View Poll Results: What sounds better?

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  • Numenorean settlement/spy/agent/general/captain/etc.

    3 37.50%
  • Dúnedain settlement/spy/agent/general/captain/etc.

    2 25.00%
  • Reunited Kingdom settlement/spy/agent/general/captain/etc.

    5 62.50%
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Thread: [20/JAN/15]The Reunited Kingdom submod for MOS 1.62 v1.4 RELEASED!

  1. #81

    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    great! Not sure I will try it now, I have no big time and I am very scared from the idea that I might have to unistall everything again... last time it toke 4 installations of tatw+ mos to get 1.5 working, you know...I will wait few days more and see if news come about the formal MOS state!

    Besides, sorry for the duble post above. It wasn't intentional!

  2. #82

    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    Looks good, should I attach the FAR launcher here Jox?

  3. #83
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    Quote Originally Posted by Mr_Hobo View Post
    Looks good, should I attach the FAR launcher here Jox?
    FAR Launcher already included in intallation

  4. #84
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    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    Hotfix released. There are some little bugs fixed.

  5. #85

    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    Quote Originally Posted by franznikoforos View Post
    great! Not sure I will try it now, I have no big time and I am very scared from the idea that I might have to unistall everything again... last time it toke 4 installations of tatw+ mos to get 1.5 working, you know...I will wait few days more and see if news come about the formal MOS state!

    Besides, sorry for the duble post above. It wasn't intentional!
    If you have enough room on your hard drive or an external hard drive, I would highly recommend making a copy of MTW II with TATW 3.2, so that way if there ever is a problem just copy and paste..... Hope everything goes well with your reunited kingdom!
    Attached Files Attached Files
    Last edited by MIKE GOLF; February 19, 2018 at 11:38 AM.

  6. #86

    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    is v1.1 save game comp with 1?

  7. #87
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    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    Quote Originally Posted by manekemaan View Post
    is v1.1 save game comp with 1?
    v1.1 Isn't save game compatable with previous versions.

  8. #88

    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    Thanks for the quick answer.

    An other question: What would happen if I controlled both Arnor and Gondor in a campaign (or with a friend in a hotseat campaign?) with Aragorn? The family tree of the initiating reunion will remain right?

    Will there be 2 aragorns when I accept Aragorns help as gondor?

  9. #89
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    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    I'm not sure and i don't imagine how it must work in Hotseat in one reason: If you play as Arnor and as Gondor in hotseat both kingdoms will be destroyed after reuniting and you will end campaign imo.
    As for Aragorn if you play as Arnor and Gondor in hotseat i discribed above, if you play as one of these you will get only 1 Aragorn.

  10. #90

    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    Just downloaded this and will start a campaign soon. Are there some other mods that would add some flavour when playing as the reunited kingdom or Gondor? I havent still decided which one to pick.

  11. #91
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    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    No add-on scripts and mods were added except this submod. Default MOS scripts work OK(not all).

  12. #92

    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    Hi,
    It's a very great mod!!
    I have 2 questions:
    1-I play with gondor, Denethor can't move from Minas Tirith because He has the Trait "Total Movements -45%". How can i remove this trait?
    2-I must put hotfixfile in C:\Programmi\SEGA\Medieval II Total War\mods\Third_Age_3_1.60\data\world\maps\base right?

  13. #93

    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    To allow Denethor to move normally you must remove the trait no movement 1, to do this you must open up the Third_Age_3/data/world/maps/campaign/imperial_campaign folder open up the descr_strat file, scroll down to where you see Denethor's stats and remove what is highlighted in red.
    Spoiler Alert, click show to read: 

    character Denethor, named character, male, heir, age 65, x 252, y 131, portrait Denethor, hero_ability IRON_FIST, label denethor1
    traits Denethor 1, Steward 2 , hero_ability1 1, Factionleader 1, GoodCommander 1, NaturalMilitarySkill 1, Unjust 1, Introvert 1, PoliticsSkill 2, ReligionStarter 1, ChivalryLegacy 1, strong_willed 1, No_Movement 1
    ancillaries steward_gondor, palantir_authorisation, troops_gondor, drillmaster
    You are correct on your second question, also do not forget to delete the map.rwm file or the old file will still be used. Hope this helps.

    These forums are becoming quite a pain to respond in.
    Last edited by MIKE GOLF; September 15, 2013 at 10:18 AM.

  14. #94

    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    Thanks for the quick reply Mike!! Only one thing, is it compatible with Bodyguard Switcher 2.1.1 for MOS 1.6 submod?I don't understand if this two submods change the same file.

  15. #95

    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    I would say that they are not compatible so you will have to chose which submod it is you want to play with more. Hopefully both submods may get included in the next MOS release so you won't have these issues! LOL

  16. #96
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    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    Hmmm so I went forward and did a whole campaign as Gondor. I cannot get them to reunite. Note: I did accept help from Aragorn as Gondor. Could this be the problem? I dont know.

  17. #97
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    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    Hmmm so I went forward and did a whole campaign as Gondor. I cannot get them to reunite. Note: I did accept help from Aragorn as Gondor. Could this be the problem? I dont know.

  18. #98
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    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    Quote Originally Posted by YuriVII View Post
    Hmmm so I went forward and did a whole campaign as Gondor. I cannot get them to reunite. Note: I did accept help from Aragorn as Gondor. Could this be the problem? I dont know.
    Look condition list in OP. in v1.1 they are changed. Check if you have built Gondor Fiefdom Barracks in Minas Tirith, check if you have captured all settlements in conditions, check if form an alliance with Eriador/Arnor, check if Arnor/Eriador own Bree and chech in family tree if Aragorn marked as dead.

  19. #99
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    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    My Aragorn is alive (I dont know about Eriadors)and I double checked all cities and the barracks were built.. I think I was using the beta you gave me. Maybe this is the problem?
    Last edited by YuriVII; September 17, 2013 at 01:13 AM.

  20. #100
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    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    So i think your problem is Aragorn alive. In conditions list Aragorn should be off map, not alive. Try to kill Aragrorn and let me know if script works(this method save game compatable).
    Ну я думаю ваша проблема в том, что Арагорн жив. В условиях объединения Гондора с Арнором указано, что Арагорн должен быть за картой(практически мертв). Попытайтесь убить Арагорна и проверьте если скрипт будет работать(Этот метод не требует начала новой компании).

    P.S. I'm sorry if i disallowed to use Russian to support him.

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