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Thread: Submod Index, Recommendations and Questions - updated for 3.2

  1. #861

    Default Re: Which sub-mods should I get and why?

    I don't necessarily need more factions. Just a better experience overall like more events, lore and stuff.

    DAC is still better for that than MOS?

  2. #862

    Default Re: Which sub-mods should I get and why?

    Try Frogs, it has new units and buildings. Besides DaC makes you find the ring as Gondor if you want to win the campaign. (to win you must kill Mordor which requires taking the ring to Mt. Doom which is a pain no matter who you play.)

  3. #863
    Dutch-Balrog's Avatar Domesticus
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    Default Re: Which sub-mods should I get and why?

    DaC adds a better overall experience, tweaked AI, new lore accurate map, more custom settlements, new factions, new units of which alot of them are unique to this mod, some cool scripts and events.
    MOS is heavily focused on scripts (most of them optional), and adds like one or two factions, and a bunch of new units, aswell as the map from DaC with the new settlements.
    Alternative patch is the closest to vanilla, since it just adds and changes a few units, sticks with the vanilla map but edited it a little to add the Orocarni on the eastern edge with a new dwarven faction.

    These are the ones i played, between they're all really good tho my pick would be DaC, it just adds so much more variety to the game, and actual difficulty.

  4. #864

    Default Re: Which sub-mods should I get and why?

    Quote Originally Posted by Dutch-Balrog View Post
    DaC adds a better overall experience, tweaked AI, new lore accurate map, more custom settlements, new factions, new units of which alot of them are unique to this mod, some cool scripts and events.
    MOS is heavily focused on scripts (most of them optional), and adds like one or two factions, and a bunch of new units, aswell as the map from DaC with the new settlements.
    Alternative patch is the closest to vanilla, since it just adds and changes a few units, sticks with the vanilla map but edited it a little to add the Orocarni on the eastern edge with a new dwarven faction.

    These are the ones i played, between they're all really good tho my pick would be DaC, it just adds so much more variety to the game, and actual difficulty.
    OK, I'm going to give DAC a go.

    Anything else I should/can use with it?

    ty

  5. #865

    Default Re: Submod Index, Recommendations and Questions - updated for 3.2

    Would anyone recommend MOS over DAC and if so, why?

  6. #866
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    Default Re: Submod Index, Recommendations and Questions - updated for 3.2

    Honestly, I know it has been repeated a lot in this thread, but you cannot really recommend one over the other, they are both excellent sub-mods. They offer different playing experiences and have unique features that makes comparison unfair to the people who work on the mods.

    Download them both and get the best of both worlds.
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  7. #867
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Submod Index, Recommendations and Questions - updated for 3.2

    Quote Originally Posted by Rushwithoutmercy View Post
    Would anyone recommend MOS over DAC and if so, why?
    What Shank' says: install both and test them out to see which fit your taste best.
    Since you keep us in the dark, not bothering to ever tell what you want more/less of, or what kind of experience you are looking for, it's no point for us in trying to recommend one over the other.
    http://www.twcenter.net/forums/showt...erent-submods)

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  8. #868

    Default Re: Submod Index, Recommendations and Questions - updated for 3.2

    Quote Originally Posted by Ngugi View Post
    What Shank' says: install both and test them out to see which fit your taste best.
    Since you keep us in the dark, not bothering to ever tell what you want more/less of, or what kind of experience you are looking for, it's no point for us in trying to recommend one over the other.
    http://www.twcenter.net/forums/showt...erent-submods)

    I did say.

    Top of the page -

    ''I don't necessarily need more factions. Just a better experience overall like more events, lore and stuff.

    DAC is still better for that than MOS?''

  9. #869
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Submod Index, Recommendations and Questions - updated for 3.2

    Fair enough, missed that, though both contains all so don't take us far. MOS ought to have more events due to submods included, DaC perhaps more content of lore but is stronger in it's additional factions adding new experiences, and both have tons of stuff
    My recommendation stands.
    Last edited by Ngugi; February 07, 2016 at 02:18 PM.

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  10. #870

    Default Re: Submod Index, Recommendations and Questions - updated for 3.2

    Hello everybody,

    which submod do you recommend, considering that I prefer:
    - Stability above all other factors
    - Lore-friendly units (if possible according to hobbit last movies, but it's not essential). The amount is not important (for example, I really like Shogun 2 even if it has a very small roster)
    - Big battles with allied factions
    - Lore-friendly events, settlements, characters

    Seems like the Alternative Patch is what I'm looking for (it's pretty stable, right?).

  11. #871
    ♔atthias♔'s Avatar dutch speaking
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    Default Re: Submod Index, Recommendations and Questions - updated for 3.2

    Quote Originally Posted by diegomelch View Post
    Hello everybody,

    which submod do you recommend, considering that I prefer:
    - Stability above all other factors
    - Lore-friendly units (if possible according to hobbit last movies, but it's not essential). The amount is not important (for example, I really like Shogun 2 even if it has a very small roster)
    - Big battles with allied factions
    - Lore-friendly events, settlements, characters

    Seems like the Alternative Patch is what I'm looking for (it's pretty stable, right?).
    it is extremely stable so go for it
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    Massive Overhaul Submod Units!
    D you want some units back in MOS 1.7? Install this mod http://www.twcenter.net/forums/showt...n-1-1-RELEASED
    It adds back units who were deleted from the campaign in MOS 1.7, namely the Winged Swordsmen, the Citadel Guard Archers and the Gondor Dismounted Bodyguard.

