Thread: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    Right now in my HE campaign i'm fighting a war with Harad, but its causing me huge casualties! I mean it took me at least about 5 stacks to capture Umbar and the city below it because i kept losing so much in battle with them. So my question is, how do i fight the haradrim? Should i just recruit loads of lindon and eldar spearmen to counteract their cavalry?

  2. #2
    Flinn's Avatar His Dudeness of TWC
    Patrician Citizen Moderator Emeritus Content Emeritus Censor Administrator Emeritus Gaming Emeritus

    Join Date
    Dec 2012
    Location
    Italy
    Posts
    19,509
    Blog Entries
    43

    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    Quote Originally Posted by Gimli2 View Post
    Right now in my HE campaign i'm fighting a war with Harad, but its causing me huge casualties! I mean it took me at least about 5 stacks to capture Umbar and the city below it because i kept losing so much in battle with them. So my question is, how do i fight the haradrim? Should i just recruit loads of lindon and eldar spearmen to counteract their cavalry?
    Harad is always bad surprise for good factions (exactly the same as Rohan for bad ones ); basically it is as you said, you can use plenty of spear troops to hold their cavarly, but eldarinwe spearmean are quite expensive and not so easy to recruite (lindon are cheaper but still hard to recruit), so what I suggest when playing as HE against Harad:

    - attacking: move your archers ALWAYS behind your infantry (sword quendi works fine believe me, cheaper and easier to recruit, you can fill a ship of 20 units of sword quendi to reinforce the inevitable losses you'll have with Harad, without hurting much your economy at this stage of the campaign), use your long range archers to hit ONLY their melee cavalry, force them to come to you and you should be able to easily protect your archers (clearly you still get losses on sword quendi, but much less than with archers and anyway as said before they can be easily replaced). Simple as it is, forcing them to come to you is the best way to prevent them to suddenly charge into your archers (your TRUE death machine) and to prevent them to get you while not properly deployed on the battelfield. Mix some lancers if you have them, in order to reduce losses on infrantry.

    One notice: ALWAYS bring a couple of ballistas with you, not only for the Mumaks (personally I've fought against Mumaks in all my campaigns perhaps 5 or 6 times, and normally only on dread stacks) but to use them mainly against their siege equipments; the strategy above only works if you are the one with the longer range and a catapult can slaughter your archers, so use the ballistas to hit their siege equipments only, until they are all destroyed.

    when defending: go for chockes of course, that will cancel their advantage; if you can't, wait for them on higher ground and do not expose your archers to their charges, never; keep them behind infantry and when they are engaged in melee hit the farther enemy units with archers, they have both range and precision to reduce your losses due to friendly fire to the minimum. Again, have ballistas, it is a must. Use stakes if you can, but do not rely on them to completely protect archers, they can still be flanked easily by cavarly units.

    Harad infantry counts nothing compared to HE, so you don't have to worry about their infantry; only annoying troops (for stat) are troll men and dismounted guard and (for strategic reasons) muhab tribesmen, but they will not be more than 5% in total of the troops you'll fight against.

    Look, don't get mad about taking lossed with Harad (and Ruhn or Rohan), because it is normal, if you are accustomed with 3-5 % loss while playing elves as a standard, it will not be a shame to have 15-20% against them (but you should not have more, execpt against dread or last chance stacks filled with mumaks and heavy units)

    Hope it helps



    EDIT: almost forgot, but if you have in mind to conquer some harad settlement with HE, better to change idea; too much time to change the culture and infinite time to recruit troops (due to terrain) so much better to gift them to Gondor and help defending them as long as the Gondorians have established, meanwhile send more reinforcements via sea and when the time comes conquer more and gift again to Gondor.
    Last edited by Flinn; August 28, 2013 at 04:04 AM.
    Under the patronage of Finlander, patron of Lugotorix & Lifthrasir & joerock22 & Socrates1984 & Kilo11 & Vladyvid & Dick Cheney & phazer & Jake Armitage & webba 84 of the Imperial House of Hader

  3. #3

    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    In my SE campaign it has come to a major stop, my main army is in cirith ungol with two Mordor stacks outside, one of them is an invasion but it cant get out so both of them just stay there (its been like 15 turns and they havent moved). But if I fight a battle with them just outside the game always crashes, indeed most of the battle maps in Mordor seem to be broken. Any ideas what I can do?

  4. #4
    Ngugi's Avatar TATW & Albion Local Mod
    Join Date
    Jan 2011
    Location
    Sweden
    Posts
    10,687

    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    If you presume you would won anyway, attack one army open the console and use the cheat code auto_win attacker and auto resolve the fight.
    Will presumably cause more losses than you would got but it solves it.

    Haven't had issues fighting in Morodr, but when there's an army that reinfoce (which I assume in your case as you said they are two outside Ungol) problems are well known to occur

    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

  5. #5

    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    Just won my first campaign of the mod with SE, Mordor had two settlements left, on the last turn I took the penultimate one and killed a 10 star general, then it came up with the victory message and their last settlement turned rebel, anyone know why this happened?

    I found it really fun, an amazing mod although only criticism is that it goes on a bit at the end and if I do another campaign I would probably turn off the garrison script because it just causes it to be too tedious.

    Thank you King Kong and others who helped make this great mod!

  6. #6
    Ngugi's Avatar TATW & Albion Local Mod
    Join Date
    Jan 2011
    Location
    Sweden
    Posts
    10,687

    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    You presumably killed their last general, and without a faction leader tha faction dies and the settlements rebel.
    The fact that you won did not made them rebel if that's what you wonder, but both are effects of the faction being destroyed due to lack of leadership

    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

  7. #7

    Default Can't reunite Arnor.

    Hello.
    First of all i know that it must be annoying to see one more thread about Arnor. That said, i have read every thread i could find, and read the FAQ - and i can't find an answer. I hope someone can help me, because this is the second campaign where it's a problem. When i have conquered all of the provinces i need, (Anumninas, Bree, Straddle, Fornorst Erain, Athilin, Hoarwell, Coldfells, Amon Sûl, Barrow downs, North Tharbad, South Tharbad, and all of the The Shire whom i have given autonomy, the second accomplishment notification of the Elindilmir does not come. I have completede the first task (Alliance with Gondor) and Aragorn is alive. Anumninas is a couple of turns away from getting stone walls.
    Well that's it, does anyone have a solution, or is it likely a bug?
    Thanks

  8. #8
    Macilrille's Avatar Domesticus
    Join Date
    Nov 2009
    Location
    Aarhus, Denmark
    Posts
    2,491

    Default Re: Can't reunite Arnor.

    Have you built Annúminas to Large City (above 26.000) and completed the Hall of Kings?

  9. #9

    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    1. Is it possible for me to somehow use the cheat console in this mod?
    2. as Gondor I got Aragorn as a general can I somehow make him king?
    3. After Denethors death is it intended that no one can use the palantir?
    4. Can I somehow set faction heir?

  10. #10
    Ngugi's Avatar TATW & Albion Local Mod
    Join Date
    Jan 2011
    Location
    Sweden
    Posts
    10,687

    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    1. Yes, it's no different from M2
    2. Assume you play a submod then, unless you have modded it yourself. Will depend on how the mod is constructed, so ask there (that's the general forum rule: mod gameplay questiions and considerations are to be put in the submod's own thread)
    3. The new faction leader will get the ancillary that grant permission to use palantirs. Make sure the new FL do not have a full ancillary list, a.k.a max ancillaries are 8, so he can get it
    4. No. Certain mods add an ancillary that grant a large bonus to Authority, because the game pick the new faction heir and the new faction leader based upon Authority.
    Last edited by Ngugi; September 15, 2013 at 05:39 AM.

