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

  1. #5961
    Sōkō yumi
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    Default Re: @@@@Real Combat + Recruitment for TATW 1.2 released OCTOBER 12 (with Visual Enhancement by Louis Lux)@@@@

    Quote Originally Posted by Tropical Bob View Post
    If you're not sure if Sauron has come out of the closet, just toggle the FoW and check the settlement in the top right corner. He should be there methinks.
    Shouldn't he also appear in the "pope screen?"

  2. #5962
    PSIHOPAT's Avatar Seigen
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    Default Re: @@@@Real Combat + Recruitment for TATW 1.2 released OCTOBER 12 (with Visual Enhancement by Louis Lux)@@@@

    How can add warcry and berserk to units ?

  3. #5963
    Point Blank's Avatar Samurai
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    Default Re: @@@@Real Combat + Recruitment for TATW 1.2 released OCTOBER 12 (with Visual Enhancement by Louis Lux)@@@@

    Quote Originally Posted by FriendoftheDork View Post
    Hmm yeah I like those huts, cheap,
    How about making Rhun and Harad protectorates of Mordor?

    But anyway this could help preventing Rhun and Harad from overshadowing Mordor, and really, they were tributary peoples of Mordor.

    At the last, Point Blank you didn't comment on the dread traits that I posted in the previous thread, have you tested it yourself to see if it works?
    Actually, Harad and Rhun already are protectorates of Mordor.
    Rhun and Harad have had slight economy nerfs for next version.

    Quote Originally Posted by DaVinci View Post
    Yes, Sauron showed up quite late in my campaign as well (after the 40s turns, somewhere in the 50s, iirc), and as said i'm at turn 70 and no invasion-call as of yet. I also would like to know such conditions a bit better, PB, perhaps you could (if known) by you, add some hints to this theme into the 1st post?
    Sauron appears on turn 40 or 41. Invasion calls are at his discretion, I'm not sure of what logic lies behind them. In my 124 turn Dwarf game, he has called 4 so far!

    Quote Originally Posted by FriendoftheDork View Post
    Hmm so what exact time frame are we talking about? Is it possible to force the event to happen on turn 40? Enough waiting in this game as it is IMO.
    Yep its turn 40.

    IMHO the most fun version of the game is the 'Peace' campaign, with advanced barrackes events turned off. Mordor is now producing stacks of Uruk Halberds, Uruks, Trolls and Uruk Archers, have even seen a few gold chevrons. Rhun is churning out Variags, Clan Horsemen and Clan Guard, Clan Warriors and Kataphracts - all very hard for Dwarves to handle.

    Quote Originally Posted by Turambar87 View Post
    Also, since all the invasions were called on me (holding East Osgiliath must have really been pissing Mordor off [the trick is ballista towers]) Rohan is dominating Isengard pretty hard, and it's thrown the game a bit off whack. If i was High Elves or Eriador, I'd be really bored at this point in the game.
    Its just going to be different each game. In my current one, Isengard is #2 to Mordor, because all the other regional powers concentrated on the OotMM, giving Isengard a free hand.

    Quote Originally Posted by PSIHOPAT View Post
    How can add warcry and berserk to units ?
    I'm not sure they work properly in Kingdoms but its worth testing.
    ------------------------------------------------
    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

  4. #5964
    Seleukos_I.'s Avatar Baitai kihei
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    Default Re: @@@@Real Combat + Recruitment for TATW 1.2 released OCTOBER 12 (with Visual Enhancement by Louis Lux)@@@@

    Am I the only one who is not able to download this?

  5. #5965
    Murakawa
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    Default Re: @@@@Real Combat + Recruitment for TATW 1.2 released OCTOBER 12 (with Visual Enhancement by Louis Lux)@@@@

    Playing as Mordor attacking a rebel settlement I'm getting the following error when I start moving my units in battle:-

    17:57:58.656 [game.script] [error] Script execution error for <define_unit_group>, at line 127, in mods/Third_Age/data/scripts/show_me/G5Script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'General4'
    17:57:59.796 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

    I'm using the Oct 11th version. Any ideas?

  6. #5966
    Pleiades's Avatar Ishiyumi no shashu
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    Default Re: @@@@Real Combat + Recruitment for TATW 1.2 released OCTOBER 12 (with Visual Enhancement by Louis Lux)@@@@

    Quote Originally Posted by Seleukos_I. View Post
    Am I the only one who is not able to download this?
    I've just tested for you. It works perfectly with constant maximum speed over Download Manager used as downloader from Filefront.

    Quote Originally Posted by Katoosh View Post
    Playing as Mordor attacking a rebel settlement I'm getting the following error when I start moving my units in battle:-

    17:57:58.656 [game.script] [error] Script execution error for <define_unit_group>, at line 127, in mods/Third_Age/data/scripts/show_me/G5Script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'General4'
    17:57:59.796 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

    I'm using the Oct 11th version. Any ideas?
    I see here Germanicus script, which means that maybe better that you re-post this here:

    http://www.twcenter.net/forums/showthread.php?t=257970

  7. #5967
    Anarion_[PL]'s Avatar Murakawa
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    Default Re: @@@@Real Combat + Recruitment for TATW 1.2 released OCTOBER 12 (with Visual Enhancement by Louis Lux)@@@@

    Quote Originally Posted by Germanicu5 View Post
    @MINGDAMERCILESS

    Interesting input with the "1 command per unit only" thing, that gave me an idea of writing a script for hardcore players. It could be either directy that or less radical version letting a plyer give instructions to a single unit only every ~1minute for instance. At this point I think it's at least partially implementable.

    Anyone interested in some other limitations ? I already posted a script in SS/RR/RC thread, that gives 50% chance of turning off player's cursor when defending against siege and gates/walls are broken through.

    Regards
    This garrison commander thing sounds ok to me but don't add the cursor turning off script or at least make it optional lake stakes in current version which is great.

    I have a question about diplomacy. I am playing Gondor and have two settelments on the east of Dunland - Talsir and Long Daer (Endedwaith) In the first turns I begun with assigning trade rights with Isengard Yeah i know it is silly. I thought that I will trade for few turns -extra money and when they will attack Rohan or Rohan them I will cancel them. Now my reputation is mixed and i have relation problems with High Elves, Eriador and Dwarves. I have trade rights only with Elves beacuse that is the only good faction i have conection with. After I don't know 10-20 round i get "Poor relations" with three of them. Could you tell me why? I have war with Isengards like those other factions. They don't want to agree to be allies with me I have exchanged map information with them as well.

  8. #5968
    Seleukos_I.'s Avatar Baitai kihei
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    Default Re: @@@@Real Combat + Recruitment for TATW 1.2 released OCTOBER 12 (with Visual Enhancement by Louis Lux)@@@@

    Quote Originally Posted by Pleiades View Post
    I've just tested for you. It works perfectly with constant maximum speed over Download Manager used as downloader from Filefront.
    Not for me. Every time I click on "Download Now" I get redirected to the previous site.

  9. #5969
    Murakawa
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    Default Re: @@@@Real Combat + Recruitment for TATW 1.2 released OCTOBER 12 (with Visual Enhancement by Louis Lux)@@@@

    Love the mod! But personally the unit groups are just to large in the most massive battles for my poor comp to play as smooth as I would like with all options on high. I went ahead and cut all unit counts in half, which works great. Only trouble are the trolls, which for some reason I cant figure out. How would one reduce thier unit count?

  10. #5970
    Seleukos_I.'s Avatar Baitai kihei
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    Default Re: @@@@Real Combat + Recruitment for TATW 1.2 released OCTOBER 12 (with Visual Enhancement by Louis Lux)@@@@

    You can also reduce the unit size from large to small

  11. #5971
    Jean=A=Luc's Avatar Jean-Snow
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    Default Re: @@@@Real Combat + Recruitment for TATW 1.2 released OCTOBER 12 (with Visual Enhancement by Louis Lux)@@@@

    Quote Originally Posted by PSIHOPAT View Post
    How can add warcry and berserk to units ?
    Months ago I managed to add warcry and chant (raises morale) by adding 'warcry' and 'druid' to TATW units' attribute line. I was successful in so far that the units received the ability in-game including the old RTW icons and would perform warcrying/chanting animations (with sound) once the abilities were activated.

