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

  1. #161

    Default Re: [RELEASE] AOR 2.1, a massive balancing submod for FRoGS

    Tried the new verison now, in a Rohan camapin. Wiped out Isengard in the first 7 turns, realy stong start army rohan gets. Are now fighting Dunland and thats harder, they got more men, and more setelments.

    Only one bug so far, Thengel (i think its Thengel, 1. heir in rohan) is silver surfer.

  2. #162
    fightermedic's Avatar Ordinarius
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    Default Re: [RELEASE] AOR 2.1, a massive balancing submod for FRoGS

    Quote Originally Posted by Suppersopp View Post
    Only one bug so far, Thengel (i think its Thengel, 1. heir in rohan) is silver surfer.
    thank you, will be fixed in the next patch, it was theoden by the way
    Check out my AOR and balancing Mod for Third Age Total War


  3. #163

    Default Re: [RELEASE] AOR 2.1, a massive balancing submod for FRoGS

    I was wondering whether it is intentional that there is no free upkeep on any of the starting units even after building a town hall. For example, building a Town Hall in the Ered Luin towns did not remove the upkeep cosst from Forgers.

  4. #164
    fightermedic's Avatar Ordinarius
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    Default Re: [RELEASE] AOR 2.1, a massive balancing submod for FRoGS

    this is intended, only milita and semi-professionals get free upkeep (they are, after all, part time soldiers)
    levies and professionals don't

    here is a small patch:
    it has some campain map changes and a bit of balancing as well as the fix for theoden's battle model (this patch is not save game compatible)
    Check out my AOR and balancing Mod for Third Age Total War


  5. #165

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

    How do I rebuilt Arnor? What are the needed settlements? The settlements' name in this new map are different!

  6. #166

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

    I can't seem to train a diplomat as they don't seem to be available from Town Halls.

    Edit Scratch that its fine now. I'm enjoying the mod, its a hell of alot more difficult for the good factions.

    Been playing the Dwarven factions, I noticed they can't form shield wall with the usual units. Is that intentional?
    Last edited by BKB; September 28, 2012 at 12:59 PM.
    [In the women's room, which Larry had to use, he puts his water bottle in his pants instead of the trash to avoid being recognized]

    Producer's daughter: [enters] Hi mister. Thanks for fixing my doll.

    [hugs him]

    Larry: Aww, don't worry about it sweetheart.

    Producer's daughter: [looks at him, scared, and runs out] Mommy, mommy. The old man's in the bathroom, and he's got something hard in his pants.

    Curb Your Enthusiam

  7. #167

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

    The custom maps are bugged fightermedic. I tried Minas Tirith and Helms deep and both are as normal cities/fortress templates. And yes, I've put the culture and level required.

  8. #168

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

    hey there, been a while. just downloaded all the new files and am back to battle map crashes. even playing with daylight saving time doesn't work. any ideas?

  9. #169
    fightermedic's Avatar Ordinarius
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    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Quote Originally Posted by BKB View Post
    Been playing the Dwarven factions, I noticed they can't form shield wall with the usual units. Is that intentional?
    yes, since the ai can't use them i think it's a kind of cheating to have them

    Quote Originally Posted by GundamGuru View Post
    hey there, been a while. just downloaded all the new files and am back to battle map crashes. even playing with daylight saving time doesn't work. any ideas?
    not again i really don't know whats the problem with your strange crashes
    you did try to delete descr_geography_new.db and descr_geography_new.txt like specified in the first post, yes?


    Quote Originally Posted by gabrielscunha View Post
    The custom maps are bugged fightermedic. I tried Minas Tirith and Helms deep and both are as normal cities/fortress templates. And yes, I've put the culture and level required.
    for some reason there is a bug that doesn't allow you to select custom culture for settlements
    i will look into it
    Check out my AOR and balancing Mod for Third Age Total War


  10. #170

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

    apparently i am an illiterate jerkface. that got it. thanks so much!!!

  11. #171

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

    Hi fightermedic, I read about your mod, sounds great, but I have to download 6 different data folders to install it.

    3 from frogs, then 3 from your mod (the first single download link doesnt work). Is it possible to merge your great mod into 1 folder?

    That would be great!

    Greets Marc

  12. #172
    fightermedic's Avatar Ordinarius
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    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    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
    Last edited by fightermedic; October 02, 2012 at 03:17 PM.
    Check out my AOR and balancing Mod for Third Age Total War


  13. #173
    hankthetank's Avatar Foederatus
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    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Is this for vanilla MTW 2? What version is this compatible with? Looks awesome

  14. #174
    fightermedic's Avatar Ordinarius
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    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Quote Originally Posted by hankthetank View Post
    Is this for vanilla MTW 2? What version is this compatible with? Looks awesome
    It is for Third Age 3.2, so requires kingdoms, if that is your question
    see the first post for all the details
    Last edited by fightermedic; October 02, 2012 at 03:43 PM.
    Check out my AOR and balancing Mod for Third Age Total War


  15. #175
    hankthetank's Avatar Foederatus
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    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    That was my question, ty sir!

  16. #176

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

    "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 "

    Hi, thank you! That sounds good!! Downloading now!

    Greets Marc

  17. #177
    Jezza93's Avatar Centenarius
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    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Downloading a submod....for a submod...for a mod....for a DLC....

    Something about that seems rather absurd.

  18. #178
    Jezza93's Avatar Centenarius
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    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Downloading a submod....for a submod...for a mod....for a DLC....

    Something about that seems rather absurd.

  19. #179
    fightermedic's Avatar Ordinarius
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    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    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
    Last edited by fightermedic; October 02, 2012 at 05:30 PM.
    Check out my AOR and balancing Mod for Third Age Total War


  20. #180
    Mac.Collac's Avatar Laetus
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    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Is there a complete list for new units?

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