by axnsan
by axnsan
Last edited by axnsan; October 20, 2009 at 05:38 AM.
FINALLY!
Will you now make one compatible with RC?
2D artist for Call of Warhammer TW; 2D artist for Westeros TW; 2D artist and researcher for The Ruins of Arnor TATW sub-mod; 2D artist for Warcraft TW.
I cannot open the view for the pics....
Edit: It's a firefox problem, ok with IE
Very impressive and excellent addition to the game thanks guys for the job done.
Last edited by steroid; May 22, 2009 at 02:10 AM.
You did the forest path! Thank you! Thank you! THANK YOU!
I would +rep you but I need to wait a few days.
Last edited by Blackomur89; May 22, 2009 at 02:19 AM.
2D artist for Call of Warhammer TW; 2D artist for Westeros TW; 2D artist and researcher for The Ruins of Arnor TATW sub-mod; 2D artist for Warcraft TW.
Forest paths are just GREAT idea!I hated it when I had to destroy all the good ambushing positions if I wanted to increase trade. Just one question: Will they build bridges over rivers, because that should not happen in my opinion. I don't think there was bridges in Mirkwood or Lorien.
I also noticed White Tree and Tower give you ability to recruit Fountain and Citadel Guards. How does that work? Are they limited so I can have just one unit at the time or can I recruit them as much as I can afford over time? Even few units could make Gondor too easy.
But anyway, seems great submod.+rep I'll give this try when I finish my current campaign. I presume this is not save-game compatible?
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We have developed speed but we have shut ourselves in: machinery that gives abundance has left us in want. Our knowledge has made us cynical, our cleverness hard and unkind. We think too much and feel too little: More than machinery we need humanity; More than cleverness we need kindness and gentleness. Without these qualities, life will be violent and all will be lost.
- