I played again but MOS has more variety (still it is a good music in the vanilla)
I played again but MOS has more variety (still it is a good music in the vanilla)
JPEmpire is gone!Sauron will conquer all TWC!!!! BUT I can also enjoy the mods (yes I have a computer don't judge Mordor ok?)
Recommended Mods:
EUROPA BARBARORUM 2,ROMA SURRECTUM 2,RISE OF THE THREE KINGDOMS,STAINLESS STEELANDDark Lord simulator (Third Age)
Spoiler Alert, click show to read:
New Dale banner? Look at the archer's chestplate!
Also we now know how the Dale units look like as seen in the movie.
Spoiler Alert, click show to read:
Unintended consequences of design decisions.
I can understand that for visual impact floating banners were not an important item in the design of this mod. My first Total War game was Rome, and I always turned them off.
In the intervening years I have become older, and picked up a disease or two, and my overall vision has declined to the point that over the last couple of years on some Rome and Medieval mods I found it necessary to swallow my pride and turn banners back on.
You, of course, can design the game any way you want, but the file is called PREFERENCES. There are other mods I play where the suggestion and default condition is banners off, but I have the option to turn them on. I can chose to do so not for aesthetic reasons, not to gain some minor advantage, but due to physical limitations.
Perhaps the over 60 demographic is one you desire to exclude, but my suggestion is to SUGGEST that the game be played without banners, but as you cannot foresee every circumstance perhaps a little understanding on your part is in order. This is after all a game, a game is meant to be played, currently after fighting a handful of battles I must stop for several hours, before I can continue.
DID YOU KNOW?
A large group of Baboons is called A Congress.
Is that an insult to Baboons?
You want to turn on battle banners again? Turn them on in medieval2.preference.CFG file, and in TATW.CFG file. That's how I did it.
Change "show_banners = 0" to "show_banners = 1"
Save an Exit. After that, right mouse click on medieval2.preference.CFG file, go to Properties, and, set Attributes to Read-Only. Apply and OK.
Do the same with TATW.CFG file. Make changes, Save an Exit. After that, right mouse click on TATW.CFG file, go to Properties, and, set Attributes to Read-Only. Apply and OK.
Last edited by ElvenKind; October 17, 2013 at 02:12 PM.
American, French, Israeli and British government's ILLEGAL aggression against the Syrian people, without any proof for chemical attacks in Douma, and without waiting for OPCW to conduct their investigation..
Sons of *******, leave that poor, war torn country in peace.
If you are a citizen of one of these countries, then DO NOT ask any help from me on these forums, since, in protest against this aggression by your governments, I do not provide assistance/help anymore.
Let Syria be finally in peace.
A video of false chemical attack in Douma, Syria, which led to Western illegal attacks.
I was pretty sure I knew how to turn banners on and off, although it's been a year since doing so in Medieval ( been playing a different game for a while ). The first time I changed the setting, I forgot to make it read only, but I did so the second time. After doing this I fired up the game could not see the banners and submitted my suggestion. After reading the reply I checked again, and ,yes, I had made the change correctly. I then took a very close look during a battle. The banners were there.
It is therefor a statement of either, the banners are very small, or my eyesight is really that bad.
DID YOU KNOW?
A large group of Baboons is called A Congress.
Is that an insult to Baboons?
I was wondering if there was any way to add unit replenish in this mod. I've always like that idea instead of retraining.
Could the Isengard settlement in MOS be stronger, producing cheaper units or whatever? That would give Isengard a chance of becoming a big power as it is supposed to be...
Hello Ric'
You have to bring up that in the MOS-thread, since this is a thread for vanilla TATW and not the TATW-submods
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
http://scifi.stackexchange.com/quest...ient-to-sauron
Link to a complete middle earth map.
Fourth age total war mod?
Two campaign maps, the west and the far east.
Why would the followers of Melkor stop at the West? Their influence could most probably go to the far east.
There is virtually no lore about far east middle earth, aside from the southern bit of it containing dwarves and elves. There is a civilization of men there and elves, though not eldar. It seems like it would be less advanced.
The 'complete map' in your link is a David Day imagining. Day is, hmmm..., not well respected amongst Tolkien scholars. Try Karen Wynn Fonstad's maps in Atlas of Middle-earth, they are based on Tolkien's actual maps.
There is a Fourth Age mod in the mod forums for Rome Total War.
I've no doubt that this occured to someone else and has already been suggested -who knows, maybe it even happens in game -I'm on my first playthrough. So I got just hold of the One Ring, playing Dale and I'm awaiting the next step in the adventure (no spoilers please- though I've a fair idea what has to happen next). Anyway, it occured to me, wouldn't it be good if the general in possession of the Ring could go invisible in battle - no, just kidding, - if the general with the ring could have his traits altered to become crueler and greedier over time. And that there might even be a chance of him abandoning the faction. Who knows, maybe that's already in the system?
Also - again, this might already be in game-if the King of the faction picks up the Ring might there be an opporuntiy for him to flip allegiances and set his Faction to follow Melkor? And take the Ring to Sauron - if the player so wished?
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Ok.so a few turns further in and I see my first suggestion is already in the game...so, I'm even more in awe of the mod than I was, and on a scale of one ten to ten I was already at ten, so consider me pretty much, fairly, no beating about the bush, respecting monsieur King Kong et al.
Last edited by Greasy Dave; June 03, 2014 at 03:58 PM.
If you really think about it, playing as the free peoples you almost always have to go arrgo on the orcs of gundabad and maybe even isengard and misty mountains just to survive. I'm not sure if this faction was planned specifically to be a harder faction to play as, but the challenge is very present. Also when playing as Eriador I feel the Arnor requisites could be a little lower. The AI almost always seems to somehow trigger it at turn 40 yet at that point in my own game I'm just barely getting people in Annuminas. If you have the money and might to remake Arnor you've probably already exterminated your rivals in the mountains. Then it becomes a chore to move armies to attack Mordor unless you want to fight other "good factions". In all I believe that the requirements for Arnor should be a bit lower than they are. Perhaps The hall of kings can be built with a minor city and with less money, but I overall really like the mod and that's my only suggestion.
I agree that the changeover to Arnor should be made easier by some measure. I am okay with it being a challenge to meet the requirements, I just believe that the tremendous cost and difficulty after the change needs to be mediated. You can't upgrade your old units to the new ones, you lose all free upkeep for old units, AND you have to go through a painful stage of changing your faction's culture. This is all possible to achieve, but it requires you to have already dominated the game AND be able to patiently work through dozens of turns while your faction is stagnant. I say stagnant because you have to wait for the new units to be recruitable and survive with old armies filled with unreplenishable forces.
"What doesn't kill you makes you stronger, except the infantry, infantry will kill you."
... spies don't seem to benefit from sabotage; culture growth still seems half-working, e.g. like vanilla: what i mean is, the limitations on unit or building construction based upon population never seemed significant enough to effect game-play. i'm wondering how. also the way populations of different culture provide ability to upgrade mercenaries seems blazee, when there could be cultural events, inventions and other contributions (band-concerts are possible if there can be music with specific event notification (just kidding, but for the sake of example for the lack of "culture")). on a more down to Earth note, i was never partial to the end of a page determining land movement, as i'm guessing Sir Tolkien wasn't aware that the map would be providing a game-board, and on that note, i question what he had to say about the far north, south and east, because short of i either envision western styled coast-lines if not a project to finish m.e.'s map of all m.e.
... another fanciful suggestion: i believe outside of the Americas, there are no scouts, and when in my opinion, they should be standard to each country. as for what would be ideal, tactical maps should show supply tents/trains, scouts and battle-field herald/messenger with the king's retinue (communication between skirmish to surrender/truce), but likely not engine supported
... another sub-note about culture, i never thought vanilla's cultural conversion was anything fully-baked, as the notion of national socialist all or nothing cultural conversion andor erradication was realistic, eespecially as a norm outside a concenteation camp
... (am i to understand i'm unable to edit posts?) what i was attempting to type on this stupid phone and apparently equally non-user friendly forum, was, that outside a concentration camp, i don't think vanilla's cultural sensibilities and activities amount to much
You must have 25 posts (apperently Check) and have been a member for a week before you may edit posts.
TATW is no longer in development, nor the team active, but perhaps some sub modder might get interested in your ideas, and always feel encouraged to start to mod yourself; it's great fun. In the thread Modding Question and Help on the main page you find links to the Mod Workshop.
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