Page 10 of 25 FirstFirst 1234567891011121314151617181920 ... LastLast
Results 181 to 200 of 494

Thread: Restoring Arnor

  1. #181

    Default Re: Arnorian Reemergence

    Coldfells is north of Ettenmoors. I don't know the name of the city, but that's the region you need.

  2. #182
    Legio's Avatar EMPRESS OF ALL THINGS
    Content Emeritus

    Join Date
    Mar 2008
    Location
    Chlοëtopia
    Posts
    43,774

    Default Re: Arnorian Reemergence

    I think the name of the settlement is Coldfells as well. I like taking it in either my HE or Eriador campaign. Mostly because it has no walls

  3. #183

    Default Re: Arnorian Reemergence

    Just confirming for those who may still doubt, yes the settlement is called Coldfells, and i uually always rush for it, since i then send my "gandalfian" army and blitz the heck out of OoG

  4. #184
    Hartassen's Avatar Biarchus
    Join Date
    May 2009
    Location
    Sweden
    Posts
    603

    Default Re: Arnorian Reemergence

    Quote Originally Posted by HolyDevil View Post
    Just confirming for those who may still doubt, yes the settlement is called Coldfells, and i uually always rush for it, since i then send my "gandalfian" army and blitz the heck out of OoG
    You can't really rush for Coldfells anymore. In 1.41 it worked with just a general. Now OOG takes it instantly. Kinda like how Isengard takes Tharbad.

    Quote Originally Posted by Incontinenta Buttox View Post
    Stupid question perhaps.

    Where exactly is Coldfells? I know it's one of the regions needed to trigger Arnor, But I can't find it on the map.

    I know Tharbad and Hoarwell well enough. Is Coldfells somewhere around the Ettenmoors region?
    It's to the northeast of Hoarwell, inbetween the mountain and where the river bends off to the east.

  5. #185

    Default Re: Arnorian Reemergence

    the AI spawns armies that magically appear near cities it wants ant takes them without siege (even when you are besieging them). All part of the plan to keep you down

  6. #186

    Default Re: Arnorian Reemergence

    I usually cheat in the start and level up Annúminas in the first turn, then I take all the required provinces. After that I send a diplomat down to Gondor, ally, then next turn I become Arnor. Due to the cultural requirements, I'm forced to play defense and just hold onto my cities. I use my diplomacy to give all the cities I cheated to get to one of my allies.

    I don't like cheating at all, but I only do so in the start so I can play as Arnor. They're just so much fun and I'm enjoying the additional units mod for them as well.

    I don't like how Aragorn greys in his profile picture at age 50. I hope that is changed in a mod at some point.
    Total War Live Commentary: Click Here
    De Bello Mundi: Greek City States
    Third Age Total War: Arnor with MOS
    M&B: Warband: A Clash of Kings
    M&B: Warband: Gekokujo

  7. #187
    Incontinenta Buttox's Avatar Protector Domesticus
    Join Date
    Aug 2007
    Location
    Airstrip One
    Posts
    4,415

    Default Re: Arnorian Reemergence

    Quote Originally Posted by Hartassen View Post
    You can't really rush for Coldfells anymore. In 1.41 it worked with just a general. Now OOG takes it instantly. Kinda like how Isengard takes Tharbad.



    It's to the northeast of Hoarwell, inbetween the mountain and where the river bends off to the east.
    Thanks,

    Is there a map somewhere? As far as I have been able to see. North of Hoarwell is the Ettenmoors, north of Ettenmoors is Gram, and north of Gram is Angmar.

    Taking Coldfells, wherever it is, just got a bit harder. It's turn 30, and the High Elves just lost Imladris to OMM!!

    I am sending Gandalf with an army to retake it and hand it back to the Elves.

  8. #188

    Default Re: Arnorian Reemergence

    Quote Originally Posted by Incontinenta Buttox View Post
    Thanks,

    Is there a map somewhere? As far as I have been able to see. North of Hoarwell is the Ettenmoors, north of Ettenmoors is Gram, and north of Gram is Angmar.

