Page 1 of 10 12345678910 LastLast
Results 1 to 20 of 184

Thread: Submod Fall of Arnor Total War Version 2.4 released

  1. #1

    Default Submod Fall of Arnor Total War Version 2.4 released




    Submod Fall of Arnor Total War 2.4


    Some words.

    Well after quite some time being absent and letting this submod in the graveyard I saw the update 3.0 of LotR-TW and I thought "Why I dont update my submod to use that amazing new settlements" and so here it is the new version.


    A big thank you!
    To FATW and DaC Teams for the resources that I was able to use on this submod and to LotR-TW Team, thanks for doing such an amazing mod.


    The time period and some experiences from the campaign.
    The year its 1409 of the Third Age, as the start of the campaign you will face quite a serious threat as Arthedain, you can stay at Amon Sûl but the possibility of the Witch-King taking Fornost its 50/50 so if you lose it you only will be left with Amon Sûl in the top tier units so it will be a handicap for sure, the position of the dúnedain in the south its better but they can face quite a challenge if they let Mordor take Minas Ithil, I have seen even Minas Anor being conquered by Mordor in the late campaign, the free people of Rhovanion have quite a hard path since the Easterlings are quite aggresive. As Khazad-dûm your path will be rather easy, as the Silvan Elves its quite another story since I have seen the Orc Rabbles give them quite a beat.
    The Castamir faction shouldn't be here at this time period but since I like black númenóreans i said "why not", you can beat Harad rather easy with their own limiations.



    Credits.
    LotR-TW; The mod base in which I could did my submod.
    FATW; Strat models and textures of Amon Sûl, some cities and the strat farms textures.
    DaC; Strat models of Strongholds (Númenórean Large Cities in my submod), quotes and ancillaries.
    All the members of the forum that provided ideas, lore information and maps


    And now the preview.



    Campaign Menu




    Start Positions:
    Kingdom of Arthedain



    Kingdom of Cardolan



    Kingdom of Gondor



    Kingdom of Angmar




    Campaign:
    Arthedain & Cardolan Campaign



    New traits with descriptions




    Battles









    Changelog
    Version 1.1
    New maps of selection of campaign to free people, Arnor and Orc Rabbles.
    -Rename Numenor to Arnor.
    -Color change and creating the banners of Arnor.
    -Changing names and positions of the cities. (Tharbad, Amon Sûl, Annúminas, Imladris)
    -Small change in the shape of the helmet of Numenor units / Arnor.
    -New texture of the letters of the menu.
    -Small change of the loading screens.
    -High Noldor units added to the barracks.
    -Changing color for the Isengard faction.

    Version 1.2
    -New faction; Castamirioni Dynasty.
    -Better balance between Arnor and Angmar.
    -Rename units, towns, etc..
    -New Loading Screens from BFME II ROWK.
    -Remove faction; Dale.
    -Mordor army in Morannon.
    -New menu campaign maps.
    -Rhudaur and Snow trolls for Angmar.

    Version 2.0
    -Compatibility with LotR-TW 3.0 patch.
    -Added/retextured units for Angmar, Arthedain, Gondor and Umbar.
    -New roster for Angmar, almost removing the uruks.
    -New descriptions for traits and new ancillaries.
    -Added more regions to Eriador and reduced some in Gondor to balance the power of Gondor and Arthedain.
    -New custom generals for Arthedain, Dwarves, Umbar and Gondor.
    -Added new portraits.
    -New region/cities names.
    -Added strat ship for Arthedain.
    -New building pictures to match some of the version 3.0
    -New start positions.
    -New campaign faction selection maps.
    -Removed almost all the scripts
    -Resized some unit cards, this will continue until all units have an standard size.
    -Arthedain now can recruit hobbit militia and archers.
    -Green Mordor, yeah I took that from the Shadow of Mordor game, lore breaking but I liked so...
    -Changed Minas Morgul 6.3 to a more Minas Ithil look (Still have some stuff to change).
    -And some more...

