[21 Apr 2015] v1.7: added Best Capital Finder, updated Bodyguard Switcher & Palantiri Revision. [6 Nov 2014] v1.6.4: updated Total Diplomacy & Secret Forest Trails, plus fix for DCI. [22 Jan 2013] v1.6.3: updated Total Diplomacy, Bodyguard Switcher, Executioner and DCI.
This contains all of my submods in one merged package. Hence the name: Collection of Withwnar's Submods (as opposed to Withwnar's Collection of various Submods). i.e. This is not intended as a "compilation" of submods from various authors, simply a means to have all of mine in one package.
Dúnedain Counter-Invasions was a team effort with Ngugi and Smoesville; it is not my submod.
SAUS and DCI are optional: there are activation prompts at the start of the campaign.
This is the full version of DCI. It is much smaller than the original, standalone DCI download because it doesn't include the sound *.dat files. All sounds are still present, they are just installed in a different way.
Bodyguard Switcher v2.0 works a little differently to previous versions. You might want to read up on it.
Not save game compatible.
You might wish to read the Compatibility sections of each submod, particularly Palantiri Revision, if you wish to merge this with other submods.
Please refer to each submod's thread for credits, change logs, etc.
WSC_1.7.zip - base install. WSC_sound_dat.rar - sound dat files (only needed for Option 1). This was previously named WSC_1.6.3_sound_dat.rar and has not changed since v1.6.3. If you already have that file then you may use that instead of downloading this one.
They are for TATW 3.2.
All of my submods are free to be included in anybody else's mod, submod or compilation. Permission is still required but it will only ever be denied in one circumstance: if the author(s) of that mod/submod/compilation deny permission to others for their own work.
I am of the belief that all modding should be open and free to use by anybody in any way they choose. After all, we're all building on someone else's work or shared knowledge to some degree, directly or indirectly. If your attitude is one of "anything I make is not for anybody else to reuse" then fine, that's your right, but then you should not be reusing anybody else's work either, in my opinion. If you're absorbing other people's work to improve your mod then let others absorb your work to improve theirs.
If a compilation says that they do not have permission from me then this is why, even though they might already have some of my earlier work (permissions for those were not retracted).
If permission is granted then my only request is that the OP includes a link to the submod's thread including the submod version number.
Last edited by Withwnar; December 16, 2017 at 10:45 PM.
Good job
These submods will probably have more players and feedback now
Thanks Araval. Unfortunately the small submods disappear off the first "Submods" page pretty quickly and are seldom heard from again, as confirmed by Elunsul. And unless you know how to merge you can only choose one submod to use: mine, understandably, tend to fall into the "not first choice" category.
My motivation here is: those who would choose any of those submods as their one and only TATW-addon now get five others for 'free'. Also, having these six already merged might make things simpler for those wishing to merge a few of them with other submods.
Also here to say thanks! The list of MOS is just too big and I'm unsure about the beta thing so I'd rather stick with these small modifications (thanks so much for forced diplomacy).
I ran into a little bug though with SAUS. The game would ctd when I would include the elven rangers into my stack and attack an enemy (without auto-resolve).
Settings:
Vanilla 3.2 TATW + WSC 1.1.7
Playing with DCI
Playing with Arnor from the start (seriously awesome btw)
Difficulty Very Hard/Hard
It took me a pretty long time before I figured out just that unit was the problem. They work fine in autoresolve but I really would have loved to see them. I just had no choiche but to disband them or put them away in a random settlement.
(yes, I followed the installation correctly)
Oh and the bodyguard changing really should be in vanilla TATW. Once you use the feature you wonder why it wasn't there before.
Thanks for reporting that BBThrash. I might have stuffed up with a battle model setting somewhere; I'll take a look. It should be a save game compatible fix.
By the way, it is WSC 1.1. The ".7z" makes it look like 1.1.7, which still makes me do a double take every time I see it.
Hey Withwnar i think that you shouls add The AUS to this collection because it gives several good units to multible factions without throwing balance off
Here´s a map from my current eriador campaign at turn 143:
The first campaign i played was with gondor but there the first invasion was called at turn 74 so i couldn´t test DCI that much, though the missions were very nice to unleash the Tôl Acharn.
Back to the map above. It was an invasion and counterinvasion madness!
Invasions: 33 Edoras, 59 E.Osgiliath, 83 Moria, 116 Bree / Edit: Turn 144 Black Gate..the madness continues
Tôl Acharn: 46 Tirith Toron, 67 Tir Ethraid, 90 Isengard, 128 Tirith Toron
The first Tôl Acharn gave dale a huge advantage against rhûn (dale wasn´t allied yet so it was taken by rohan and then conquered by mordor, thanks to total diplamcy so that dale didn´t miss the next counter invasions).
The second one helped gondor a lot and so on. The targets that are included are very good strategic points and i had to think a lot what could be the best next target. Especially because i could also make dale attack harad because of that
Next campaign i´ll play a faction that´s not in the Tôl Acharn gang to see how the AI handles it.
Oh and my brother said that the pilgrim missions that were added to the glittering halls are very entertaining. Will have to give it a try either.
The only weird thing about DCi is when you here allahu akbar when you join the Tôl Acharn
Too bad that only gondor and arnor can call Tôl Acharns. But the limitation happended for a reason i think.
Oh and my brother said that the pilgrim missions that were added to the glittering halls are very entertaining.
Hooray! I was waiting for somebody to mention those. Shake your brother's hand for me will you?
Originally Posted by Khales
The only weird thing about DCi is when you here allahu akbar when you join the Tôl Acharn
I take it that's a vanilla sound effect? Ngugi was very thorough in replacing them all. It's possible I missed one (or more) in this collection.
Originally Posted by Khales
Too bad that only gondor and arnor can call Tôl Acharns. But the limitation happended for a reason i think.
It is by design, yes, as it is Dunedain vengeance not Good Men vengeance. Also, for others to do it they would need to be permanently switched to the Dunedain religion.
I suppose technically it would be possible, for players at least. Upon some trigger temporarily switch the religion, spawn an Imam (Loremaster) and let the player use him to call an Acharn. Whether or not that fits into the DCI philosophy is another matter but feel free to bring it up in the DCI thread for discussion.