    Taking Coldfells, wherever it is, just got a bit harder. It's turn 30, and the High Elves just lost Imladris to OMM!!

    I am sending Gandalf with an army to retake it and hand it back to the Elves.
    The OOG AI gets a scripted army popping up and taking Coldfells on end of turn 1 so no way of racing there

  9. #189
    Indefinitely Banned
    Join Date
    Apr 2009
    Location
    London
    Posts
    1,549

    Default Re: Arnorian Reemergence

    Quote Originally Posted by Incontinenta Buttox View Post
    Thanks,

    Is there a map somewhere? As far as I have been able to see. North of Hoarwell is the Ettenmoors, north of Ettenmoors is Gram, and north of Gram is Angmar.

    Taking Coldfells, wherever it is, just got a bit harder. It's turn 30, and the High Elves just lost Imladris to OMM!!

    I am sending Gandalf with an army to retake it and hand it back to the Elves.
    sorry dude, for some reason cant post the picture from imageshack, but heres the link, hopefully should help you with yur bearings, i did have trouble findin coldfells too

    http://img801.imageshack.us/f/0000nk.jpg/

  10. #190
    Incontinenta Buttox's Avatar Protector Domesticus
    Join Date
    Aug 2007
    Location
    Airstrip One
    Posts
    4,415

    Default Re: Arnorian Reemergence

    Quote Originally Posted by AgentGB View Post
    sorry dude, for some reason cant post the picture from imageshack, but heres the link, hopefully should help you with yur bearings, i did have trouble findin coldfells too

    http://img801.imageshack.us/f/0000nk.jpg/
    Ahah thanks a lot + rep

  11. #191

    Default Re: Arnorian Reemergence

    does this work with 2.1...the colour and names that is?

  12. #192
    Indefinitely Banned
    Join Date
    Apr 2009
    Location
    London
    Posts
    1,549

    Default Re: Arnorian Reemergence

    Quote Originally Posted by Incontinenta Buttox View Post
    Ahah thanks a lot + rep
    thank you

  13. #193
    Legio's Avatar EMPRESS OF ALL THINGS
    Content Emeritus

    Join Date
    Mar 2008
    Location
    Chlοëtopia
    Posts
    43,774

    Default Re: Arnorian Reemergence

    Quote Originally Posted by Ethien View Post
    I usually cheat in the start and level up Annúminas in the first turn, then I take all the required provinces. After that I send a diplomat down to Gondor, ally, then next turn I become Arnor. Due to the cultural requirements, I'm forced to play defense and just hold onto my cities. I use my diplomacy to give all the cities I cheated to get to one of my allies.

    I don't like cheating at all, but I only do so in the start so I can play as Arnor. They're just so much fun and I'm enjoying the additional units mod for them as well.

    I don't like how Aragorn greys in his profile picture at age 50. I hope that is changed in a mod at some point.
    pretty sure you can change that yourself. look in the Third_Age/data/ui/custom_portraits/Aragorn folder.

    here you will have 4 files:
    portrait_dead
    portrait_young
    portrait_old
    portrait_young2

    back up all these files somewhere safe. then you make another copy of the portrait_young file. rename it to portrait_old and stick it in the Aragorn folder. click yes to overwrite. no idea if its savegame compatible, though.

  14. #194
    Baron Samedi's Avatar Citizen
    Join Date
    Apr 2009
    Location
    The Netherlands
    Posts
    1,414

    Default Re: Arnorian Reemergence

    Quote Originally Posted by Ethien View Post
    I usually cheat in the start and level up Annúminas in the first turn, then I take all the required provinces. After that I send a diplomat down to Gondor, ally, then next turn I become Arnor. Due to the cultural requirements, I'm forced to play defense and just hold onto my cities. I use my diplomacy to give all the cities I cheated to get to one of my allies.