    Version 2.1
    -Over 340 unit cards and info cards resized, they now have a standard size.
    -Dwarf lord custom strat texture fixed
    -Changed the colour of noldor units
    -Added mercenaries to Arthedain
    -Fixed a ctd issue with Erebor
    -Fixed the ctd issue with Cardolan although the faction still is marked as unplayable but you can edit the descr_strat and make it playable (The reason of being unplayable its because this faction and rhovanion are pretty much WIP)
    -Arthedain units boostered

    Version 2.2
    -Cardolan and Arthedain elite units reworked with their new unit cards made by Lanjane. Thank you.
    -Fixed names of some regions and cities to be a bit more lore friendly
    -Reworked more portraits
    -Change in Cardolan and Rhovanion building recruitment
    -Khazad-dûm now controls the Iron Hills
    -Mordor, Khazad-dûm, Angmar, Lothlorien and Cardolan campaign maps fixed/added

    Version 2.3
    -Added the rest of the palantiri
    -Added more units for Umbar, Arthedain, Khazad-dûm and the elves
    -Added new ancillaries for Tharbad, Fornost Erain, Umbar and Osgiliath
    -Fixed minor bugs

    Version 2.4
    -Change color of Cardolan Faction and banners
    -Change in names of some characters to be more lore friendly
    -Updated units of Cardolan
    -Now the barbarian culture to which Cardolan belongs have a optional interface that looks better for Cardolan
    -Fixed minor bugs
    -New unit, Cardolan Wardens the elite of Ostoher Kingdom
    -Updated buildings for Cardolan


    Instructions for Fall of Arnor 2.4
    You need to have a clean copy of LotR-TW 3.0 mod.

    °Extract the rar and copy the data and alexander folders that are inside the FoA 2.4 folder and paste it in the directory of rome total war:
    C:\Program Files (x86)\The Creative Assembly\Rome Total War
    OR if you have steam:
    C:\Program Files (x86)\Steam\steamapps\common\Rome Total War Alexander


    °Also delete the files in C:\Program Files (x86)\The Creative Assembly\Rome Total War\data\ITEMS if your game loads old models from the old LotRTW version (in example old gondorian foundry or so).

    For the last version, it won't be neccessary to install previous patchs and both the translation and the english version are in the /text folder. I hope this version can be easier to intall with that said. Enjoy!

    Old Instructions
    Instructions of installation for 2.0, 2.1, 2.2 and 2.3
    You need to have a clean copy of LotR-TW 3.0 mod.

    °Extract the rar and copy the data and alexander folders that are inside the FoA 2.0 folder and paste it in the directory of rome total war:
    C:\Program Files (x86)\The Creative Assembly\Rome Total War
    OR if you have steam:
    C:\Program Files (x86)\Steam\steamapps\common\Rome Total War Alexander


    °Also delete the files in C:\Program Files (x86)\The Creative Assembly\Rome Total War\data\ITEMS if your game loads old models from the old LotRTW version (in example old gondorian foundry or so).

    For the patch 2.1, 2.2 and 2.3 its the same:
    °Extract the rar and copy the alexander folder that is inside FoA Patch 2.1 first and then the one in Patch 2.2 and finally the one in 2.3 and paste it one by one in:
    C:\Program Files (x86)\The Creative Assembly\Rome Total War
    OR if you have steam:
    C:\Program Files (x86)\Steam\steamapps\common\Rome Total War Alexander




    Important notes
    If you want to play again the LotR-TW base mod as I do, you need to make a backup since the sub-mod mod replaces files.

    The sub-mod replaces some files from game rome total war, as some textures of buildings, so if

    you want the game without those, extract the sub-mod on the desktop save the original files and then copy and

    paste the contents of the submod folder.

    OR

    You can use the tool JSGME included in lotrtw since v3.0, for that you need to extract the whole "FoA 2.0" folder to ...\Rome Total War\Mods\ and then enable it by executing the JSGME.exe. What this tool do its simple, it just copies the submod files to the main folders, but keeping a copy of the previous files so they can be restored when you wish to disable this submod.

    Thanks to Bardo for this info!


    Enjoy



    To TesalionLortus
    Thank you a lot! for the txt files, without his backup the version 2.0 wouldn't never existed.


