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

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  1. #1

    Default Re: SubMod Recommendations and Questions

    Are there any mods that allow me to change from fortifications to settlements and then grow my villages much faster? I'm annoyed that (currently) it takes far longer than in Medieval II to grow a city and so I miss out on all the cool stuff for ages. Also, capturing a motte and bailey or village is almost useless since they never grow into anything significant and I can't upgrade the roads either.

  2. #2

    Default Re: SubMod Recommendations and Questions

    Thank you all for your advice. I will start with TATW Realsim but might well try out the other ones. One question about MOS, you write it contains RC/RR, but when I look the mod up it says this only works for version 1.4.

  3. #3
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: SubMod Recommendations and Questions

    RC/RR is a standard content of MOS, its in all versions and have been so for a long time

    Dunno where you read that it only work in v1.4? Should be edited if so, but I can only find the changelog note that we updated some of the RC/RR parts in 1.4, not that we removed it in 1.41 hehe

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    DCI: Last Alliance
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    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

  4. #4
    Araval's Avatar Protector Domesticus
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    Default Re: SubMod Recommendations and Questions

    I think he meant TATW 1.4.

  5. #5
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: SubMod Recommendations and Questions

    Doh! ^^
    Well yes, RC/RR is only for TATW 1.4, while MOS (that have a modified versions of RC/RR within) works with TATW 3.2 naturally

    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

  6. #6
    Christonikos's Avatar Centenarius
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    Default Re: SubMod Recommendations and Questions

    Hi, because of the upcoming Hobbit movie, I 'd like to start again playing TATW. But I am looking for a mod that will somewhat balance the factions (by adding new units prefferably) , because I enjoy playing as Goblins, but the lack of heavy infantry annoys me and the fact that half of my armies are Snaga javelinmen. I 'd like to deactivate the garrison script, and some of the bonuses I hear the AI factions have (Long story short, I 'd like a closer feeling to vanilla M2TW). So could you please help me?
    Last edited by Christonikos; December 09, 2012 at 02:39 PM.

  7. #7

    Default Re: SubMod Recommendations and Questions

    Well, in PCP you can build all units from the start ( and if you have barracks built for them ofcourse ), no garrison script, some bonuses are removed, some are added, lot of new buildings, factions, units, creature units, custom campaigns etc.. There is no script selection, only few of them ( like Extra cash at the start, Quick play, Lore diplomacy or not..) If you want more scripts, events and looonger campaign (12 TPY ), then there is MOS. You can check either of them in my signature. Enjoy!
    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.

  8. #8

    Default is there a RR/RC mod for 3.2?

    as it says on the title. im kind of bored of the elven skill at arms in vanilla, so i want some of the better ones. does it exist?
    Quote Originally Posted by Jean=A=Luc View Post
    What the hell is wrong with you people?

  9. #9

    Default Re: is there a RR/RC mod for 3.2?

    Yes. Darth Lord Revan and Nemesis_GR each made an EDU for 3.2 according to RC principles, beginning with the EDU of the RR/RC Compilation for 1.4.

    I am currently updating my 1.4.1 install to RC 2.0 and I'll make a version for TA 3.2 as well, if there is interest.

  10. #10

    Default Re: is there a RR/RC mod for 3.2?

    Quote Originally Posted by k/t View Post
    Yes. Darth Lord Revan and Nemesis_GR each made an EDU for 3.2 according to RC principles, beginning with the EDU of the RR/RC Compilation for 1.4.

    I am currently updating my 1.4.1 install to RC 2.0 and I'll make a version for TA 3.2 as well, if there is interest.
    and wheres the link for that please? for vanilla 3.2 right?
    Quote Originally Posted by Jean=A=Luc View Post
    What the hell is wrong with you people?

  11. #11
    Hero of the West's Avatar Artifex
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    Default Re: is there a RR/RC mod for 3.2?

    Also MOS has the 2.0 version from Point Blank

  12. #12

    Default Re: SubMod Recommendations and Questions

    He made it himself or you did from the guide?

    Garrison and money scripts can be deleted from campaign_script.txt -> D:\SEGA\Medieval 2 Total War\mods\Third_Age\data\world\maps\campaign\imperial_campaign

    A new campaign is needed for the changes to take effect.
    Last edited by k/t; December 15, 2012 at 02:46 PM.

  13. #13

  14. #14

    Default 3.1 Samedi or 3.2?

    Hello Everyone, I hope you can help me out.