    I don't like cheating at all, but I only do so in the start so I can play as Arnor. They're just so much fun and I'm enjoying the additional units mod for them as well.
    If you are going to cheat in order to form Arnor why not open the campaign script remove some requirements in the ''Arnor Union'' part and voila you are done. It will save you the trouble.
    Under the patronage of MasterBigAb

  15. #195

    Default Re: Arnorian Reemergence

    Quote Originally Posted by Baron Samedi View Post
    If you are going to cheat in order to form Arnor why not open the campaign script remove some requirements in the ''Arnor Union'' part and voila you are done. It will save you the trouble.
    If I don't understand how it functions, then I'm liable to not touch it. If there's no issues with instability by doing so, then this will save me some time.

    +rep for the help.
    Total War Live Commentary: Click Here
    De Bello Mundi: Greek City States
    Third Age Total War: Arnor with MOS
    M&B: Warband: A Clash of Kings
    M&B: Warband: Gekokujo

  16. #196
    Shocked's Avatar Campidoctor
    Join Date
    Aug 2009
    Location
    Australia
    Posts
    1,850

    Default Re: Arnorian Reemergence

    I cheated and increased Annumina's population with "add_population Lake_Evendim 5000" (Lake_Evendim is the script name for Annuminas)

    because I couldnt be stuffed waiting for the population to grow, seeing as Eriador was glitching, and I couldnt recruit Lumbermen or Greenway sentries
    Computer specifications -
    GPU: GTX 780
    CPU: Intel i5 2500k overclocked @ 4 GHz
    RAM: 8 GB DDR3
    Motherboard: Asrock z77 extreme 4

  17. #197
    Libertus
    Join Date
    Feb 2007
    Location
    Cluj-Napoca, Romania
    Posts
    66

    Default Re: Arnorian Reemergence

    What is the point of Arnor? By the time you can change to it, the campaign is over.
    It takes ALOT of time to level up Annuminas, even though i had low taxes, all buildings that gives bonuses to population done and a super general with full respect and good traits.
    This is another thing i don't get it. I always keep the taxes at low until the city gets to 10k population, but even with good generals is really slow, By the time i got to about 5 or 6k pop (except Bree) Isengaurd had its cities to somewhere in between 10k and 15k (Isenguard fortress to 22k) ... that's insane bonuses for AI; or is Eriador nerf that bad in regards to growing population?

  18. #198
    Shocked's Avatar Campidoctor
    Join Date
    Aug 2009
    Location
    Australia
    Posts
    1,850

    Default Re: Arnorian Reemergence

    Quote Originally Posted by odrid View Post
    What is the point of Arnor? By the time you can change to it, the campaign is over.
    It takes ALOT of time to level up Annuminas, even though i had low taxes, all buildings that gives bonuses to population done and a super general with full respect and good traits.
    This is another thing i don't get it. I always keep the taxes at low until the city gets to 10k population, but even with good generals is really slow, By the time i got to about 5 or 6k pop (except Bree) Isengaurd had its cities to somewhere in between 10k and 15k (Isenguard fortress to 22k) ... that's insane bonuses for AI; or is Eriador nerf that bad in regards to growing population?
    Read my last post. Problem solved
    Computer specifications -
    GPU: GTX 780
    CPU: Intel i5 2500k overclocked @ 4 GHz
    RAM: 8 GB DDR3
    Motherboard: Asrock z77 extreme 4

  19. #199
    Baron Samedi's Avatar Citizen
    Join Date
    Apr 2009
    Location
    The Netherlands
    Posts
    1,414

    Default Re: Arnorian Reemergence

    Quote Originally Posted by Ethien View Post
    If I don't understand how it functions, then I'm liable to not touch it. If there's no issues with instability by doing so, then this will save me some time.

    +rep for the help.
    Quote Originally Posted by Shocked View Post
    I cheated and increased Annumina's population with "add_population Lake_Evendim 5000" (Lake_Evendim is the script name for Annuminas)

    because I couldnt be stuffed waiting for the population to grow, seeing as Eriador was glitching, and I couldnt recruit Lumbermen or Greenway sentries
    Quote Originally Posted by odrid View Post
    What is the point of Arnor? By the time you can change to it, the campaign is over.
    It takes ALOT of time to level up Annuminas, even though i had low taxes, all buildings that gives bonuses to population done and a super general with full respect and good traits.
    This is another thing i don't get it. I always keep the taxes at low until the city gets to 10k population, but even with good generals is really slow, By the time i got to about 5 or 6k pop (except Bree) Isengaurd had its cities to somewhere in between 10k and 15k (Isenguard fortress to 22k) ... that's insane bonuses for AI; or is Eriador nerf that bad in regards to growing population?







    People you dont need to wait 75+ turns or cheat in order to get Arnor. By changing the Arnor Union script you can decide what requirements should exist in order to form Arnor. Here is what you do:
    • Open campaign_script.txt in ...\Medieval II Total War\mods\Third_Age\data\world\maps\campaign\imperial_campaign (always make a back-up first in case you screw up )
    • Go to ''Arnor Union'' section with control+f, it looks like this:
    Spoiler Alert, click show to read: 
    Code:
    ;############################ Arnor Union ############################### 
    ;CONDITIONS
    declare_counter union_offered
    monitor_event FactionTurnStart FactionType turks
    and not IsFactionAIControlled
    and I_LocalFaction turks
    and I_CharacterExists strider1 
    and DiplomaticStanceFromFaction sicily = Allied
    and I_SettlementOwner Shire = turks 
    and I_SettlementOwner Bywater = turks
    and I_SettlementOwner Southfarthing = turks
    and I_SettlementOwner Bree = turks
    and I_SettlementOwner Staddle = turks
    and I_SettlementOwner Cardolan = turks
    and I_SettlementOwner Weather-Hills = turks
    and I_SettlementOwner Lake_Evendim = turks
    and I_SettlementOwner Arthedain = turks
    and I_SettlementOwner Mitheithel = turks
    and I_SettlementOwner Lone-lands = turks ;Tharbad
    and I_SettlementOwner Ettenmoors = turks
    and FactionBuildingExists >= house_of_kings
    and I_CompareCounter union_offered = 0
    add_events
    event counter union_accepted
    event counter union_declined
    end_add_events
    historic_event union true factions { turks, }
    set_counter union_offered 1
    terminate_monitor
    end_monitor
    ;----------------- accept ------------------------------------
    monitor_conditions I_EventCounter union_accepted = 1
    and I_LocalFaction turks
    set_faction_banner
    faction turks
    banner byzantium
    end_set_faction_banner
    move_strat_camera 101, 264
    give_everything_to_faction byzantium turks false