    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

  11. #11

    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    Quote Originally Posted by Ngugi View Post
    1. Yes, it's no different from M2
    2. Assume you play a submod then, unless you have modded it yourself. Will depend on how the mod is constructed, so ask there (that's the general forum rule: mod gameplay questiions and considerations are to be put in the submod's own thread)
    3. The new faction leader will get the ancillary that grant permission to use palantirs. Make sure the new FL do not have a full ancillary list, a.k.a max ancillaries are 8, so he can get it
    4. No. Certain mods add an ancillary that grant a large bonus to Authority, because the game pick the new faction heir and the new faction leader based upon Authority.
    Okhay thanks but I got Aragorn as a general in normal 3.2

  12. #12
    Ngugi's Avatar TATW & Albion Local Mod
    Join Date
    Jan 2011
    Location
    Sweden
    Posts
    10,687

    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    Ah, my bad, was thinking old school TATW here Only played Gondor once in 3.2 so forgot the feature was added nowdays.You have to get him adopted (Man of the Hour by great victories), then kill off anyone who is before him in succession to have him faction leader AFAIK - and then if you want him to be named 'King' instead of 'Steward' you have to open expanded.txt in data/text and edit steward (make a search) to king (and back again when starting next campaign) once he is leader

    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

  13. #13
    Withwnar's Avatar Script To The Waist
    Join Date
    Oct 2008
    Location
    Earth
    Posts
    6,329

    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    3. The new faction leader will get the ancillary that grant permission to use palantirs... max ancillaries are 8
    If the new leader already has eight ancillaries then give one away to somebody else to make room. The faction also needs to own at least one of the Palantiri settlements for him to get the ancillary.

    P.S. It is explained in Palantiri Help - see the Palantir building description.
    Last edited by Withwnar; September 15, 2013 at 09:58 AM.

  14. #14

    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    I'm wondering, what kind of copyright is placed upon the TATW 3D models? Is it CC-Zero, CC-BY, etc.

    Would I be able to use the models for something other than another submod? Or upload them somewhere (with credit to the makers)?

    Thanks

  15. #15
    Ngugi's Avatar TATW & Albion Local Mod
    Join Date
    Jan 2011
    Location
    Sweden
    Posts
    10,687

    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    First you can see here what is said about who may and will grant permissions on what units in and from TATW (mind you, King Kong is not present on TWC to an extent that he actually grant permissions nowdays, been so for about a year): http://www.twcenter.net/forums/showt...Models-of-TATW And then it is the Terms of Service that we accept when we join TWC that is very clear on the matter:
    1.6.10 Using Modders' Work Without Permission (1, 3, or 6 points)Using or distributing part or all of any modification without permission is prohibited.
    http://www.twcenter.net/wiki/TWC:Terms_of_Service

    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

  16. #16

    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    Thank you Ugugi. Since King Kong isn't around, I'm guessing that permission to use anything of his is out of my reach.

    Thank you again.

  17. #17
    Ngugi's Avatar TATW & Albion Local Mod
    Join Date
    Jan 2011
    Location
    Sweden
    Posts
    10,687

    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    Yeah, when it comes to his units we're all restricted at the moment

    No sweat'

    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

  18. #18

    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    Definitely.

    I don't want to step on anybody's toes. I myself have done tonnes of CGI modeling with programs such as Blender and SketchUp. I get how complex it is, and I can see why the team is protective about their work.

    I just wanted to know if the (very well made) Isengard models are also under the same restrictions?

  19. #19

    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    Alletun made them, PM him and ask for permission.
    American, French, Israeli and British government's ILLEGAL aggression against the Syrian people, without any proof for chemical attacks in Douma, and without waiting for OPCW to conduct their investigation..
    Sons of *******, leave that poor, war torn country in peace.
    If you are a citizen of one of these countries, then DO NOT ask any help from me on these forums, since, in protest against this aggression by your governments, I do not provide assistance/help anymore.
    Let Syria be finally in peace.

    A video of false chemical attack in Douma, Syria, which led to Western illegal attacks.

  20. #20

    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    Hey guys!

    I was playing TATW MOS with HE, but now my external hardrive broke and all files are lost. I don't really want to start all over again. For that reason I am looking for commands like "set_turn_to_105" or "give_region_Pelagir_to_faction_harad" (I made these ones up, as you can probably see). Like this I would be able to recreate my former campaign state. Are there commands like this?

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •