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Re: MOS, the ultimate TATW experience.. version 1.6.1 for Third Age 3.2 released 7th Oct
Yes I am Rohan actually, unfortunately I saved over it. Apologies
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Re: MOS, the ultimate TATW experience.. version 1.6.1 for Third Age 3.2 released 7th Oct
First let me say sorry...I am sure all of this is answered somewhere in the 300+ pages but I just can't seem to find the answers...take pity on a noob.
Second let me say I just recently bought the game after I played rome to 2...I got it strictly for tatw as I heard it was amazing...and after several campaigns on vanilla I moved on to this great sub mod...excellent work all...now to the questions.
The aragorn rpg quest...If Rivendell is captured by evil faction is my quest iver? Or like the ring quest do I go to the other major elven city.
The other is there a comprehensive unit guide list much like planters guide of all the changes...naturally I have no idea now on the strengths of each unit without playing said faction...again if it's answered please give me a link or a quick answered is apreciated
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Re: MOS, the ultimate TATW experience.. version 1.6.1 for Third Age 3.2 released 7th Oct
Quote:
Originally Posted by
sereventus
take pity on a noob.
Welcome sereventus! We always do (as long as it is not an unpolite noob haha), this is a friendly forum :)
Quote:
Originally Posted by
sereventus
Second let me say I just recently bought the game after I played rome to 2...I got it strictly for tatw as I heard it was amazing...and after several campaigns on vanilla I moved on to this great sub mod...excellent work all...now to the questions.
Good choice(s) :thumbsup2
Quote:
Originally Posted by
sereventus
The aragorn rpg quest...If Rivendell is captured by evil faction is my quest iver? Or like the ring quest do I go to the other major elven city.
Can not answer this atm; anyone who have the CS avilable might fill in?
Quote:
Originally Posted by
sereventus
The other is there a comprehensive unit guide list much like planters guide of all the changes...naturally I have no idea now on the strengths of each unit without playing said faction...again if it's answered please give me a link or a quick answered is apreciated
Afraid there's not, your best shot is to read the Read Me about the [mainly optional] submods and what they do, it's found in the Third_Age_3-folder, though it do not cover everything, such as sound changes and graphic changes or how all units are given new stats
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Re: MOS, the ultimate TATW experience.. version 1.6.1 for Third Age 3.2 released 7th Oct
Patiently waiting on new update (Looking forward to any and all changes to the elven factions). While I am waiting, just wondering if anyone could either tell me how or direct me to where I should be asking if I can download the Dac and still have MOS? (How to have both on one computer/how to avoid mixing data and such) Thanks in advance, Cheers.
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Re: MOS, the ultimate TATW experience.. version 1.6.1 for Third Age 3.2 released 7th Oct
Quote:
The aragorn rpg quest...If Rivendell is captured by evil faction is my quest iver? Or like the ring quest do I go to the other major elven city.
No you still go to the rivendell area, whoever has the city. But you only have to be in the region, not in the city.. It is not perfect but it works good enough i figured. scripting a more immerse part about changing cities would only make it harder on loadingtimes.
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Re: MOS, the ultimate TATW experience.. version 1.6.1 for Third Age 3.2 released 7th Oct
hi Guys
I have a campaign ongoing with Arnor vh/vh and I'm on turn 63. When i finish the turn the game CTD during the turn phase always at Harads turn? I have always had crashs mainly during combat but never during the a loading phase? Has anyone else encountered this or is it a known issue? i'm using 3.2 and mos 1.61
Cheers Lee
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Re: MOS, the ultimate TATW experience.. version 1.6.1 for Third Age 3.2 released 7th Oct
Quote:
Originally Posted by
leedaman
hi Guys
I have a campaign ongoing with Arnor vh/vh and I'm on turn 63. When i finish the turn the game CTD during the turn phase always at Harads turn? I have always had crashs mainly during combat but never during the a loading phase? Has anyone else encountered this or is it a known issue? i'm using 3.2 and mos 1.61
Cheers Lee
Crashes on Harad's turn are a known issue that has been addressed for the next version. See, what ends up happening is that through some fluke, some Harad characters (generals, agents, etc) spawn without a name. They can exist without causing problems until they would gain an ancillary (or maybe a trait, though I know ancillaries are a definite cause); since the game can't assign an ancillary to an unnamed character, the game engine freaks out and the game crashes.
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Re: MOS, the ultimate TATW experience.. version 1.6.1 for Third Age 3.2 released 7th Oct
Quote:
Originally Posted by
Arthohir
Patiently waiting on new update (Looking forward to any and all changes to the elven factions). While I am waiting, just wondering if anyone could either tell me how or direct me to where I should be asking if I can download the Dac and still have MOS? (How to have both on one computer/how to avoid mixing data and such) Thanks in advance, Cheers.
Yes, please see this thread:
http://www.twcenter.net/forums/showt...erent-submods)
Quote:
Originally Posted by
leedaman
I have a campaign ongoing with Arnor vh/vh and I'm on turn 63. When i finish the turn the game CTD during the turn phase always at Harads turn? I have always had crashs mainly during combat but never during the a loading phase? Has anyone else encountered this or is it a known issue? i'm using 3.2 and mos 1.61
If you attach a save game, I will make a 'work around' for your campaign so that you can continue to progress until MOS v1.6.2 is released.
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Re: MOS, the ultimate TATW experience.. version 1.6.1 for Third Age 3.2 released 7th Oct
Will you guys have little mini Campaigns within the third age campaign like what DAC has with Dwarves of Khazad-Dum in the future or not?
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Re: MOS, the ultimate TATW experience.. version 1.6.1 for Third Age 3.2 released 7th Oct
Quote:
Originally Posted by
Ichigorukia
Will you guys have little mini Campaigns within the third age campaign like what DAC has with Dwarves of Khazad-Dum in the future or not?
hey Hero, time to get back and fix those RPG's ;)
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Re: MOS, the ultimate TATW experience.. version 1.6.1 for Third Age 3.2 released 7th Oct
Quote:
Originally Posted by
Ngugi
hey Hero, time to get back and fix those RPG's ;)
A rocket-propelled grenade (often abbreviated RPG)
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Re: MOS, the ultimate TATW experience.. version 1.6.1 for Third Age 3.2 released 7th Oct
Quote:
Originally Posted by
Ichigorukia
Will you guys have little mini Campaigns within the third age campaign like what DAC has with Dwarves of Khazad-Dum in the future or not?
There is already one in place for Aragorn when playing as the FPoE.
Hero of the West has mentioned on more than one occasion adding additional content for other factions.
Not going to be in MOS v1.6.2 though. :no:
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Re: MOS, the ultimate TATW experience.. version 1.6.1 for Third Age 3.2 released 7th Oct
Quote:
Originally Posted by
Stylix
Open the console window.
Eriador really needs good bodyguard units to compensate for the poor quality of its initial troops.
It would be easy to change the Eriador starting generals bodyguard by editing the descr_strat file and replacing the Mounted Dunedain BG with Mounted Dunedain.
Since the new bodyguard units do not have the general_unit attribute, they should not automatically replenish and would require moving to a settlement capable of recruiting this type of unit for replacements.
A check of the campaign_script file would have to be made as well for any generals that may be spawned as well.
A similar process could be followed for Mordor, simply replace the bodyguard unit specified for the character with any other unit that does not have a general_unit attribute in the export_descr_unit file.
I can not remember ATM how to set the default BG unit for a faction for those new generals which are adopted or come of age.
Make a backup of any files you may change first and experiment. :)
Thanks man! Another thing I noticed: The dwarven settlement right next to moria does not look dwarve, it has the same texture as a regular motte & bailey. I also noticed this with all of the gondorian settlements. Im guessing you guys simply haven't integrated that stuff yet?
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Re: MOS, the ultimate TATW experience.. version 1.6.1 for Third Age 3.2 released 7th Oct
Just started Elves of Lorien campaign! I am around the 20th turn and i am having great fun:)
I sieged Moria with only 9 units and awoke Balrog.It was an epic battle and i had big loses but i won!:P
I noticed although at the begining of the campaign that the elves of Lorien have the same intro with the silvan elves.
Keep up the good work!
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Re: MOS, the ultimate TATW experience.. version 1.6.1 for Third Age 3.2 released 7th Oct
Quote:
Originally Posted by
Stylix
Eriador really needs good bodyguard units to compensate for the poor quality of its initial troops.
It would be easy to change the Eriador starting generals bodyguard by editing the descr_strat file and replacing the Mounted Dunedain BG with Mounted Dunedain.
Since the new bodyguard units do not have the general_unit attribute, they should not automatically replenish and would require moving to a settlement capable of recruiting this type of unit for replacements.
A check of the campaign_script file would have to be made as well for any generals that may be spawned as well.
A similar process could be followed for Mordor, simply replace the bodyguard unit specified for the character with any other unit that does not have a general_unit attribute in the export_descr_unit file.
I can not remember ATM how to set the default BG unit for a faction for those new generals which are adopted or come of age.
Make a backup of any files you may change first and experiment. :)
I tried to do what you said, I replaced the name of the Mounted Dunedain BG with just Mounted Dunedain and my game cant seem to load. Luckily I took your advice and backed it up, but I would like to know how exactly to go about doing this (I want to make it as brutally hard as possible just like in the actual storyline, having few men against hordes of orcs) Thanks!
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Re: MOS, the ultimate TATW experience.. version 1.6.1 for Third Age 3.2 released 7th Oct
thx for the answer guys but ill wait for 1.62
Cheers lee
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Re: MOS, the ultimate TATW experience.. version 1.6.1 for Third Age 3.2 released 7th Oct
Quote:
Originally Posted by
GetScared
I tried to do what you said, I replaced the name of the Mounted Dunedain BG with just Mounted Dunedain and my game cant seem to load. Luckily I took your advice and backed it up, but I would like to know how exactly to go about doing this (I want to make it as brutally hard as possible just like in the actual storyline, having few men against hordes of orcs) Thanks!
You need to do changes with Notepad++, not with other text editors like Notepad or Word. :)
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Re: MOS, the ultimate TATW experience.. version 1.6.1 for Third Age 3.2 released 7th Oct
This uses the new map for middle earth, right? Did I screw up the install somewhere maybe? Orcs of the misty mountain range - Moria has a settlement to its left and right. This accurate here? I've played DAC as well and it did not have this, nor did Moria look this way.
Any advice is appreciated.
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Re: MOS, the ultimate TATW experience.. version 1.6.1 for Third Age 3.2 released 7th Oct
Quote:
Originally Posted by
GetScared
Thanks man! Another thing I noticed: The dwarven settlement right next to moria does not look dwarve, it has the same texture as a regular motte & bailey. I also noticed this with all of the gondorian settlements. Im guessing you guys simply haven't integrated that stuff yet?
The motte and bailey (Hollin Gate, yes?) should use the Dwarven models and textures after you've upgraded it to a wooden castle if you're playing Dwarves. It begins generic, but the model will change depending on which faction upgrades the settlement.
There was some difficulty in getting permission to use the Gondorian settlements battle models and textures, but King Kong finally granted permission to implement them. I would assume (although you know what they say about assuming) that the updated versions will be included, now that Leo has been granted permission to release them.
Actually, I suppose this means that with the 1.6.2, Elves will now be able to upgrade castles and such, yes? I know they are unable to in 1.6.1 because of the lack of release permission.
Quote:
Originally Posted by
dagg929
This uses the new map for middle earth, right? Did I screw up the install somewhere maybe? Orcs of the misty mountain range - Moria has a settlement to its left and right. This accurate here? I've played DAC as well and it did not have this, nor did Moria look this way.
Any advice is appreciated.
I believe things are working correctly. Is the settlement to the left (west) a motte and bailey fortification called Hollin Gate? And is the settlement to the right (east) a Lorien Elves city called Cerin Amroth?
If you answered "yes" to both of these questions, this is accurate.
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Re: MOS, the ultimate TATW experience.. version 1.6.1 for Third Age 3.2 released 7th Oct
Quote:
Originally Posted by
dagg929
This uses the new map for middle earth, right? Did I screw up the install somewhere maybe? Orcs of the misty mountain range - Moria has a settlement to its left and right. This accurate here? I've played DAC as well and it did not have this, nor did Moria look this way.
Any advice is appreciated.
MOS v1.6.1 uses the DaC map v1.3.
MOS v1.6.2 uses v1.5.1.
DaC public beta uses map v2.0.
The map will be different in each case.