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Thread: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 3.1 // V5.0 RELEASED!!! //

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    Default Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 3.1 // V5.0 RELEASED!!! //






    Note: This release is for TATW 3.1 and is not intended to be used with TATW 3.2


    This compilation is aimed on the improvement of the gameplay of Third Age Total War. Since most people have their own idea's on what elements would improve the gameplay, I make every submod optional in this compilation. The idea is when you start a new campaign you can choose which submods to play with and which not. I believe this is the best solution, so everyone can enjoy their own personal campaign. So YES it's a matter of a couple of clicks in your first turn and you are DONE, ready to enjoy TATW. No more messing with files regarding compatibility, this compilation is all you need!

    Gameplay Impression:
    (Let's Play by DiplexHeated)
    Spoiler Alert, click show to read: 



    Requirements:

    Download & Installation (in the following order!) :



    !!!DOWNLOAD-LINK HERE!!! [Mirror 2]

    Gamefront do not work in all countries.
    Link to ElvenKind's post with alternative DL site + a link to Khay's bugfixer, the latter is recomended to use after Baron's own Bugfixer !!!HERE!!!


    1. Download the installer from the link above (choose one!!!), run it and follow the instructions.
    2. Donwload the bugfixer at the end of this post. Extract with Winrar/Winzip, run the installer and follow the instructions. Don't forget this step people!

    If you have installed everything correctly, the start of your campaign should have this introduction screen:

    Spoiler Alert, click show to read: 




    If you don't get this introduction message, then it means you have NOT pointed the installer to the correct Third_Age_3 folder (Normally this is C:\Program Files\SEGA\Medieval II Total War\mods\Third_Age_3) on your computer!!! Choose this folder destination MANUALLY with the installer if necessary!!!

    The following submods and projects are included into this compilation:

    -------------------
    Sauron & the One Ring by Baron Samedi
    (part of TATW 3.0)

    Unleash Sauron when playing a campaign by capturing
    the one ring for it's master.
    -------------------
    Immortal Nazgūl by kai

    Make the Nazgūl respawn once they have died in battle.
    -------------------
    Total Recruitment by Baron Samedi

    Play with a more arcade-like recruitment-system for a
    more action-oriented campaign - who said you need to
    play 100+ turns with basic militia!
    ------------------
    The Reforging-concept of the Elven Factions by
    Aikanįr & Louis Lux
    (coding & scripting by Baron Samedi)

    Reforge the ancient elven kingdoms by fulfilling
    certain conditions.
    -------------------
    The Beacons of Gondor by Baron Samedi

    Prevent the enemies of your allies from crushing them
    and recieve help from your allies when needed.
    -------------------
    Real Alliances by TNZ

    Help your ally by recovering lost settlements and get
    rewarded for returning them. Furthermore create your
    own good v.s. evil campaign!
    -------------------
    Additional Units by Agostinos

    Play with additional units.
    -------------------
    Corsair Invasions by Archaon
    (part of TATW 3.0)

    Eliminate the pirate threat as Gondor.
    -------------------
    Start With Arnor by Baron Samedi

    Choose to play with Arnor from the start of your campaign.
    ------------------
    The Palantir by Theodotos I
    (reworked by Baron Samedi)
    (obsolete with the release of TATW 3.0)

    Choose to use the palantir once you acquire it and
    gain a significant advantage in your campaign by
    observing your enemy's plans for a limited amount
    of time!
    -------------------
    Immortal Heroes by Baron Samedi

    Make heroes respawn once they have died in battle.
    -------------------
    Lost Capital Events by Baron Samedi
    (obsolete with the release of TATW 3.0)

    Get informed by events when A.I. factions lose their
    starting capitals to their enemies (good or evil).
    -------------------
    Small Projects by Hero of the West, Raiven,
    Jarlaxe & MasterBigAb

    Play with new events (such as weathertop) which
    add more flavour to the game.
    -------------------
    The Elves Departure by Hero of the West
    & Baron Samedi

    Convince the elves not to leave Middle-Earth by
    improving your overall campaign performance.
    ------------------
    Counter Invasions by Baron Samedi

    Help other ''good'' factions by defending their cities
    against the invasions of evil forces.
    -------------------
    All Factions Horde by Baron Samedi

    Factions without any settlements left will continue to
    exist if they have any armies left.
    ------------------
    Faction Conversion by Supermoler
    (reworked by Baron Samedi)

    Convert your faction into an ''evil'' or ''good'' religion
    once you fulfill certain conditions.
    -------------------
    Tech Tree Events by Baron Samedi (WIP)

    Unlock more powerful and new units faster by
    capturing the resources of your enemies.
    -------------------
    Resurrect Allied Factions by Baron Samedi
    (concept by Scout of Imladris)

    Resurrect defeated allies by holding their starting
    capitals.
    -------------------
    Optional Garrison-Script by Baron Samedi

    Choose to play with or without the garrison-script
    with just a click in your first turn.
    -----------------
    Interactive Gameplay Mod by Germanicu5

    Submod-compilation in itself that contain the following
    features: spoils of war, achievements,
    travelling merchants, diplomacy.
    -------------------
    Re-emergent factions by Baron Samedi

    Defeated A.I. factions will re-emerge based on certain
    conditions.
    -------------------
    Total Diplomacy by Withwnar

    Diplomacy-releated submod, with the following features:
    forced diplomacy, Rammas Echor passage,
    allied fort ownership, allied allies.
    -------------------
    Sauron & the One Ring (part 2) by Baron Samedi
    (part of TATW 3.0)

    Allow A.I. controlled Mordor to unleash and use Sauron
    in the campaign. Furthermore destroy Sauron and Mordor
    by destroying the ring.
    -------------------
    Settlement Viewer by Baron Samedi
    (concept by alpaca)

    View your own settlements and garrison on the
    battle map anytime during your campaign.
    -------------------
    The Oathbreakers by Adjudant-Major & Baron Samedi

    Summon the Dead Men of Dunharrow through Aragorn
    so they can aid you against the evil forces of Sauron.
    -------------------
    Choose Your Next Heir by Baron Samedi

    This feature refines the original concept of choosing
    your next heir by making it much easier to appoint
    the new heir.
    -------------------
    The White Council by Baron Samedi
    (part of TATW 3.0)

    Let your faction leader or ringbearer participate in the
    meeting of the White Council if you are being
    summoned by it's leader when playing as a good faction.
    -------------------
    The Return of the King by Kiliē Alģ

    Choose to restore the ancient bloodline of Gondorian
    kings with the return of Aragorn in case he offers his
    services to Gondor.
    -------------------
    Limited A.I. Stack Spam by Baron Samedi

    Fight more decisive and less repetitive battles against
    the A.I. Never feel like you are dealing a stinging blow
    to your enemies or that the battles even matter? Well
    now you do if you choose to play with this feature!
    -------------------
    The Reunited Kingdom by Baron Samedi (WIP)
    (concept by the former RK-mod team, faction
    symbol by Tokus*Maximus, dome of
    stars building + honor guard by alreadyded)

    Choose to reunite the Kingdom of Arnor & Gondor once
    you fulfill specific campaign objectives when playing
    as one of these factions.
    -------------------
    Optional Invasions by Baron Samedi

    Play a campaign without any invasions commissioned by
    the Dark Lord. Otherwise customize the feature by
    determining the start of when invasions can be launched.
    Tired of seeing your early game being ruined when
    playing as Rohan by the early invasion on Edoras? If yes,
    then this feature is a must-have for you!
    -------------------
    Shelob by Baron Samedi
    (spider unit by alreadyded)

    Let Shelob, the evil spider from Torech Ungol spawn
    under certain conditions.
    -------------------
    Heirs of Isildur by smoesville

    Keep the line of kings alive as long as there is a trueborn
    male heir.
    -------------------
    Gandalf the White by Baron Samedi
    (unit from Heroes Mod + portrait by Louis Lux)

    Let Gandalf the Grey respawn as a more powerful Gandalf
    the White for any ''good'' faction in case he gets killed.
    Furthermore choose to sacrifice Gandalf the Grey to
    get rid of the Balrog in Moria.
    -------------------
    Good v.s. Evil campaign by Baron Samedi

    Good factions will be allied with each other as long as any
    of the evil factions are alive. Similarly evil factions will
    be allied with each other until all good factions are
    destroyed.
    -------------------
    Be Evil, Stay Evil by Baron Samedi

    Evil factions will be rewarded if they manage to exterminate
    the population of conquered settlements and execute
    captured prisoners in the form of a overall cultural boost
    (followers of Melkor).
    -------------------
    The Nine by Baron Samedi

    Command or fight all of the Nine Nazgūl the moment you
    start a new campaign.
    -------------------
    Heroes Mod by Louis Lux

    Play with heroes that look as faithful as possible to the
    movie adaptations.

    -------------------
    Real Looting by Baron Samedi

    Receive additional resources for successfully raiding
    enemy provinces
    -------------------
    Playable Dark Lord Faction by Baron Samedi

    Take control of Barad-Dūr with the Dark Lord and prepare
    yourself for the final war against Men and Elves
    -------------------
    Additional Invasions by Baron Samedi (WIP)

    Choose to play epic siege battles in your campaign
    -------------------
    Visible Allied Settlements by Baron Samedi

    Follow real-time the progress of your allies by observing
    the settlements they have in possession
    -------------------
    Starting Balrog by Baron Samedi

    Choose to resurrect the Balrog from the start of your
    campaign if you don't want to wait 100+ turns
    -------------------

    Notes:

    * this compilation is not save-game compatible!
    * this compilation is not compatible with other submods!
    * this compilation is only designed for the regular campaign (not the fellowship campaign)!
    * this compilation is not designed for hotseat games!
    * please read the F.A.Q. below before you ask any questions!
    * questions about vanilla features should be asked here!
    * questions about modding should be asked here!


    FAQ:

    Spoiler Alert, click show to read: 

    -------------------
    Immortal Nazgul:
    -------------------
    * My Witch-King dies and when he respawn he isn't the Faction Leader of Mordor anymore?
    Known limitation of the immortal-nazgul-script.
    -------------------
    Total Recruitment (TR):
    -------------------
    *If I conquer for instance Minas Morgul with Gondor do I have immediate access to the complete unit roster of Gondor?
    No, culture still remains important as it should be, however the culture requirements to recruit units are slightly less strict than in vanilla (50% is the maximum).
    -------------------
    *Are there still the barracks events in the campaign?
    No it doesn’t fit well in Total Recruitment.
    -------------------
    * Can I now build AOR units such as Marines, Swan Knights and Mumakils in every settlement?
    No this is perfect as it is right now in vanilla.
    -------------------
    * If I build more advanced barracks, are there any changes in recruitments-pools?
    No, the maximum unit pool size remains 1 for each type of barracks, meaning there will be at max. one unit of each type available every turn. The reason for this is to prevent the human player from spamming armies in a single turn and to stimulate the player to build more advanced barracks.
    -------------------
    * Since I have complete access to a faction's roster are there any incentives for me to recruit low-tier units?
    Yes you could build only elite stacks, but you still need a developed economy to support them. Therefore it is advised to produce well balanced armies or the recruitment upkeep will kill you eventually.
    -------------------
    The Reforging-concept of the Elven Factions:
    -------------------
    * What are the conditions to reform the elven factions?
    For High Elves:
    1)conquer and hold: Mithlond, Harlindon, Forlindon, Imladris, Elostirion, Ost-in-Edhil, Lond Daer, Eryn Vorn
    2)after you have done this you will be notified through a event that you have undertaken the first steps to reform Lindon
    3)develop Ost-in-Edhil to a city in case is isn't already
    4)build the history guild (third level --> score enough points to unlock it!) in any given region, build the jewel-smith guild (second level --> score enough points to unlock it!) in Ost-in-Edhil
    5)you will be given the option to form Lindon, after this you can recruit Smiths of Eregion in Ost-in-Edhil (after you have at least 80% culture)
    -------------------
    For Silvan Elves:
    1)conquer and hold: Cerin Amroth, Caras Galadhon, Eryn Dolen, Dol Guldur, Emyn-nu-Fūin, Ost-in-Gīl, Thranduil's Halls
    2)After you have done this you will be notified through a event that you have undertaken the first steps to reform Woodland
    3)develop Dol Guldur & Thranduil's Halls to city in case they aren't already
    4)build the forester guild in any given region, build the dance guild (second level --> score enough points to unlock it!) in any forest region.
    5)you will be given the option to form a new Sindarin kingdom, after this you can build ent-houses in regions that have the ''forest''-resource and furthermore you can recruit ents (after you have at least 80% culture)
    -------------------
    * What happens if Elrond dies?
    You can’t reforge HE.
    -------------------
    * Can I check the above conditions also in the game?
    Yes check the ancillaries/retinues of the faction leader of both elven factions!
    -------------------
    The Beacons of Gondor:
    -------------------
    * Can I help my ally every time one of their key settlements is under siege?
    Yes, but watch your treasury, it will cost you money every time you send reinforcements for help.
    -------------------
    * What are the requirements regarding asking for help?
    1. Minas Tirith/Dol Amroth/Edoras/Hornburg needs to be under siege by an enemy army
    Dale/Esgaroth/Erebor/Azanulimbar-Dūm needs to be under siege by an enemy army
    Moria/Goblin towns/Gram/Carn Dum
    2. You must have build the beacon of Minas Tirith/Edoras in ... (you do the math)
    You must have build the nest of great ravens in Dale/Erebor
    You must have build the drums of the deep in Carn Dum/Moria
    3. You must be allied with Rohan/Gondor
    You must be allied with Dale/Dwarves
    You must be allied with OoG/OoMM
    4. You can't ask for aid before turn 50 as Gondor (for Rohan this is turn 40, since they are usually the first invasion target)
    For Dale/Dwarves it is 50 turns
    -------------------
    * What are the consequences of asking for help and helping your ally?
    Regarding receiving help from your ally: Your ally will send reinforcements directly next to the settlement that is under siege. Take command of them and destroy the enemy army within 2 turns. You will give them a small reward for their service to Gondor once they successfully helped you. Regarding helping your ally: Next to the settlement that is under siege, an army will spawn, ready for your command. Save your ally and get rewarded for your service, if not your reinforcements will automatically disappear within 2 turns. Your relations with your ally will also improve.
    -------------------
    * Will it be hard for the A.I. to conquer key-settlements of my ally:
    Depends on how well-stacked your pockets are and your willingness to help.
    -------------------
    * Could important characters also be relocated/moved to use them as reinforcements?
    Not possible with the current engine (you can't move characters that aren't labeled properly). The reinforcements are always lead by Theoden, no matter what.
    -------------------
    * Will you apply your ''beacon-system'' also to other allied factions besides Gondor & Rohan?
    Dale and the Dwarves have since patch 1.1 a similar system.
    OoG and the OoMM have since patch 1.2 a similar system.
    -------------------
    * I can't spend 5000 to help my ally. What now?
    Get a loan.
    -------------------
    * Wouldn't it be better that the A.I. completely controls the reinforcements.
    This was my original preference, but due to the limits of the game it is not fully implementable unfortunately.
    -------------------
    * I asked for aid, got it, but when I fight (and destroyed) a enemy in the region of the settlement that is under siege, the reinforcements disappear? Be sure in case you ask for help, you directly use the reinforcements to counter the siege
    -------------------
    Real Alliances:
    -------------------
    * How this mod work?
    Example (quote):
    ''1. At the start of the game, Gondor is allied with Rohan. Mordor is allied with the Harad and with Rhūn as well. Gondor is already at war with Mordor and the Harad.
    2. Gondor and Mordor have just fought a battle. As a result, Rohan declared war on Mordor and Rhūn declared war on Gondor.
    If you are playing as Gondor, Rohan, Dale, Eriador, Dwarves, High Elves or the Silvan Elves and are allied with any of the above, you may be ask for help by you allies.''
    -------------------
    Start with Arnor:
    -------------------
    * How can I start a campaign with Arnor?
    The faction Arnor won't become available at the faction selection screen. Just start a campaign with Eriador. You can select the feature once it will automatically pop up.
    ------------------
    Immortal Heroes:
    -------------------
    * Which heroes are immortal in the game?
    Gandalf, Aragorn, Faramir, Boromir, Denethor, Theoden, Gimli, Dain, Elrond, Elladan, Glorfindel, Elrohir, Thranduil, Legolas, Celeborn & Saruman.
    -------------------
    * What are the conditions for the heroes to respawn?
    You need your starting capital in your possession. This also counts for the A.I.!
    -------------------
    The Elves Departure:
    -------------------
    * What is up with all these messages that the elves are leaving?
    Quote: ''Since the current setting for the elves in vanilla isn't exactly realistic (they weren't seeking for war and wanted to leave ME, so the current settlement growth-mechanic isn't a adequate representation of their situation), patrician1 and I decided to develop and implement a new feature for everyone who wants to play with the elves. Initially the elves will leave your starting settlements (based on random chance), but as you perform better in your campaign the more elves will believe they have the power to resist the evil forces in ME. So improving your overall campaign ranking will decrease the possibility that the elves leave to the West. Once all the elves have decided to stay you will receive certain rewards (economic boost). There 5 different stages representing different probabilities (from high to low) for the elves leaving your settlements. During the campaign you will be on regular base informed at which stage you are (actually it will be triggered once the elves leave). If you reach the last stage all the elves will stay.''
    -------------------
    Counter Invasions:
    -------------------
    * How does it work?
    Quote: ''I give you the option when you play as a good faction to counter any invasion on a city of a good faction. When an invasion launched you will get option to help. When you accept --> preparations will be made. When the evil forces arrive at their destination and siege the invasion target, reinforcements will spawn under you command and ready to defeat the evil forces (it will cost some money to raise the army). If the invasion ends (whether you have succeeded or not), any reinforcements left will be disbanded.''
    -------------------
    All Factions Horde:
    -------------------
    * How does it work?
    Quote: ''This script makes all the factions horde. For example, if you destroy let's say, Isengard, an army of remaining raiders will spawn and continue to exist. The army that will spawn will contain a variety of units. Also any units that aren't destroyed will stay alive. That army will then attack the faction that owned that particular city in the first place. - If it was always theirs, they will attack a faction they are at war at, apart from you. When a Ai faction has become a horde, the player will get a message saying 'A people in flight' - telling you which faction is now a horde". The player will also get a message saying which town the horde took as their new capital - this helps give an idea of where the faction has migrated too. It also applies for the human player. If you are getting owned, you can still survive, move somewhere safer and later take everything back.''
    -------------------
    Faction Conversion:
    -------------------
    * How does it work?
    This feature let's you convert your faction into an ''evil'' or ''good'' religion once you fulfill certain conditions
    * To which factions does this feature apply?
    Gondor, Rohan, Eriador, Harad and Rhun.
    * What are the conditions to convert?
    If you have less than 3 settlements left. In case of Harad: > 18 settlements, Rhun: > 14 settlements.
    * What happens if I convert:
    When playing as Gondor, Rohan or Eriador you will be allied with evil factions and you can join invasions launched by Sauron. Furthermore all good factions will declare war to you. The opposite applies to Rhun & Harad. After conversion people might rebel in any of your starting settlements you posses. Unrest will happen last for 10 turns.
    * Can I still recruit units after conversion due to different religious requirements of units?
    Yes, new recruitment-pools become available with adjusted religious requirements.
    * Can I revert back later in my campaign?
    Currently not.
    -------------------
    Tech Tree Events [WIP]:
    -------------------
    * How does it work?
    The tech tree event (apache-tribe gameplay from america's campaign)-script changes the way you can recruit units and construct buildings. If you perform better in your campaign by capturing the equipment and resources from your enemies, you will be able unlock more powerfull and new units faster. Every time you will unlock a certain feature, you will be informed by a epic custom made video event!
    * To which factions does this concept applies?
    To the Orcs of the Misty Mountains & the Orcs of Gundabad. This feature makes playing with both mentioned factions a new exciting and entertaining experience you never had before!
    * What are the conditions to unlock units?
    Find out by yourself. Just plunder and kill your way into Middle Earth. It's that simple for an Orc!
    * Will there still be barracks events?
    They won't have any effect when you play with this feature (as it should be).
    -------------------
    Resurrect Allied Factions:
    -------------------
    * How does it work?
    Quote: ''This feature allows you to revive former allies by holding their former capital
    (you also have to keep your own starting capital in possession). If an A.I.
    faction wasn't your ally when it lost all of their settlements, you can't
    resurrect them later in the campaign when you occupy their starting capital.
    * Which factions can you revive?
    All good faction can revive each other and vica versa.
    * What do I have to do to revive a faction?
    Hold your starting capital and conquer the capital of your former ally. Press yes to resurrect your ally when an event pops up. Then use your spawned diplomat to give the settlement to your ally.
    -------------------
    Optional Garrison-Script:
    -------------------
    * Does the script also applies to A.I. vs A.I.?
    Yes, there is no other choice.
    -------------------
    Interactive Gameplay Mod:
    -------------------
    For more info or questions go here: http://www.twcenter.net/forums/showthread.php?t=304850
    -------------------
    Re-emergent Factions:
    -------------------
    * How does it work?
    Quote: ''This feature allows defeated A.I. factions to re-emerge on the campaign map
    based on several conditions. These conditions are as follows: the faction in
    question has lost all it's settlements/armies and once the unrest in the former capital of the defeated faction is high enough, then chances are that the faction will re-emerge. The defeated faction will get one stack with a new faction leader and will act as horde and therefore they will try to find a new suitable homeland for their new empire. If you as human player defeat for
    instance Rohan and you don't want them to re-emerge, you will have to make sure
    that the people of Edoras are at least content with you as their new leader.''
    -------------------
    Total Diplomacy:
    -------------------
    For more info or questions go here: http://www.twcenter.net/forums/showthread.php?t=463385
    -------------------
    Settlement Viewer:
    -------------------
    * How does it work?
    1) Press the "Locate position of settlement on the map" button of any settlement you have in possession.
    2) Click on ''show me how'' button from the advisor that will pop up
    3) A battle will be simulated. Start deployment and the battle
    4) Freely explore your city without any interruption
    5) Press the escape button on your keyboard and wait a couple of seconds!!!
    6) End the battle and DO NOT continue it.
    You will be taken back to the campaign. Start the process again if you want to view
    -------------------
    The Oathbreakers:
    -------------------
    * How can I obtain the dead army?
    You need to move Aragorn to the region of Erech. He will pick up the army of the dead ancillary. As soon as Minas Tirith is a invasion target and becomes under siege you will have the army of the dead under your command. Use them to drive off the invaders!
    -------------------
    * How long can I have the army of the dead under my command?
    As long as Minas Tirith is an invasion target.
    -------------------
    * What happens if Aragorn dies or loses the army of dead ancillary?
    The army of dead will be automatically disbanded.
    -------------------
    Choose Your Next Heir:
    -------------------
    * How do I choose the next heir?
    Select a general from your family tree once a message will pop up asking you to do so. The general in question will receive a crown ancillary. As long as he keeps it in possession he will be crowned as the heir if the current one dies or becomes the faction leader.
    -------------------
    * Can I change my decision anytime I want during my campaign?
    Yes you can. Just drag the crown ancillary to the general of your choice.
    -------------------
    The Return of the King:
    -------------------
    * What happens if I don't want Aragorn to spawn as the faction leader?
    Denethor will automatically become the faction leader and Boromir the heir. If Aragorn offer his services to Gondor, he will do so as a regular general.
    -------------------
    * What happens if I want Aragorn to spawn as the faction leader?
    Most importantly he will be your faction leader in case he offers his services to Gondor. Denethor and Boromir will become regular generals. There will be no heir unless Aragorn will have a legimate son.
    -------------------
    * When does Aragorn offer his services to Gondor?
    After turn 70 there is everything at max 10% chance he will offer his services. Alternatively when an invasion is launched on Minas Tirith, Aragorn will also help you out when playing as Gondor.
    -------------------
    Limited Stack Spam:
    -------------------
    * How do you limit A.I. stack spam?
    A.I. can 't use the money debt script unlimited. Also the A.I. won't receive stacks and money out of thin air if they happen to lose their settlements.
    -------------------
    * Will giving A.I. factions limited access to money debt won't make them permanently bankrupt?
    My finding have produced results that can label this statement as a fable. The use of the money debt script actually makes A.I. factions permanently bankrupt! The money will be spend by the A.I. on the recruitment of new units, which in turn makes them more and more bankrupt.
    -------------------
    * What are the consequences of playing with the feature?
    You will fight more decisive and less repetitive battles. Also you will be able to give a more siginifcant blow to the A.I. in case you conquer their key settlements or win important battles.
    -------------------
    The Reunited Kingdom (RK):
    -------------------
    * How do I form the RK as Gondor?
    1) Conquer/ hold the following regions: Minas Tirith, Dol Amroth, The Black Gate, Minas Morgul, Barad Dur, Henneth Annun, Emyn Arnen, Tir Ethraid and Goben Tolfalas.
    2) Eriador must have formed Arnor.
    3) Aragorn must be alive or Isildur's heir.
    4) Be allied with Arnor
    5) Rebuild the Dome of Stars in East Osgiliath (can only be done if you have completed step one)
    6) Rebuild the Great Bridge in West Osgiliath (can only be done if you have completed step one)
    7) Rebuild the North South Road in Minas Tirith, Osgiliath, Minas Ithil (can only be done if you have completed step one)
    8) Accept the option to form the RK
    -------------------
    * What will happen if I accept?
    Arnor will join your faction. You will get all of their settlements they currently. You will be able to recruit their units in their starting settlements. You can recruit Honor Guards in East Osgiliath. Harad and Rhun will get a boost if they are alive.
    -------------------
    * How do I form the RK as Arnor?
    1) Conquer/ hold the following regions: Bree, Annśminas, Fornost, Amon Sūl, Tharbad, Coldfells, Hoarwell, Lond Daer, Argond, Carn Dūm and Gram.
    2) You must have formed Arnor.
    3) Aragorn must be alive or Isildur's heir.
    4) Be allied with Gondor
    5) Rebuild Fornost Erain in Fornost (can only be done if you have completed step one)
    6) Rebuild The Tower of Amon Sūl in Amon Sūl (can only be done if you have completed step one)
    7) Rebuild the North South Road in Bree, Tharbad (can only be done if you have completed step one)
    8) Rebuild The Bridge of Tharbad in Tharbad (can only be done if you have completed step one)
    9) Rebuild The Port of Lond Daer in Lond Daer (can only be done if you have completed step one)
    10) Accept the option to form the RK
    -------------------
    * What will happen if I accept?
    Gondor will join your faction. You will get all of their settlements they currently. You will be able to recruit their units in their starting settlements. Harad and Rhun will get a boost if they are alive.
    -------------------
    Optional Invasions :
    -------------------
    * How does it work?
    Following the instruction when activating the feature in-game. You can choose to play without any invasions. If you play with invasion, you can choose start: turn 0, start: turn 50 or start turn: 100 with invasions.
    -------------------
    Shelob:
    -------------------
    * How does Shelob spawn?
    The moment you enter the Cirith Ungol region with a character you will disturb her and she will be unleashed. This is not the case if you play as Mordor.
    -------------------
    Heirs of Isildur:
    -------------------
    * How does it work?
    Every son of Aragorn will receive a custom line of Isildur trait. As long as the line of Isildur is alive you will be able to form Arnor or the Reunited Kingdom without a living Aragorn.
    -------------------
    Gandalf the White:
    -------------------
    * How do I defeat the Balrog with Gandalf the Grey?
    Select him in Moria (when playing as Eriador. You can choose to let Gandalf fight the Balrog.
    -------------------
    * When does Gandalf the White spawn?
    When Gandalf the Grey dies. He will spawn for every good faction. If you play as Eriador and manage to lose Gandalf the Grey, then Gandalf the White will always respawn for Gondor.
    -------------------
    Good v.s. Evil campaign:
    -------------------
    * Can I still attack my ally and can they still attack me?
    Yes it is technically possible but it is very unlikely, since the relation with your ally will stay perfect unless all good/evil factions are destroyed.
    -------------------
    Be Evil, Stay Evil:
    -------------------
    * Should I exterminate every enemy?
    It is up to you. The more you do it, the more your population will become faithfull to Sauron. Exterminate settlements and executing captured prisoners with your faction leader, will grant you the highest cultural bonus.
    -------------------
    Real Looting:
    -------------------
    * How can I loot?
    Very simple, use your army and position them on the lands of your enemies. When you notice the devastation on the tile your army is standing, that is when you will receive additional money. These mechanics also apply to the A.I. So force them to get of your lands if you don't want them to loot your territory.
    -------------------
    Playable Dark Lord Faction:
    -------------------
    * I am in possession of Barad Dur, but how can attack my enemies if I blocked off by Mordor?
    Position a named character of your faction near the Black Gate and click on this character. You can now give the order to take control of the Black Gate without declaring war to your ally Mordor.
    -------------------
    Starting Balrog:
    -------------------
    * If I choose not to have the Balrog as a starting general can I still resurrect him later in my campaign?
    Yes it is still possible to resurrect the Balrog. You as the OotMM need to construct Mithril Mines in Moria and you need to have past turn 90 in your campaign.
    -------------------


    Changelog:
    Spoiler Alert, click show to read: 

    -------------------
    V1.0:
    * fixed one ring description for Frodo
    * diplomacy-script updated & extendend to OoG & Arnor
    * implemented real ''palantir'' effects (script) + fixed not working trait + custom video event + reduced possibility acquiring palantir + negative effects of using the palantir + palantir can be acquired from another general after a succesfull battle
    * barracks events will occur on turn 30 & 58
    * Sauron will die when Mordor is played by A.I. to prevent ctd for siege-battle Barad Dur
    -------------------
    V2.0:
    * fixed sfx sounds
    * added lost events for the palantir script (which should prevent ctd's as from turn 125)
    * fixed game not remembering recruitment-pools of constructed buildings when playing with Total Recruitment
    * implemented feature: Immortal Heroes
    * implemented feature: Captured A.I. Capital Messages
    * implemented feature: Small Projects
    * implemented feature: The elves departure
    * implemented feature: Counter invasions
    * fixed fountain guard recruitment-pools after barracks events
    * fixed aragorn strat-map model when starting as Arnor
    * fixed wrong spawn point for ai beacon-aid hornburg
    * new video-event when good ally lost/recapture a settlement for allied-aid-script
    * new video-event when evil ally lost/recapture a settlement for allied-aid-script
    -------------------
    V3.0:
    * easy to use installer incorporated!
    * implemented feature: All Factions Horde
    * implemented feature: Faction Conversion
    * implemented feature: Tech Tree Events
    * implemented feature: Resurrect Allied Factions
    * implemented feature: Optional Garrison-Script
    * implemented feature: Interactive Gameplay Mod
    * implemented feature: Re-emergent Factions
    * implemented feature: Total Diplomacy
    * implemented feature: Sauron & the One Ring (part 2)
    * fixed ballista/catapult/troll cages-bug when playing TR
    * starting recruitment-buildings will be auto-destroyed when playing TR
    * recruitment of units that are tied to custom buildings are removed from recruitmentpools TR
    * added missing unit from AUM
    * added some missing regional video-events
    * corsair-invasion event will not display for human Harad-player
    * barrack events are not yes/no events anymore
    * starting religious buildings will be auto-destroyed
    * mordor will receive extra kings purse (7500) to compensate for high nazgul upkeep
    * sauron is now useable in siege battles, thanks to Moneybags14
    * sauron launches fire balls and he can blast city gates open, thanks to Adjudant-Major
    * new introduction event
    -------------------
    V4.0:
    * implemented feature: Sauron & the One Ring reworked (also part of TATW 3.0!)
    * implemented feature: Settlement Viewer
    * implemented feature: The Oathbreakers
    * implemented feature: Choose Your Next Heir
    * implemented feature: The White Council (also part of TATW 3.0!)
    * implemented feature: The Return of The King
    * implemented feature: Limited A.I. Stack Spam
    * implemented feature: The Reunited Kingdom
    * implemented feature: Optional Invasions
    * implemented feature: Shelob
    * implemented feature: Heirs of Isildur
    * implemented feature: Gandalf the White
    * implemented feature: Good v.s. Evil campaign
    * implemented feature: Be Evil, Act Evil
    * implemented feature: The Nine
    * removed feature: The Palantir (obsolete with TATW 3.0)
    * removed feature: Lost Capital Events (obsolete with TATW 3.0)
    * removed feature: Rammas Echor Passage & Allied Fort Ownership (for technical reasons)
    * fixed building browser title descriptions
    * improved counter invasion army spawn for eriador (inclusion of Greenway Sentries instead of Hobbit Infantry)
    * less OP (no more ents & trolls) rewards from achievement mod
    * rewrote some scripts for better campaign turn performance
    * elves passing event will happen less often
    * when activating TR you don't need to construct new recruitment-buildings in every starting settlement you have (similar to vanilla gameplay)
    -------------------
    V5.0:
    * implemented feature: Real Looting
    * implemented feature: Playable Dark Lord Faction
    * implemented feature: Additional Invasions
    * implemented feature: Visible Allied Settlements
    * implemented feature: Starting Balrog
    * playing with Real Alliances doesn't automatically reveal tiles of allied settlements
    * updated AUM (vanilla recruitment conditions & addition of Mounted Axeman)
    * fixed adoption of wrong bodyguards when playing the RK
    * when forming RK you will get ownership of siege weapons as well
    * when playing with Harad or Rhun you can now also choose your heir
    * fixed immortal nazgul spawn when playing without the starting nine nazgul?
    * fixed theoden silver skin when playing beacons of gondor
    * countless other bugfixes
    -------------------
    Bugfixer for V5.0:
    * fixed missing heroes models
    * fixed recruitment of Mounted Axeman when playing TR


    To Modders:Feel free to use whatever you please of this outdated mod.
    Last edited by Baron Samedi; August 05, 2016 at 06:00 AM. Reason: V5.0 Released!!!
    Under the patronage of MasterBigAb

  2. #2

    Default Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1

    Great idea! Thanks for your work!

    I have one suggestion. In my campaigns Imladris is often captured by the orcs. There should be a script, that when Imladris is sieged, that a few Dunedain Rangers help to defend it. I think they would do this, because Imladris support the Dunedain and it is the only "friend" there for them in the north. Also the Dunedain heir lives a short time in Imladris and they have a good friendship to the House of Elrond. What do you think?

    (Sorry for my english.)

  3. #3

    Default Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1

    Good job Baron!

    Oh and Scout of Imladris (with the emblem of Arnor) your English is not that bad











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  4. #4
    Varjon's Avatar Praepositus
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    Default Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1

    Nice of you to gather all in one place. +rep

  5. #5

    Default Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1

    Nice. +rep
    "Τίποτα δεν είναι αληθινό, όλα επιτρέπονται."

    My political profile.

  6. #6
    koultouras's Avatar Πέος
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    Default Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1

    bravo baron.....! keep up!


  7. #7
    Violator's Avatar Centenarius
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    Default Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1

    Great idea!! TA will become the game it should have been from the start!! +rep!!

  8. #8

    Default Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1

    excellent idea!
    +rep

    signature and avatar were made by Grķmbóld'

  9. #9

    Default Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1

    Baron... Have I died and gone to heaven??!?!?!

    Anyways kinda reminds me of Deus Lo Vult (you know which scripts to activate?) Rep my friend!
    ARG I DONT WANT TO SPREAD REP!!!!

  10. #10

    Default Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1

    Compatiable with AUM? :o

  11. #11

    Default Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1

    Quote Originally Posted by The Black Goldfish View Post
    Compatiable with AUM? :o
    second that..does it compatible with AUM?

  12. #12
    Baron Samedi's Avatar Citizen
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    Default Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1

    Quote Originally Posted by drogoth232 View Post
    Baron... Have I died and gone to heaven??!?!?!

    Anyways kinda reminds me of Deus Lo Vult (you know which scripts to activate?) Rep my friend!
    ARG I DONT WANT TO SPREAD REP!!!!
    I have a good suggestion: rep all the people who allowed me to use their great work and ideas!

    Quote Originally Posted by The Black Goldfish View Post
    Compatiable with AUM? :o
    Good point. I have a better idea and that is including it into this compilation. I wil ask Agostinos for his permission. For now I will include his work.

    @all: thank you for your nice words.
    Under the patronage of MasterBigAb

  13. #13
    Louis Lux's Avatar Into the Light
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    Default Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1

    Since this a gameplay compilation isn't it best to leave AUM out of it? Making a compatible version should take like 2 seconds anyway.

  14. #14
    MasterBigAb's Avatar Valar Morghulis
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    Default Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1

    Very nice, +rep

  15. #15

    Default Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1

    A lot of people will definitely appreciate this. Well done.

  16. #16
    Legio's Avatar EMPRESS OF ALL THINGS
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    Default Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1

    Sounds sexy man. +rep

  17. #17
    Baron Samedi's Avatar Citizen
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    Default Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1

    Quote Originally Posted by Louis Lux View Post
    Since this a gameplay compilation isn't it best to leave AUM out of it? Making a compatible version should take like 2 seconds anyway.
    It is a bit more complicated unfortunately. This compilation also includes a totally customized recruitment-system. The consequence of this is, is that I have to edit all the recruitment-pools (recruitment/availability times) of all the new units for every type of barracks and match them with all the other units who perform somewhat similar. So it's not just a case of copy and paste in the EDB . To save me some time in the future it is better to include it now and be done with it, rather than keep making this compilation compatible with AUM.

    Quote Originally Posted by Jean=A=Luc View Post
    A lot of people will definitely appreciate this. Well done.
    Hope so J-A-L, since it cost a lot of time to put everything together and keep it as bug-free as possible.

    Progress: Implemented TNZ's aid script and extended it to OoG & OoMM so these factions can help each other by recovering any lost settlements. Furthermore I also want to include Archaon's corsair invasion script. See OP for new screenshots and info.
    Under the patronage of MasterBigAb

  18. #18

    Default Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1

    Great, that was THE thing I was waiting for !! Make TATW 2.1 more interesting and different depending of the faction you play with.
    Thanks Baron Samedi

  19. #19

    Default Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1

    By Jahve and Saint George, goddes Khali and by the Force, THIS is a mod i've been looking for for quite some time, You're the true Funkmaster D.

  20. #20
    Freakwave's Avatar Tiro
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    Default Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1

    This is a great idea. Have you considered adding a diplomacy mod so the good guys will fight evil but never each other?
    .
    .




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