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

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  1. #1
    Barbarossah's Avatar Laetus
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    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    It seems my question was pretty redundant, only two turns later they offered me some ents
    Thanks for the great submod Withwnar, Im really enjoying it! I know this is probably not the right thread to ask but now that I have your attention I was wondering if your changeable bodyguard mod is compatible with MOS? Im thinking about installing Mos after Im done with this campaign. I noticed that other parts of the WSC were already incorporated into mos, like the total diplomacy, so I hope it can be done!

  2. #2
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    Quote Originally Posted by Barbarossah View Post
    It seems my question was pretty redundant, only two turns later they offered me some ents
    Thanks for the great submod Withwnar, Im really enjoying it! I know this is probably not the right thread to ask but now that I have your attention I was wondering if your changeable bodyguard mod is compatible with MOS? Im thinking about installing Mos after Im done with this campaign. I noticed that other parts of the WSC were already incorporated into mos, like the total diplomacy, so I hope it can be done!
    WSC is my favourite submod too ^^
    This is not right place to ask, but as a quickie, no, the BG switcher is not included in MOS, due to incompatible permission policies, but those who were implemented back in the days Withwnar was part of the MOS crew remain.
    Third parties have permission however to create the BG switcher as a MOS-compatible mod, as for example here: http://www.twcenter.net/forums/showt...S-1-6-RELEASED
    Perhaps you can write and ask there weither it will be updated to the current version of MOS?

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    Barbarossah's Avatar Laetus
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    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    Thanks for the 'quickie' Ngugi I think I even came in contact with WSC thanks to one of your posts in which you linked to it! I posted over there, now its just hoping they can make it available for MOS. I feel it really adds variety to the generals instead of getting the standard bodyguards every damn time :/

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    chriskourou's Avatar Semisalis
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    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    Can someone please tell me, if there is a way to stop good factions from attacking each other for no reason? It's just keeps on ruining everything in every campaing I play...

  5. #5
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    The easiest solution would be to make them allies from the start, if you want to disable such wars.
    Open descr_strat.txt in data/world/maps/campaign/imperial_campaign

    Search for faction_relationships to find teh section that handle diplomacy.
    Make them allies by changing their stance/create a line for their stance so they become allies.
    For example, how to make Dwarves and HE allies (added line in red);
    Code:
    (...)
    faction_relationships     scotland, at_war_with     venice
    faction_relationships     moors, allied_with     scotland
    faction_relationships     moors, allied_with     egypt
    faction_relationships     moors, at_war_with     slave
    faction_relationships     moors, at_war_with     hre
    faction_relationships     moors, at_war_with     portugal
    faction_relationships     turks, at_war_with     slave
    faction_relationships     turks, allied_with     egypt
    faction_relationships     egypt, at_war_with     slave
    faction_relationships     egypt, at_war_with     hre
    faction_relationships     egypt, allied_with     turks
    faction_relationships     egypt, allied_with     moors
    faction_relationships     mongols, at_war_with     slave
    faction_relationships     mongols, at_war_with     hre
    (...)
    To know what faction is who in code, check expanded.txt in data/text

    EDIT: Delete map.rwm before starting a new campaign and it will apply. Not saved game compatible
    Last edited by Ngugi; January 25, 2014 at 09:31 AM.

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    chriskourou's Avatar Semisalis
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    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    Thanks a lot, I will do so

  7. #7
    Diocle's Avatar Comes Limitis
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    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    Well, consider that I'm an old moron, then consider that I've read the FAQ, then consider that I'm searching here and there from one hour and be merciful with me:

    I would like to watch my settlements on the battle map, is it possible?

    Isn't there something like Oppida working on TATW?

    I remember having read some time ago (a lot of time) that King Kong declared he had added the city-viewer to the mod ... Am I mad or is it true?

  8. #8
    Withwnar's Avatar Script To The Waist
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    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    Baron Samedi added it to his compilation. Maybe it was that that you remember.

  9. #9

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

    First off, just want to say thanks to all those involved in making this mod. Its the sole reason why I bought Total War (I'm now addicted and have added Rome I, and Empire to my list)

    Anyway, is there a way to boost the AI slightly because even being a complete noob, after just a few battles I quickly learned my archers pretty much decimate any army that doesn't have cavalry in its ranks. For example a few units of elf archers can take a town without walls that is full off orcs or bandits since all the AI seem to do is stand in the town square getting slaughtered. I can leave my infantry way off out of harms way and simply put my archers on the outskirts and slaughter the multitudes of semi-static AI without ever losing a man. I'm not saying I shouldn't win such an encounter, my problem is the AI just stands there and takes it - they rarely come out fighting, and never run away abandoning the town. I kill every last one without a fight! It also makes defending Dol Guldur with a few companies of archers so easy. Just rush three companies of archers outside while the enemy crawl up the mountain and pick off the siege equipment and catapults and the AI can never get into the castle. Time runs out and my merry band of 300 has just "defeated" 2000 of Mordors finest on hard levels.


    I think the AI should recognise how powerful archer units are and always make them a priority instead of basically ignoring them. If any of the AI units in those scenarios had come after my archers at any point I wouldn't be able to pull off such unlikely wins - especially Dol Guldur since I wouldn't have time to destroy the siege equipment if I'm constantly being harassed by AI units designed to keep archers at bay.

    So is there a way to modify the threat values of certain units so AI are more aggressive against them?

  10. #10

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

    Been playing as Rhûn lately, still no barracks event. Though would you guys know which unit composition i should use? I've been using mostly Balcoth Tribesmen and Variag Raiders supported by Clan Hunters and occasional Clansmen when i get them to the frontline.

  11. #11

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

    Quote Originally Posted by SuperTechmarine View Post
    Been playing as Rhûn lately, still no barracks event. Though would you guys know which unit composition i should use? I've been using mostly Balcoth Tribesmen and Variag Raiders supported by Clan Hunters and occasional Clansmen when i get them to the frontline.
    Depends what you mean by 'should'. The easiest way to win the game is to build most every unit you can (excluding settlements with excessively long marching distance to the war front) and rush the map, pausing before garrison script settlements. Use each unit as best you can, but it doesn't have to be a perfect composition and they can still get kills and advance your campaign when used imperfectly.

    But if you are going for a more realistic battle efficiency, consider your opponent. Against the Silvans, it's best to absorb their endless arrow fire with cheap tier units while getting your cavalry to them. Against Dwarves, used ranged units and kiting. If you have to fight a siege against the Dwarves, armor won't help much since their whole roster is armor piercing, but you can sometimes bottle them up and get some javelin fire into their cluster in the streets, and Rhun has some decent armor piercing options of their own. Against Dale, a balanced army is best. It should be easy to slam their General with cavalry and kill him quick because they have ranged generals like the Silvans.

  12. #12
    Dude with the Food's Avatar Campidoctor
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    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    As Rhun, cavalry or Balchoth tribesmen are the best counters for your natural enemies and by the time you reahc Rohan/Gondor/Eriador, you've got gold armies and have basically won.
    Spoiler Alert, click show to read: 
    I am me. You are not me. You are you. If I was you, I wouldn't be me.
    If you were me, I'd be sad.But I wouldn't then be me because you'd be me so you wouldn't be me because I wasn't me because you were me but you couldn't be because I'd be a different me. I'd rather be any kind of bird (apart from a goose) than be you because to be you I'd have to not be me which I couldn't do unless someone else was me but then they would be you aswell so there would still be no me. They would be you because I was you so to restore balance you would have to be me and them meaning all three of us would become one continously the same. That would be very bad.


  13. #13

    Default Ents desserted my army as Rohan! WTF???

    I captured Fanghorn as Rohan and was offered a unit of Ents which I accepted after giving Fanghorn autonomy.

    I sent my Ents toward the Black Gate to help with an invasion and I got some message saying that they were tired of marching and were leaving. Can somebody please explain this game mechanic and how it works please?

    Also, how can I get Ents to fight for me without deserting?

    Thanks

  14. #14

    Default Re: Ents desserted my army as Rohan! WTF???

    They eventually go away, after 10 turns I believe. There's nothing to do, as far as I know.

  15. #15
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    From the 11th turn there's 50% risk each turn that the Ents will return home - they're a volunteering force with little interest in waging war outside their homeland and close sorroundings, so there's a lore reason behind it, just as they are a force you get for free in difference to as mercenaries as in earlier versions of TATW.

    The script is found in campaign_script.txt in data/world/maps/campaign/imperial_campaign

    You can edit at what turn the risk start to occur, and/or how big the risk is at each turn
    Code:
    ;#########################Ent-Timermonitor_event FactionTurnStart FactionIsLocal
        and I_CompareCounter ents_at_war >= 1
        inc_counter ents_at_war 1
    end_monitor
    
    
    monitor_event FactionTurnStart FactionIsLocal
        and I_CompareCounter ents_at_war >= 11
        and RandomPercent > 50
        destroy_units sicily autonomy_1
        destroy_units milan autonomy_1
        destroy_units scotland autonomy_1
        destroy_units turks autonomy_1
        destroy_units egypt autonomy_1
        destroy_units mongols autonomy_1
        destroy_units moors autonomy_1
        set_counter ents_at_war 0
        historic_event ents_go_home
    end_monitor
    The edit will not be saved game compatible (AFAIK) and will apply to new campaigns first once map.rwm is deleted (in data/world/base), which you can do directly, as it won't affect saved games anyhow
    Last edited by Ngugi; January 31, 2014 at 12:59 PM.

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  16. #16
    Withwnar's Avatar Script To The Waist
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    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    The edit will not be saved game compatible (AFAIK)
    That's right: they won't be. campaign_script changes never are.

  17. #17

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

    Thanks guys for the answers. Really helps to have people come in and clear these things up for me

  18. #18
    riuk881's Avatar Semisalis
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    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    Should I start a new campaign as my first time as Gondor on VH/VH or read the LOTR?
    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.

  19. #19
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    Both!

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    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

  20. #20
    riuk881's Avatar Semisalis
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    Default Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    Quote Originally Posted by Ngugi View Post
    Both!
    i only have to time to fully enjoy one of them
    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.

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