I'm having a problem that whenever I am starting a campaign as I click start it loads all way but to the tip of the arrow on the loading screen and doesn't move past the last part. It just stays like that for about 5 seconds then crashes.
I'm having a problem that whenever I am starting a campaign as I click start it loads all way but to the tip of the arrow on the loading screen and doesn't move past the last part. It just stays like that for about 5 seconds then crashes.
Hey guys, thx for an awesome mod and still update it! I've been readinf forum like a mad man now and was wondering if we could get a little insight into what 1.6.2 will bring? Cair Andros frix maybe? map expansion (maybe to the north or give sauron an insane passive army and let us hit him abit (out of lore i know))?
Just really looking forward to it and want to know more!
Another thing.
Is there a mod for the first age? or 2nd for that matter...
annnnnnnd Lore lovers close your eyes! Maybe a playable elven faction across the sea?
Hey guys, I'm using the current version of MOS, playing Eriador on turn 60 something and the game keeps crashing when it goes to Harad's turn. Here is my crash log and save
Log: http://www.filedropper.com/systemlog
Save: http://www.filedropper.com/autosave
Can anyone help me figure out whats up?
I haven't looked at your log or save, but I'm willing to venture a guess, because it's the most common error that happens on Harad's turn.
Harad will occasionally spawn generals with no name. That's fine, and they can go do whatever it is they feel like doing, but whenever the game wants to assign them an ancillary, it causes a crash because the game can't assign an ancillary to a character with no name.
I'm not sure if there's any way to fix it, honestly. One of the other folks can probably help you more.
just to follow on about the Harad General ancillary bug, will this always happen during a campaign? and if so could there be a hotfix for this issue released shortly? If this bug does happen all the time it would be an unavoidable crash for any campaign we play unless you harad. cheers Lee
P.S love this mod and all the hard work you put into it
Is it just me, or does rhun even without deactivated scripts from time to time generals with flamethrower-bodyguards? doesn't hurt much, just... i don't feel it shoud be this way^^
Hey guys,
a question i always wanted to ask but always forgot . As Isengard is my favourite faction, i'm wondering how come i can't train dunedings? I mean i like the fact that they are their own faction, but as i read a bit on LOTR, Saruman used quite a large % of them in his armies, and i was surprised to see he even used Dunleding cavalry. I think it would really add to the game experience with Isengard, especially since they don't have such a large roster.
Thanks
Dear MOS (& TATW) modders,
First of all I'd like to thank you for this wonderful mod you've created for us. I'm very excited that you guys keep updating the mod aswell!
I've played TATW & MOS for about a year now. I played MOS 1.5 for a while and now I've been playing the new version and I've been enjoying it a lot.
Now to the constructive part, I've been playing a new campaign and noticed quite some changes. I'm currently playing as Gondor and the first thing I noticed were the Unit Cards that have changed. ( For all factions ) I'm not sure where I stand on this. I liked some of the old ones better but I like some of the new ones to. I wasn't sure if the map was changed but I used to play on the Extended Map for MOS and this map looks and plays way better. Another notable change I found was for the Gondor Levy units. ( Swordsmen & Yeomen ) In the previous version they were Gondor Militia I believe and had IMO way better models especially the shields were awesome. Not sure if they are still in the game and/or if they could be optionally added?
I was making my Dol Amroth army and got to the point that I added some Catapults and toke them to assault Harad. When I started a battle I was surprised about the looks of this unit.
They look like high tier professional units. I'm pretty sure this units model was not meant for this unit. I hope to see the old models for those returned and these unit models used for a new unit.
I noticed that in Custom Battles the Gondor Scouts and Gondor Militia Cavalry were in the roster for Gondor but I could not recruit them during my campaign. So I checked the Units_Descr and Buildings_Descr and I found the Gondor Scouts in the Units_Descr but not the Gondor Militia Cavalry. I manually added the Gondor Scouts so now I can recruit them during my campaign. I'd like to add the Gondor Militia Cavalry as well so I someone could help me with that, that would be much appreciated!
For the campaign itself I play on H/VH and I have most scripts turned off that spawn armies. ( Except for the Garrison Script ) I must say it's not very hard for me so far but that seems to be because Mordor mostly focuses on other faction's like Dale and Lorien. In the beginning I faced full stacks of armies lead by Nazgul but later in the game their armies went other directions. I'm walking into Mordor as if taking a walk in the park. The Garrison script seems to be nerved a lot which isn't necessarily a bad thing because I remember finding the script in the previous version very annoying as it spawned armies in every settlement you besieged. I'm at turn 108 and took a big part of Harad and most of Mordor. All other factions are still alive and doing better then I expected not sure if this is pure coincidence or because of new AI scripts. I'll try to turn some of the army spawning scripts in my next campaign to test those out. Just on question tho, how do I get my Loremaster to call Crusades?
I'm pretty sure I left some things out but I'll get back to you if I remember them.
Anyways I hope some of my questions can be answered and I wish you guys the best of luck with the new updates!
Regards,
Vossie
☧Imperium Romanum☧
Yaaay me again....
I've been playing MOS 1.6.1 with both Gondor, Lorien, High elves and Dale on the highest defficulty annnnnd i don't have any trouble with any faction besides Mordor. I've maxed everything out given them all the bonuses there is and i simply can't beat them. I play every single game with an average of 1 to 15 20ish kills but i simply can get units/economy enough to hold them back.... Those hords just seem to respawn the second that i kill them... any thoughts? and no i'm no noob ;D
As stated in a post above, this is a known bug and has been fixed for MOS v1.6.2.
I have attached a fix for your campaign to allow you to continue until the new version is released.
Make a backup copy of your export_descr_characacter_traits file and then replace the old file with the one provided.
Reload your save game and you should be able to continue your campaign.
Although MOS tries to follow the lore as accurately as possible, sometimes changes have to be made for playability.
Since it is possible for Dunland and Isengard to become enemies, mixing of the rosters does not seem like a good idea.
I prefer strict factional limits regarding units available for recruitment.
Thank you for your feedback. :
Gondors roster has been refined, as well as those for the elves, and I believe that you will be pleased with the results in MOS v1.6.2.
Always open for additional suggestions and comments, please feel free to provide input after you have seen the changes in the new release.
Regarding difficulty, I suggest that you play with the Eastern shadow and Mordor's call scripts if you are not satisfied with the difficulty level of Mordor and to some extent Harad.
I always enable these scripts when playing as Gondor, not so much if I am playing another faction, especially one located far from Mordor.
There is no way in the foreseeable future that the AI will ever be anywhere near a match for a human opponent and thus 'cheats' have to be implemented to make the campaign challenging.
The most important goal of the mod is to enjoy the experience. Providing the sometimes maligned scripts provide a solution and options for players seeking a different experience than those offered in vanilla TATW or other mods.
MOS v1.6.2+ Bug fixer 30 Dec 2013
Add all the army spawns and the garison script and i'll garantee you'll have a hard time surviving! and you can always go to VH/VH like me Wink Wink ;DFor the campaign itself I play on H/VH and I have most scripts turned off that spawn armies. ( Except for the Garrison Script ) I must say it's not very hard for me so far but that seems to be because Mordor mostly focuses on other faction's like Dale and Lorien. In the beginning I faced full stacks of armies lead by Nazgul but later in the game their armies went other directions. I'm walking into Mordor as if taking a walk in the park. The Garrison script seems to be nerved a lot which isn't necessarily a bad thing because I remember finding the script in the previous version very annoying as it spawned armies in every settlement you besieged. I'm at turn 108 and took a big part of Harad and most of Mordor. All other factions are still alive and doing better then I expected not sure if this is pure coincidence or because of new AI scripts. I'll try to turn some of the army spawning scripts in my next campaign to test those out. Just on question tho, how do I get my Loremaster to call Crusades?
As for the loremaster then you need to select him and press f3. Then a red arrow will show you where to send him. he needs to me at that location for one turn. This you need to do 4 times
the places to go:
1. Minas Morgul/Ithil
2. Argonath (big waterfall) just north of Cair Andros
3. Isengard
4. Annuminas
He will then teleport to the original spawn point and you'll be able to use him after the first invasion ^^
This may help :
These 2 mods are in the making:
http://www.twcenter.net/forums/showt...h-October-2013
http://www.twcenter.net/forums/showt...-the-Silmarils
Milo Forsyth, Transfiguration Professor at Hogwarts, Beyond Potter http://www.twcenter.net/forums/forumdisplay.php?f=1772
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
Alright I can't wait to see the new version for myself!
Yeah I will turn those scripts on in my new campaign and see if it will add that difficulty I'm looking for. ( Hopefully not to many same armies over and over again. )
But that isn't necessarily the reason it's so easy. As I stated before, Mordor seems to focus it's armies on other factions, they're putting tremendous pressure on Dale and Lorien. ( I checked with Toggle_Fow and they have a lot of stacks of armies just not defending Mordor itself. )
Harad isn't producing any Mumakil so that also contributed to my successful campaign in Harad.
Also one of the things I was wondering is about Gondor, the cities that produce AoR units ( Lossarnach, Lebbenin & Blackroot Vale ) are not able to recruit any of them as the city level is to small and the population takes forever to grow. Turn 110 now and they've just started to expand. Perhaps you can make it so that the cities are 1 level higher so you can recruit those units earlier on. ( You can recruit Lossarnach & Blackroot Vale Volunteers from the start ) Same goes for Dol Amroth. Takes over 110 turns to expand the city and then another 20+ turns to get Swan Knights. Minas Tirith can produce the highest tier units from the start so why not Dol Amroth? ( Obviously after turn 40 )
Thanks for the answer but I knew that part, I meant how do I level him up sorta say so he got high enough level to call the Crusades.
☧Imperium Romanum☧
Makes sense. Still, i don't think it's unheard of to dunedings fighting dunledings. After all in Tolkien's work civil wars are a big constant, therefore having dunledings fight for different lords would be totally normal imo. Too bad if this won't be implemented. Would it be hard to do such a thing on my own?
Thanks
You can't, and you didn't read Rovdyr740's answer fully as he told that after the first invasion he can be used; five turns after the first Invasion is called by Sauron, the Loremaster is given an ancillary that grant him 10 Obedience and can then call Tôl Acharns [Jihads].
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