Page 10 of 23 FirstFirst 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 ... LastLast
Results 181 to 200 of 442

Thread: [RELEASE] AOR 2.3, a massive balancing submod for FRoGS

  1. #181
    Jezza93's Avatar Hastatas Posterior
    Join Date
    Jul 2010
    Location
    Great Britain
    Posts
    828

    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Quote Originally Posted by fightermedic View Post
    yes i know, the whole splitting up into little fragments is one, if not THE, downside of decentralized systems
    negotiating permission to use peoples stuff can be a very time consuming part of modding
    if it was up to me, i would simply upload the whole thing as one big download
    Well,after what feels like days I've almost finished downloading frogs.

    Downloaded AOR then looked at install instructions DOH! Didnt know of Frogs

  2. #182
    fightermedic's Avatar Hastatas Posterior
    Join Date
    Feb 2008
    Location
    Bavaria
    Posts
    750

    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Quote Originally Posted by Mac.Collac View Post
    Is there a complete list for new units?
    sorry i don't have an exact list
    compared to vanilla 3.2, the amount of units should have doubled, with some 8 units still beeing dummy units
    i have reached the unit limit, there are about 400 unique units in game
    Last edited by fightermedic; October 02, 2012 at 05:59 PM.
    Check out my AOR and balancing Mod for Third Age Total War


  3. #183
    McCain's Avatar Sukauto
    Join Date
    Jan 2008
    Location
    Alabama
    Posts
    58

    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Installed the game, and it runs fine except when I go to battle. It crashes to desktop.

    Quote Originally Posted by fightermedic
    try this link:
    http://www.gamefront.com/files/servi...ou?id=22305758
    you should not even need to download frogs if you use it

    if it works, you only have to install the patch then, which has only some 4MB
    so only 2 downloads in total
    I installed the files from the above link, and the patch on the first page. Did I miss something? Also when I start the game, am I supposed to pick option #9 Install AUI default files? Thanks for the hard work, looks like a great mod so far.

  4. #184
    fightermedic's Avatar Hastatas Posterior
    Join Date
    Feb 2008
    Location
    Bavaria
    Posts
    750

    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Quote Originally Posted by McCain View Post
    Installed the game, and it runs fine except when I go to battle. It crashes to desktop.


    I installed the files from the above link, and the patch on the first page. Did I miss something? Also when I start the game, am I supposed to pick option #9 Install AUI default files? Thanks for the hard work, looks like a great mod so far.
    installing AUI default files is recommended, but not the reason for crashes
    did you delete the files mentioned in the first post?
    this part:

    IMPORTANT, if you are having CTDs when starting a battle:
    please delete descr_geography_new.db and descr_geography_new.txt in your data folder
    if that doesn't help:
    turn off the automatic daylight savings, this is a vanilla bug that is causing trouble for some people
    Check out my AOR and balancing Mod for Third Age Total War


  5. #185
    McCain's Avatar Sukauto
    Join Date
    Jan 2008
    Location
    Alabama
    Posts
    58

    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Quote Originally Posted by fightermedic View Post
    installing AUI default files is recommended, but not the reason for crashes
    did you delete the files mentioned in the first post?
    this part:

    IMPORTANT, if you are having CTDs when starting a battle:
    please delete descr_geography_new.db and descr_geography_new.txt in your data folder
    if that doesn't help:
    turn off the automatic daylight savings, this is a vanilla bug that is causing trouble for some people
    That worked! Sorry I somehow missed that in the description. Sorry to waste your time with something that simple. Again, thanks for the great mod.

  6. #186
    francis86's Avatar Hastatus
    Join Date
    May 2011
    Location
    Drummondville/Quebec
    Posts
    514

    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Is there some new evil man unit for OOG(angmar) faction or harad faction?

  7. #187
    fightermedic's Avatar Hastatas Posterior
    Join Date
    Feb 2008
    Location
    Bavaria
    Posts
    750

    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Quote Originally Posted by francis86 View Post
    Is there some new evil man unit for OOG(angmar) faction or harad faction?
    compared to the last version of the mod?
    none for harad
    i think 2 more for oog, but those are some of the units that are having placeholder models

    compared to vanilla 3.2?
    a lot, for harad and oog
    Check out my AOR and balancing Mod for Third Age Total War


  8. #188
    Enw's Avatar Centurio
    Join Date
    Sep 2012
    Location
    Valinor
    Posts
    459

    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Hello just downloaded this mod! No installation problems just asking what the points is of the installer, where you have to pick your race and faction while you can still play custom battles with all factions?

    After a custom battle with Gondor against Rhun, I must see it looks great!!! Only a few questions:
    Where are the dismounted Minas Ithil guardians?
    The White Guard of Ithilien looks kinda like shiny normal Gondor Infantry..
    The Wards of the Moon Tower and the Moon Tower guard looks awesome, little futuristic helmets but it looks great only the units have no faces, you can't tell if they are human haha...maybe cause of the helmets, same goes for the Sindar Wardens
    The Osgilliath Veterans come in a unit of 18 men...don't know if that is supposed to be?
    Same goes for the Generals Bodyguard, only 13 units in it?

    The Cardolan longspearmen and the Tharbad Guardsmen have the same Unit cards as have more units...some are very hard to see clearly, for example the Moon Tower Guard...

    Kinslayers of the HE, which where a generals bodyguard in FrogS as where the Cirionath, come in a unit of 15 men and the Cirionath in 53...

    What I am trying to say is most units come in a different number, why is this? It varies greatly...

    I'm playing a campaign right now so I post other things I find later on, it looks great though! and haven't had one crash yet!! haha Thanks for this mod!

    EDIT: Did a custom battle with HE first haha, noticed that the Gil-Galads Chosen are Eldar spear/pikemen? Shouldn't they look more like Gil-Galad? And the units of Eregion, not the smiths, are a bit too colourful I think...

    Kinslayers and Cirionath look awesome!

    The above is just my opinion, no bad comment on your work!
    Last edited by Enw; October 03, 2012 at 07:06 AM.

  9. #189
    tibu17's Avatar Hastatas Prior
    Join Date
    Jun 2009
    Location
    Hungary
    Posts
    610

    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Do you can make it for MOS 1.3?

  10. #190
    Ikko-Ikki
    Join Date
    Oct 2011
    Location
    Bergen, Norway
    Posts
    21

    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Whenever I try to play the campaign, it changes back to menu. But I can play custom battles and quick battles. Do you know what I should do?

  11. #191
    fightermedic's Avatar Hastatas Posterior
    Join Date
    Feb 2008
    Location
    Bavaria
    Posts
    750

    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Quote Originally Posted by Lord of Tuft View Post
    Whenever I try to play the campaign, it changes back to menu. But I can play custom battles and quick battles. Do you know what I should do?
    sounds to me as if you have installed something the wrong way, probably the patch, try to delte map.rwm in data\world\maps\base

    Quote Originally Posted by tibu17 View Post
    Do you can make it for MOS 1.3?
    sorry, but you are more or less asking me to start from scratch, so no
    Check out my AOR and balancing Mod for Third Age Total War


  12. #192
    Ikko-Ikki
    Join Date
    Oct 2012
    Posts
    3

    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Hello, I'm having a great time playing this mod. I have a quick question; I'm having trouble installing the AUI files.

    I had no trouble moving the data files and the batch file, but when I moved the AUI files over, nothing changed?

  13. #193
    fightermedic's Avatar Hastatas Posterior
    Join Date
    Feb 2008
    Location
    Bavaria
    Posts
    750

    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Quote Originally Posted by Redder View Post
    Hello, I'm having a great time playing this mod. I have a quick question; I'm having trouble installing the AUI files.

    I had no trouble moving the data files and the batch file, but when I moved the AUI files over, nothing changed?
    the AUI files are not meant to replace anything, they are new
    in the command window that pops up when you start the game you can select the UI for the faction you like to use (first press 9 to install the default UIs)
    so the batch file does the installing for you every time you want to switch the faction
    Check out my AOR and balancing Mod for Third Age Total War


  14. #194
    Ikko-Ikki
    Join Date
    Oct 2011
    Location
    Bergen, Norway
    Posts
    21

    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    nope, that didn't work. I even reinstalled third age total war, and your mod, but nothing changed...

  15. #195
    fightermedic's Avatar Hastatas Posterior
    Join Date
    Feb 2008
    Location
    Bavaria
    Posts
    750

    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Quote Originally Posted by Lord of Tuft View Post
    nope, that didn't work. I even reinstalled third age total war, and your mod, but nothing changed...
    does it crash when entering the faction selection screen, or when starting the campain itself?
    please upload your system.log.txt
    are you using a steam version of the game? i've heard it causeing problems every now and then (in that case i can't help you, i don't have steam)
    Check out my AOR and balancing Mod for Third Age Total War


  16. #196
    Ikko-Ikki
    Join Date
    Oct 2011
    Location
    Bergen, Norway
    Posts
    21

    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    When I try to start a campaign, say Gondor, it jumpes back to the main menu. No I'm not using steam, and where is the system.log.txt?

  17. #197
    Ikko-Ikki
    Join Date
    Oct 2012
    Posts
    3

    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    thank you for the quick reply, though let me rephrase. I pressed 9 and a prompt displayed saying that it could not find the specified path. where should I move the AUI files to for them to work.

    thankyou.

  18. #198
    fightermedic's Avatar Hastatas Posterior
    Join Date
    Feb 2008
    Location
    Bavaria
    Posts
    750

    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Quote Originally Posted by Lord of Tuft View Post
    When I try to start a campaign, say Gondor, it jumpes back to the main menu. No I'm not using steam, and where is the system.log.txt?
    you can find it in "Medieval II Total War\logs"

    Quote Originally Posted by Redder View Post
    thank you for the quick reply, though let me rephrase. I pressed 9 and a prompt displayed saying that it could not find the specified path. where should I move the AUI files to for them to work.

    thankyou.
    oh i see, move the AUI folder into your Third_Age_3 folder, right next to the data folder and the batch file
    Check out my AOR and balancing Mod for Third Age Total War


  19. #199
    Ikko-Ikki
    Join Date
    Oct 2011
    Location
    Bergen, Norway
    Posts
    21

    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    it's empty... could that be the problem?

  20. #200
    fightermedic's Avatar Hastatas Posterior
    Join Date
    Feb 2008
    Location
    Bavaria
    Posts
    750

    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Quote Originally Posted by Lord of Tuft View Post
    it's empty... could that be the problem?
    it sometimes gets deleted for some obscure reason, just try to start a campaign again, wait till you are kicked to the main menu, alt+tab out of the game and look if it is there
    Check out my AOR and balancing Mod for Third Age Total War


Page 10 of 23 FirstFirst 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 ... LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Posting Permissions

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