Sorry I posted this as a new thread somehow but meant to post it in the suggestions thread. Lock/delete or whatever.
Sorry I posted this as a new thread somehow but meant to post it in the suggestions thread. Lock/delete or whatever.
Under the Patronage of the Dreadful cedric37!
Ancs Guide, Emergent Factions , Yes/No Events |L'Outremer for Modders| Swagger's Skymod
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Depends on what you're looking for. They all have a lot of the same features.
MOS is a huge overhaul with incredibly tough units for all factions and lots of choices to make things more difficult or more easy. It allows for an extremely polished game and probably the most cosmetically pleasing. You can essentially customize how lore-accurate you want it to be, how difficult you want it and how diverse the unit variety is in some cases. MoS and DaC use the same map, with MoS using a slightly older version that only seems to have a few minor changes. If you like elfs, especially, I would go with this one, as they're supremely powerful. Or if you just want small units of elite soldiers killing wave after wave of orcs, go with this one and play the elfs.
FRoGS has less lore-induced direction, but adds more for strategy and I personally feel it's more balanced and interesting. I personally feel the faction list is the best of them, with the exceptions being that it would probably work slightly better if they changed Mordor's Mirkwood garrison into its own faction. Same with Lindon/Imladris. That's not to say that the factions have the best features, as I still believe that goes to DaC. The number of factions and locations, however, seem to give the best balance. The FRoGS map, while bigger than the original, has all the same geographical inaccuracies, but does provide a little more strategy. If you're a Dale fan, as I am, this one has the best roster for them, too.
Divide and Conquer is still in beta and has the potential to be the best, if they polish everything they've added since the original beta release, as the original beta release was consistent and lore-accurate while maintaining a deep sense of strategy. They've added some things since then that aren't so polished, but show what direction they want to take with the game and it looks like it should go in a very great direction. They all add factions with Divide and Conquer pushing to make the factions have a unique feel through minor role-playing elements that make their new factions pretty amazing. The only issue is that in a drive for lore accuracy, they've added some factions that the AI can't do much with due to location. Also, due to the amount and placement of new factions, it makes it very difficult for half the evil factions to survive. Also, this is still a beta and these guys are very receptive and responsive to reports and ideas from the people playing it. I would definitely check this one out first, play it a bit and report any issues you find before trying either of the other two. That way you can see what direction they'll be going to see if you'll want to play it in the future.
I've never played PCP, so I don't know much about it.
Last edited by TwelveStep; December 28, 2013 at 02:15 AM.
Thanks for your recommendation. So which mod of those you have played gives the best global roster expansions?
Depends on what you mean by best. They all add a lot of units and most of them are the same or similar.
I like FRoGS the best, however, as the units they've added are very uniform. The units they've added to Dale use skins not unlike the Gaudraughts for the Rhovanion units and give them a standing army based off their swordsmen. It also gives difference in appearance in armor upgrades for more units than the other two. It adds really cool body guards for many of the really important units. It adds a handful of units to most preexisting factions that actually look cool and are useful without being over powered.
MOS has the same scripted units as FRoGS in that you can choose to get dale cav as Dwarfs and a Dwarf unit as Dale and the fire units for Rhun and the bomb units for Isengard, with MOS making them optional through script choices rather than built in. Other than that it adds a few units to round out most preexisting rosters, but not a lot of extra. They do both add a fair number of region specific units to Gondor, though.
DaC adds some of the units that they do, but a handful of ones I'd never seen before as well. It's different in that, for instance, the Dwarfs of Erebor and the Iron Hills get some neat special recruitment units. The Dunedain can recruit a small number (sometimes 1) of units from most good rosters other than Dwarfs if they have one of their regions. The Elves of Lindon have a mostly separate roster from Imladris and a bluish-steel colored reskin of the Eldarinwe that makes them look much cooler. The new units they've added are all quite neat. It's kind of screwy in the balance department, though. DaC has the best new faction units. It takes basically what the other two has and as it adds more factions than the other two, it simply adds more and since they had to find new stuff, it's different and cool. A lot of people seem to like the Umbar, Angmar and Shadow of Mirkwood rosters, while I loved Dol Amroth, Dorwinion and Lindon.
Last edited by TwelveStep; December 28, 2013 at 06:19 AM.
Thanks again. One more question, I noticed DaC disables Arnor formation. Do any of the other compilations do this?
No. They both include the reformation of Arnor. DaC disabled it, because they plan on implementing (in the not so near future) a new version of it that allows the player to combine Arnor and Gondor and possibly others into a Reunited kingdom. However, the Northern Dunedain can recruit units that have the same models as the Arnor faction found in the other two. This is after the barracks event and I believe those ones are AoR limited to their home regions.
Another note about MOS is that they implemented the same bluish-steel elf skins to the High Elves as DaC used for Lindon, so they have that, now. I never actually checked out either wood elf faction in DaC, but MOS also has bluish-silver variations of the wood elf heavy armored units. Same skins, just got rid of the tacky gold.
I want to use one of the overhaul sub-mods, right now I am stuck between Forgotten Realms of Gathered Submods, MOS, Divide and Conquer and Perillicious Compilation Pack. Which is the best of these in your opinion?
Are there better compilations then these?
Hi, i wanna ask which submods are compatible with Divide and Conquer.. i wanna best experience or DaC dont need any additional submods? thx in advance![]()
There are no submods compatible with DaC [AFAIK], at this time; it's a to new game.
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
Nope
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
Are the submods less stable than vanilla TATW? And which is the most stable and polished of the big overhauls?
What submod is better DaC or MOS and which has more and fixed content?! thanks in advance for reply![]()
Less. More content and scripts increase the risks of problems.
DaC and PCP are still beta, while MOS and FRoGS are constantly updated. My guess at this point is MOS, though asking in respective submods own thread probably will provide best input.
That is really a matter of taste, so why not have both installed and decide yourself? http://www.twcenter.net/forums/showt...erent-submods)
MOS has loads of optional content.
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
hello, I would like knowing if there is some compatible sub mod with the Third Age 3.2 and MOS version 1.6.2 and it had the respective function: To control more than 1 army at the same time. Equal to a total Rome II war. For the one who already played total Rome II war knows about what I am talking certainly. Obliged by your attention.![]()
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
Thanks for the reply, Ngugi! I got fed up with Rome 2 and starting playing Med 2, then saw the desolation of smaug with my GF and stumbled into third age total war for the first time.
DaC is pretty awesome, but I'm doing a second install now to try MOS. I appreciate the advice.
Yep, hardcoded function till Napoleon.
In M2 you have 2 options with reinforcing armies (you can choose at battle screen on strat_map, right before entering battle):
A - fight with your army, and use the units of the reinforcing army to replace your routed units (one by one)
B - let AI use your reinforcig army, you can give them some basic order tought (not to the units but the army: click on the portrait on top right and attack\move)
with "A" you may be easily outnumbered by the enemy, with "B" you'll find AI screwing with your strategy and making a mess on its own - expecially if it has artillery. Several times it kept firing on my own troops when I engaged the enemy in melee, with a trmendous rate of friendly fire![]()
I'm using the latest Divide and Conquer beta for my playthrough and I have a few questions.
- Can somebody explain to me how the reunification of Arnor works when I'm playing as the Northern Dunedain? Aragorn is governing Annuminas, and I have a peace treaty with Gondor and elves and all that, the only problem is that I'm not certain that I have all the towns I need.
- Is it possible to modify the 4-turn years to 2-turn years? Seeing as most playthroughs I have played have dragged on and on until I've gotten sick and tired of it and crushed my enemies.
- And this is for Imladris. How long does it take for the Elves to reach their full potential and be able to upgrade their cities? I've found that I'm unable to train any real units at most captured Orc towns.