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  12. #872

    Default Re: Submod Index, Recommendations and Questions - updated for 3.2

    Quote Originally Posted by atthias View Post
    it is extremely stable so go for it
    Thanks! In that case, it'll be my first choice.

    Last question: the other one stable seems Frogs (still with minor issues that could make the game crash, right?). Considering just the included mods for better immersion (campaign AI, traits etc.), do you think it adds less stuff than the Alternative Patch?

  13. #873
    ♔atthias♔'s Avatar dutch speaking
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    Default Re: Submod Index, Recommendations and Questions - updated for 3.2

    Quote Originally Posted by diegomelch View Post
    Thanks! In that case, it'll be my first choice.

    Last question: the other one stable seems Frogs (still with minor issues that could make the game crash, right?). Considering just the included mods for better immersion (campaign AI, traits etc.), do you think it adds less stuff than the Alternative Patch?
    in that case they have but as much content as each other
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    Are you a 3D Environment and Character artist, or a Character Animator?

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    Massive Overhaul Submod Units!
    D you want some units back in MOS 1.7? Install this mod http://www.twcenter.net/forums/showt...n-1-1-RELEASED
    It adds back units who were deleted from the campaign in MOS 1.7, namely the Winged Swordsmen, the Citadel Guard Archers and the Gondor Dismounted Bodyguard.

    Under the proud patronage of
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  14. #874
    Araval's Avatar Protector Domesticus
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    Default Re: Submod Index, Recommendations and Questions - updated for 3.2

    Quote Originally Posted by diegomelch View Post
    Thanks! In that case, it'll be my first choice.

    Last question: the other one stable seems Frogs (still with minor issues that could make the game crash, right?). Considering just the included mods for better immersion (campaign AI, traits etc.), do you think it adds less stuff than the Alternative Patch?
    There are different things in FRoGS, there is nothing from the AP yet, only some similar units for Dwarves. As for the crashes, it's hard to tell as people give almost no information about what exactly happened.
    Last edited by Araval; February 14, 2016 at 05:02 AM.

  15. #875

    Default Re: Submod Index, Recommendations and Questions - updated for 3.2

    For some people Frogs has never crashed so diegomelch you may be just fine.

  16. #876
    jackw93's Avatar Foederatus
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    Default Advice for Submods!

    Hey ya'll, taken me a while to download TATW - played Stainless Steel a lot - need a change

    Wondering if anyone has some general feedback on the submods and which one(s) is(are) worth having with the base game/should I try vanilla out first etc.

    Appreciate the Halp!

    Cheers.

  17. #877

    Default Re: Advice for Submods!

    Quote Originally Posted by jackw93 View Post
    Hey ya'll, taken me a while to download TATW - played Stainless Steel a lot - need a change

    Wondering if anyone has some general feedback on the submods and which one(s) is(are) worth having with the base game/should I try vanilla out first etc.

    Appreciate the Halp!

    Cheers.
    Try vanilla first.

    After that my recommendation is on MOS - heavily scripted and a clear variation, while basically sticking to the vanilla setup somewhat.

    And then Divide and Conquer - much less scripted than MOS but quite some more factions and a whoile bunch of reworked or new units. Feels and plays more "chaotic" than MOS and vanilla.

    Both very polished and fleshed out.

    Regards,
    Thorsten

  18. #878

    Default Re: Submod Index, Recommendations and Questions - updated for 3.2

    Hi,

    I installed TATW>MOS>EMOS and I'm looking for further submods compatible with MOS and aren't inclueden in MOS.

    Also, I installed Dagor, DAC.

    How i can know which small mods compatible with big mods? So, is graphic tweaks submod compatible with MOS?

    BTW are really all submods for TATW listed in here? I want a total gameplay for starting my precious campagin

  19. #879

    Default Re: Submod Index, Recommendations and Questions - updated for 3.2

    Which big submob has more submod?

    I'm not looking for units, factions or fancy things. I'm looking for lore, scripts etc.

  20. #880
    ♔atthias♔'s Avatar dutch speaking
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    Default Re: Submod Index, Recommendations and Questions - updated for 3.2

    Quote Originally Posted by tberkaya View Post
    Which big submob has more submod?

    I'm not looking for units, factions or fancy things. I'm looking for lore, scripts etc.
    MOS wich you already have
    Rise of Mordor 3D Modelers Wanted
    Total War - Rise of Mordor
    Are you a 3D Environment and Character artist, or a Character Animator?

    If yes, then the Rise of Mordor team linked above is looking for you!
    Massive Overhaul Submod Units!
    D you want some units back in MOS 1.7? Install this mod http://www.twcenter.net/forums/showt...n-1-1-RELEASED
    It adds back units who were deleted from the campaign in MOS 1.7, namely the Winged Swordsmen, the Citadel Guard Archers and the Gondor Dismounted Bodyguard.

    Under the proud patronage of
    Frunk of the house of Siblesz

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