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Thread: Submod: War for Gondor

  1. #101
    Murakawa
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    Default Re: Submod: War for Gondor

    it's for 1.4.1 or 1.4.0, not for 2.0 or 2.1 eah

  2. #102
    Murakawa
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    Default Re: Submod: War for Gondor

    Yeah when is it coming to 2.1??? it sounds really cool but i cant play it lol

  3. #103
    Taihō no heishi
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    Default Re: Submod: War for Gondor

    Yeah...when is it coming for 2.1 or 2.0.....that would be great.

  4. #104
    T&D's Avatar Banzai jūden-ki
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    Default Re: Submod: War for Gondor

    alhoon What is in your sig???


  5. #105
    alhoon's Avatar Roiyarugādo
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    Default Re: Submod: War for Gondor

    Quote Originally Posted by Dantheman96 View Post
    Yeah when is it coming to 2.1??? it sounds really cool but i cant play it lol
    Quote Originally Posted by the cooliest View Post
    Yeah...when is it coming for 2.1 or 2.0.....that would be great.

    Ehh... certainly NOT before Christmas. I've other projects right now, including my PhD... Sorry guys.


    On the other hand:
    The map is ready, the script is ready, the philosophy is ready. All that's missing is making some of the good units faction wide as mercs for use with this mod.
    If Anyone wishes to upgrade it to TATW 2.1 I'll be thankfull.

  6. #106
    Kabe difendā
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    Default Re: Submod: War for Gondor

    This is awesome! a true battle between gondor and mordor! would be great if it was compatible for 2.0 :/

  7. #107
    alhoon's Avatar Roiyarugādo
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    Default Re: Submod: War for Gondor

    Soon I'll upload the new version for 3.0

  8. #108
    alhoon's Avatar Roiyarugādo
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    Default Re: Submod: War for Gondor

    UPDATED FOR TATW 3.0!

    I edited the first post. Enjoy.

    If people like the ability to send allies besieging cities, I'll add more to that system.

  9. #109
    Gondoriangrunt's Avatar Shashu
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    Default Re: Submod: War for Gondor

    Good to see this mod have been updated
    There are 3 things that make the Empire great: ridiculous large fluffy facial hair, Flashy 80's uniforms and Lunatics with a goverment licenses

    Magnus the choirboy ()

  10. #110
    brymht's Avatar Taihō no heishi
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    Default Re: Submod: War for Gondor

    woohoo! Would like to give this a shot

  11. #111
    Ikko-Ikki
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    Default Re: Submod: War for Gondor

    I downloaded and installed exactly the way you said, but your gondor campain didnt worked. After I pressed "fellowship campain" choose the one named Gondor, changed dificult for VH/VH and pressed play, the game send me back to the campain selection menu. I gave up after retrying two more times with the same result, and resumed playing my HE campain. But, when I checked to see the
    slight changes to the trait system for TATW but doesn't mess with the original TATW campaign.
    I disoverd that Elrond and his sons, got crazy and terrible traits like Wife is cursed, and mad anciliaries like gandalf staff.

    Witch forced me to reinstall the mod as I didnt care about making a backup. My fault for trusting you so blindly, but still, you should check better before posting a sub mod.

    I woudn't download it if I could go back in time.
    Last edited by noby; December 20, 2011 at 04:52 PM.

  12. #112
    alhoon's Avatar Roiyarugādo
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    Default Re: Submod: War for Gondor

    Quote Originally Posted by noby View Post
    I downloaded and installed exactly the way you said, but your gondor campain didnt worked. After I pressed "fellowship campain" choose the one named Gondor, changed dificult for VH/VH and pressed play, the game send me back to the campain selection menu.
    ...
    I disoverd that Elrond and his sons, got crazy and terrible traits like Wife is cursed, and mad anciliaries like gandalf staff.
    Do you have any other submods installed? This works with vanilla TATW.
    Also, I didn't mess with Ancillaries. I just added a few hidden traits. What you said, shouldn't have happened.

    EDIT: I just installed (in a different computer than the one I used) a new version of TATW 3.0 and this mod. It works, without crashing to campaign menu or changing anything of the char's traits or ancillaries.

    Noby: Did you have any other mod installed? This mod won't work with mods that change traits and historic events. Re-installing the other mods you were using will propably fix the problem.

    PS. This mod should be played IMO at H/N. At VH/VH it's frustrating difficult.
    Last edited by alhoon; December 20, 2011 at 06:56 PM.

  13. #113
    Aragorn1963's Avatar Taihō no heishi
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    Default Re: Submod: War for Gondor

    I've just discovered this mod. Sounds brilliant. Excellent new ideas! +Rep for you!

  14. #114
    alhoon's Avatar Roiyarugādo
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    Default Re: Submod: War for Gondor

    Quote Originally Posted by Aragorn1963 View Post
    I've just discovered this mod. Sounds brilliant. Excellent new ideas! +Rep for you!
    Thanks and Right back to you.
    Take a moment to tell me what you think about it if you want and what could be done to improve it.

  15. #115
    KnightsTemplar's Avatar Chugen
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    Default Re: Submod: War for Gondor

    Quote Originally Posted by alhoon View Post
    Do you have any other submods installed? This works with vanilla TATW.
    Also, I didn't mess with Ancillaries. I just added a few hidden traits. What you said, shouldn't have happened.

    EDIT: I just installed (in a different computer than the one I used) a new version of TATW 3.0 and this mod. It works, without crashing to campaign menu or changing anything of the char's traits or ancillaries.

    Noby: Did you have any other mod installed? This mod won't work with mods that change traits and historic events. Re-installing the other mods you were using will propably fix the problem.

    PS. This mod should be played IMO at H/N. At VH/VH it's frustrating difficult.
    May I ask, where in the text file you put the new traits?
    Because (me thinks) after the game is loaded and set, the save files only record some random numbers that indicate which trait/ancillaries the character have, but not the exact codename.
    So when you stuff some new things in the middle, the whole sequence will be screwed up.
    The solution (I used in my personal mini-submod) was to put them all in the very end of the ini.
    That way it would have no problem for other saved games and works perfectly.
    Aure entuluva!

  16. #116
    alhoon's Avatar Roiyarugādo
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    Default Re: Submod: War for Gondor

    Quote Originally Posted by KnightsTemplar View Post
    May I ask, where in the text file you put the new traits?
    Because (me thinks) after the game is loaded and set, the save files only record some random numbers that indicate which trait/ancillaries the character have, but not the exact codename.
    So when you stuff some new things in the middle, the whole sequence will be screwed up.
    The solution (I used in my personal mini-submod) was to put them all in the very end of the ini.
    That way it would have no problem for other saved games and works perfectly.
    I added the traits in the end of the trait sequence to be able to easy find them, above the triggers. But for me, it works with vanilla TATW savegames without any hicups.

    Do you changed any traits in your minimod?

  17. #117
    regon1257's Avatar Ikko-Ikki
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    Default Re: Submod: War for Gondor

    Dont know much but is this compatible with barons sub mod compilation? like i know i cant use teh sub mods in the campaign but download wise?

    Thanks.... looking forward to playing this seems like a really great idea.

    Was even thinking if arnor is reformed..... maybe gondor could get reinforcements from them also leads to another point.... random event pop-ups will come up and say things like Rhun declares war on dale and dwarves which could decrease reinforcements from them or... trade routes are being attack (outside of teh map ) and may cause reinforcements to be late. Think it would be cool for events to be going on outside your little war which still effect it overall.

    Just some thoughts

  18. #118
    alhoon's Avatar Roiyarugādo
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    Default Re: Submod: War for Gondor

    Interesting ideas, thanks.

    As for the BSamedi mods: I don't think it's compatible, but I can't be sure. If the submods you talk about change the historic events, or take away some units, then it wouldn't be compatible.

  19. #119
    regon1257's Avatar Ikko-Ikki
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    Default Re: Submod: War for Gondor

    Hmmm okay, think i might try it... but yes some mods do, do what you say, but must be activated, so the events dont start off different from vanilla might work but im not much of a modder ahahah

    Edit: Well i tried it and now it says the game is unavailable (i have steam version)..... to bad i wanted to play this badly.... i might be doing something wrong i dont know but what is the RAR file for? it was never mentioned in intructions

    Scratch the thing about the rar file im just dumb and cant read ahahah

    Note to self back up my danm folders before adding mods.... you would think i've learned my lesson but no im dumb
    Last edited by regon1257; December 22, 2011 at 04:09 PM.

  20. #120
    alhoon's Avatar Roiyarugādo
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    Default Re: Submod: War for Gondor

    I forgot to add the factions txt that makes some factions emergent. So, if you want the emergent factions to emerge instead of appearing as rebels, download the attachment in the first page.

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