DO NOT POST FIRST AGE FEEDBACK IN THIS THREAD, I will hate you forever and ever...
If you tread the path of demons and warriors… tread it in the most cruel, most hideous manner
If you build a mountain of corpses… build it to the stars in the sky
If you shed the blood of others… let it run like a river
If you do this… do it until you die
In-game screenshot, not photoshoped.
Note: The content in this post is outdated, many things have been improved in-game and many things that have been added are not listed here because I am too apathetic to edit this post. Also I think the number of words allowed for one post is pretty much maxed out and I am just using up more now, so why bother?.
~Main Objective: Add more obstacles to the campaign map, more difficulty and balance (primarily in the North, West, and Far East), more diversity for the player throughout the game, and more vivaciously luscious peril-liciousness overall (try saying that fast ten times). Hundreds of new and unique units have been added to the game. Dozens of new settlements and landmarks (along with custom battle maps) have been added to the map, as well as 17 new and unique factions with full rosters + 32 rebel factions to bring them all to life. Well over a hundred new buildings, covering all aspects of lore and authentic medieval cultural lifestyles, have also been added. Each campaign has been greatly extended (600 turns or more) and designed to immerse the player in Middle-Earth as each faction instead of simply let them conquer it in 100 turns with any faction. The gameplay is dramatically different than vanilla M2TW and all other mods/submods that I know of and was not meant to appeal to the mainstream "pop" gamer like these others were. If you want to finish a campaign in 80 turns this mod is probably not going to be to your gameplay tastes. Furthermore, this modification is based solely on the books with the goal of setting Tolkien's writings in as authentic and complex a medieval world as the game engine can provide to fill in the great many gaps that exist in the lore.
~Details: There is no "rebel settlement rush" in the beginning; it is something you have to earn. All factions have unique rebels to deal with. Many options and choices are available in terms of strategy, you don't have to play any certain way. There are however, due to lore, certain parts of the map you will not want to explore until later in the game when you have an effective fighting force. Resources are tight, military campaigns are costly, and armies need supplies; so save up money and make sure what you are doing is worth the cost. The creature factions were designed to harass nearby factions (that used to be on the edges of the map) not build an empire, for this reason I would not recommend playing as them (or any faction on the edges of the map, except the High Elves which control a region in the middle as well). PCP has been optimized to run fast (30 second turn times, etc.) even with the truly massive amount of content added.
~Mod difficulty: Very challenging and little breathing room throughout the game. Armies must travel in force, spies or cavalry scouts are a necessity. Tis' perilous to do otherwise... The campaign difficulty on Brutal setting is designed to be a challenge, lower the campaign difficulty if it is too hard for you. You do not have to play as efficiently at lower settings and can screw around/make mistakes more.
Some of what is included;
M2TW Difficulty Settings Complete Overhaul - Circumvents hardcoded difficulty settings, all difficulties should be more difficult now, increasingly so with each level of difficulty. It is very subtle and complex but basically you make the same amount of starting income on all difficulties, but maintaining and growing that income is harder on higher difficulties so you have to be efficient in your gameplay (settlement management, build order, character management in and out of battle, unit management in and out of battle, tax income, trade income, etc.) to compete with the AI. There are many other factors tied in with this (and will be more later on), including the manipulating of many hardcorded features in M2TW, but that is the simplest way I can explain it. Many of these changes make the game just as difficult for AI in some ways, some make it more difficult for only the AI, while in other ways the AI is exempt to make the game more difficult on higher difficulty settings for the player. I am not sure if the difficulties are too hard now or not hard enough yet, the system is just too complex and completely overhauly to know yet plus there may still be some hardcoded affects I am not aware of yet (probably some player bonuses on easier difficulties but this might be a good thing), feedback is needed for further adjustments.
Governor's Bonus System - Makes characters more profitable and actually needed as governors right from the start, while also reducing (frequent) abuse of massing general's units into one army to AI stomp. All characters should increase settlement profits by at least enough to pay for their own bodyguard (more for larger and more developed settlements, especially with ports). Ungarrisoning all of them will ruin you. This is interlaced with the new difficulty system, you make the same profit on turn one with all difficulty levels but on harder difficulties governing is required more to maintain that profit and grow it. Easier difficulties give you more wiggle room to maintain and grow your income to allow for more aggressive play/messing around/mistakes/etc.
Dynamic Faction Economies - Added Revenue script in Spring and Harvest script in Autumn, with random outcomes. Creature and Orc factions currently exempt (Orc factions may be included later with different text and choices).
Extended Campaigns - Greatly expanded, unique and challenging campaigns that will stay that way for well over 600 turns, based on lore and realism. Third Age Campaign begins in the year 2941, prior to the Battle of Five Armies. Fourth Age Campaign begins at the end of the Third, prior to the destruction of the One Ring.
Unique Faction Campaign Overhaul - Provides each faction with a unique and challenging start and gameplay in the campaign based on lore and realism.
Realistic Recruitment Overhaul - Removes the "barracks event" allowing factions to recruit better units from specific settlements from the start. Based on lore and realism.
Realistic Replenishment Overhaul - Overhauls all unit replenishment rates, generally making them slower and battles more important (especially archers and cavalry). Additional units have also been added to each faction for more variety (especially Orc factions). Based on lore and realism.
Added Factions - Adds SEVENTEEN completely new and playable factions + 32 rebel factions, as well as new and unique units for each added faction. Based on lore.
Perillicious Creature Pack - Adds over one hundred unique creature units of all different types, sizes, unit numbers, and abilities. Based on lore and realism.
Additional Rebels and Mercs - Adds hundreds of different region specific rebels and mercs all over the map. Some mercs are recruitable from certain buildings. Based on lore.
Expanded and Tweaked Map - Expands the campaign map to the Far North, East, and South. Many changes to climates, heights, terrain, regions, and features have been included for the vanilla sections of the map as well.
Navigable Rivers - Adds rivers that are traversable by ships, also removes many bridges and replaces them with land crossings in lore accurate places.
Additional Regions - Adds new regions and settlements to appropriate areas of the map in the form of natural landmarks and ruined cities of old. Based on lore and gameplay.
Super Awesome-O Ambush Script - The name says it all. I don’t want to ruin the surprise(s) with details but this really makes Middle-Earth come alive, literally. Based on lore and realism.
Faction Standings and Diplomacy Overhaul - Based on lore.
Enhanced Campaign AI - Makes the campaign AI more active in offensive and defensive scenarios, as well as help out their allies more. The garrison script and most AI bonuses have also been removed. Based on lore and gameplay.
"A Scattered People" AKA Kingdom of the Northmen - This feature allows Dale or the Beornings (as the player) to reclaim the lands of Rhovanion and unite the scattered descendants. Basically, you retake certain settlements and then you can choose to unite the peoples. This gives you all the other factions stuff, but instead of the other faction ceasing to exist, some go their own way so both factions still survive separately. As a further reward, you will now be able to recruit both Dale and Beorning units from buildings (once the new ones replenish/migrate) regardless of which faction you are playing as.
Reunited Kingdom - Destroy the One Ring and take control of Gondor and Eriador (playing as either Gondor or Eriador) to create the Reunited Kingdom.
Logistics Supply System Script - The longer your army stays in enemy lands the more depleted your army’s supplies (and morale) will become. You resupply your army with full rations (+1 morale) by moving it back to friendly lands or capturing new ones. If you spend over two turns in enemy lands, you get half rations (not good). Three turns, quarter rations (bad). Four turns, meager rations (even worse). You may also maintain your current supply status for a longer time by moving on to fresh enemy lands to rape and pillage. Detailed info in-game.
Random Village Raids Script - Villages are prone to random raids by various enemies, so garrison your villages with more than just one unit and hurry up and get that palisade wall up (which is when the raids stop).
Random Corsair Raids Script - Corsairs randomly invade Gondor’s coastal settlements. The size of the raiding army is dependent on the size of the garrison in the settlement, so don’t leave your settlements poorly garrisoned. These raids continue until Umbar and the island to the North of it are captured.
Building an Empire - Adds a poop load of new buildings, each with unique effects. Higher tier buildings give various trait and ancillary bonuses as well depending on their function. Now you will actually have to make choices and manage your kingdom instead of just build everything. The AI population growth and happiness bonuses have also been removed. Based on lore and realism.
All Factions “Hordes” Script - Factions live on to fight another day after losing all their regions. Horde CAI has also been improved.
All Factions Emerge/Re-Emerge Script - When factions lose their capital/die, they may re-emerge from their starting capital if the settlement population is unhappy. The Creations of Eru faction will also emerge from Fangorn if its population is unhappy. This may also be used to resurrect fallen friendly factions by letting them rebel and gifting the settlement to them.
Fourth Age Campaign Historical Battles v1 - Fight the Battle for Helm’s Deep when playing Rohan, or the Battle for Minas Tirith when playing Reunited Kingdom. More historical battles for TA and FA campaigns to come later on.
Unleashed - Made Balrog return to Moria after certain amount of turns (randomly within a 15 turn period) and respawn (randomly in a 10 turn delay and only if mines present) to prevent OPness (keep him a local threat to Moria area) and to keep him a one man unit as well hopefully. Also to represent that the Balrog is not under your complete control and will go where he wants when he wants. For Third Age campaigns only, removed Balrog from Fourth Age campaigns since he is already dead by then.
Plethora of Flora v1 - Many various flora of all types and sizes on the battlefield, for all climates and terrain types (except rock, gravel, sand, and snow which have no flora). Needs further fine tuning, the spacing mainly. I did not notice any difference in performance, even in a 2v2 full stacks battle on max settings and my enbseries enabled with other programs running in the background. Also in a 4 stack battle (16,000+ troops) in Minas Tirith custom settlement with other programs running in the background. I don't know what it looks like on lower graphics or grass settings, I never checked and I doubt I ever will.
Wind - Dramatically improved flora swaying in the wind for all climates and terrain types (except rock, gravel, sand, and snow which have no flora).
Water - Improved water textures and lighting, as well as the look of waves on coastlines and adding waves to coastlines that did not already have them.
Improved battlefield terrain textures v1 - Makes the vanilla battlefield terrain textures look less flat and adds more detail all around. The files are all the same size so it has no affect on rendering performance. This is just version 1, the vanilla textures are so terrible I will have to completely redo them eventually and maybe even increase their size (they are extremely low quality, its appallingly really even for ten years ago).
Improved battlefield lighting and shadows v1 - It is too complicated to explain all the changes, there are many but they are all subtle.
Improved unit lighting and shadows v1 - It is too complicated to explain all the changes, there are many but they are all subtle.
New Blood and Dirt textures v2.
Added new forts and villages to all campaigns in regions that should have them (currently or used to be inhabited by other than creatures according to lore), most coordinates by Kellenpure. Some still need to be staggered out a bit more and some areas could still use one or more, but it should be fairly balanced and lore accurate.
Rebalanced campaign trade, income, farming, health, population growth, happiness, and order stats.
Inflation Scripts (Replaces TATW money script) - The more money you have saved up, the less you make. It also limits the AI’s income when they have too much money without making them instantly go broke.
Additional Traits and Ancillaries – Adds new ones and reshuffles old ones.
Unique Names - Many names have been redone using various languages depending on the culture.
Additional Free-Upkeep Slots - This adds additional free upkeep slots depending on the settlement size to better represent the importance of larger settlements in terms of population and production. Based on lore and realism.
Improved immersion by renaming many settlements, and by having many settlements automatically rename themselves when captured.
Increased size and detail of mini-maps and radar maps.
Added Círdan with ancillaries, traits, image, biography, hero ability, etc. to all campaigns.
War Season/Weather Effects - Added Farming -1, Law -1, Command -1, Line of Sight -2, Movement -30%, Attack -1 during severe winters (certain winters, it is random) to discourage conquests during the winter season as well as account for winter's affects on farming, etc.
Added Rohirrim units as AOR mercs to all regions for RK and Gondor, and Men of the West after they become RK. Replenishment rate and cost depends on unit type/tier and distance from Rohan's starting regions, and is low overall but offers a large selection. Cavalry units only.
Rohan Textures Revamp
Visual Armor Upgrades for high tier (gold) Rhun units.
Dead Men of Dunharrow Script - Aragorn can travel to Dunharrow and demand the cursed dead men fulfill their broken oaths of service. Can be useful if you need an army real quick to save Gondor .
Most buildings in Erebor, Dale, and Laketown start out damaged in all Third Age campaigns due to Smaug. Added prebuilt port to Laketown, but it also starts damaged. Starting buildings in Annuminas and Fornost damaged since the settlements are ruins at the game start, gave Bree farm building upgrade. In all TA and FA campaigns. Starting buildings in East and West Osgiliath are damaged in all TA and FA campaigns.
