Neat, the expanded map look like it can become a might crazy world war, haha
Is the campaign set on the expanded or default map, or both?
Mordor
Gondor
Rohan
Isengard
Rhun
Dale
Balchoth
Variags
Harad
Eriador/Men of the West
Reunited Kingdom
Beornings
Dwarves of Erebor
Dwarves of Ered Luin
Orocarni Dwarves
High Elves
Galadhrim Elves
Mirkwood Elves
Avari Elves
Dunlendings
Corsairs and Outlaws
Orcs of the Misty Mountains
Orcs of Gundabad
Brood of Ancalagon
Brood of Glaurung
Brood of Scatha
Spawn of Ungoliant
Creatures of the Night
Creations of Eru
Neat, the expanded map look like it can become a might crazy world war, haha
Is the campaign set on the expanded or default map, or both?
Kingdom of Lindon preview video out
DCI: Last Alliance - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
Favorite TATW compilation: Withwnars Submod Collection
Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory
These events for the most part will be in the campaign, so it will be quite scripted;
Spoiler Alert, click show to read:
This stuff will happen in Beleriand for all campaigns, though I am not too sure exactly how I will represent the Host of the Valinor at the end yet (will not be in early releases anyway). I may just give surviving factions some really kick-ass generals to lead their stacks, I haven't thought on it yet. Morgoth should inevitably win though and take over Beleriand for the most part. So ya Beleriand area will be heavily scripted with events and certain outcomes (you don't have much control, you just have to cope with them as best as possible) due to the 'Doom of Mandos' in all campaigns, so much so that I should just call it Doom of Mandos. But on the Expanded map I have no idea what will happen outside Beleriand, I will not script anything to happen in Middle-Earth that I know of. Maybe some simple scripts to allow more advanced recruiting/building for certain factions based on stuff learned from the Avari spread all around Middle-Earth? Other than that the gameplay will be open ended outside of Beleriand.
I haven't read the book in a long while so I will be doing some reading and research before I finalize anything. And of course any info or ideas are welcomed.
Last edited by alreadyded; July 24, 2016 at 06:23 PM.
I see. Well, another solution could be to simply change the .exe to something else that doesn't upset Google drive, without changing the files itself. Then write a simple batch file that changes the extension back to exe and starts the installer. Your players would have to download an extra (very small file) which they then (after downloading) can use to start the install. And it needs a slight update to your install instructions.
This can only work of course if Google drive does not object to batch files like it seems to do to executables.
Ya well the problem is I don't care if anyone plays it or I would make more releases and not just these little patches for important stuff that google hates now, I just want a reliable place I can back up any file and be able to download them myself without any hassle. I lost faith in google after they wouldn't even let me download a file I uploaded while logged in on the same computer. The batch thing is a good idea though, I never even considered that, thanks.
Last edited by alreadyded; July 25, 2016 at 12:19 AM.
New links; (not new release, same old crap)
9.4 Update File
UI Fix File
Last edited by alreadyded; July 26, 2016 at 06:41 PM.
Well Im new in this submod but I have been playing like 350 turns with orocarni Dwarves. After playing other submods and vanilla third age I have to tell few things:
1 This is the best Map I have ever seen in a videogame about the middle earth, I mean too epic, Amazing.
2 The best City management I have seen. That huge amount of buildings with very good buffs depending in what way you want focus your settlement.
3 The slowest but most epic feeling, with the diferent winter situations, constantly looking at the food that your armie has... Amazing
4 Good Balance between factions, checking the stats all factions have prety good rosters and all the Merchant/ Inn Mercs are very usefull and cool feature.
5 Interesting brutal difficulty Still trying to realice how it works exactly but I feel like AI has no public order or corruption so they get ridicolous incomes everywhere hehe.(Maybe Im wrong)
6 Amazing Last stand Horde sistem to give a last chance to every faction.
I could explain better how I gratefull I am but it could take an entire book
Well After playing this 350 Turns( i Think the campaing will take me around 1000 so this is just the begining hehe) I have somethings that may change in order to give more chances to the player to increase its territory without having litterally to sacrifice settlements. This is the list of things I would change in order to make the gameplay feeling for the player in Brutal better ( this shouldnt make easy but logical the gameplay expirience)
1 Corruption System. I love the improved taxation Building Tree very usefull...but not enough. Im having more than half of the money going out with this building present in most of my Avari conquered emplacements. I dont mind remove it completely instantly but give more corruption reductions options for the player( maybe there are if so I would like to learn ) I know that change capital is free but most of times it is not insteresting to change the capital.
2 Ridicolous Unrest: Well some settlements has ridicolous amounts of preindicated Unrest ( I suppose enemie capitals) Well After having all my culture spread, all my sanitation and happy buildings builded I still Having 80% of standard Unrest, Posible to control, but Annoying. Makes me to build law buildings without any other option, a bit dificult to defeat if you just conquered the settlement anf you have already 60% cultural unrest and 80% standard Unrest and 60%less public order additional because distance to capital. This for example makes me mathematically Unable to get that settlement Unless: I put that settlement as capital, I take my leader there or I get 10 buildings of Cartographers and an entire armie with general. That makes expansion in mid to lategame hard ( trying to get more than 40 settlemets etc)
3 Not balanced the utility of some building trees: An example are all the guilds that allows you to reduce a bit the building cost, The unique that gives a real advantage is the woodcutters, all other meh, maybe all maxed and togheter can be usefull but at that moment will be something to build?
4 I think you know and everyone knows but Monsters are ridicolously op and unique weakness are archers with pikes in defensive nothing else.( Im playing with them as rebel factions, still being annoying hehe)
And thats all I can remember now thank you so much because of this wonderfull submod and cannot wait for later releases.
PD: sorry double posting I forgot to mention Im playing without quickfix and fix ( forgot to download I saw just now), are they compatible with already started campaings?
Last edited by Veteraan; July 28, 2016 at 05:47 PM.
I did actually reduce the distance to capital penalty long ago, but I may have put it back in for testing in the last release. Guess I will cut it in half, how does that sound?
The spiders and drakes are intentionally a bit OP because of what they are and where they are on the map (places that shouldn't be conquered early on, if ever), it is best to avoid them until your faction is OP . Mirkwood rebel regions may look tasty but they aren't worth trying to take early on. I made them so I know how to fight them, even so I will reduce there attack and defense by 1, as well as reduce their attack radius so they can't hit so many troops at once when packed in. Fighting the creatures is best done by not packing your units together. Loose formation helps reduce casualties. Also bring a cheap tier 1 units with you and put it loose formation to go be a distraction while your better troops spread out and flank from all sides. If you do this you shouldn't have much trouble killing drakes. Javelin units make short work of all units in this game, just one of those can wipe out a whole unit of drakes in no time. Weapons with more reach do better than those with shorter reach as well, or at least that is how I designed it. More feedback is need for battle testing for me to be sure of anything.
Much thanks for all the feedback, I will put it to use.
Last edited by alreadyded; July 28, 2016 at 09:49 PM.
Dagor Silmarillion (mostly finished map and setup);
Last edited by alreadyded; July 28, 2016 at 10:00 PM.
Nice, one huge Middle-earth that!
Afraid I've got no ideas for the rest of teh world, the records are quite silent, sadlyAnd of course any info or ideas are welcomed.
Last edited by Ngugi; July 29, 2016 at 02:25 AM.
Kingdom of Lindon preview video out
DCI: Last Alliance - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
Favorite TATW compilation: Withwnars Submod Collection
Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory
I don't need any ideas with that part, just Beleriand. Right now I need some faction and event descriptions for the Beleriand factions if anyone knows any good places for such things or wants to lend a hand. I pretty much just rely on that tolkiengateway site, not sure what others are reliable. I will be re-reading the books on that period once I finish the book I am reading now, until then I am going off of memory and I have more important things to remember.
Last edited by alreadyded; July 29, 2016 at 03:27 AM.
Aha; should be able to attract some competent entusiast that.
The OP of the Tolkien thread has some useful links.
Kingdom of Lindon preview video out
DCI: Last Alliance - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
Favorite TATW compilation: Withwnars Submod Collection
Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory
Im conquering Dale lands that are infested with Rhun tribes and when I sieged Dale instead of Dale in the battle appeared a mountain settlement.
http://dropmefiles.com/8f8e5 Here is it. Remember Im not playing with the 2 small fixers
Hi I dont know if its me but in your manual you have destinations "Sega/M2TW/Mods/" but shouldnt it be "Sega/M2TW/Mods/Third_Age_3/" ?
Also I saw "report this if u see it" on Rohan general Sebbi.
Last edited by Funeh; July 30, 2016 at 01:24 PM.
I choose to die on my feet, rather than live on my knees!