    LINKS

    Link for Fall of Arnor 2.4(Current version)
    http://www.mediafire.com/file/9xsj67...A_2.4.rar/file

    Old Links

    Version 2.0 Link

    https://www.mediafire.com/file/4y91ah4y8h28aha/FoA_2.0.rar


    Patch 2.1 Link

    http://www.mediafire.com/file/0azp1f..._Patch_2.1.rar


    Patch 2.2 Link

    http://www.mediafire.com/file/8z24bm..._Patch_2.2.rar


    Patch 2.3 Link

    http://www.mediafire.com/file/gjepfc...h_2.3.rar/file


    Version 2.0 Spanish Translation Link

    https://www.mediafire.com/file/opvly...lation+2.0.rar


    Version 2.2 Spanish Translation Link

    http://www.mediafire.com/file/gi2daz...lation_2.2.rar


    Version 2.3 Spanish Translation Link

    http://www.mediafire.com/file/o2qs2a...n_2.3.rar/file


    Cardolan Revamp Link

    http://www.mediafire.com/file/4m89r2...%255D.rar/file
    Last edited by ~Asukav of Epirus~; November 18, 2019 at 07:54 PM. Reason: Version 2.4 released

  2. #2

    Default Re: Sub-Mod Rise of Arnor Total War released

    FINALLY! TY TY TY

    Cant wait to play!!

  3. #3
    Hopit's Avatar Praepositus
    Join Date
    Jun 2008
    Location
    FINLAND!!!
    Posts
    5,355

    Default Re: Sub-Mod Rise of Arnor Total War released

    I hope Arnor units have high enough recruit time and/or cost. Might be too easy other wise

    Quote Originally Posted by SgtScooter View Post
    If you went to the Skyrim forums you'll see a lot posts about how it's somehow been watered down and hampered by money men making the decisions. Fact is, it's a great game and people still complain. It's the same thing as the TW franchise.

  4. #4

    Default Re: Sub-Mod Rise of Arnor Total War released

    About the cost and time, I put the cost higher but not as much as Gondor, but will lower the attack, I have not tested it much but in the next version I will fix the balance of the faction

  5. #5
    ExtremeBG's Avatar Decanus
    Join Date
    Aug 2010
    Location
    Sofia,Bulgaria
    Posts
    518

    Default Re: Sub-Mod Rise of Arnor Total War released

    nice one man,but isn't it a bit odd to have both Arnor and Free people in the same time ?shouldn't arnor be in control of their lands too ?
    I'll test it ASAP though ,hope its good.


    Macedonia(FYROM) is Bulgarian. If you don't believe me, read a book.

  6. #6
    Lü Bu's Avatar "Mightyest Man Alive"
    Join Date
    May 2008
    Location
    Split,Croatia
    Posts
    5,332

    Default Re: Sub-Mod Rise of Arnor Total War released

    Its weird to have Noldor Elves, Arnor and Rohan and Isengard with them...
    why dont you give Rohan regions to Gondor? /and isengard/
    Proud patron of Wlesmana
    Assyria Total War
    Check update thread for new HQ models
    My Workshop™


  7. #7

    Default Re: Sub-Mod Rise of Arnor Total War released

    Jw what files do u extract and where do u extract them into ?

  8. #8

    Default Re: Sub-Mod Rise of Arnor Total War released

    Quote Originally Posted by AeacidesOfEpirus View Post
    Jw what files do u extract and where do u extract them into ?
    In WinRar just select data and alexander folders and extract in the directory rome total war

    About give them over the territory of the people free to Arnor, I try but it is very unstable and gives many CTDs

    Lü Bu; What do you mean by Isengard, rohan what I think is good idea but if I remove isengard I feel that it would not have the balance evil/good.
    But I can make much stronger the Orc Rabbles...

  9. #9
    Lü Bu's Avatar "Mightyest Man Alive"
    Join Date
    May 2008
    Location
    Split,Croatia
    Posts
    5,332

    Default Re: Sub-Mod Rise of Arnor Total War released

    its just seems strange to see Arnor /2nd age/ and isengard /3rd age/ factions at same map
    Proud patron of Wlesmana
    Assyria Total War
    Check update thread for new HQ models
    My Workshop™


  10. #10

    Default Re: Sub-Mod Rise of Arnor Total War released

    Quote Originally Posted by Lü Bu View Post
    its just seems strange to see Arnor /2nd age/ and isengard /3rd age/ factions at same map
    Yeah, i know but it is very unstable so isengard remove it, I'll rename Angrenost Orcs

    Btw if anyone knows about the names of kings, soldiers and regions, from mid of the third age would be very grateful if will help me

    Here some screens of the new modifications:

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 


    Btw I'm thinking of renaming the mod to "Fall of Arnor"
    so, what do you think?

  11. #11

    Default Re: Sub-Mod Rise of Arnor Total War released

    [QUOTE=DarkCarlos 129;11515367]Yeah, i know but it is very unstable so isengard remove it, I'll rename Angrenost Orcs

    Btw if anyone knows about the names of kings, soldiers and regions, from mid of the third age would be very grateful if will help me


    a chronology of arnor
    http://tolkien.cro.net/humans/chronag.html

    a geneology of arnorian kings
    http://www.council-of-elrond.com/enc...sxofxArnor.jpg

  12. #12

    Default Re: Sub-Mod Rise of Arnor Total War released

    Quote Originally Posted by Lü Bu View Post
    its just seems strange to see Arnor /2nd age/ and isengard /3rd age/ factions at same map
    In fact Arnor existed much longer in the Third Age than Second. Arnor was founded in S.A. 3320. (S.A. lasted until 3341.) and ceased to exist in T.A. 861. by the secession to three minor kingdoms, or 1974. by the fall of the Arthedain, depending how you look at it. But I get what you mean. They didn’t exist at the same time.

    Quote Originally Posted by DarkCarlos 129 View Post
    Yeah, i know but it is very unstable so isengard remove it, I'll rename Angrenost Orcs

    Btw if anyone knows about the names of kings, soldiers and regions, from mid of the third age would be very grateful if will help me

    Here some screens of the new modifications:

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 


    Btw I'm thinking of renaming the mod to "Fall of Arnor"
    so, what do you think?
    Kings of Arnor:

    http://www.glyphweb.com/arda/k/kingofarnor.html

    Kings of Arthedain:

    http://www.glyphweb.com/arda/k/kingofarthedain.html

    Kings of Gondor:

    http://www.glyphweb.com/arda/k/kingofgondor.html

    Stewards:

    http://www.glyphweb.com/arda/s/steward.html

    I guess that Arnorian army would be similar to Gondorian at that the same timeframe, but there is no much information about that (at least in the LOTR books).

    With regarding the regions they changed thru time, so it depends on the year the campaign starts. For example in T.A. 500. Easterners had invasion on Gondor lands and were defeated; T.A. 861. there is no single Arnor but Athhedain, Cardolan and Rhaudar and Annuminas is ruined; in T.A. 1050. Gondor defeats Harad and occupies Umbar and Harnodor, also first time Greenwood becomes Mirkwood and first time Hobbits are mentioned... You can find almost all information you need in LOTR appendixes.

    Rohan’s land at time before coming of Eorlingas was called Calenardhon and would be quite desolate place (by plague and Easterling’s raids). Also, you could make Dunlandings stronger and they occupied Isengard for time being. Otherwise it was Gondorian fort.

    If you move time period you could transform Isengard into Angmar; maybe keep Rohan faction in some proto form in their ancient land in North – Eotheod; Nazguls returned in Mordor bearly in T.A. 1980. and in 2002. They capture Minas Ithil... It all depends how far you are willing to go with your mod, witch timeframe will you chose and how “historically” accurate are you willing to make it.

    Edit: I'm way too slow...

  13. #13
    Lü Bu's Avatar "Mightyest Man Alive"
    Join Date
    May 2008
    Location
    Split,Croatia
    Posts
    5,332

    Default Re: Sub-Mod Rise of Arnor Total War released

    Ah sorry I was thinking on Numenor
    Off topic: odakle si?
    Last edited by Lü Bu; May 28, 2012 at 06:05 PM.
    Proud patron of Wlesmana
    Assyria Total War
    Check update thread for new HQ models
    My Workshop™


  14. #14

    Default Re: Sub-Mod Rise of Arnor Total War released

    Of course it is important to have accuracy but not is my main goal, I will check the pages to see what I can do..

    Thanks for the links

    Here new screens;

    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Now I only need to make maps of the campaign menu to release the version 1.2, but first I want to know if I'm wrong in any region or something.
    So I expect suggestions.

  15. #15
    niko21's Avatar Civis
    Join Date
    Mar 2012
    Location
    Hamina,Finland
    Posts
    155

    Default Re: Sub-Mod Rise of Arnor Total War released

    I am soon dowloading this mod it looks so cool.But i want to ask that is witch king an powerful cavarly warior?i would rly want him to be powerful we all like strong guys.then my final question is there any scripts on this map?

  16. #16

    Default Re: Sub-Mod Rise of Arnor Total War released

    Quote Originally Posted by niko21 View Post
    I am soon dowloading this mod it looks so cool.But i want to ask that is witch king an powerful cavarly warior?i would rly want him to be powerful we all like strong guys.then my final question is there any scripts on this map?
    The version 1.0 that I put in the link does not have many changes, I advise you to wait for the next version already almost full.