Used Moria Halls custom battle map tile on all terrain coordinates where battles should be underground in Misty Mountains region and the main north/south route through the mountains. Used Moria Halls (as a placeholder) in Dunharrow/Erech mountain pass for Dead Men of Dunharrow battles.
Added a lot more locations in Custom Battle menu. More coordinates for custom battles are always needed, if you find a nice battlefield on the campaign map please post the coordinates in this thread.
Improved look of coastlines along oceans and navigable rivers.
Big improvements to descr_geography_new.db.
Fixed map heights and ground types near Minas Tirith and Helm's Deep on strat and battlemap to look and function better. Fixed terrain and ground types around southwest Rammas gate.
Added trait affects to building descriptions to give more info on the effects of reaching the end of each tech tree.
Various minor improvements to balancing (cost vs effectiveness, lore, reality, cultural and faction differences, etc.).
Scripting Odds and Ends - A collection of scripting tweaks I have made to TATW which restructure the entire campaign. Based on lore.
Optional Diplomacy Script (Lore Accurate or Good vs. Evil) - It is what it sounds like it is.
Insurrections Script - If any of a faction’s home regions (starting regions) are captured its loyal inhabitants rise up in arms to fight against the aggressor, or join up with friendly forces for a counter attack. Replaces all Help Weakened Factions Scripts.
Custom Settlements - Eight unique village level custom settlements (caves and ruins) used all over the map multiple times, and more to come.
Added 4 strat map models and textures to compliment all Ruins custom settlements.
Added 4 strat map models and textures to compliment all Caves/Coves custom settlements.
Black Guard Units - Mordor, Harad, Corsairs and Outlaws, and Variags (places of old Numenorean kingdoms as I see it) can recruit them from the highest tier recruitment buildings. Their replenishment rates are low which is one reason why there are four different units.
Goblin Wolf Riders and Orc Warg Riders - For all Orc/Goblin factions. Removed vanilla TATW Wargs unit.
Unique Unit Names - Renamed many units using; Old and Middle English, Romanized Arabic, and some words I made up myself. Gives many units and factions a more unique feel.
Dynamic Terrain Textures - Dramatically improves strat map textures and makes the best use of the lighting. This does not decrease performance in any way, the texture files are all still the same size and quality, they just look higher quality due to lighting techniques.
A New Shadow - Mouth of Sauron (named Lammen Gorthaur, roughly translates to "Voice of The Abominable" I guess) and Gothmog (named Gothmog Eglan, Eglan means "Forsaken" apparently, not sure but it sounds good) added to Mordor in all TA and FA campaigns with hero abilities. These guys take over in the Fourth Age campaigns after Sauron is gone. More additions to this will be made in the future.
The Nine - Added all nine Nazgul to Mordor in all TA and FA campaigns. Added Nazgul Respawn script to all TA campaigns and made them respawn with all their starting traits and ancillaries as well as on one man unit Fell Beasts.
The Dark Lord Respawn - If he dies he respawns with his starting traits and ancillaries.
Wizard Respawns - Added spawn script for Gandalf the Grey (respawns as Gandalf the White with diff hero abilites, model, textures, UI) with starting traits and ancillaries. Added respawn script for Saruman the White (respawns as Saruman Of Many Colors) with starting traits and ancillaries. This is for Third Age campaigns only, in the Fourth Age when they die they are dead.
Armies of Dread - Adds new units to all factions that should instill dread.
Traits and Triggers Overhaul - Removes many negative traits and triggers that could not be avoided. No more getting negative traits for no reason (hopefully). Also makes many traits not available to certain factions or cultures for lore reasons.
Ancillary Triggers, Trait Triggers, and Scripts Optimization - Scripts and triggers in all campaigns run faster and cause less strain on your system in between turns. Turn times are fast (~30 seconds) and stay fast.
Added ability to construct castles in city settlements. Dwarven and Orc factions can construct them at higher levels than other factions.
The Dark Lord Returns - Mordor can now recruit certain units from Rhun, Harad, and the Variags of Khand from the Black Gate. More units are made available after the Dark Lord declares himself, around turn 50. All units have differing uses and replenishment times depending on where they come from.
Optional Turns Per Year Script - Choose between four seasons with seasonal weather conditions per year or twelve months with monthly weather conditions per year. Characters will age every four or twelve turns depending on which script you choose.
...and a lot more features/additions/crap that I am simply too lazy to talk about.
Included mods not made by me;
PCP Imladris Submod, by z3n.
12 turns per year script with weather conditions, by GrnEyedDvl.
Alternate Patch 4.8 custom settlements, by leo.civil.uefs.
Aragorn as king of Gondor script ,by Kilic Ali.
Additional character names, by Spice Master and MIKE_GOLF.
Most recent G5 BAI, Traveling Merchants Mini-Mod, Spoils of War Mini-Mod, and Achievements Mini-Mod, by Germanicu5. With minor tweaks from myself.
Elves and Dwarves Units from FROME, by Koultouras and Beorn of Carrock.
Hero Abilities and Battle UI Buttons, by Noobas.
High Quality Sky Texture Project, by Hereje.
Tolkien Quotes Submod v2.6, by Ngugi.
Amon Hen and the White Towers custom tiles, by Arkay.
Free Ancillary Resource, by Small Projects Mods. With minor tweaks from myself.
Axe Projectiles, by Griffin 795.
Third Age Main Campaign - Begins before the Battle of Five Armies.
Dawn of the Fourth Age - This campaign begins right before the fall of Sauron.
Third Age No Creature Factions Campaign - Everything is the same except the creature factions have been removed.
Dawn of the Fourth Age No Creature Factions Campaign - Everything is the same except the creature factions have been removed.
FREE FOR ALL ~ All factions are neutral but still have lore accurate relationships toward one another. Optional DEATHMATCH scripts included. Third Age/Fourth Age/No Creature Campaigns included.
SANDBOX ~ All factions are neutral and act as if they had never even met before. Optional DEATHMATCH scripts included. Third Age/Fourth Age/No Creature Campaigns included.
HAVOK ~ All factions start at war and hating each other. Optional DEATHMATCH scripts included. Third Age/Fourth Age/No Creature Campaigns included.
Third Age Late Campaign - This campaign begins at a later date. Factions start out more developed, and with more regions. All out war with neighboring factions begins much sooner.
Dawn of the Fourth Age Late Campaign - This campaign begins about fifty years (200 turns) into the Fourth Age Campaign and factions are more developed, and with more regions. All out war with neighboring factions begins much sooner.
Third Age Late Campaign No Creature Factions
Dawn of the Fourth Age Late Campaign No Creature Factions
First Age Campaigns
Beleriand Only Campaigns
Second Age Early Campaigns
Second Age Late Campaigns
Hotseat Campaigns/Play As Multiple Factions (READ THIS FIRST!)
All campaigns are Hotseat compatible. Paste the following code into your TATW.cfg file (over any pre-existing "[hotseat]" section) to fight all battles in Hotseat Campaigns. Without it you will have to auto resolve defensive battles. Do this before you start your campaign and make the TATW.cfg file Read Only. This is not save game compatible as far as I know. Do not disable console, many scripts use it.
Code:[hotseat] autoresolve_battles = 0 disable_console = 0 disable_papal_elections = 0 save_prefs = 1 update_ai_camera = 1 validate_diplomacy = 1 turns = false scroll = false
Faction & Unit Descriptions
Being updated, will post link later.
WAY too many to list.
Mod Team and Credits
* I would prefer to spend my time modeling and animating if possible, so feel free to help out with everything else that needs doing. * If you feel that you have contributed enough, even with just Beta testing and feedback, to be on this list simply let me know.
alreadyded ~ Mod concepts, faction concepts, unit concepts, designs, descriptions, models, animations, rigging, coding, scripting, 2d art, UV mapping, skinning, new regions and settlements, mapping, ancillaries, traits, battle and campaign balancing, campaign AI, moose trainer, blah blah blah...
Tyee ~ Hardcore Beta testing.
ElvenKind ~ Unit/Info cards, Hardcore Beta testing.
Kellenpure ~ Most of the coordinates for forts and interactive villages, Hardcore Beta testing.
Draco ~ Hardcore Beta testing.
Withwnar ~ Scripting advice whenever I needed it, thanks.
Past (in no particular order, much thanks to all for their time);
knight of meh ~ Boring text work I didn't want to do (thanks a bunch!), Beta testing.
bandicoot ~ Hardcore Beta testing.
Insomaniac ~ Beta testing.
Amon Amarth 930 ~ Being a big help way back in the very beginning with a bunch of things.
Louis Lux ~ New faction symbols. Spider textures. Some unit textures for Elves.
Noobas/Noobio now? ~ Hero abilities with 2d art. Some buildings 2d art.
King Kong ~ Reunited Kingdom/Black Guard units and Radagast base models/textures.
Hero of the West ~ Some ancillaries with 2d art.
Euripides ~ Help with faction and unit descriptions.
Thuringwethil ~ Help with faction and unit descriptions.
Dazo ~ Some character names.
Ngugi ~ Several sound fixes (glad I didn't have to do it ).
Ishan ~ Technical advice whenever I needed it, thanks.
Gigantus ~ Original Beleriand map (most of the work). Technical advice whenever I needed it, thanks.
Colonel Cleg McCleg ~ Further development of Beleriand map, not sure how much. (finished by me)
Spice Master ~ Map height concept for far south mountains.
And thank you to all those who volunteered to help that I never replied to .
~Credit To; Tolkien for his research and writings. Knight Errant for his wonderful GOAT/GOAL tool, without which none of this would have been as easy to do. Wilddog for IWTE tool for custom settlements. TATW Team for all of their hard work, and King Kong for making it happen. Disgruntled Goat for free use of Rhûn units. AlphaDelta and Strelac for free use of Broken Crescent units. Rusichi TW team for use of units.
~ Dedicated to J.R.R. Tolkien and his work, which I have endeavored to adhere to and blend with a grander reality... and fun gameplay of course!
~~~~~~ BETA 09.5 Released ~~~~~~
DO NOT POST FIRST AGE FEEDBACK IN THIS THREAD, I will hate you forever and ever...
~Downloads and Installation Info~
First of all; DO NOT POST FIRST AGE FEEDBACK IN THIS THREAD, I will hate you forever and ever... They are not the same mod, giving feedback for that one here will just break this one.
For installation on Kingdoms 1.5 and an unmodified version of TATW 3.2. Requires an additional 10.5 GB of HD space (requires 15.5 GB total when installed over TATW). Packed into three ~600 MB installers.
Download File Cleaner (Alt Link) and Beta 9.4 Part 1 and Beta 9.4 Part 2. And then PCP 9.5 Add-on, and the Launchers.
First (not after!) install the File Cleaner into "Sega/M2TW/Mods/" folder, then find the "FILE CLEANER" file in your Third_Age_3/data folder and run it (double-click it). If you cannot find it you installed it in the wrong place, try again. Run the File Cleaner first or there will be some bugs as a result.
After that install Beta 9.4 Part 1 and 2 (the order doesn't matter) into "Sega/M2TW/Mods/" folder, install any updates next. Add the .bat launchers to your mod folder (they may need to be told where they were put, I have no idea what your folder is named, Third_Age_PCP is what I have it named in the path) and LAUNCH THE GAME WITH ONE, and whenever you switch to and from the First Age which uses different files. DO NOT post First Age feedback in this thread, use the First Age one in my signature below.
Now stand up, spin around in circles, wave your hands around, and you are all done! Make sure to do it or your installation will be bugged! Now go kill something!
PCP Imladris Submod - For 9.4
Beta 9.4 Fairly Detailed Changelog
Beta 9.49 Fairly Detailed Changelog
Beta 9.5 Changelog
Disabling autosave and saving manually (quicksaving once in awhile is fine but not multiple times a turn) will dramatically improve the stability of M2TW's game engine and prevent many crashes not related to this mod. If you have an older system you may want to set M2TW to High Priority in your Task Manager (google it). Also there is Gamebooster which closes unneeded background programs while playing. These should help with the strain that battles and battle scripts are causing on your system. If you have Windows 8 or Vista you may want to ensure you are running M2TW as the Administrator to improve performance overall and disable UAC (windows Vista/8+ suck donkey balls). For Steam users I don't know, I don't have the Steam version.
Does not work with other modifications that change the same files. I have only ever designed and tested it on the hardest difficulty settings. The campaign and battles need to be played efficiently on harder difficulties. If the campaign is too hard for you (not enough money) lower the campaign difficulty to earn more. The unit sizes most likely have to be set to huge or the creature unit numbers and balancing might get all messed up, lowering unit sizes is NOT recommended but it should not cause any crashes. Many textures and models are temporary placeholders used for macro and micro balancing, also some unit cards still need to be done/redone.
Graphics and Lighting Tweaks v1
This is a ENBSeries of tweaks. The files I found were originally made for GTA San Andreas (on a very outdated version of ENB) a long time ago I reckon. I found it and made some big changes to make it work with M2TW. Then I changed all the settings so it looked good in M2TW engine. It was originally designed for old games so it may work fine with older computers, I don’t know, it is intended for decent computers with decent video cards. Here are a few teasers (these are low internet quality jpgs, the quality in game is much better);
All the images in order can be viewed HERE. These are also low internet quality jpgs.
Uses a large amount of subtle filters and many multipliers to give graphics (3D and 2D) and lighting (direct and indirect) a more natural look and feel.
Makes brights brighter and darks darker.
Dramatically improves ambient, direct, and indirect lighting. Makes lit areas brighter and shadowed/dark areas darker. i.e. the shade of a tree actually provides shade, the Sun actually makes it bright out.
Makes textures and environment look less cartoony and more natural.
Gives textures and models with rough/sharp edges a smoother look.
A slight lighting glow has been added to give it a slight “warming and colorful” feel. This is mainly for playing as good factions I suppose. Next release will have a slightly more gloomy and foreboding look as well.
Lots of other crap, too numerous and technical to go into.
Install Graphics and Lighting Tweaks v1 to SEGA folder and run the game or any mod as usual (works with everything). After the game menu has finished loading hold SHIFT and press F12 at any time to enable/disable the tweaks. This was designed for use in battles only, it will work on the strat map but its probably best to toggle it off (SHIFT+F12).
~Optional Dual Install, for those that want a separate mod folder for installation~
The fastest and easiest way is to simply copy/paste and rename your pre-existing Third_Age_3 folder to something else and install this mod and all updates (and THIS) in the default location, after that rename this new mod folder to Third_Age_PCP and your pre-existing one back to Third_Age_3.
- Use provided shortcut. You may need to tell it where your Third Age .bat (batch) file is if your game is not installed in the default location (C drive).
-The game seems to freeze in the Fourth Age campaigns when the Ring/Mordor is destroyed.- This is not a bug, it can take awhile for Mordor to die on even a good computer, just wait a minute for the game to resume.
-Revenue and harvest scripts not always giving culture points.- Not a bug, they only give culture points if there are points that can be taken away from the Assorted(heretic) culture. Almost all regions have plenty, some have very little.
-Cair Andros custom battlemap is Weathertop.- Not a bug, intentional. The Cair Andros one is severely bugged, Weathertop uses an identical setup so I used it.
-Random battle crashes for some with Ents, Spiders, Wolves, etc.- This seems to be a result of a conflict with windows vista/8+ that M2TW has. I use windows 7 and I do not experience these crashes so submit bug reports with trace enabled. If you have windows XP or 7 and you get random battle crashes it is most likely the BAI script, submit a log with trace enabled and I can get that fixed quickly.
~Enabling Trace in the Log, Best For Reporting Bugs~ Open TATW.cfg (using a text editor like Notepad or Notepad++, all of them are free programs) in your mod folder (default name is Third_Age_3) and change the entry;
toCode:[log] to = logs/system.log.txt ;level = * trace level = * error
You are just swapping the ";" and saving the file. You only have to do this once. Uploading the whole log is best if you get a crash, but posting the last 50-100 lines of the log is usually good enough. If the file is very large compress (zip/rar) it before uploading. Use appbox.com or something similar if you don't know where to upload it. The log file is in "SEGA\Medieval II Total War\logs" folder. You can/should undo these changes afterwards to speed up turn times.Code:[log] to = logs/system.log.txt level = * trace ;level = * error
If anyone has a saved game (around 100 turns or more) please upload it. I would like to check it out to see what is going on in each game and improve it. I don't have the time to play multiple 100 turn campaigns so you are saving me a great deal of testing time.
New coordinates for custom battle maps are also appreciated. If you find a good battlefield just post the coordinates and I will add it to the custom battles.
...and don't forget to leave feedback and help out by reporting bugs! Feel free to say whatever you want in this thread, any ideas or "negative" comments/critiques are welcomed here.
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