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

  1. #4861
    LuiSius_ScutaRuS's Avatar Kihei
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Quote Originally Posted by Hanny View Post
    When do you get the ctd?.

    The above has nothing to do witha ctd, thats a spill over from the extended Gondorian line mod, since it contains ages greater than 120, which is set as the highest age in the database, its reporting it as an error, but you should also have a invalid tile for Imrahil as well.
    I said I get NO CTD, I was just wondering what it was, and if it's normal
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  2. #4862
    Hanny's Avatar Banzai jūden-ki
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Quote Originally Posted by LuiSius_ScutaRuS View Post
    I said I get NO CTD, I was just wondering what it was, and if it's normal
    Easy, i only asked you when do you get a ctd. I then explained for you what you were seeing, and advised you it is not causing the ctds your no getting.

  3. #4863
    Ashigaru
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    PB hows is next update coming along? xD

  4. #4864
    Cincinatus's Avatar Sōkō no yari
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    I think I found some solutions to the imbalance of some unit types.

    In the data folder units already exist that could shore up the lacking elements for Dunlendings, Dale, though not goblins yet. (( Incidentally, why do the goblin wargs cost more to get and more upkeep, yet only has one more rider, and minimal difference in stats from isengard wargs?))

    Add Woodsmen, as a unit before you get bandits, to give it some solid good and logical better infantry for Eriador.

    Add Ranger Sentries as a archer calvary to Dale, cause they are a archer and a horseman culture, if anyone in the game has archer calvary, it would be them logically yes?

    Add at least Huntsman and english huscarls (or berdachie axemen or sword staff militia) though for huscarls, a different unit name, to units available in dunland, (they need units dangerous to calvary if they were ever a threat which the very game descriptions say they were, these units give them at least one heavy infantry dangerous to calvary and a javlin thrower dangerous for calvary, and a much better and more diverse unit mix for the dunland area.

    Make upkeep and cost cheaper, at least for the bottom rung horseman (scouts) for rohan and the bottom rung infantry and archers costlier to encourage a more realistic dependency mostly on horseman units for rohan, plus, when I play against rohan they ALWAYS seem to be far too aggressive and expand to rapidly with LOTS of infantry units more like gondor, and often attack isengard way TOO early.

    For the goblins, could they get like a sniper archer unit or something to diversify them a little more? and maybe one more infantry type, perhaps a sort of goblin spear man to give them something between their top infantry units and their cheap bottom tier light infantry units?

    Harad, could have a cheapie peasant like unit (maybe peasants and peasant archers with some tweeking?), cause it is described they can gather MASSES of troops, yet they are soo strained economically in the beginning, that is if you are harad, that it is hard to even develop into a threat let alone build a huge army of anything.

  5. #4865
    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 Kikka View Post
    Gondor Infantry and spearmen don't have "good stamina" when even corsairs do. Is this as it should be? I also suggest that pelargir marines be more like balcloth tribesmen from the javelin throw perspective. It's quite inconvenient when they have the "javelin throw before charge". I either want them to charge OR throw javelins, not both. When I want them to empty their ammunition, they instead charge after the first throw, even in guard mode. It isn't too hard to make them charge manually when you want.
    Guard mode does stop them charging. Or, you could open the units file, find the Marines and remove the 'prec' attrribute from the attack attributes.

    It is intended that most Gondor units are not hardy (though some are, eg rangers, swan knights etc), they are meant to be citizen soldiers and not typically from tough upbringings in the wild etc. This balances out their being very well armored.

    Quote Originally Posted by Kawee View Post
    Looks like the balance of power has really shifted to the good side.

    I have a question regarding Uruk-Hais from Isengard. Am I wrong in believing that they have very high production rate? It seems like it in the books and the movies. If so, should we increase the replenish rate?
    They have a high replacement rate.

    Any idea that balance has shifted to the good side is for one reason only - that in the last version, no state of war exists at the start of the campaign. That will be optional in the next update.

    Quote Originally Posted by izual View Post
    coss of you i want to try it... if i can help you...
    now i have clean lore instalation with ring mod and works well...i will let you know how it will be after i copy that data files...

    i have found some error in my system log...im using rc/rr 18.sep version plus ring mod
    10:59:23.484 [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
    10:59:23.484 [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
    is it big problem? how can i fix it?
    This is not a problem and is a side effect of how roads are implemented.

    Quote Originally Posted by LuiSius_ScutaRuS View Post
    PB is there something wrong with this errors?

    18:32:49.746 [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
    18:32:49.746 [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
    18:40:15.879 [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)
    18:40:15.880 [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)
    18:40:15.881 [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)
    18:40:15.881 [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)
    18:40:15.881 [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)
    18:40:15.886 [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)

    I get no CTD and everything is stable, i'm just wondering, that's all
    No problems there.

    Quote Originally Posted by Kapone20 View Post
    PB hows is next update coming along? xD
    Don't know, just had some surgery yesterday and feeling pretty bad.

    Gve Gandalf a special hero ability, 'Light of the Valar', which nicely counteracts the 'Terror of the Witch King' ability.

    Have completed implementing Lifespan mod code. However, that limits the game to 66 years/ 264 turns. Should we do as TNZ did in his mod, make each turn 2 months rather than 3, so the game is then 396 turns?
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  6. #4866
    Ashigaru
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Quote Originally Posted by Point Blank View Post
    Have completed implementing Lifespan mod code. However, that limits the game to 66 years/ 264 turns. Should we do as TNZ did in his mod, make each turn 2 months rather than 3, so the game is then 396 turns?
    Yes I think you should do 2 months we have more turns.
    What kind of surgery did you go on?

  7. #4867
    Point Blank's Avatar Samurai
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    I had the parts of my brain that handle TATW lobotomized

    Turns now 2 months. Faramir, Boromir, Theodred and Eomer now appear at the correct time, which means some waiting.

    Also, I just set up the the campaign where factions start at war, as they originally did, as a custom campaign, so all the player has to do is choose which one they want to play by clicking on it. There are minor balance changes between the two.

    Rohan horses now have a little more impact mass due to larger size, breeding etc.

    Added TNZ's code so that the player can choose whether to have all units buildable at the start without waiting for events.

    Added 'Voice of Saruman' hero ability that causes enemy troops to become inactive for a time.
    Last edited by Point Blank; September 25, 2009 at 12:07 PM.
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  8. #4868
    Juli's Avatar Suguchi
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Just found something weird: As of latest version, Gondor Archers have "area" secondary attack (IE their swords cause area damage)
    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!
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  9. #4869
    TiFlo's Avatar Shisai
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    2 months turns sound great. Especially considering the ingame travelling distances. Now it wont take 2 years for an Eldar army to cross Middle Earth and help Gondor.

    PS: Speedy recovery PB!

  10. #4870
    Soul Firez's Avatar Banzai jūden-ki
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    hope you feel better PB is it now 2 months with only 1 season of winter i did that for someone way back in the 1.1 days when they wanted to get rid of winter was best compramise to keep aging going LOL .

    I did notice that farimir and that where there at start but didnt mind it strangely Oh and will these changes now render it incompatable with the ring mod (anythoughts of adding that to your awesome list of add ons )

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

  11. #4871
    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 Juli View Post
    Just found something weird: As of latest version, Gondor Archers have "area" secondary attack (IE their swords cause area damage)
    Heh, you're right! Good catch Thanks
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  12. #4872
    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 Soul Firez View Post
    hope you feel better PB is it now 2 months with only 1 season of winter i did that for someone way back in the 1.1 days when they wanted to get rid of winter was best compramise to keep aging going LOL .

    I did notice that farimir and that where there at start but didnt mind it strangely Oh and will these changes now render it incompatable with the ring mod (anythoughts of adding that to your awesome list of add ons )
    6 turns/year, 2 of those will be winter.

    Ring mod will need to be updated. That guy must really dislike me, he needs to keep updating his mod lol. However, there is something in the Ring mod that causes Sauron to emerge before scheduled (was turn 40 with 3 month turns, now turn 60 with 2 month turns). I don't know, even with 2 month turns, should Sauron emerge at turn 40 anyway?
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  13. #4873
    Ikko-Ikki
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Just wanted to thank PB for the mod.

    I have been playing Total War games since shogun total war. And by far, and of all the mods, I love TATW + your submod the best! Thank you very much!


    Can't wait for the update where the factions start at war again!

  14. #4874
    Murakawa
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Just a problem i see when my army conquer Minas Morgul...
    The tower of sorcely is represented by an image from RTW, and Minas Morgul has a tower named Barad Dur...

  15. #4875
    Point Blank's Avatar Samurai
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Louis Lux did a new Morgul graphic for next update

    Playing a test game as Isengard, Wars on at start (custom campaign), all barracks levels buildable at start (optional when the game starts, thanks to TNZ for code), getting hammered by Rohan - I love it when the AI beats me. Saruman has been given a very long line-of-sight, so he sees a lot that goes on around Isengard, even though he can't move from there. He was seiged once but his Voice of Saruman ability turned the tide
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  16. #4876
    Momus's Avatar Yoda
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    @PB - Where are the hidden resources? (as in, in which file?) As I think that may be my problem some how.

    I have completely uninstalled TATW and then removed all traces of it and now reinstalled and still the same problem with recruitment .....


    Quote Originally Posted by Cincinatus View Post
    Add Ranger Sentries as a archer calvary to Dale, cause they are a archer and a horseman culture, if anyone in the game has archer calvary, it would be them logically yes?
    I never heard of any rangers in Dale......different name possibly but I like them the way they are

    Quote Originally Posted by Cincinatus View Post
    Make upkeep and cost cheaper, at least for the bottom rung horseman (scouts) for rohan and the bottom rung infantry and archers costlier to encourage a more realistic dependency mostly on horseman units for rohan, plus, when I play against rohan they ALWAYS seem to be far too aggressive and expand to rapidly with LOTS of infantry units more like gondor, and often attack isengard way TOO early.
    Yeah I agree here but I think that Isengard and Mordor should be given higher replenishment rates - their orcs etc were mass produced


    [QUOTE=Cincinatus;6017548]For the goblins, could they get like a sniper archer unit[QUOTE]

    You have got to be taking the piss mate......
    Last edited by Momus; September 25, 2009 at 02:49 PM.

  17. #4877
    Asparagus's Avatar Shisai
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Sorry you're feeling under the weather PB. Are the Isengard Berserkers mean to have two hp?

    Love NCAA football? Go here.

  18. #4878
    Point Blank's Avatar Samurai
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Yes.

    Momus: hidden resources are defined in TATW/data/maps/base/descr_regions.
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  19. #4879
    Aoba
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Quote Originally Posted by Point Blank View Post
    Louis Lux did a new Morgul graphic for next update

    Playing a test game as Isengard, Wars on at start (custom campaign), all barracks levels buildable at start (optional when the game starts, thanks to TNZ for code), getting hammered by Rohan - I love it when the AI beats me. Saruman has been given a very long line-of-sight, so he sees a lot that goes on around Isengard, even though he can't move from there. He was seiged once but his Voice of Saruman ability turned the tide

    This is great, but please have a look at the good factions too, the game should not be too easy.

    When can we await the next update?

    Thanks for your great work, please keep it up.

  20. #4880
    TiFlo's Avatar Shisai
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Not to open the old can of worms again, but now that you're going for 6 months per year PB, don't the building times need to be adjusted?

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