    Yes, it is powerful but not as much as Sauron

    Here a screen of his guard and backward Minas Ithil

    Spoiler Alert, click show to read: 


    And no, still have the same scripts..

    Do not know how to increase his guard, if anyone knows I would appreciate

  17. #17
    niko21's Avatar Civis
    Join Date
    Mar 2012
    Location
    Hamina,Finland
    Posts
    155

    Default Re: Sub-Mod Rise of Arnor Total War released

    well the mod looks awesome to me.is sauron on dol guldur? didnt he return to mordor after the siege of minas ithil. he should be a witch on dol guldur.

  18. #18

    Default Re: Sub-Mod Rise of Arnor Total War released

    Two options to increase the size of the bodyguard for witch king both through export_descr_unit.txt (EDU) file
    1. if he's coded as a unique unit in EDU just increase the size of the unit (the first number in 'soldier' value)
    2. if he's coded as a general with a regular bodyguard you could either increase the size of all bodyguards for that faction or make him a unique unit (in which case see #1).

  19. #19

    Default Re: Sub-Mod Rise of Arnor Total War released

    Maybe this could help you with borders:

    1)
    Spoiler Alert, click show to read: 




    2) Edit: I have given you the same picture two times. This is the picture I meant to give you:
    Spoiler Alert, click show to read: 


    3)
    Spoiler Alert, click show to read: 





    These are from Fonstad’s Atlas of Middle-earth and should be very accurate.
    Other more picturesque source, but less accurate (have some MERP fan-fiction elements) you could find here:

    http://wiki.lindefirion.net/GondorGovernment
    http://lindefirion.net/maps/
    http://www.geocities.ws/palynolo/lotrplac.html

    Here are the Middle-earth maps with, as I said fan fiction elements, but situation in Gondor and Arnor should be correct. By years:

    - T.A. 500:
    http://lindefirion.net/maps/500.jpg

    - T.A. 700:
    http://lindefirion.net/maps/700.jpg

    - T.A. 900:
    http://lindefirion.net/maps/900.jpg

    - T.A. 1100:
    http://lindefirion.net/maps/1100.jpg

    - T.A. 1300:
    http://lindefirion.net/maps/1300.jpg

    - T.A. 1500:
    http://lindefirion.net/maps/1500.jpg

    I think that this timeframe would best fit your mod. Cardolan is no more, and he's remnants are fighting skirmishes for Arthedain (againts Angmar of course) that could once again rightfully be called Arnor (in much weakened state though). The king was Araphor and more information you can find here:

    http://tolkiengateway.net/wiki/Araphor

    Gondor was in the middle of Kin-strife, so they should have problems too:

    http://tolkiengateway.net/wiki/Kin-strife

    Only my small suggestion for accuracy (of course you don’t have to accept it):
    So, you could rename “Free peoples of Eriador” into Rhaudar (they became Angmar ally) and make them similar to Arnor. Maybe you could rename Mordor into Castamir dynasty (Gondorian rebels) and move it into Umbar and Harondor. That would be more accurate than having Mordor (Ring-wraths and Sauron didn’t returned yet, they did in T.A. 1980.). They would be more or less mirror faction of Gondor but, having strong navy. They should be allied to Harad. That way Gondor would have enemies to fight and accuracy. You could give Dol Guldur to Angmar and made it strong because Witch-king was sent there by Sauron anyway. And yes, Dwarves should have Moria in this period. Did I forget something? Ah, yes Osgiliath was burned in T.A. 1437...

    - T.A. 1700:
    http://lindefirion.net/maps/1700.jpg

    Note: Just ignore those petty little kingdoms because they are not canon... especially situation in Harad and Rhun.

    (Off topic: @ Lü Bu - Pogledaj VM.)
    Last edited by Jagmodo; May 30, 2012 at 05:53 AM.

  20. #20

    Default Re: Sub-Mod Rise of Arnor Total War released

    Well i just finished the last things this version, for now it will not have much accuracy, but in the next things I will see the tips on Gondor, btw very good maps of the invasion of Rhovanion and the Battle of Fornost thanks for the links/screens Jagmodo

    Changed many things unlike the previous version, new maps, names and a mighty gondor..

    Here the link of Rise of Arnor 1.1

    http://www.gamefront.com/files/21769...ERSION+1.1.zip

    Enjoy it.

Page 1 of 10 12345678910 LastLast

Posting Permissions

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