    Unfortunately I wasn't able to determine if the abilities actually had any effect. I tried to do some tests like so:

    I would reduce a unit's attack and charge to 0 and give it warcry (which, afaik, rises attack by 10 temporarily). The problem was that the kiling rate didn't seem to drop after warcry had supposedly expired. What's more I found out that units with 0 att/charge could still inflict casualties at a decent rate.

    Confused and frustrated I abandoned the "tests". Do you have any insight PB? If these abilities could be made to work that would be great.
    Last edited by Jean=A=Luc; October 14, 2009 at 01:11 PM.

  12. #5972
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    Default Re: @@@@Real Combat + Recruitment for TATW 1.2 released OCTOBER 12 (with Visual Enhancement by Louis Lux)@@@@

    Last edited by PSIHOPAT; October 14, 2009 at 01:37 PM.

  13. #5973
    Point Blank's Avatar Samurai
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    Default Re: @@@@Real Combat + Recruitment for TATW 1.2 released OCTOBER 12 (with Visual Enhancement by Louis Lux)@@@@

    Nice site

    Jean=A=Luc: I've heard that there are problems with those abilities in kingdoms. The chant seems more possible, last I heard was that there was no sound but you got sound so maybe its OK. What units could use it though?

    Warcry needs more testing I guess, but a +10 attack in RC is a lot.
    ------------------------------------------------
    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. #5974
    Turambar87's Avatar Supai
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    Default Re: @@@@Real Combat + Recruitment for TATW 1.2 released OCTOBER 12 (with Visual Enhancement by Louis Lux)@@@@

    using models like that is generally a bad idea. It's much better to make your models specifically for the game they are going into. You can keep an eye on your polygon counts, be much more efficient, give your units appropriate UV-space, leave out things you will never see, and overall do things much better if you do it yourself.

    Plenty of capable artists around here.
    Last edited by Turambar87; October 14, 2009 at 01:47 PM.

    In that day Tulkas shall strive with Morgoth, and on his right hand shall be Eönwë, and on his left Túrin Turambar, son of Húrin, coming from the halls of Mandos; and the black sword of Túrin shall deal unto Morgoth his death and final end; and so shall the children of Húrin and all Men be avenged.

  15. #5975
    PSIHOPAT's Avatar Seigen
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    Default Re: @@@@Real Combat + Recruitment for TATW 1.2 released OCTOBER 12 (with Visual Enhancement by Louis Lux)@@@@

    I dont know wath you trie to say...anyway,take a look at this http://artist-3d.com/free_3d_models/...hp&count=count and compare with TATW head for wargs.

    Compare this http://artist-3d.com/free_3d_models/...hp&count=count with TATW trolls

    And so on....

    Normaly...many people will create new characters for the game but,this is the easy way to improve wath have been already done.

    Edit: for creation require tons of work (and many peoples are already exosted),but for improve,with models already made its far more easy....results...fast and good results
    Last edited by PSIHOPAT; October 14, 2009 at 02:04 PM.

  16. #5976
    Point Blank's Avatar Samurai
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    Default Re: @@@@Real Combat + Recruitment for TATW 1.2 released OCTOBER 12 (with Visual Enhancement by Louis Lux)@@@@

    Quote Originally Posted by Anarion_[PL] View Post
    This garrison commander thing sounds ok to me but don't add the cursor turning off script or at least make it optional lake stakes in current version which is great.

    I have a question about diplomacy. I am playing Gondor and have two settelments on the east of Dunland - Talsir and Long Daer (Endedwaith) In the first turns I begun with assigning trade rights with Isengard Yeah i know it is silly. I thought that I will trade for few turns -extra money and when they will attack Rohan or Rohan them I will cancel them. Now my reputation is mixed and i have relation problems with High Elves, Eriador and Dwarves. I have trade rights only with Elves beacuse that is the only good faction i have conection with. After I don't know 10-20 round i get "Poor relations" with three of them. Could you tell me why? I have war with Isengards like those other factions. They don't want to agree to be allies with me I have exchanged map information with them as well.
    Diplomacy stuff is on the list for more testing.
    ------------------------------------------------
    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. #5977
    Turambar87's Avatar Supai
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    Default Re: @@@@Real Combat + Recruitment for TATW 1.2 released OCTOBER 12 (with Visual Enhancement by Louis Lux)@@@@

    Quote Originally Posted by PSIHOPAT View Post
    Normaly...many people will create new characters for the game but,this is the easy way to improve wath have been already done.
    I'm saying there's no need to bring in unsuitable free artwork. Keep in mind that it'd need to be rigged to the existing bone structure and weighted to move properly. It's much better to modify the existing units (if permission is given) or to come up with new units based around the skeletons that are provided with M2TW. That proposed warg head isn't so great btw. Things are good enough as they are now until they can be upgraded properly.

    I am literally working on this right now
    Last edited by Turambar87; October 14, 2009 at 02:06 PM.

    In that day Tulkas shall strive with Morgoth, and on his right hand shall be Eönwë, and on his left Túrin Turambar, son of Húrin, coming from the halls of Mandos; and the black sword of Túrin shall deal unto Morgoth his death and final end; and so shall the children of Húrin and all Men be avenged.

  18. #5978
    Jean=A=Luc's Avatar Jean-Snow
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    Default Re: @@@@Real Combat + Recruitment for TATW 1.2 released OCTOBER 12 (with Visual Enhancement by Louis Lux)@@@@

    Quote Originally Posted by Point Blank View Post
    Jean=A=Luc: I've heard that there are problems with those abilities in kingdoms. The chant seems more possible, last I heard was that there was no sound but you got sound so maybe its OK. What units could use it though?

    Warcry needs more testing I guess, but a +10 attack in RC is a lot.
    I've tested it again to be sure and chant definitely has sound + animation but I still have no idea if it works nor do I know how to test it. I expect it would be indicated by those "morale status reports" that were present in unit tool tips but those were removed in tatw for some reason.

    Tbh I've no idea which unit would be appropriate for the chant. It has this weird non-Middle Earthish sound that doesn't seem to fit anywhere (sounds kinda undead/zombie-ish). If it lowered morale instead of rising it would be easier to find a candidate but right now it's just "meh".

    Warcry would be great for wargs, berserkers, trolls but, as I said, I'm not convinced it works. The info about +10 attack could also be wrong. Someone in a post somewhere mentioned that was the bonus, it seemed to make sense since supposedly it lasts only 10 seconds.

    edit: I also tried giving units the "can_swim" attribute as well as testudo formation for teh lulz but neither work although I expect this is already well known among modders.
    Last edited by Jean=A=Luc; October 14, 2009 at 02:10 PM.

  19. #5979
    PSIHOPAT's Avatar Seigen
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    Default Re: @@@@Real Combat + Recruitment for TATW 1.2 released OCTOBER 12 (with Visual Enhancement by Louis Lux)@@@@

    That proposed warg head isn't so great btw
    Ha ?.... Wargs are suposed to be demonic wolf.You find TATW warg head apropiate bi the wolf ?

    Warcry would be great for wargs, berserkers, trolls
    Mi sugestion is to make warcy for ''weak'' infantry like goblins,uruk,orcs, and some evil man.Trolls are already strong enough and dont need warcry;maybe berserk (incontrolable).Another great aspect is sound created in game when thousend of orcs scream before launching atack. can make a brave heart to tremble... )))
    Last edited by PSIHOPAT; October 14, 2009 at 02:22 PM.

  20. #5980
    Turambar87's Avatar Supai
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    Default Re: @@@@Real Combat + Recruitment for TATW 1.2 released OCTOBER 12 (with Visual Enhancement by Louis Lux)@@@@

    Quote Originally Posted by PSIHOPAT View Post
    Ha ?.... Wargs are suposed to be demonic wolf.You find TATW warg head apropiate bi the wolf ?
    they look like movie wargs, which admittedly look like hyena-dog things.
    One of my changes is that misty mountain orcs will ride more wolf-ish wargs, and that is not how I would design them. Seriously, that thing looks like a demon-chihuahua head
    Last edited by Turambar87; October 14, 2009 at 02:19 PM.

    In that day Tulkas shall strive with Morgoth, and on his right hand shall be Eönwë, and on his left Túrin Turambar, son of Húrin, coming from the halls of Mandos; and the black sword of Túrin shall deal unto Morgoth his death and final end; and so shall the children of Húrin and all Men be avenged.

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