    I have been playing 3.1 with the Samedi Sub-Mod set and I -Love- it, However I have seen 3.2 has some upgrades -and- there some Sub-mods with extra factions and such. What I want to know is if there is a Sub-Mod pack out there alot like the Samedi Mod-Pack.

    Things such as;
    -Total Diplomacy
    -Real Recruitment (Shorter Recruit times)
    -Immortal Nazgul and 'The Nine' Riders who Mordor can start with.

    These are some of my favorite things about the mod, not including other things such as the face you can make it a 'Good VS Evil' or not.

    Basically, is there a Mod-Pack out there for Third Age Total War 3.2 that is the same or better then the 3.1 Samedi Set?

    Thanks.

  15. #15
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: SubMod Recommendations and Questions

    From the top of my head that would be MOS, while no one else cover all that: http://www.twcenter.net/forums/showt...26#post8827226

    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: SubMod Recommendations and Questions

    Quote Originally Posted by Ngugi View Post
    From the top of my head that would be MOS, while no one else cover all that: http://www.twcenter.net/forums/showt...26#post8827226
    That link says 'Invalid' :/

  17. #17
    Legio XII's Avatar Semisalis
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    Default Re: SubMod Recommendations and Questions

    Alright, so another question: is there a mod for recruitment that gets rid of the barracks events and lets me recruit the good troops from the beginning? I very much enjoyed that with Baron Samedi's compilation for 3.1, and I currently am playing with MOS, which is lacking that one feature (that's about the only thing it lacks. Everything else is pretty awesome!) I know some might say I'm going for an "arcade" style of play, and they'd be right. I like the feeling of playing with the MOS options for the AI to have larger stacks. I'd just like them to be decent units on both sides. Gives the whole thing a more epic feel. 50 turns of paving battlefields with Snaga bodies using militia...not so epic.

    Alternately, which files effect that barracks event, in the event I just have to edit them myself?

  18. #18

    Default Re: SubMod Recommendations and Questions

    Quote Originally Posted by Legio XII View Post
    Alright, so another question: is there a mod for recruitment that gets rid of the barracks events and lets me recruit the good troops from the beginning? I very much enjoyed that with Baron Samedi's compilation for 3.1, and I currently am playing with MOS, which is lacking that one feature (that's about the only thing it lacks. Everything else is pretty awesome!) I know some might say I'm going for an "arcade" style of play, and they'd be right. I like the feeling of playing with the MOS options for the AI to have larger stacks. I'd just like them to be decent units on both sides. Gives the whole thing a more epic feel. 50 turns of paving battlefields with Snaga bodies using militia...not so epic.

    Alternately, which files effect that barracks event, in the event I just have to edit them myself?
    Hm, PCP lets you recruit ALL units from the start, but you have to build barracks and other military buildings ofcourse to get them

    And plus, ALL OTHER bulidings which give you armor boost, experience, archer ++ skills, EXTRA free upkeep buidings, extra trade bonuses etc.
    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.

  19. #19
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: SubMod Recommendations and Questions

    Quote Originally Posted by Legio XII View Post
    Alright, so another question: is there a mod for recruitment that gets rid of the barracks events and lets me recruit the good troops from the beginning? I very much enjoyed that with Baron Samedi's compilation for 3.1, and I currently am playing with MOS, which is lacking that one feature (that's about the only thing it lacks. Everything else is pretty awesome!) I know some might say I'm going for an "arcade" style of play, and they'd be right. I like the feeling of playing with the MOS options for the AI to have larger stacks. I'd just like them to be decent units on both sides. Gives the whole thing a more epic feel. 50 turns of paving battlefields with Snaga bodies using militia...not so epic.

    Alternately, which files effect that barracks event, in the event I just have to edit them myself?
    You find instructions in the vanilla TATW FAQ http://www.twcenter.net/forums/showthread.php?t=509455
    Go down to Q:Why can't I recruit advanced units like Eldar units or Trolls ?

    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

  20. #20
    Legio XII's Avatar Semisalis
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    Default Re: SubMod Recommendations and Questions

    Quote Originally Posted by Ngugi View Post
    You find instructions in the vanilla TATW FAQ http://www.twcenter.net/forums/showthread.php?t=509455
    Go down to Q:Why can't I recruit advanced units like Eldar units or Trolls ?
    Thanks! Didn't really think to look in FAQ's for information about how to edit files, not something typically found in a FAQ thread. This will make my Eriador campaign a bit more fun...yay for fighting OoMM and OoG with their troll armies while using the still mediocre top-tier troops of Eriador!

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