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Thread: MOS, the ultimate TATW experience.. version 1.6.1 for Third Age 3.2 released 7th Oct

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    Default MOS, the ultimate TATW experience.. version 1.6.1 for Third Age 3.2 released 7th Oct




    Winner of the 2012 Modding awards category: Favourite sub-mod or addon




    Introduction
    Hi people we are creating a huge submod containing many small ones and a lot of new content.. Currently we have over 60 submods in this mod but more are coming every week. Our small team is currently also developing a lot new content to give you the ultimate TATW experience.

    This is the second thread from MOS, our first thread reached 11655 posts and over 662.902 visits. Unfortunately i had to be deleted so that speed is maintained on the forum

    If you want a nice introduction to MOS, here is a very nice Youtube campaign with the Dwarfs by Ethien


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    Official MOS v1.6.1 released!

    This is an upgrade to MOS v1.50 and thus requires and existing working version of that mod to have been previously installed.
    So, that means, install MOS v1.50 + MOS v1.60 + MOS v1.6.1.


    Installation instructions by Elvenkind

    LINK TO: INSTALLATION THREAD with pictures

    VERY IMPORTANT FOR INSTALLING ANY MOD!!!!
    1. While downloading files, be sure NOT TO USE THE INTERNET or do some multitasking on your PC, otherwise, you can get corrupted download!
    2. Be sure to check the INSTALLATION PATHS PROPERLY, this is the first reason why your installation won`t work.
    3. Do not download the files of submods into your M2TW folder!

    Medieval 2 TW + Kingdoms base
    NON STEAM, GOLD RETAIL, DVD\CD VERSIONS:
    If you have Medieval 2 TW installed, and Kingdoms expansion installed+ patched to 1.5( 1.05, if you haven`t, go here and find a correct patch, you will know which one is correct if you don`t get any error message during update) http://forums.totalwar.com/showthrea...ansion-Patches . Updating to 1.5 is optional, but some people report it helps them with their game.

    STEAM VERSIONS:
    Steam usually updates Medieval 2 TW + Kingdoms on its own.

    WINDOWS 7, 8, and VISTA Users CHECK THIS FIRST!!! THIS IS THE FIRST STEP TO DO BEFORE INSTALLING THIRD AGE TW, AND ANY SUBMOD
    WINDOWS 7, 8, and VISTA Users (Medieval 2 TW STEAM, NON STEAM, GOLD RETAIL, DVD\CD VERSIONS ):
    Go here ( LINK ) and apply first three steps explained for Windows Vista, 7 and 8 Users:

    1. Edit Security for your main M2TW folder ( ../ Medieval II Total War )
    2. Unhide hidden folders..
    3. Check VirtualStore folder for M2TW Folder and delete it if you find it there.

    NOTE for STEAM USERS!
    You only need to do Step 1. : Edit Security for your main M2TW folder ( ../ Medieval II Total War )

    Reinstallation of TATW:

    More info on reinstalling TATW for NON STEAM Users: .
    More info on reinstalling TATW for STEAM Users: .

    NON STEAM, GOLD RETAIL, DVD\CD VERSIONS: for installing Third Age Total War
    You need to have clean, unedited ( with no changes made on your own) Third Age 3.2 version installed to play submods.

    If you have M2TW + KINGDOMS installed in default installation folder ( C:\ Program Files (x86)\ SEGA\ Medieval 2 Total War) , then procced with installation, but CHECK THE INSTALLATION PATHS NO MATTER WHAT.

    If your M2TW + KINGDOMS are installed in some other place ( for example D:\ Games\ Medieval 2 Total War), then use the ˝........˝ button to browse ALL THIRD AGE INSTALLERS to this D:\ Games\ Medieval 2 Total War folder. AND CHECK THE INSTALLATION PATHS NO MATTER WHAT AGAIN.

    Spoiler Alert, click show to read: 

    NOTE!
    If your TATW 3.2 works and you have free space on your Hard Drive, I would suggest to make a backup copy of TATW folder somewhere so you can just copy paste it back in case you need to install another submod, or, in case you screw up some installation .

    STEAM USERS: for installing Third Age Total War
    Method 1:
    1. Install all parts of TATW (3.0 Part 1, 3.0 Part 2, 3.1, and 3.2) by using the ˝........˝ button to browse ALL THIRD AGE INSTALLERS to DESKTOP ( Don`t create any folder on DESKTOP, it will create its own folder named mods) . Find this mods folder on your DESKTOP, open it and inside you will find two folders: data and Third_Age_3 folder.

    2. Copy\paste the Third_Age_3 folder to the Steam/Steamapps/Common/Medieval II Total War/mods folder.
    Copy\paste data folder to Steam/Steamapps/Common/Medieval II Total War folder.
    Merge all FOLDERS when asked, Copy and Replace all FILES when asked.

    3. Then rename one of the Kingdoms campaigns to something else, like change americas to americas_original.

    4. Then rename the Third _Age_3 folder to americas. Finally, select the americas campaign from the Steam menu and the mod should launch.
    Method 2:
    Use the .


    More info for Third Age 3 can be found
    MOS INSTALLATION - RUN CLEANER.bat AFTER EVERY INSTALLATION OR UPDATE
    MOS 1.41 VERSION WITH MORE THAN ONE PART
    1. Make a folder on your Desktop, name it MOS.

    2. Download ALL four parts of MOS 1.3 version to this MOS folder.
    MOS 1.4 Patch and MOS 1.41 Patch can be downloaded somewhere els, or into this same MOS folder.
    Just not into M2TW folder!

    3.Extract ONLY MOS PART 1 INTO this MOS folder ( other 3 PART files leave in the same MOS folder and do not extract!) using your favourite utility ( WinRar, WinZip..) and after extracting this PART 1, you will get MOS Installer ( which has to be in the SAME PLACE as the rest of your downloaded MOS parts, in this case, MOS folder).

    4. Run this MOS Installer, CHECK THE INSTALLATION PATHS PROPERLY, if your Third_Age_3 is installed in some other location than the default one, then use the ˝........˝ button to browse MOS INSTALLER to the location of your Third_Age_3 folder.

    5. If asked to overwrite some files, click YES.

    6. Leave the box checked where it stands The Cleaner .bat will be launched after end of this installation, if not, then run the Cleaner.bat file manually (..M2TW\ mods\ Third_Age_3 folder).

    7. Apply steps 4,5,6 for MOS 1.4 Patch INSTALLER and MOS 1.41 Patch INSTALLER.
    RUN Cleaner.bat AFTER installing each patch!
    MOS VERSION MOS 1.50 FULL INSTALLER:
    1. Download MOS 1.50 FULL INSTALLER to your favourite location ( Desktop, D: drive...) just not into your M2TW folder!

    2. Double mouse click on the MOS 1.50 FULL Installer to run it, CHECK THE INSTALLATION PATHS PROPERLY, if your Third_Age_3 is installed in some other location than the default one, then use the ˝........˝ button to browse MOS INSTALLER to the location of your Third_Age_3 folder.
    Installation path has to end with .../Medieval II Total War/mods/Third_Age_3 !!!

    3. If asked to overwrite some files, click YES.

    4. Leave the box checked where it stands MOS will be launched after end of this installation, if not, then run the Cleaner.bat file manually (..M2TW\ mods\ Third_Age_3 folder).

    5. Do the steps 1,2,3,4 for MOS 1.6 as well.
    MOS INSTALLATION FOR STEAM USERS
    IF YOU RENAMED ONE OF YOUR KINGDOMS CAMPAIGNS AND DIDN`T USE KINGDOMS LAUNCHER APP:
    1. Download the version you want ( either FULL INSTALLER or MORE THAN ONE PART version).
    Just don`t download into your M2TW folder!

    2. Make a new folder somewhere, give it a name for example: MOS GAME.. Then double mouse click on MOS 1.5 INSTALLER\ INSTALLERS, use the ˝........˝ button to browse MOS INSTALLER\ INSTALLERS destination path to the location of this MOS GAME folder which you just made.. After the installation is done, leave that box checked to run MOS ( it won`t do anything at the moment.. )
    3. Open this MOS GAME folder which you just made, press CTRL+A to select all files and folders which are in there.. right mouse click and COPY them all.
    Go to your Steam/steamapps/common/Medieval II Total War/ mods folder, and right mouse click on FOLDER WHERE Third Age TW is installed.. and press PASTE.
    Merge all FOLDERS when asked, Copy and Replace all FILES when asked.

    Run Cleaner.bat file located in Steam/../Medieval II TW/ mods/ FOLDER where MOS is installed.
    4. Do the same steps for MOS 1.6 ( ONLY !!! Make a new folder and name it MOS 1.6 GAME !!! )

    5. Use the Steam menu to launch your MOS\ RENAMED KINGDOMS.
    USING KINGDOMS LAUNCHER APP:
    1. The installation instructions are same as for installing Third Age TW, overwrite files if asked, and run Cleaner.bat after installing each part, and every patch.

    BATTLE CRASHES IN MOS
    For battle crashes in MOS, you can do one of these things:

    1. Disable daylight saving settings, if u have Windows 7, 8 or Vista, go to Control Panel, Clock, Date and Time, Change the time zone, Change time zone, uncheck `Automatically adjust clock for Daylight Savings time`.

    If u have Windows XP, simply double click the “clock” time display in the lower right of the windows task bar. In the “Date and Time Properties” dialog box click on the “Time Zone” tab. Below the map uncheck the box labeled “Automatically adjust clock for daylight saving time.”
    NOTE! Deleting two descr_geography_new files is NOT NEEDED anymore for MOS 1.6 version! Just run Cleaner.bat file.


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    Before playing:

    - It is recommened to use the cleaner.bat before playing.
    - If you want custom battle heroes, you should use the CG-launcher to make this available or to turn it off.
    - If you want to use the "Arnor from the start" function for Eriador properly, use the FAR launcher.


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    We also present you a link to Germanicu5 Guide for fixing stability






    and we present Trailhog250's guide for increasing performance

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    One mod to join them all!!