    set_religion turks numenorian
    change_population_religion turks numenorian 75 northmen
    destroy_buildings turks academic true
    destroy_buildings turks castle_academic true
    historic_event arnor_reunited event/arnor_reunited.bik
    terminate_monitor
    end_monitor
    ;CHANGE BATTLE MAP MODELS
    ;change faction heir battle model
    monitor_event CharacterTurnEnd FactionType turks
    and I_EventCounter union_accepted > 0
    and Trait Factionheir >= 1 
    change_battle_model turks heir arnor_general
    end_monitor 
    ;change Aragorn's battle model & give new ancillary
    monitor_event CharacterTurnEnd FactionType turks
    and I_EventCounter union_accepted > 0
    and I_CharacterExists strider1
    change_battle_model turks leader elessar
    console_command remove_ancillary strider1 king_eriador
    console_command give_ancillary strider1 king_arnor
    terminate_monitor
    end_monitor
    ;change leader's battle model if Aragorn is dead
    monitor_event CharacterTurnEnd FactionType turks
    and I_EventCounter union_accepted > 0
    and not I_CharacterExists strider1
    change_battle_model turks leader arnor_general
    end_monitor
    ;------------------ reject ------------------------------------
    declare_counter union_rejected
    monitor_conditions I_EventCounter union_declined = 1
    and not IsFactionAIControlled
    historic_event union_declined factions { turks, }
    set_counter union_declined 1
    terminate_monitor
    end_monitor 
    ;INFORMATION ABOUT PROGRESS
    declare_counter step_done
    set_counter step_done 0
    monitor_event FactionTurnStart FactionType turks
    and not IsFactionAIControlled
    and I_CompareCounter step_done = 0
    and DiplomaticStanceFromFaction sicily = Allied
    set_counter step_done 1
    terminate_monitor
    end_monitor
    monitor_event FactionTurnStart FactionType turks
    and not IsFactionAIControlled
    and I_CompareCounter step_done = 0
    and I_SettlementOwner Shire = turks 
    and I_SettlementOwner Bywater = turks
    and I_SettlementOwner Southfarthing = turks
    and I_SettlementOwner Bree = turks
    and I_SettlementOwner Staddle = turks
    and I_SettlementOwner Cardolan = turks
    and I_SettlementOwner Weather-Hills = turks
    and I_SettlementOwner Lake_Evendim = turks
    and I_SettlementOwner Arthedain = turks
    and I_SettlementOwner Mitheithel = turks
    and I_SettlementOwner Lone-lands = turks ;Tharbad
    and I_SettlementOwner Ettenmoors = turks
    set_counter step_done 1
    terminate_monitor
    end_monitor
    monitor_event FactionTurnStart FactionType turks
    and not IsFactionAIControlled
    and I_CompareCounter step_done = 0
    and FactionBuildingExists >= house_of_kings
    set_counter step_done 1
    terminate_monitor
    end_monitor
    monitor_event FactionTurnStart FactionType turks
    and not IsFactionAIControlled
    and I_CompareCounter step_done = 1
    historic_event union_notification factions { turks, } 
    set_counter step_done 2
    terminate_monitor
    end_monitor




    • The red part shows the conditions. Simply remove the lines you don't like.
    • Save the text-file and start a new game.
    Under the patronage of MasterBigAb

  20. #200

    Default Re: Arnorian Reemergence

    Quote Originally Posted by Baron Samedi View Post
    People you dont need to wait 75+ turns or cheat in order to get Arnor. By changing the Arnor Union script you can decide what requirements should exist in order to form Arnor. Here is what you do:
    • Open campaign_script.txt in ...\Medieval II Total War\mods\Third_Age\data\world\maps\campaign\imperial_campaign (always make a back-up first in case you screw up )
    • Go to ''Arnor Union'' section with control+f, it looks like this:
    Spoiler Alert, click show to read: 
    Code:
    ;############################ Arnor Union ############################### 
    ;CONDITIONS
    declare_counter union_offered
    monitor_event FactionTurnStart FactionType turks
    and not IsFactionAIControlled
    and I_LocalFaction turks
    and I_CharacterExists strider1 
    and DiplomaticStanceFromFaction sicily = Allied
    and I_SettlementOwner Shire = turks 
    and I_SettlementOwner Bywater = turks
    and I_SettlementOwner Southfarthing = turks
    and I_SettlementOwner Bree = turks
    and I_SettlementOwner Staddle = turks
    and I_SettlementOwner Cardolan = turks
    and I_SettlementOwner Weather-Hills = turks
    and I_SettlementOwner Lake_Evendim = turks
    and I_SettlementOwner Arthedain = turks
    and I_SettlementOwner Mitheithel = turks
    and I_SettlementOwner Lone-lands = turks ;Tharbad
    and I_SettlementOwner Ettenmoors = turks
    and FactionBuildingExists >= house_of_kings
    and I_CompareCounter union_offered = 0
    add_events
    event counter union_accepted
    event counter union_declined
    end_add_events
    historic_event union true factions { turks, }
    set_counter union_offered 1
    terminate_monitor
    end_monitor
    ;----------------- accept ------------------------------------
    monitor_conditions I_EventCounter union_accepted = 1
    and I_LocalFaction turks
    set_faction_banner
    faction turks
    banner byzantium
    end_set_faction_banner
    move_strat_camera 101, 264
    give_everything_to_faction byzantium turks false
    set_religion turks numenorian
    change_population_religion turks numenorian 75 northmen
    destroy_buildings turks academic true
    destroy_buildings turks castle_academic true
    historic_event arnor_reunited event/arnor_reunited.bik
    terminate_monitor
    end_monitor
    ;CHANGE BATTLE MAP MODELS
    ;change faction heir battle model
    monitor_event CharacterTurnEnd FactionType turks
    and I_EventCounter union_accepted > 0
    and Trait Factionheir >= 1 
    change_battle_model turks heir arnor_general
    end_monitor 
    ;change Aragorn's battle model & give new ancillary
    monitor_event CharacterTurnEnd FactionType turks
    and I_EventCounter union_accepted > 0
    and I_CharacterExists strider1
    change_battle_model turks leader elessar
    console_command remove_ancillary strider1 king_eriador
    console_command give_ancillary strider1 king_arnor
    terminate_monitor
    end_monitor
    ;change leader's battle model if Aragorn is dead
    monitor_event CharacterTurnEnd FactionType turks
    and I_EventCounter union_accepted > 0
    and not I_CharacterExists strider1
    change_battle_model turks leader arnor_general
    end_monitor
    ;------------------ reject ------------------------------------
    declare_counter union_rejected
    monitor_conditions I_EventCounter union_declined = 1
    and not IsFactionAIControlled
    historic_event union_declined factions { turks, }
    set_counter union_declined 1
    terminate_monitor
    end_monitor 
    ;INFORMATION ABOUT PROGRESS
    declare_counter step_done
    set_counter step_done 0
    monitor_event FactionTurnStart FactionType turks
    and not IsFactionAIControlled
    and I_CompareCounter step_done = 0
    and DiplomaticStanceFromFaction sicily = Allied
    set_counter step_done 1
    terminate_monitor
    end_monitor
    monitor_event FactionTurnStart FactionType turks
    and not IsFactionAIControlled
    and I_CompareCounter step_done = 0
    and I_SettlementOwner Shire = turks 
    and I_SettlementOwner Bywater = turks
    and I_SettlementOwner Southfarthing = turks
    and I_SettlementOwner Bree = turks
    and I_SettlementOwner Staddle = turks
    and I_SettlementOwner Cardolan = turks
    and I_SettlementOwner Weather-Hills = turks
    and I_SettlementOwner Lake_Evendim = turks
    and I_SettlementOwner Arthedain = turks
    and I_SettlementOwner Mitheithel = turks
    and I_SettlementOwner Lone-lands = turks ;Tharbad
    and I_SettlementOwner Ettenmoors = turks
    set_counter step_done 1
    terminate_monitor
    end_monitor
    monitor_event FactionTurnStart FactionType turks
    and not IsFactionAIControlled
    and I_CompareCounter step_done = 0
    and FactionBuildingExists >= house_of_kings
    set_counter step_done 1
    terminate_monitor
    end_monitor
    monitor_event FactionTurnStart FactionType turks
    and not IsFactionAIControlled
    and I_CompareCounter step_done = 1
    historic_event union_notification factions { turks, } 
    set_counter step_done 2
    terminate_monitor
    end_monitor




    • The red part shows the conditions. Simply remove the lines you don't like.
    • Save the text-file and start a new game.
    can i leave only the conditions that says i have to own my starting settelments so ill reunite arnor on the first turn?

    signature and avatar were made by Grímbóld'

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •