error - faction turks has gap in building prior to c_northsouthroad
    13:44:11.906 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

  18. #4798
    Anarion_[PL]'s Avatar Murakawa
    Join Date
    Sep 2009
    Posts
    19

    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    During Gondor vs. Rebels battle i had a CTD. I have TETW 1.2 and RC/RR from 18 sept. After istallation of TETW 1.2 i extracted "data" and then non-lore edition to the mod. After that i put to the game fix for Legolas and Razor Eldar Units 3.0. I had a problem with no roads and pelagir marines etc. but after deletion of map.rwm everything was normal untill now. Do you know what is wrong?

    Spoiler Alert, click show to read: 

    19:04:47.015 [script.err] [error] Script Error in mods/Third_Age/data/export_descr_buildings.txt, at line 6149, column 3
    Building DB error - faction turks has gap in building prior to northsouthroad
    19:04:47.015 [script.err] [error] Script Error in mods/Third_Age/data/export_descr_buildings.txt, at line 6149, column 3
    Building DB error - faction turks has gap in building prior to c_northsouthroad
    19:05:13.187 [script.err] [error] Script Error in mods/Third_Age/data/world/maps/base/descr_regions.txt, at line 39, column 68
    Unrecognised: 'bree' as a region resource class (or hidden resource)
    19:05:13.187 [script.err] [error] Script Error in mods/Third_Age/data/world/maps/base/descr_regions.txt, at line 291, column 33
    Unrecognised: 'gundabad' as a region resource class (or hidden resource)
    19:05:13.187 [script.err] [error] Script Error in mods/Third_Age/data/world/maps/base/descr_regions.txt, at line 642, column 32
    Unrecognised: 'hobbits' as a region resource class (or hidden resource)
    19:05:13.187 [script.err] [error] Script Error in mods/Third_Age/data/world/maps/base/descr_regions.txt, at line 651, column 44
    Unrecognised: 'shire' as a region resource class (or hidden resource)
    19:05:13.187 [script.err] [error] Script Error in mods/Third_Age/data/world/maps/base/descr_regions.txt, at line 651, column 51
    Unrecognised: 'hobbits' as a region resource class (or hidden resource)
    19:05:17.921 [script.err] [error] Script Error in mods/Third_Age/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 604, column 85
    you have chosen an invalid tile(176, 108) for Imrahil (sicily)
    19:05:17.921 [script.err] [error] Script Error in mods/Third_Age/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 630, column 39
    Turgon age(126) is greater than the maximum permitted age(120)
    19:05:17.921 [script.err] [error] Script Error in mods/Third_Age/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 631, column 43
    Barathel age(122) is greater than the maximum permitted age(120)
    19:05:17.921 [script.err] [error] Script Error in mods/Third_Age/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 632, column 38
    Turin age(159) is greater than the maximum permitted age(120)
    19:05:17.921 [script.err] [error] Script Error in mods/Third_Age/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 633, column 41
    Taesel age(155) is greater than the maximum permitted age(120)
    19:05:18.031 [script.err] [error] Script Error in mods/Third_Age/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 1017, column 87
    you have chosen an invalid tile(181, 156) for Theodred (milan)
    19:09:40.765 [script.err] [error] Script Error in mods/Third_Age/data/world/maps/base/descr_regions.txt, at line 39, column 68
    Unrecognised: 'bree' as a region resource class (or hidden resource)
    19:09:40.765 [script.err] [error] Script Error in mods/Third_Age/data/world/maps/base/descr_regions.txt, at line 291, column 33
    Unrecognised: 'gundabad' as a region resource class (or hidden resource)
    19:09:40.765 [script.err] [error] Script Error in mods/Third_Age/data/world/maps/base/descr_regions.txt, at line 642, column 32
    Unrecognised: 'hobbits' as a region resource class (or hidden resource)
    19:09:40.765 [script.err] [error] Script Error in mods/Third_Age/data/world/maps/base/descr_regions.txt, at line 651, column 44
    Unrecognised: 'shire' as a region resource class (or hidden resource)
    19:09:40.765 [script.err] [error] Script Error in mods/Third_Age/data/world/maps/base/descr_regions.txt, at line 651, column 51
    Unrecognised: 'hobbits' as a region resource class (or hidden resource)
    19:11:46.875 [script.err] [error] Script Error in mods/Third_Age/data/world/maps/base/descr_regions.txt, at line 39, column 68
    Unrecognised: 'bree' as a region resource class (or hidden resource)
    19:11:46.875 [script.err] [error] Script Error in mods/Third_Age/data/world/maps/base/descr_regions.txt, at line 291, column 33
    Unrecognised: 'gundabad' as a region resource class (or hidden resource)
    19:11:46.875 [script.err] [error] Script Error in mods/Third_Age/data/world/maps/base/descr_regions.txt, at line 642, column 32
    Unrecognised: 'hobbits' as a region resource class (or hidden resource)
    19:11:46.875 [script.err] [error] Script Error in mods/Third_Age/data/world/maps/base/descr_regions.txt, at line 651, column 44
    Unrecognised: 'shire' as a region resource class (or hidden resource)
    19:11:46.875 [script.err] [error] Script Error in mods/Third_Age/data/world/maps/base/descr_regions.txt, at line 651, column 51
    Unrecognised: 'hobbits' as a region resource class (or hidden resource)
    19:11:50.921 [script.err] [error] Script Error in mods/Third_Age/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 604, column 85
    you have chosen an invalid tile(176, 108) for Imrahil (sicily)
    19:11:50.937 [script.err] [error] Script Error in mods/Third_Age/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 630, column 39
    Turgon age(126) is greater than the maximum permitted age(120)
    19:11:50.937 [script.err] [error] Script Error in mods/Third_Age/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 631, column 43
    Barathel age(122) is greater than the maximum permitted age(120)
    19:11:50.937 [script.err] [error] Script Error in mods/Third_Age/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 632, column 38
    Turin age(159) is greater than the maximum permitted age(120)
    19:11:50.937 [script.err] [error] Script Error in mods/Third_Age/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 633, column 41
    Taesel age(155) is greater than the maximum permitted age(120)
    19:11:50.953 [script.err] [error] Script Error in mods/Third_Age/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 1017, column 87
    you have chosen an invalid tile(181, 156) for Theodred (milan)
    19:33:53.531 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

  19. #4799
    Seleukos_I.'s Avatar Baitai kihei
    Join Date
    Apr 2009
    Posts
    3,273

    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    You should either extract Data or Non-Lore.
    Data are the lore files.

  20. #4800
    Juli's Avatar Suguchi
    Join Date
    Dec 2007
    Location
    Argentina, South America (oh man WTF)
    Posts
    638

    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Rohan Riders havea sword, Eored Lancers have an axe.
    The Rohan Riders actually carry axes. Check it out

    Click image for larger version. 

Name:	RIDERS O´ ROHAN.jpg 
Views:	42 
Size:	142.0 KB 
ID:	55753

    The only non-axe cavalry of Rohan are the Bodyguards/Royal Guards and the Eored Horseachers

    And they are AP, so they´ll shred most enemies to pieces with their high attack

    EDIT: The Dunland Clansmen, I think, should not get a shield defense value. Some of them carry shields, some of them don´t, so it´s weird that they get the shield defense (making them resiliant against arrows). Maybe they should get a boosted defense skill to represent the shield...
    Last edited by Juli; September 21, 2009 at 01:41 PM.
    You just wasted 4 seconds of your life reading this sentence. You'll read it again because it was so funny and waste another 4. And since you read that sentence, some more disappeared, count this sentence and it's 'nother couple. Good job time waster!
    ACDC Rulezz
    Flying Moose of Nargothrond. Tolkien fans, behold!
    My little Tolkien fan-fiction


Thread Information

Users Browsing this Thread

There are currently 2 users browsing this thread. (0 members and 2 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •