I am currently not at home, so I am unable to look at anything tonight other than my gf, but I will check this out thoroughly tomorrow.
Also, if you will, check to see if it is in the latest MOS 1.25 campaign script as well.
I am currently not at home, so I am unable to look at anything tonight other than my gf, but I will check this out thoroughly tomorrow.
Also, if you will, check to see if it is in the latest MOS 1.25 campaign script as well.
Last edited by MIKE GOLF; August 02, 2012 at 11:58 PM.
Thanks. Oh I do backup, rest assured, and I have been reading the manual. I'll keep trying myself. The last time I was extremely careful. All I did was draw the new borders of Vatavea across the desert and fill. They didn't intersect with anything, and in the Regions tab I validated the changes. Saved, tried it out, only to have the game freeze the second I click the 'START' button - and after a few secs gently redirect me back to the main menu
. I read the manual, and I can't fathom what I did wrong. I'd never quite managed to master the damn thing.
EDIT: So wait, you're saying I should try copying-over everything from backup - except for the two map_regions files (there's two: one in data\world\maps\base, and another in data\world\maps\campaign\custom\Fellowship_Campaign). Those two (or just one among them?) are the only files that should be changed when I alter the border layout?
Last edited by dIRECT0R; August 03, 2012 at 02:25 AM.
Attached is the map regions that you requested dIRECTOR. I am not quite sure which issues you are having. I would start with a clean copy of TATW 3.2, followed by MOS 1.25. Make a copy of all that and rename it to whatever. Use Geomod only on the renamed file. If you are still having issues I recommend these links:
http://www.twcenter.net/forums/showthread.php?t=202468
http://www.twcenter.net/forums/showthread.php?t=332992
Gigantus is without doubt one of the smartest people on the planet when it comes to MTW II. He will help with whatever issue you may be having far faster than I ever could.
Edit: I hope this is close to what you had in mind.
Last edited by MIKE GOLF; August 03, 2012 at 10:47 AM.
Last edited by dIRECT0R; August 03, 2012 at 12:18 PM.
If you copy and paste this to the Third_Age_3/data/world/maps/base folder (make a copy of the original map_regions first) and then delete the map.rwm restart the the game, the new borders should show up in the Umbar region. If you have Gimp or a file viewer you can preview what the new borders look like.
The pic is small and probably blurry but you should be able to make out the borders around Umbar.
Last edited by MIKE GOLF; August 03, 2012 at 01:00 PM.
Ha! Finally got it, thanks for all your help!This is basically what I meant. Just one lingering issue remains: you're sure those geomod error messages about not being able to place certain forts and watchtowers are nothing to concern oneself with?
Great. At present I have included this amendment on the vanilla TATW 3 map in my game, in my opinion however, it would be a beneficial change for MOS in general. A minor fix, but one that can add a lot of "feel" to any player campaigning around Umbar. It adds motivation for the Gondor player to retake the lost "colony" in the firth, and it takes nothing away from the Harad player.
One bug, seems impossible to reach the Amon Hen settlement.
Here is the Ammon Hen fix. I thought I might have had to remove that province from the game. When you go there be prepared to fight and climb some very steep hills.Thank you for the catch Stephanavich +rep
Replace the old map_ground_types located in the Third_Age_3/data/world/maps/base folder with the new one. Delete the map.rwm, you will have to start a new campaign to see the changes.
Incidentally, if anyone wants to have a look, here are the descr_strat.TXT file (from the folder Third_Age_3\data\world\maps\campaign\imperial_campaign) and the map_regions.TGA file (from Third_Age_3\data\world\maps\base) that I'm currently using.
@dIRECTOR: nice work mate. Will try this out on a new campaign!
O and i nom nom nom on rep so yea...click the button...im waitingPromoter of:Spoiler Alert, click show to read:
Hmm, a lot of minor changes/fixes. Let me see if I can summarize them somehow
- With Mike's help I managed to finally wrap my brain around geomod and I altered the borders of the three provinces around the Firth of Umbar to form something of a whole.
- Some towns are wooden castles now (e.g. Tharven, Imlad Carnen) some castles are towns (e.g. Gobel Ancalimon, in accordance with the Lindëfirion). This give more of an impression of there having been some sort of Gondorin defense line along the river Harnen.
- Notably, Dol Amroth is now a castle, in accordance with Lore: "Prince Imrahil lived in the great fief of Belfalas... in his castle of Dol Amroth by the sea, and he was of high blood, and his folk also, tall men and proud with sea-grey eyes", The Return of the King, p.22. Dol Amroth's population is also reduced to about 3,200: below that of Pelargir, instead of being larger. Methrast (just to the south) is now a much smaller castle, a motte-and-bailey, I sort of envisioned it as a look-out post that might later grow into a larger wooden castle.
- A lot of the new settlements have been reduced in size and population from large_towns to towns to give a more down-to-earth feel. Minas Arthor is now a large_town.
- A newly-added ford (in TATW 3) on the river Isen that directly exposed Derwath to attacks from Dunland has been removed - thus increasing the strategic significance of the crossing at the estuary of the Isen near Lond Angren.
- Many roads in Harad and Rhun were reduced in advancement (back down to dirt roads).
- And finally the appearance of all settlements that used to be a part of Gondor to the south and north (excepting Rohan of course) has been changed to the Gondor (sicily) model. Many will likely get changed back to Harad or Mordor soon enough if they're given time, but this is more accurate imo.
Here's a newer "version" of the two files: descr_strat.TXT file (from the folder Third_Age_3\data\world\maps\campaign\imperial_campaign) and the map_regions.TGA file (from Third_Age_3\data\world\maps\base). Additionally there's the map_features.TGA file (also from Third_Age_3\data\world\maps\base) for removing that ford on the Isen.
To install, of course, backup your files and overwrite with these in their respective two folders - then delete the map.RWM file (from the Third_Age_3\data\world\maps\base) before running the game for the first time. Here are a few screens as well.
Spoiler Alert, click show to read:
Very impressive work, with your permission I would like to use your new map_regions to use in the next release. It is very logically done. Many of the suggestions and fixes you made have been included for the next release. I am reluctant to change cities like Dol Amroth, and the other cities that are in the MOS (and TATW) to castles. One reason is economy. Having Dol Amroth as a castle will severly limit the amount of income generated by that city. I will also look into the other changes you have made and get with the MOS team for their feedback as well. I think making Minas Arthor into a large town will help Gondor. Also can you give the x, y coordinates for the ford on the Isen you refer to? I will also look at changing some of the towns into castles where you have done so as well.
If MIKE's happy then I'm happy, good work dIRECTOR+rep
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 - enhanche cultures trough images |
Recomended TATW compilations: MOS and Withwnars Submod Collection
Developer of: The Sundering - a Warhammer Total War experience
van Gondor - a LotR + van Helsing parody. Episode 31+32 out 17th June | Who Moderates the Moderators? - the TATW detective comics | The People of the Pillars - short story from the Writing Competition summer 2012 | A Goblin Tale - a humorous short story series; 41 episodes + Epilogue
Re Dol Amroth, I'm aware that income of that settlement will be reduced - but you have to keep in mind you've expanded the map. In the vanilla 1.25 version of the expanded map there are about five or six new settlements, several with ready-made ports for trade, available to Gondor. When you play Gondor you're supposed to be struggling against overwhelming force from two or three directions, imo a reduced Dol Amroth contributes to that. In addition I always thought Lore should be primary, and then a playable model should be built around it, rather than vice versa. (It goes without saying anyone can use the files.)
I've increased the size of Minas Arthor (since its the capital of Lossarnach), but I've correspondingly reduced the size of Minas Arnach (which is part of Lebennin, the capital of which is Pelargir). The axemen are more readily available, but I don't think the net result is much assistance to Gondor.
Regarding the ford on the Isen, um, if by "coordinates" you mean the figures under "Position:" in Geomod, then the figures were about "130, 162". If you follow the river Isen from its estuary near Lond Angren, then the removed ford is the one after the one near Lond Angren - but before the influence of the river Adorn. The only one that directly connects the province of South Dunland with Derwath (Minhiriath_Province).
Ty, Ngugi
Btw, I'd also just slightly moved the settlement of Iach Sarn (Sarn Ford) down to the actual ford on the Brandywine, and made it a motte-and-bailey instead of a village. If I recall, it was a Ranger outpost, not just one in a collection of Shire villages.
Is this now compatible with DCI?
Recomended Mods:
-Third Age Total War (with MOS)
-Stainless Steel
-Eras Total Conquest
-Falcom Total War 3 : The Total Conquest
-The Last Kingdom
-THERA, Legacy of the Great Torment.
- And many othersthey deserve a reply
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JPEMPIRE the crazy for screenshots Now lets go to do some "Total War"![]()
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