    High Quality Sky Texture Project by Hereje
    Various Unit Cards by Maltacus
    Heirs of Isildur by Smoesville
    Heroes 2.0 by Louis Lux
    Animation Submod by Warman22
    Interactive Gameplay Mod by Germanicu5
    New music by Scout of Imladris
    Heroes avoid bad traits by Caralampio
    Sauron & The One Ring by Baron Samedi
    Start with Arnor script by Baron Samedi
    Faction symbols by Small Projects Mods
    Free Ancillary Resource by Small Projects Mods
    Event Video Mod by Small Projects Mods
    Immortal Nazgul by Kai
    Counter Invasions by Baron Samedi
    The Elves Departure by Hero of the West & Baron Samedi
    Lost Capital Events by Baron Samedi
    Immortal Heroes by Baron Samedi
    Real Alliances by TNZ
    AUM by Agostinos
    The Beacons of Gondor by Baron Samedi
    The Reforging Concept Of Elvish Factions by Aikanar and Louis Lux
    Faction heir Script by Small Projects Mods
    Loading Screen and menu by Cedric37
    Water 2.0 by Davide Cool
    RR/RC by Point Blank
    Arnor Reemergence mod by Zack Fair
    Fred the Taxmen script by Fred Putz
    Spawning Additional Units Submod 1.4.2 by Withwnar
    Strong Mordor script by Fred Putz
    Orcnose script by Fred Putz
    Unique Buildings 2.0 by Axsnan
    New rebel units by Alleycat and MOS
    Dunland rises script by MOS
    Voice pack by Kaisser1993
    Legio Submod by Hero of the West
    MOS EP by Minas Moth
    Quotes submod 2.5.31 by Ngugi
    Event Pictures submod by Ngugi
    Total Diplomacy 1.8.3 by Withwnar
    Message Icons by El Cid
    Rhun Clansman Visual Upgrade by Yarrum
    Dunedain Beastslayers by Louis Lux
    Parts of FROME by Koultouras
    RPG missions by MOS
    Parts of OOG mod by the Gunbang team
    AUI gold edition by Cedric37
    Custom Battle Generals by HOTW
    Campaign AI by Alreadyded
    Total Effects Point Info v1.1 by Withwnar
    DCI: Tôl Acharn by DCI team
    ICS by Maestro Ugo
    CRS by Maestro Ugo
    Gondor Units by Taro M.
    Additional Mercenary Mini-Mod (AMM) by Ngugi
    ReallyBadAI 5.7 by Germanicu5
    BAI Switcher 5.7 by Germanicu5
    Parts of the Return of the King (RotK) mod by Kiliç Alì
    3 tier road system by mike golf
    Diplomacy and Invasion by Proximusj
    New Rhudaur unit cards by Ministry
    New settlements v2.0 by leo.civil.uefs
    Improved Barrow-Downs mod v2.1 by Mank
    Parts of dIRECTOR's Cut mod by dIRECTOR
    New unit cards project by Nergor
    Mordor's Call script by Jox25
    Parts of the Unofficial patch v3.3 for TATW (including new custom settlement) by leo.civil.uefs
    New map of Middle-earth by FireFreak111
    Modified Carl the Taxman Money Script by Mank
    Improved settlement upgrade cards by Fozzie

    Submods previously included by MOS, now in TATW vanilla

    Axe Throwing by Griffin 795
    Crossbow Fix by Griffin 795
    The Palantir by Theodotus I
    Corsair Invasions by Archeon
    Spiders of Mirkwood by Alreadyded and MOS
    Sauron's Eye and the Mirror of Galadriel 1.3 by Withwnar



    Many other new content, small improvements, tweaks and bugfixes
    ******


    Active members

    Hero of the West modleader/ Coder/ 2d artist/ Writer/ P.R.
    Stylix Coder
    Mike Golf Coder
    Lü Bu Modeller, Skinner
    Trailhog250 Game balancer

    Former and inactive members


    Emperor of Hell coder
    Fred Putz custom scripting
    Ngugi sound janitor
    Maestro Ugo 2d artist & P.R.
    Sua Sponte description writer & grammar improver
    David93 coder
    Sidious 2d art creator
    Minas Moth coder
    Alleycat coder

    Signatures






































    Screenshots

    Menu screen


    Spiders


    Changelist


    Change log for v1.6.1

    - Corrected some missing/not working hero abilities
    - Added Rhudaur Axemen back to the mercenary pool
    - Edited information regarding terrain and special units located in the province information card for various settlements (green book)
    - Fixed voices not working correctly
    - Fixed CG launcher and files, should be able to play custom battles with generals
    - Fixed Lorien bodyguards 'flickering' on the battlemap when it is zoomed out.
    - Fixed Optional Garrison Script (if declined, units will not be spawned)
    - Added new unit for Silvan Elves (Mirkwood Forest Warden)
    - Fixed Elven leaders name error
    - Gondor Guardsmen added as AOR mercenaries by lordargento
    - Some unit rebalancing (especially javelin units)
    - Silvan elves given correct faction leader picture in faction selection screen
    - Revised textures for some Elven units
    - Modified regions to give Dunland improved population growth
    - Revised recruitment rate for Dunland units to reflect more accurately predominate terrain preference
    - Prevented Fennas Drunin and Amon Sul from being upgraded and losing their custom start map model
    - Cultural (Religion) bonus added to Motte & Bailey building for Elves only to compensate for the inablilty of this culture to upgrade castles
    - Moved Dale army spawn closer to Erebor for Beacons of Gondor script
    - Fixed two Mallorns buildings in each Lorien starting settlement
    - Fixed ancillary description for the Marchwarden of the Anduin Vale for the Silvan Elves
    - Rebel spider armies given spider portraits for their leaders
    - Fixed some villages that should be able to be upgraded not being able to upgrade (Dunharrow, Fangorn and Amon Sûl cannot be upgraded)
    - New version of Mordor's Call by Jox25 (http://www.twcenter.net/forums/showt...-Mordor-s-Call) [units based on difficulty level of campaign, Harad and Rhun generals added]
    - New unit for Mordor; Minas Morgul Guardians; by lordargento, Nergor and Taro_M
    - Fixed Legion Names for Mordor and Isengard units
    - Fixed AUI for Rohan

    Change log for v1.60:

    - New DaC map by Firefreak111
    - Parts of the Unofficial patch v3.3 for TATW (including new custom settlement) by leo.civil.uefs
    - Resurrect factions script fixed
    - All units spawned in Diplomacy & Invasion script should now have free upkeep.
    - Added new unit for Lorien Elves (Galadhrim Lancers); replaced Silvan Horsearchers
    - Added new unit for Dunland (Enedwaith Stalkers)
    - Increased law bonus for the AI in their major settlements (hoping to reduce rebellion in key settlements)
    - Modified Carl the Taxman Money Script by Mank
    - Improved settlement upgrade cards by Fozzie
    - Fixed Aragorn's RPG (army of the dead not despawning)

    Change Log for v1.5:

    - Modified Arnor cavalry stats for play balance
    - Uruk Hai Bomb, Rocket Launcher and Flamethrower units can no longer be recruited, only retrained and not able to be received as rewards for missions
    - Ikoner studio and Master ikoner studio buildings for the High Elves now add to poplulation for human players instead of just for the AI.
    - Silver surfer bug for upgraded Dismounted Eored Lancers Mercs fixed
    - Updated the quotes files to v2.5.31 Tolkien Quotes Submod by Ngugi (http://www.twcenter.net/forums/showt...tolkien+quotes)
    - Dale Rivermen, Dunland Huntsmen and Dunland Slayers (javelin units) are now recruited in Barracks buildings and Dale Woodsmen (archers) in Missile buildings.
    - Updated DCI to 1.2.3 to include the Rohan religion fix, omitted law bonuses and improved mission message; correction to Dwarven/Dunland trigger by Ngugi (http://www.twcenter.net/forums/showthread.php?t=497959)
    - Lower Tier Dunland javelin units changed from AP to area attribute
    - Added Dunlending Axemen and Dunlendings Mercs unit cards and info cards for slave faction
    - New Rhudaur unit cards by Ministry (http://www.twcenter.net/forums/showt...5#post12443185)
    - Elven ships will no longer be rewarded for completing missions
    - Additional fiefdoms by MIKE GOLF
    - Improved various unit cards by MIKE GOLF
    - Fix rivendell spearmen (Noldor Guardians) so recruitment is possible in Rivendell
    - Enhanced Aragron RPG featuring the Army of the Dead by HotW
    - Gandalf now has the same hero ability as possesed at game start when using Immortal Heroes
    - Upgraded Total Diplomacy to v 1.8.3 (http://www.twcenter.net/forums/showt...otal+diplomacy)
    - Fixed missing voices for units (WIP) by Eodez
    - Gondor mines now have correct names
    - Mordor army in the Eastern Shadow script is now led by a named general with bodyguards.
    - Diplomacy & Invasions mod by proximusj (http://www.twcenter.net/forums/showt...mp%3B+invasion)
    - Removed Boromir Battle Armour script
    - More unit cards from Various Unit Cards Minimod by Maltacus (http://www.twcenter.net/forums/showthread.php?t=528164)
    - Carrock fixed
    - Removed G5 Centralised Administration Mod
    - Removed G5 Trial and Regency Mod v1.2
    - Flag officer removed from bandits unit; Eriador captain replaced by slave captain.
    - If controlled by the AI; Saruman, Denethor and Elrond will remain in their starting settlements.
    - Optional script decision scrolls (at start of campaign) now contain more information describing the features and functions of the script.
    - Factions will no longer automatically horde if destroyed.
    - Corsair Invasions are now optional, available to all factions and occur more frequently.
    - South Tharbad given a small starting garrison
    - Thranduil and Legolas (Silvan Elves) were given hero abilities
    - Latest version of units by Taro_M
    - Unit rebalancing by Trailhog250
    - New settlements v2.0 by leo.civil.uefs (http://www.twcenter.net/forums/showt...ments-RELEASED!)
    - Heroes respawned in the Immortal Heroes script (except Aragorn) now regain their unique starting ancillaries if the ancillaries are available.
    - Arnor can now correctly construct military academy buildings
    - Lorien Invasion armies in the Counter Invasion script now use Lorien units instead of Silvan units.
    - Fixed Counter Invasions and Beacons of Gondor armies not being spawned
    - Corrected some grammer and spelling errors in historic_events.txt file
    - Improved Barrow-Downs mod v2.1 by Mank (http://www.twcenter.net/forums/showt...ow-Wights-quot)
    - Parts of dIRECTOR's Cut mod (http://www.twcenter.net/forums/showt...1-for-MOS-1-41)
    - Parts of Reworked ancillaries and traits (thanks to DrBeast and Chainsaw Schmalz)
    - New strat map models for Elrond, Lurtz and Eomer.
    - Eomer, Balin and Lurtz added to Immortal Heroes script
    - Fixed assassins successful sabotage error
    - Revised special abilities for heroes
    - Created new 'book building' for settlement of Erelond containing more accurate description of settlement features
    - Increased time Ents gained from autonomy remain in play before being removed
    - Additional character names (thanks to Ministry)
    - New unit cards project by Nergor (http://www.twcenter.net/forums/showt...3#post13008753)
    - Mordor's Call script by Jox25 (http://www.twcenter.net/forums/showt...p-MOS-1-41-EMM)
    - Spider unit leaders given a spider portrait


    Changelist for v1.4.1:

    - Fixed: Incorrect faction icon appearing in the lower right corner, near production and recruitment buttons, when Arnor is reformed.
    - Fixed: Incorrect strat map models appearing for Arnor after it is reformed
    - Fixed: Some Rohan generals have incorrect Epithet or title
    - Added Fiefdom titles with ancillaries and traits for Harad, Dunland, Dale and Rhun by MIKE GOLF
    - Fixed: 'Silver Surfer' bug for SAUS Dale Calvary owned by Dwarves.
    - Added faction character names by MIKE GOLF and Spice Master (http://www.twcenter.net/forums/showthread.php?t=573398)
    - Added upkeep costs for AOR units
    - Replaced Denethor's strat map model with Steward model from RotK mod by Kiliç Alì (http://www.twcenter.net/forums/showthread.php?t=457639)

    Changelist for v1.4:

    Fixed Dale Woodsmen texturing problem.
    Fixed Dale Rivermen trying to fire their javelins like arrows.
    Fixed Dunland Huntsmen trying to fire their javelins like arrows.
    Fixed unit card unit info not appearing for Orc Volunteers and Goblin Volunteers.
    Fixed Rhudaur Archers 'unattached bow' condition
    Fixed Mumakil archers fire arms sound.
    Fixed several more 'silver surfer' bugs
    Fixed Lorien settlement upgrade bug that occured when upgrading to cities and large cities, vanilla generic settlements were used instead of the new Elven settlements by Emperor of Hell
    Added Elite Dunedain Rangers to the HE roster.
    Improved Immortal Nazgul script. Removed Nazgul ring trait, added description to ancillary. Presence of ring tested by script, not ancillary trigger.
    Removed the Additional Nazgul script. Totally redundant as MOS starts with all nine Nazgul.
    Reorganized optional script order of appearance to streamline the selection process; rewrote event triggers to make them more efficient
    Implemented 4 tier road system by MIKE GOLF
    Changed hording message title from 'Mordor annihilated' to 'Faction Annihilated' and replaced Mordor message with a generic message hinting that a horde may emerge.
    Updated region numbers in the Beacons of Gondor script, reward should work now; Fixed Theoden appearing as Lord of the Dead when aiding Gondor.
    Removed Hungary faction icon in Faction Standing Scroll
    Fixed Start with Arnor script, banners not being changed for AI player
    Added starting garrison to Henneth Annun
    Added starting garrison to Barad Dur
    Removed ability to recruit Ithilien units in Cirith Ungol, added to Minas Morgul.
    Edited code in the DCI scripting to fix Silvan Elves receiving incorrect religion
    Added code to the DCI script to include the Lorien Elves religion assignment
    Added Counter Invasion script to the read me file
    Unique buildings cards improved by Trailhog250
    New portraits added for generals compiled by MIKE GOLF
    New Pelargir unit info ui's by Trailhog250
    Ancillaries available for Dunland and Lorien Elves by MIKE GOLF
    New banner ancillaries for Arnor, Dunland and Lorien Elves by MIKE GOLF
    RR/RC unit balancing by Trailhog250
    Removed text from sunrise sky textures by MIKE GOLF
    Fiefdom traits, family trees, and ancillaries for Eriador/Arnor and Rohan by MIKE GOLF

    Changelist for v1.3:

    - Fixed many faction rosters that were missing unit cards and information.
    - Corrected 'silver surfer' issues for Isengard snagas and Rhudaur mercenary units.
    - Added the name of the Lorien elves special unit above it's picture in the faction selection screen.
    - Fixed Counter Invasion Script.
    - Fixed Diplomacy Script.
    - Fixed One Ring script not displaying ring found event.
    - Fixed Allied Resurrection Script.
    - Fixed autonomous regions script; Ents and hobbits not being removed, Dunland and Lorien Elves added to script
    - Added South Tharbad to Centralised Administration script.
    - Changed description for Nosse-en-Fingolfin to reflect jewel-smith must be constructed in Ost-in-Edhil, not Imladris.
    - Replaced Rhudaur Axemen (javelin) with Axemen of Rhudaur (axemen).
    - Added 3 tier road system by MIKE GOLF.
    - Moved Harad general Qusay and his army into Umbar at start of campaign.
    - Changed description for the ancillary Elendilmir to contain the settlement names required for the Arnor Union.
    - Hobbiton, Michel Delving and Longbottom belong to Eriador at start. Changed starting ownership of Weathertop (Amon Sul) from Eriador to Bandits.
    - Replaced Hobbits and bandits given to Eriador in the Counter Invasion script with more appropriate and capable units.
    - Strong Isengard (Sarumans Forces) and Strong Mordor (Eastern Shadows) can now be selected by evil factions as well, as long as the player is not one of the factions to directly benefit from this selection
    - Total Effects Point Info v1.1 by Withwnar included. (http://www.twcenter.net/forums/showt...3#post11749933)
    - Upgraded Total Diplomacy to v1.8 by Withwnar (http://www.twcenter.net/forums/showt...02#post9842202)
    - Changed terrain type of Weathertop (Amon Sul) to grassland from mountains.
    - Increased recruitment slots from 2 to 3 in large cities, huge cities, fortresses and citadels, FOR HUMAN PLAYERS ONLY.
    - Limited Hobbit autonomy road building settlements by MIKE GOLF.
    - Hobbit units now retrainable in Bree by MIKE GOLF
    - Added Dol Amroth units and a few Gondor units by Taro_M to the roster for Gondor. Dol Amroth units only recruitable in that city.
    - Gondor fiefdom barracks in Minas Tirith can now retrain all Dol Amroth units and other AOR units for Gondor.
    - DCI now part of MOS by Ngugi (http://www.twcenter.net/forums/showt...9#post10664879)
    - Other smaller fixes, enhancements, improvements and additions too numerous to mention individually.

    Changelist 1.12 for 3.1

    - includes 1.1 and 1.11 features
    - New voices for Gondor's units
    - Many bugfixes including but not limited to:
    - BR Dunedain stats fixed
    - Amon Sul had the Barrow Downs building instead of Weathertop, this has been fixed
    - Dunland no longer ends up with ridiculous amounts of money on the campaign as the AI (they have been included in the money scripts so they also will not run out) Should be working
    - Historic events grammar corrections by ozzi
    - Game breaking Arnor bug fixed; in 1.1 and 1.11 you could not reform Arnor due to a bug
    - Many other stat fixes for units + improvements
    - Lots of other bugfixes I inevitably forgot about
    - Hero of the West's Heroes mod for custom battle (Heroes can be used in custom battles to replicate lore-based battles)
    - As usual, many small features that are forgotten about during the compiling process


    Changelast 1.06 for 3.1

    - added trailhog's hotfix 1.05
    - added RR/RC stat changes
    - fixed rammas echor tooltip
    - fixed diplomacy talk Gondor
    - Took Anduril, athelast from Aragorn and gave Narsil
    - changed Eriador general starting positions
    - fixed Boromir battle model picture
    - made sure that victory armour, swords and shields are only held one at a time (to free up anc slots)
    - decreased the cost from corruption with 20%
    - decreased the generals wages by 10%
    - fixed the dunland starting buildings
    - removed lumbercamp for evil from all factions except Isengard
    - removed old ent spawn
    - added fires of industry script, which spawns ents as a revenge
    - added heirs of isildur by Smoesville
    - fixed video event mod (12 new vids)
    - Aragorn RPG working again
    - fixed dunland prevails script
    - upgraded aragorn with Louis Lux model


    Changelast 1.04 for 3.1

    -Latest Germanicu5 Battle AI and interactive gameplay mod
    -Arnor Armor upgrade
    -Isengard Culture submod
    -Some small stat changes and fixes
    -Boromir Plate armor Battle model (optional through a yes/no event in turn 1)
    -Total Diplomacy

    Changelist 1.03 for 3.1
    Fully implanted heroes mod (fixes Lurtz crash)
    Implented the reworked unit cards mod
    Fixed the Isengard declares war on dunland bug
    Updated the dunland and Eriador maps (you know, the one you see in the faction selection screen)
    Added Snaga stalkers for Isengard (Just remebered I forgot to include the unit cards , will fix it in the next version)
    Added the heavy galahdrim from FRoME
    Fixed crashes with some silvan elves units
    Might have fixed the crashes with the spiders
    Fixed the missing building pic for the lumber camp (only for dunland)
    Fixed the crash when using AUI to launch the game

    Changelist 6.3
    - Dunland rises script added
    - Taro M units deleted
    - Dol Amroth units from RR/RC implemented
    - AUI gold edition from Cedric37 added
    - Allycat rebel units added
    - A lot of minor fixes added
    - Elven stratmap sounds added
    - Rohan battlemap voices added

    Changelist 6.0 to 6.12
    - Dunland faction from Frome Added
    - MOS AP added
    - New ancillaries
    - New units from Taro M added
    - New sounds added for Isengard, elven rangers and nazgul special ability cries
    - various bugfixes and soundfixes added
    - new artwork
    - Aragorn RPG


    Changelist 5.2
    - new voices for most of gondors units
    - new Taro M units for Gondor
    - some ancillary changes
    - changed the splashscreen
    - Numerous fixes

    Changelist 5.1

    - Isengard Culture Submod added
    - Removed Total Recruitment
    - Eye of mordor added
    - Removed the AUM choice, not AUM itself
    - Newly made UI
    - Numerous fixes

    Changelist 5.0

    - New skins and UI for Gondor Soldiers
    - Unique buildings added
    - Improvements in SAUS mod
    - Improvements in Germanicu5 AI
    - Optional Expanded Map added
    - Mirror of Galadriel mod added
    - Numerous fixes for both UI & code

    Changelist 4.2

    - Fred the Taxmen script by Fred Putz
    - SAUS by withwnar
    - Strong Mordor script by Fred Putz
    - Orcnose script by Fred Putz
    - UI from RR/RC
    - Some fixes and minor improvements


    Changelist 4.1

    - added much artwork from RR/RC
    - better water submod
    - arnor reemergence mod
    - new loading screen and menu
    - some fixes and minor improvements

    Changelist 4.0:

    - added some missing entries
    - changed some units stat to prevent errors
    - removed the yes/no pop up screen for event video's because it did not function therefore redundant
    - but all previous fixes into the main mod to prevent installation problems

    Changelist 3.2:

    - added a mod which makes sure the important heroes don't get negative traits like alcoholic and such
    - removed the battle crown, leafcrown and hadhafang ancillary for now because of errors
    - made some grammar corrections
    - put in a fix for textures which helps when updates on units are made, this could prevent CTD's in the future
    - fixed a few errors
    - added new marriage art for the dwarves
    - added some new ancillary descriptions

    Changelist 3.1:

    - added an rare Elven ranger unit to eriador, which is given 2 and can be retrained in certain cities
    - fixed the axe throwing animation bug
    - made it so the game starts in fullscreen

    Changelist 3.01

    - Made the mod modfoldered
    - Made it so that the game can run in the background
    - Made a desktop icon with the proper links

    Known Bugs

    - Fellowship campaign is not playable with MOS.

    Last edited by Veteraan; July 22, 2019 at 01:08 PM. Reason: Removed all download links by request of Hero of the West

  2. #2
    Hero of the West's Avatar Artifex
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    Default Re: MOS, the ultimate TATW experience.. released 1.3 for Third Age 3.2.. Version 1.4 coming to you soon!!

    Stratmodel Preview

    Dear fans of MOS. Today i present to you our latest MOS project. Lü Bu has been creating new battle and stratmap models for the missing heroes in TATW. And i might add that he is doing a great job. Here is a small taste of things to come..








    Developers:
    - Lü bu for modelling, skinning and designing
    - Hero of the west for coding, helping with designing, PR and support
    - The MOS team for feedback
    Last edited by Hero of the West; February 17, 2013 at 02:10 PM.

  3. #3
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: MOS, the ultimate TATW experience.. released 1.3 for Third Age 3.2.. Version 1.4 coming to you soon!!

    I love the smell of fresh thread in the... afternoon!

    Kingdom of Lindon preview video out





    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 - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  4. #4
    SirEyeball's Avatar Miles
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    Default Re: MOS, the ultimate TATW experience.. released 1.3 for Third Age 3.2.. Version 1.4 coming to you soon!!

    Aaargh where did the old thread go I had the instructions from Ngugi on how to make the mod sandbox without the ring script in that? Well just have to ask again when 1.4 is out looking forward.

    Edit any chance that this could be included http://www.twcenter.net/forums/showthread.php?t=546435 just before closing time(I used to work in a bar and hated the customer coming in at 5 minutes to closing time ordering a round for all)
    Last edited by SirEyeball; November 01, 2012 at 02:25 PM.
    I watch and Learn

  5. #5

    Default Re: MOS, the ultimate TATW experience.. released 1.3 for Third Age 3.2.. Version 1.4 coming to you soon!!

    Uf, too many MOS Threads running around
    American, French, Israeli and British government's ILLEGAL aggression against the Syrian people, without any proof for chemical attacks in Douma, and without waiting for OPCW to conduct their investigation..
    Sons of *******, leave that poor, war torn country in peace.
    If you are a citizen of one of these countries, then DO NOT ask any help from me on these forums, since, in protest against this aggression by your governments, I do not provide assistance/help anymore.
    Let Syria be finally in peace.

    A video of false chemical attack in Douma, Syria, which led to Western illegal attacks.

  6. #6
    Stylix's Avatar MOS Team Member
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    Default Re: MOS, the ultimate TATW experience.. released 1.3 for Third Age 3.2.. Version 1.4 coming to you soon!!

    Quote Originally Posted by SirEyeball View Post
    Aaargh where did the old thread go I had the instructions from Ngugi on how to make the mod sandbox without the ring script in that? Well just have to ask again when 1.4 is out looking forward.

    Edit any chance that this could be included http://www.twcenter.net/forums/showthread.php?t=546435 just before closing time(I used to work in a bar and hated the customer coming in at 5 minutes to closing time ordering a round for all)
    We have been denied permission from the creator to add the mod at this time.
    MOS v1.6.2+ Bug fixer 30 Dec 2013

  7. #7
    kostas84's Avatar Campidoctor
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    Default Re: MOS, the ultimate TATW experience.. released 1.3 for Third Age 3.2.. Version 1.4 coming to you soon!!

    Why doesnt Barad-dur start with a Garrison when the player is Mordor?

  8. #8
    SirEyeball's Avatar Miles
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    Default Re: MOS, the ultimate TATW experience.. released 1.3 for Third Age 3.2.. Version 1.4 coming to you soon!!

    Quote Originally Posted by Stylix View Post
    We have been denied permission from the creator to add the mod at this time.
    Dang would have been a nice addition but his mod his rules I suppose.
    I watch and Learn

  9. #9
    Stylix's Avatar MOS Team Member
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    Default Re: MOS, the ultimate TATW experience.. released 1.3 for Third Age 3.2.. Version 1.4 coming to you soon!!

    Quote Originally Posted by kostas84 View Post
    Why doesnt Barad-dur start with a Garrison when the player is Mordor?
    Does it have a garrison in TATW v3.2?
    I have deleted my copy of vanilla TATW so I cannot check it until I reinstall.
    MOS v1.6.2+ Bug fixer 30 Dec 2013

  10. #10

    Default Re: MOS, the ultimate TATW experience.. released 1.3 for Third Age 3.2.. Version 1.4 coming to you soon!!

    Quote Originally Posted by Stylix View Post
    We have been denied permission from the creator to add the mod at this time.
    Stylix,it is that.
    Last edited by TanZHao; November 01, 2012 at 04:56 PM.


  11. #11
    usmarine2be's Avatar Miles
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    Default Re: MOS, the ultimate TATW experience.. released 1.3 for Third Age 3.2.. Version 1.4 coming to you soon!!

    Can't wait for 1.4, keep up the good work! Haha the lack of the "Last edited by ..." line at the bottom of the OP made me do a double take.

  12. #12
    Pleiades's Avatar Biarchus
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    Default Re: MOS, the ultimate TATW experience.. released 1.3 for Third Age 3.2.. Version 1.4 coming to you soon!!

    Where is the old thread? Where are riders of Rohan? Why do the fools fly?

    So much invested in energy, time, love, fellowship, information in the old thread and it's just gone!
    There are no absolute truths. When your beliefs about the world and yourself change, so does your experience.

  13. #13
    kostas84's Avatar Campidoctor
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    Default Re: MOS, the ultimate TATW experience.. released 1.3 for Third Age 3.2.. Version 1.4 coming to you soon!!

    Quote Originally Posted by Stylix View Post
    Does it have a garrison in TATW v3.2?
    I have deleted my copy of vanilla TATW so I cannot check it until I reinstall.
    It does have a garrison in vanilla yes.

    I always used the Barad-dur garrison to help in the front lines, it was less than half a stack, i know that much at least.
    Last edited by kostas84; November 02, 2012 at 12:34 AM.

  14. #14

    Default Re: MOS, the ultimate TATW experience.. released 1.3 for Third Age 3.2.. Version 1.4 coming to you soon!!

    why the need for a new topic?

    (shamelessly adding my name to the first page )

    EDIT: and why it says i have 1 post? :,(

  15. #15

    Default Re: MOS, the ultimate TATW experience.. released 1.3 for Third Age 3.2.. Version 1.4 coming to you soon!!

    why the need for a new topic?

    (shamelessly adding my name to the first page )

    EDIT: and why it says i have 1 post? :,(

    ------------------------------------------------------------------

    I same to you.


  16. #16
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: MOS, the ultimate TATW experience.. released 1.3 for Third Age 3.2.. Version 1.4 coming to you soon!!

    Quote Originally Posted by Pleiades View Post
    Where is the old thread? Where are riders of Rohan? Why do the fools fly?

    So much invested in energy, time, love, fellowship, information in the old thread and it's just gone!
    Quote Originally Posted by Tree Knee View Post
    why the need for a new topic?

    (shamelessly adding my name to the first page )

    EDIT: and why it says i have 1 post? :,(
    Quote Originally Posted by TanZHao View Post
    why the need for a new topic?

    (shamelessly adding my name to the first page )

    EDIT: and why it says i have 1 post? :,(

    ------------------------------------------------------------------

    I same to you.
    TWC has currently a policy of that threads on over 10 000 posts are closed and removed, due to server limitations.
    Meaning all posts in those threads are deleted; at the same time naturally members post numbers drop since many of their/our posts are removed.

    So you know what's going on

    Kingdom of Lindon preview video out





    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 - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  17. #17

    Default Re: MOS, the ultimate TATW experience.. released 1.3 for Third Age 3.2.. Version 1.4 coming to you soon!!

    Quote Originally Posted by Tree Knee View Post
    why the need for a new topic?

    (shamelessly adding my name to the first page )

    EDIT: and why it says i have 1 post? :,(
    Quote Originally Posted by Ngugi View Post
    TWC has currently a policy of that threads on over 10 000 posts are closed and removed, due to server limitations.
    Meaning all posts in those threads are deleted; at the same time naturally members post numbers drop since many of their/our posts are removed.

    So you know what's going on
    I understand.
    It make me creeps.


  18. #18
    Pleiades's Avatar Biarchus
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    Default Re: MOS, the ultimate TATW experience.. released 1.3 for Third Age 3.2.. Version 1.4 coming to you soon!!

    Quote Originally Posted by Ngugi View Post
    TWC has currently a policy of that threads on over 10 000 posts are closed and removed, due to server limitations.
    Meaning all posts in those threads are deleted; at the same time naturally members post numbers drop since many of their/our posts are removed.

    So you know what's going on
    Thanks.

    I suggest that you put this in OP or else people will think that good hobbits (you and company) got The Ring (moderator powers) and already abuse that power to prove that they are bigger, larger and stronger than Sauron who made that Ring.
    There are no absolute truths. When your beliefs about the world and yourself change, so does your experience.

  19. #19
    Civis
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    Default Re: MOS, the ultimate TATW experience.. released 1.3 for Third Age 3.2.. Version 1.4 coming to you soon!!

    But.... the post count... my precious post count...

  20. #20

    Default Re: MOS, the ultimate TATW experience.. released 1.3 for Third Age 3.2.. Version 1.4 coming to you soon!!

    Quote Originally Posted by Ngugi View Post
    TWC has currently a policy of that threads on over 10 000 posts are closed and removed, due to server limitations.
    Meaning all posts in those threads are deleted; at the same time naturally members post numbers drop since many of their/our posts are removed.

    So you know what's going on
    Well that sucks Mister Moderator Sir!

    Damn, down to 79 posts...... I thought I had posted more than that outside the MOS thread.

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