Hey guys,
I got a question regarding the Gondor Militia Cavalry unit. It's in the game and I can recruit them and choose them during a custom battle but I cannot find them in the Descr_Units nor in the Descr_Buildings.
( This goes for TATW 3.2 )
However I'm currently playing the MOS mod (V1.6.1 )which also have this unit in the game, I'm able to choose them during Custom Battles but no longer capable of recruiting them during a campaign.
So if someone could help me getting this cool unit back in the game that would be much appreciated!
☧Imperium Romanum☧
I think they're called "Marines" in the DU.
It's not a question of where it grips it. It's a simple questions of weight ratios; a five ounce bird could not carry a one pound coconut.
To completely get rid of the original setting TWO identical entries in descr_shortcut need to be changed
From
ToCode:show_console GRAVE_ACCENT hidden
This makes the Alt+C combination the default to call up the console - the setting can then be changed via options\key setting\miscCode:show_console C ALT
Here is the brand new tutorial for it: Creating a World - Changing hidden key board settings
Hey All,
Working from a new laptop, so all of my pathways fixes are moot. (The main "add a mod to the steam kingdoms launcher" fix and the axethrower fix).
So two questions:
1) Is there a good demo on adding a mod to the list of steam/kingdoms-launchable mods, so I can include TATW?
and
2) Is there a demo on the axethrower fix? (specifically, I'm looking for the right program to open francisca so I can edit it - or is there another way around it?)
--
I knew the answers to both of these questions before, but it's been so long I've forgotten.
All the best,
TWS
"Far better is it to have a stout heart always, and suffer one's share of evils, than to be ever fearing what may happen, and never incur a mischance." - Herodotus
I have already answered you this question here: LINK.![]()
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.
1. There is a simple application for steam: Steam compatible modStarter, it's so simple you don't even need a demo.
Hi there !
I've just started a Sauron campaign. However, I could not leave Mordor to attack Gondor because the Mordor faction's settlements (Black Gate, Minas Morgul) blocked the ways. I would have to go all the way around which will take like 10 days. Is there any way to get pass those settlements ? (Cause surely Sauron can pass through his own gates and fortresses)
Haven't played this game for a few years so I may not remember much.
What submod are you playing? I remember there was one submod that let you play as the "Dark Lord of Mordor" faction and there was a script that would automatically give you control of the Black Gate, but I'm not sure which submod it was.
Can I have detailed information about Unit replenish rate and requirement ? I put my armies into towns for a while but it did not work. I could recruit units in those towns too.
Thank you
A unit can only be retrained, by adding it to the Retrain queue, in a settlement when
1) the unit can be recruted in that settlement to begin with
2) there's a armour or wepon upgrade avilable that fit a/any of the units you have in the settlement
3) You have enough money to retrain the unit
4) There's enough soldiers avilable to fill up a decimated unit to 100%.
By holding over the unit card in the Recruitment-tab you can see how many turns until a new unit is avilable, and from that you can estimate when you may retrain. If for example you have a Bow Quendi unit with losses of 50% and it's 8 turns left till a new Bow Quendi can be recruted in a settlement, then in ca 4 turns you will be able to retrain your existing Bow Quendi unit to 100%
![]()
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
Thank you Ngugi !
I have another question:
Is there any way to force bribe a general ? I've defeated the elves at Imladris and one of their generals became rebel. But I could not bribe him no matter what.
The submod Total Diplomacy which is included in MOS gives you the possibility to greatly increase the odds of a successful bribery as a cheat.
However I am quite sure that without that submod, there is no way to force or increase the chances of a bribery. I'm not sure whether the submod is save-game compatible.
In it for the rep.
Hi. I have instaled 1.0 version. 3.0 wont work. i have pathed up to 1.4. On the loading screen it's still 1.0. I didnt work the ...patching. I start the game as Gondor coz i know in the 1.4 patch it should have some sord of circle around Minas Tirith. I dont see that.
So ..where did i go wrong ?
You shall not mix the new TATW versions (3.0, 3.1 and/or 3.2) and old TATW versions (from v1.0 to 2.1) with each other!
That do not work, and if you read installation instructions it should been obvious.
If you want to play the latest version, ONLY install 3.0 + 3.1 + 3.2
You'll have to uninstall and reinstall.
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
How can I pass an army for generals?
Before when I had only Third age Total war v 3.0 Bodyguards and I had won a battle and that battle bodyguard came to be a general. I'm Gondor.
What do you mean?
Do you mean the "Man of the Hour" adoption offer, that can make a random captain who win a battle into a general? That is offered if
1) obviously you win an impressive battle with a captain (yourself or trough auto-battle) and
2) if there's a mature male in the family tree who have less than 4 children (so he can adopt)
And if you play a submod and if it concern some specific content change in that submod, please ask in that mod's own thread instead.
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
"Winning First"
How do I not get this trait on every single general I use in battle? I always release or at least ransom prisoners and I always occupy settlements, but I have not once avoided getting this trait. This is a particular problem for TATW as there is clearly intended fear/respect divide amongst the factions.