!!!!Point Blank's "Real Combat + Recruitment" for 1.4.1 (doesn't work with 2.1)!!!!
RC+RR for TATW 1.4.1 (Final Version for 1.4.1 August 13)
***not save-game compatible with previous RR/RC versions***
If you downloaded the August 12 version you can just download the mini-patch in this post: http://www.twcenter.net/forums/showt...66#post7873966, OR download the August 13 version. ***Please read list of changes below***
1)Vista or Windows 7 users, disable UAC! How to do that? For Vista look here, for Windows 7 look here!
2)Ensure you have downloaded and installed TATW 1.0 (part 1 and part 2), TATW patch 1.1 and 1.2 and 1.3 and 1.4 and 1.4.1.
3)Extract the content of the installation file into your TATW folder.
4)Start NEW campaign!
5)Regularly check for updates!
OPTIONAL INSTALLATION (READ CAREFULLY):
Spoiler Alert, click show to read: The Main Campaign starts with no factions at war. If you would prefer factions to be at war, choose the Custom Campaign. This campaign is more difficult for the 'good' factiions.
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).
Character movement speeds on campaign map have been updated. If you find them too slow, backup data/descr_character.txt and rename data/descr_character_FASTER.txt to data/descr_character.txt.
Limited Activities Script
The LA script allows only settlements that have a general/governor present to make active recruitment and building choices, otherwise the settlement is run by the AI. This increases overall campaign difficulty.
To use 'Limited Activities' Campaign Script, backup TATW/data/world/maps/campaign/Imperial_Campaign/campaign_script, and rename TATW/data/world/maps/campaign/Imperial_Campaign/campaign_script_LIMITED to TATW/data/world/maps/campaign/Imperial_Campaign/campaign_script
To use 'Limited Activities' Campaign Script in the 'War of the Ring'campaign, backup TATW/data/world/maps/campaign/custom/War_of_the_Ring/campaign_script, and rename TATW/data/world/maps/campaign/custom/War_of_the_Ring/campaign_script_LIMITED to TATW/data/world/maps/campaign/custom/War_of_the_Ring/campaign_script
Contributors and Submods which are included by the kind permission of their authors:
PATCH CONTENTS ------------------------------------ -Latest BattleAI by Germanicu5
-Enhanced Ancilliaries by Kahvipannu
-Many small stat updates
-Some Rohan mounted units larger, better endurance
-many other small changes since last patch 4 months ago
-STRATWATER by davide.cool
PREVIOUS PATCH CONTENTS ------------------------------------ -Middle Earth Enhancement Mod by Louis Lux, Aikanar and ackrite26. -latest updated UI's by cedric37 -Aikanar's ME Lore mod 0.55 -Aikanar's HE sound pack -Louis Lux's latest Visual Enhancement + Thranduil's Halls, Barrow Downs, Front Porch -1.4.1 compatability -slight reductions in mount mass -Next in Line Submod by Sensei Kiisu - choose your heir -Erebor has Gold and Silver mines -Moria has additional Silver resource -Nazgul take 1 year to regenerate after being destroyed -cedric37's superb optional Gondor UI, Isengard UI, Lorien UI and Mirkwood UI's -some ancilliary effect changes -minor unit stat updates -Looting script by Germanicu5 -many other small tweaks - have been working on this update for a few months on and off and haven't kept track of all changes -optional 'Limited Activities' campaign scripts by Germanicu5 that restrict orders for recruitment and building to settlements with resident generals, otherwise AI runs the settlement - this works very well in SS to increase the challenge
ARCHIVED LIST OF CHANGES
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
-Louis Lux's latest Visual Enhancement content -Dol Guldur unique building -Minas Tirith removed from invasion list -Rohan bodyguard slightly increased in size -Whether trolls are immediately available after building Troll Cage etc depends if the player has barracks events on or off -All factions can now build roads through forest. Non-elvish factions pay more and take more time to do this -Elvish cities in forests start with Forest Paths already present -Unit availability re-worked so units that became unavailable due to settlements not being able to reach huge city/citadel size are usually now available at a lower tier -david.coole's BETTER WATER mod -2 nazguls in Dol Guldur to start -Barad Dur provides +1% global culture change bonus to Mordor settlements -Germanicu5's latest BAI -some minor changes to some ancilliary and trait bonuses -compatible with TATW patch 1.4, give some +rep to KK for the great patch -updated code - again - to attempt to fix save-game CTD's -Added Winter Campaign Map textures -very latest Germanicu5 BAI, please see this thread for details: http://www.twcenter.net/forums/showthread.php?t=257970 -improved stability -economy updates -River ports available for Large Towns on or near rivers, or for those settlements located right on rivers, Large River ports are available for Minor City or above -New BAI from G5 - this is the best yet! -Rhunnic Pikemen are now phalanx halberd with Armor Piercing, but unit size has been reduced -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 -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 (thanks to PSIHOPAT for idea) -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 -Recruitment system changes whereby higher-level barracks produce less lower-level units -Updated recruit priority offsets that emphasise unit quality differences better -Gondor Archers, Spearmen and Infantry now hardy, but cost more -ongoing balancing of economies based on player feedback -some bodyguard upkeep costs were much too high, now fixed -When Gandalf the Grey dies he re-appears as Gandalf the White (quite a lot more powerful, a good match for the Witch King) in the service of Gondor -completed implementing TNZ's Lifespan mod -turns are now 2 months -When Gandalf the Grey is killed, he re-appears as Gandalf the White, with greater power, eg better traits, hero ability 'The White Rider' etc. If he is killed once more however, he will not re-appear again -Dea Paladin's new Eriador units + new stats to match -Waiting for advanced barracks events is optional and can be disabled so all units are available from the start (thanks to TNZ for code) -Main campaign (where factions don't start at war) has some re-balancing bias towards evil factions -Additional ongoing campaign balancing -Rohan horses have increased mass -Faramir, Boromir, Theodred and Eomer appear at the correct times -Faramir and Boromir starting traits reduced -Eriador must now destroy Isengard as part of its victory condition -Some High Elf generals start with infantry bodyguards -Marines and Axethrowers no longer charge automatically after throwing their javelins/axes -Some Dol Amroth Nobles get Swan Knight Bodyguards, rumored to still have the blood of Numenor in their veins -No factions start at war (thanks to Resurrection for the idea) -Asymmetrical factions relations, so that for example Isengard regards all good factions badly, yet their relations towards him can be better -Dwarven Axethrower animation fixed -thrown axe hits with more damage and more impact mass -Axethrowers charge after throw (same as for Gondor Marines) and are impetuous -Uruk/Uruk-hai/Goblin bodyguard sizes reduced -numerous autoresolve updates that mostly reduce the power of large evil units -Bardian Archer unit size reduced -Sauron does not emerge until turn 40 (thanks for coding ideas to NSFW and axnsan), so no invasions until after that -Invasion target list updated -Faction economies updated -AI Eriador will get Gandalf, not only player Eriador -Faramir and Boromir mod added The F&B team and credits; 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 -Most Gondor bodyguards are now infantry from F&B mod -Majectic Map Mod 2.1 by cherryfunk -Saruman custom character from Enhancement Mod by Mr.Blackadder (can only remain in Orthanc), uses Gandalf battle model for the moment -Rohan and Gondor Family Trees Extended by deguerra -campaign now starts at 2980 -From Lifespan submod by TNZ: Epithets have been added to the biography traits of Ecthelion, Gandalf, Dain, Bard, Witch-king, Elrond and Aragorn. Existing ancillaries have been altered and more added for the Dwarven, Eriador and Gondor factions. If playing as Gondor and Rohan loses a settlement you will be asked to help liberate that settlement. If you are able to liberate that settlement and return it to Rohan you will be rewarded. If playing as Rohan and Gondor loses a settlement you will be asked to help liberate that settlement. If you are able to liberate that settlement and return it to Gondor you will be rewarded. If playing as Dale and Dwarves loses a settlement you will be asked to help liberate that settlement. If you are able to liberate that settlement and return it to Dwarves you will be rewarded. If playing as Dwarves and Dale loses a settlement you will be asked to help liberate that settlement. If you are able to liberate that settlement and return it to Dale you will be rewarded. -From Dea Paladin's Additional Units mod: Warriors of Mithlond Light Elven Infantry Gundabad Orcs Likely further additions from this mod in future updates -reduced bodyguard sizes for most factions (but orc/goblin/uruk BG sizes stay the same) -slightly reduced upkeep cost for some bodyguard units -Cave and Mountain Trolls have stronger skin (armor) -Invasions delayed until turn 40 or later (needs testing) -Gondor has slightly larger King's Purse -evil factions won't die (code by NSFW) as long as they have one region and general remaining (needs testing) -AI Minas Tirith has stronger garrison script when sieged by AI attacker -Gondor and Rhun AI receive slightly boosted bonus income per settlement -Rhun AI sends a scripted stack towards Dwarves/Dale if they are at war around turn 40 -Majestic Map Mod 2.0 by cherryfunk -added in some formations from G5 BAI -updated mounted skirmisher behaviour in BAI so that these units close in more closely than previously to shoot then pull back, before closing in to shoot again -mounted javelin animation updated to allow for less delay between throws -reduction in javelin range to match new BAI behaviour -Bodyguards +1 armor to depict better quality for these special units -Kataphracts have heavier armor and more mount mass -some unit category changes, eg Southron Lancers now light cavalry rather than heavy cavalry -fire arrows take more time between volleys -Ents slightly buffed, in such a way as to particularly increase their effectiveness versus trolls -Mumakil tusk attack now has 'body piercing' attribute -includes Majestic Map Mod by cherryfunk -some rebalancing of Ents and combat vs Ents -updated to TATW 1.2, please +rep KK for his most excellent patch -Lore version is default install (only difference is the dynamic Area of Recruitment and different Victory Conditions) -horse run speeds updated -dwarves now -2 vs cavalry -elven racial defense bonus reduced by 1 -updated animations for pikemen, no defense anims + reduced defense. If their formation is broken up or flanked they are now very vulnerable, so are better used defensively -reduced defense for some units carrying simple weapons eg knives. -some units now have zero defense -small unit stat and cost updates -small campaign balance updates -latest BAI from Germanicu5, including stakes for AI -heavy polearm units are recruited earlier by Mordor and OotMM -dwarven units are smaller but costs are unchanged -hopefully updates from this point on will focus on improving campaign balance -Very slightly reduced accuracy for all missile units, except Silvan Elves, who suffer a small melee penalty to compensate -Slightly reduced mount masses -Faster Wargs, with better morale -Slightly reduced heat effects on those wearing armor -Tweaked AI that reacts better to missile fire -Fixed bug where AI army would deploy in a single long line at battle start -Most crossbow units remain in close formation rather than deploying to open formation, which affects their shooting rate too much -Same applies to Snaga skirmishers -Some hero abilities added to a very small number of units: Power of the Eldar, Light of Elbereth, Courage of the Lion, Chief of the Dunedain, Terror of the Nazgul, Terror of the Witch King -War dogs reduced mass -Bug in missions file fixed -Aikanar's Middle Earth Lore mod added -Southron Pikemen added back in after accidental omission -Chance of assassination success reduced -Dwarves must now destroy Rhun as part of their victory conditions -Better availability for Variags for Rhun -Rhun King's Purse increased -Updated recruit priority for all units for more faction-specific army composition -Missile units more likely to drop bows and engage with swords when attacked in melee -reduced mass for some mount types -updated some building costs -updated hasahrii stats -cavalry attack bonus of +1 given to compensate for infantry agility defense bonus of 0, +1 or +2 removed -Uruk Halberd and Uruk-hai Pikemen assigned 'aggressive' animation set -OotMM starting forces slightly reduced -Updated building costs -Improved cohesion -Revised victory conditions for all factions in Lore Edition -Wargs more available, and also in OotMM roster -Wargs have larger numbers per unit -Wargs use 'horde' formation -Spear units -2 defense and +15 attack delay -Olog-hai more armor but slightly less defense -Rhun has slightly more king's purse -All archers have 5 less arrows, crossbows 4 less bolts -Jul14n's updates to Immortal Nazgul script -Ongoing tuning of costs -Some unit sizes changed to reflect faction strengths and weaknesses -Updated starting forces for OotMM and Isengard -Moria Halberd now non-phalanx -Troll catapult does more damage -Snagas assigned different anims -Some buildings give additional bonuses -Lore Edition includes comprehensive dynamic AOR for every unit in the game, based upon faction, preferred land type, culture/religion level, unit type and tier. All factions recruit best in their initial areas, then in their preferred type of land (eg forests for Elves, Mountains for Dwarves), with further reductions for less suitable land types. Higher culture/religion levels can offset this somewhat -Dynamic settlement growth rates based upon region population growth value, faction/race, preferred land type and quality of settlement site -Updates to some settlement start levels, starting forces and types -Changes to some unit sizes -Increased AI morale bonus at Hard/Very Hard difficulty -Small reduction to AI King's Purse -High-quality spear unit attack value slightly reduced -Elven arrow load reduced -Note that a lot of the changes that were only going to be included in the Lore Edition were incorporated into the non-Lore Edition files-Dwarves more expensive to recruit but less to upkeep -Rohan 'warrior'-type units less expensive to recruit but more to upkeep, also slower to recruit but larger pool size -Other human 'warrior' (untrained) units less expensive to recruit but more to upkeep, these units are more like mercenaries and expect war booty etc -Rohan King's purse lowered; Isengard's increased (new campaign start required to see this) -Most 'evil' units cost less and have larger pool sizes -Some larger 'evil' settlements have an extra recruitment slot -all upkeep costs increased by 20% -some unit costs adjusted -AI gets slightly more cash bonus from each settlement -updated Unique Buildings by axnsan to version 2.0-updated BAI by Germanicu5 -updates to siege and crusade setttings by xaldin -smiths no longer required for higher-tier barracks -small stats changes -more units are AOR -reduces some mission rewards -Nazgul, Warriors of Mithlond and Grey Company given 'command' attribute -smiths temporarily disabled, except for Isengard Forge and Mithril Forge -geography file by Lusted that smooths mountain battlefields -new AI cash script with variable bonus for settlements depending on settlement size and type -reworked costs.
-PB
May 10, 2009, 07:11 AM
Taiji
Re: **Real Combat for TATW 1.0 beta released**
Excellent :D
Thanks for getting this sorted so quickly :thumbsup2
May 10, 2009, 07:15 AM
Beorn
Re: **Real Combat for TATW 1.0 beta released**
Excellent!
May 10, 2009, 07:15 AM
Ragnarök
Re: **Real Combat for TATW 1.0 beta released**
Ah finally!:thumbsup2
May 10, 2009, 07:16 AM
Soul Firez
Re: **Real Combat for TATW 1.0 beta released**
down loading now your the man i take it already having germanicus5 ai switcher will not affect the install???
:hmm:
May 10, 2009, 07:20 AM
Gasoline
Re: **Real Combat for TATW 1.0 beta released**
OH YEAH!!! :thumbsup2
May 10, 2009, 07:25 AM
Ragnarök
Re: **Real Combat for TATW 1.0 beta released**
Have you included the "Generals aging too fast" script?:)
Quote:
Originally Posted by Point Blank
Ragnarok: Generals Age Too Fast script is not included.
**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.
May 10, 2009, 07:29 AM
Hellenikon
Re: **Real Combat for TATW 1.0 beta released**
Great news! Thanks for your hard work on this, +rep
May 10, 2009, 07:32 AM
adrs
Re: **Real Combat for TATW 1.0 beta released**
Hi, i get error after installing that mod, during the save loading. Before i use RC + AU and
14:23:44.906 [system.rpt] [always] CPU: SSE2
14:23:44.906 [system.rpt] [always] ==== system log start, build date: Aug 3 2007 version bld-medieval2-kingdoms-104 (45562) ===
14:23:44.906 [system.io] [always] mounted pack packs/data_0.pack
14:23:44.906 [system.io] [always] mounted pack packs/data_1.pack
14:23:44.906 [system.io] [always] mounted pack packs/data_2.pack
14:23:44.906 [system.io] [always] mounted pack packs/data_3.pack
14:23:44.906 [system.io] [always] mounted pack packs/data_4.pack
14:23:44.906 [system.io] [always] mounted pack packs/localized.pack
14:23:46.468 [data.invalid] [error] Target building level not allowed: Mordor, citadel -> city, equestrian[3](earls_stables) -> c_equestrian[3](c_earls_stables)
14:23:46.468 [data.invalid] [error] Target building level not allowed: Orcs of the Misty Mountains, citadel -> city, equestrian[3](earls_stables) -> c_equestrian[3](c_earls_stables)
14:24:12.906 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
May 10, 2009, 07:36 AM
Jefzor
Re: **Real Combat for TATW 1.0 beta released**
Save game compatible right ?
May 10, 2009, 07:42 AM
abbews
Re: **Real Combat for TATW 1.0 beta released**
Quote:
Originally Posted by Jefzor
Save game compatible right ?
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. :D
May 10, 2009, 07:44 AM
imp8ct
Re: **Real Combat for TATW 1.0 beta released**
just installing everything new and just this exelent sub mod extra :-)
Did you include the better cav engagement?
or did you make your own?
May 10, 2009, 07:47 AM
Point Blank
Re: **Real Combat for TATW 1.0 beta released**
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.
May 10, 2009, 07:52 AM
imp8ct
Re: **Real Combat for TATW 1.0 beta released**
perfect...playing now :-)
May 10, 2009, 07:54 AM
Ettore53
Re: **Real Combat for TATW 1.0 beta released**
You have doubled armour statistic in battle trolls file give a look at that:
12, 22, 0, metal ;28, 20, 0, metal
May 10, 2009, 07:56 AM
Point Blank
Re: **Real Combat for TATW 1.0 beta released**
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.
May 10, 2009, 07:57 AM
Point Blank
Re: **Real Combat for TATW 1.0 beta released**
Quote:
Originally Posted by Ettore53
You have doubled armour statistic in battle trolls file give a look at that:
12, 22, 0, metal ;28, 20, 0, metal
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
May 10, 2009, 08:16 AM
adrs
Re: **Real Combat for TATW 1.0 beta released**
New campaign now working well, what a pity that i don't finish old campaign :doh: