![]() |
|
|||||||
| Register | FAQ | Rules | Chat | TWC Wiki | Downloads | Arcade | Forum Help | Members List | Social Groups | Calendar | Search | Today's Posts | Mark Forums Read |
![]() |
|
|
Thread Tools | Search this Thread |
|
|
#1 | |
|
Artifex
![]()
Posts: 6,734
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
RC+RR for TATW 1.3 (Hotfix October 30)
***save-game compatible but recommend new campaign*** ***Please read list of changes below*** Main Installation Files (choose one of these links): 1) FILEFRONT: http://www.filefront.com/14791267/TATW_RR_RC_1.3_OCT25_FINAL.7z 2) MEGAUPLOAD:http://www.megaupload.com/?d=B4KKNYM6 3) GETDROPBOX (thanks Muffer Nl for links): http://dl.getdropbox.com/u/562055/TATW_RR_RC_1.3_OCT25_FINAL.7z HOTFIX (choose one of these links): 1) GETDROPBOX: http://dl.getdropbox.com/u/562055/TATW_RR_RC_HOTFIX_OCT30.7z 2) MEGAUPLOAD: http://www.megaupload.com/?d=GLSHYP2X 5 STEPS TO INSTALL: 1) Vista users disable UAC!!! 2) Ensure you have downloaded and installed TATW, TATW patch 1.1 and 1.2 and 1.3 3) Extract the contents of the Main Install files download into your TATW folder. 4) Download hotfix and extract to TATW folder - it is save-game compatible, but new campaign will be more stable 5) double-click on the file Medieval II Total War\mods\Third_Age\FILE_TASKS.bat IMPORTANT: The Main Campaign starts with no factions at war. If you would prefer factions to be at war, choose the Custom Campaign. IMPORTANT: On the first turn, you will be asked if you want to wait for the barracks events to unlock the advanced units. If you choose no, then all units will be available to you as long as you build sufficiently advanced barracks (thanks to TNZ for code). Includes the following submods by the kind permission of their authors, or hopefully they will say its OK, some haven't responded yet! -Visual Enhancement by Louis Lux -TATW Additional Units mod by Agostinos -Battle AI by Germanicu5 -New Corsairs by Bucefalo -Generals Age Correctly by Sohn des Khaine -Unique Buildings 2.0 by axnsan -Immortal Nazgul by kai, plus juli4n's updates -Middle Earth Lore mod by Aikanar -Some excellent animation tweaks by Banzai! (especially cohesion improvement) and Niko -Majestic Map Mod 2.1 by cherryfunk -Evil factions dying fix by NSFW -Faramir and Boromir by: abbews: 2D-art, traits, ancs, textjob,descriptions and screenshots JuL14n: details, modifying to the face, scripts, codes,strat models and putting everything together Taro_M: Modelling/skinning Faramir&Boromir and Master Rangers ~Someone1074 - for great "Capes and cloaks" mod for TES IV Oblivion ~ B. Ward - for "Generals & Captains" modders resource that was used as a base ~ original creators of Mount&Blade - for various stuff ~ Everybody who contributed for "Open Source Project" for Mount&Blade ~ matko - for bracers -Saruman custom character from Enhancement Mod by Mr.Blackadder -Rohan and Gondor Family Trees Extended by deguerra -Lifespan submod by TNZ -parts of Additional Units by Dea Paladin, especially Eriador units -some of Sgawara84's units -Settlement color changes by Twist of Cain -Good Vs Evil Campaign AI by ZZZZ -Be Evil faction standings by papio Please +rep the authors of these great mods, who have been kind enough to give permission to include their work Isengard can build ISENGARD FORGE at about turn 24-32, to upgrade heavy Uruk-hai armor. Dwarves can build MITHRIL FORGE in Moria at about turn 48-56, but must have maximum-sized mines there first. Only Elite Dwarven warriors will have access to mithril armor. Recommended submods:
---------------------------------- -Updated character movement speeds on campaign map. If you find too slow, backup data/descr_character.txt and rename data/descr_character_FASTER.txt to data/descr_character.txt -very latest Germanicu5 BAI, please see this thread for details: http://www.twcenter.net/forums/showthread.php?t=257970 -improved stability -Eriador AI economy further nerfed -enhanced error logging -adds experience for most units recruited in castles -fixes some goblin/animation mismatches that caused some goblins to be too big -OotMM Bodyguards now non-phalanx polearm -gives a diplomat to every faction at game start -removes secondary weapon from Rhun Mounted Clanguard - now they only have a spear -reduces priority of recruitment of Southron Lancers and Raiders -MaxMazi's excellent new Dale unit cards -balances Rhunnic chariots and adds Rhunnic Elite Archers -allows heavy Elvish units to upgrade armor LIST OF RECENT CHANGES ---------------------------------- -adds missing agility bonus to some evil polearm units -compatible with 1.3, please +rep KK! -completely new, consistent mass system for all foot units, considers: armor, shield size, weapon type, race and unit category -Mordor, OotMM and Isengard bodyguards now phalanx polearm -Updated some horse movement rates -some horse armor protective values updated -ongoing economy updates -phalanx polearm animation updated to advance quicker to contact, reducing tendancy for formation to bunch up -Updated BAI by Germanicu5 -Black Guard of Barad-dur and Sons of Wainriders by Sgawara84 -Heavy cavalry has more weight in autoresolve -Evil generals can start with and acquire traits 'Leader', 'Captain', 'Great Captain' and 'Black Captain' that improves their troops morale and provides some extra authority -Economy tweaks -Dwarven weaponsmithing +1 bonus reinstated -Only Elves with attack delay calculated to be < 0 (ie typically specialty melee units + Bodyguards) now get the +1 Elven Blade bonus, ie this reflects that such well-forged blades are, especially for the Silvans, quite rare. -Some tweaks to Dwarven recruiting, so that regional AOR units reduce availability of standard units at that settlement. This brings them into line with other factions -Aquisition of dread by Evil generals by prisoner execution etc revised -some minor tweaks to bonuses provided by 2 or 3 ancillaries - Shadowfax faster, Smaug Scale +1 defense, Dwarven Armor now +2 defence rather than +1 -more unique buildings made by the craft of Numenor or the power of the Ring are indestructible -All factions receive specific bonuses as follows. What items does each faction have that are needed by other factions, or are advantageous to trade those items, or that if it has more of those items, the faction will benefit? Bonuses start only with second-tier buildings, except for Harad which gets a bonus for first-tier roads: Dwarves: weapons, armor. Smiths give additional +1 increased trade goods Dale: food, provisions (especially desired by the Dwarves). Farms give additional +1 increased trade goods Eriador: as for Eriador, plus the famous Shire pipeweed. Farms give additional +1 increased trade goods Silvan Elves: Wine, song, culture. Culture buildings give additional +1 increased trade goods High Elves: trade through their sea ports, goods from far away. Ports give additional +1 increased trade goods Rohan: The best horses in ME. Stables give additional +1 increased trade goods Rhun: far to the east, the steppes are covered with massive grain fields. Farms give additional +1 increased trade goods Harad: In the sparse desert, long trade caravans travel between the distant cities under the hot sun. All roads give additional +1 increased trade goods Gondor: Constant trade between all the cities of the realm, and with foreigners beyond. Paved roads give additional +1 increased trade goods OotMM: No increased trade goods, but raw meat is a delicacy prized by the most discerning orc. Hunting huts give additional +1 population growth Mordor: as for OotMM Isengard: In Dunland, Farms give additional +1 increased trade goods. In other Isengard settlements, where the Uruk-hai must be fed, Hunting huts give additional +1 population growth. Isengard also gives an additional +1 trade goods - Saruman was known for his clever arts and wonderful devices before he turned to evil. -Some minor stats fixes -Gandalf should have Gandalf strat-map model (not tested yet) -Rohan Dismounted Royal Guard available 1 tier earlier -Integrated with latest Visual Enhancement by Louis Lux, please +rep him -Further economy updates -Mordor can build paved roads -Good factions less aggressive in 'Peace' campaign -Some minor stats changes -All Dwarves except Miners get +1 attack for outstanding weaponsmithing -Twist of Cain's Settlement color changes -Gondor Infantry now hardy -some other units have stamina changes (usually increases) -fix for Gandalf causing crash for Eriador (I hope) -Sgawara84's Dol Amroth, Warriors of Pinnath Gelin and Dunlending units added (more to follow) -Hardy attribute removed from Gondor Archers and Spearmen -Dol Amroth units are lighter-armored, but hardy and highly-trained -Silvan Elf Galadhrim units can be recruited outside of Lorien, but the AOR conditions are restrictive -Harad has slightly more King's Purse LIST OF CHANGES (PREVIOUS UPDATES) ----------------------------------------- Spoiler Alert, click show to read: -PB
Real Recruitment+Real Combat Compilation Mod for SS:
Latest Version OCTOBER 30: http://www.twcenter.net/forums/showthread.php?t=300716 Last edited by Point Blank; October 29, 2009 at 01:19 PM. |
|
|
|
|
|
|
|
#2 | |
|
Battlefield Ninja
![]()
Posts: 3,635
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Excellent
Thanks for getting this sorted so quickly |
|
|
|
|
|
|
|
#3 | |
|
Lieutenant Colonel
Posts: 2,612
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Excellent!
|
|
|
|
|
|
|
|
#4 | |
|
Drum Major
Posts: 526
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Ah finally!
![]()
|
|
|
|
|
|
|
|
#5 | |
|
Satans little Helper
Posts: 1,245
![]() ![]() ![]() ![]() |
down loading now your the man i take it already having germanicus5 ai switcher will not affect the install???
|
|
|
|
|
|
|
|
#6 | |
|
Grenadier
Posts: 76
![]() |
OH YEAH!!!
FA:TW - Voice Actard
|
|
|
|
|
|
|
|
#7 | |
|
Drum Major
Posts: 526
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Have you included the "Generals aging too fast" script?
**Edit: Here is the difficulty based campaign_script including the general aging script attached, if someone wants it. **Edit2: changed for RC_May_11 and aging script corrected. ![]()
Last edited by Ragnarök; May 12, 2009 at 08:31 AM. Reason: removed |
|
|
|
|
|
|
|
#8 | |
|
Quartermaster Sergeant
Posts: 811
![]() ![]() ![]() ![]() ![]() ![]() |
Great news! Thanks for your hard work on this, +rep
|
|
|
|
|
|
|
|
#9 | ||
|
Rifleman
Posts: 35
![]() ![]() ![]() |
Hi, i get error after installing that mod, during the save loading. Before i use RC + AU and
Spoiler Alert, click show to read: calvary improve-Here's my systemm.log Quote:
Last edited by adrs; May 10, 2009 at 02:50 PM. |
||
|
|
|
||
|
|
#10 | |
|
Grenadier
Posts: 83
![]() |
Save game compatible right ?
![]() ![]() ![]() ![]() ![]()
|
|
|
|
|
|
|
|
#11 | |
|
Lieutenant Colonel
|
No, it says that you need to start an new campaing for it..
Well this is great, i will get this as quickly i finished my Rohan Campaign. |
|
|
|
|
|
|
|
#12 | |
|
Chosen Man
Posts: 209
![]() |
just installing everything new and just this exelent sub mod extra :-)
Did you include the better cav engagement? or did you make your own?
sry for my bad English
|
|
|
|
|
|
|
|
#13 | |
|
Artifex
![]()
Posts: 6,734
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
If you used Additional Units mod it should be. Its always a risk installing a mod of this nature because a slight change to the units in the EDU will cause it to be not save-game compatible.
adrs: have you tried starting a new campaign? See if that works. Ragnarok: You will need to start a new campaign for the difficulty-based bonuses to take effect. Generals Age Too Fast script is not included. imp8ct: I used the cav system from RC for SS, with some minor tweaks, which as it turns out has a lot in common with the Cav Engagement submod.
Real Recruitment+Real Combat Compilation Mod for SS:
Latest Version OCTOBER 30: http://www.twcenter.net/forums/showthread.php?t=300716 |
|
|
|
|
|
|
|
#14 | |
|
Chosen Man
Posts: 209
![]() |
perfect...playing now :-)
sry for my bad English
|
|
|
|
|
|
|
|
#15 | |
|
Grenadier
Posts: 55
![]() |
You have doubled armour statistic in battle trolls file give a look at that:
12, 22, 0, metal ;28, 20, 0, metal |
|
|
|
|
|
|
|
#16 | |
|
Artifex
![]()
Posts: 6,734
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Well that's good, its not crashed for you!
I'm sure there will be feedback on cav charge effect. Note that 'evil' units are very vulnerable to charges, because they are all about attack and have relatively low defense. Their best tactic is to charge enemy cav that is charging them.
Real Recruitment+Real Combat Compilation Mod for SS:
Latest Version OCTOBER 30: http://www.twcenter.net/forums/showthread.php?t=300716 |
|
|
|
|
|
|
|
#17 | |
|
Artifex
![]()
Posts: 6,734
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Thats a comment.
Real Recruitment+Real Combat Compilation Mod for SS:
Latest Version OCTOBER 30: http://www.twcenter.net/forums/showthread.php?t=300716 |
|
|
|
|
|
|
|
#18 | |
|
Colour Sergeant
Posts: 447
![]() ![]() ![]() ![]() ![]() |
This may be a stupid question but this also includes everything that is in the first post of this thread? : http://www.twcenter.net/forums/showthread.php?t=254055
![]() I cannot teach anybody anything, I can only make them think - Socrates Barbarus hic ego sum, quia non intellegor ulli - Ovidius The fool doth think he is wise, but the wise man knows himself to be a fool - William Shakespeare A casual stroll through the lunatic asylum shows that faith does not prove anything - Friedrich Nietzsche |
|
|
|
|
|
|
|
#19 | |
|
Quartermaster Sergeant
Posts: 811
![]() ![]() ![]() ![]() ![]() ![]() |
I´ve got doubts about how to install the new animations. Should the route be data/animations/animsnew/putherenewfiles or data/animations/putherenewfiles.
Thanks in advance edit: nevermind, i got it to work. I didn´t know if i had to overwrite the old animations or not. You have to overwrite them Last edited by Bucefalo; May 10, 2009 at 09:29 AM. |
|
|
|
|
|
|
|
#20 | |
|
Rifleman
Posts: 35
![]() ![]() ![]() |
New campaign now working well, what a pity that i don't finish old campaign
|
|
|
|
|
|
![]() |
| Currently Active Users Viewing This Thread: 5 (1 members and 4 guests) | |
| stafa72 |
| Thread Tools | Search this Thread |
|
|
|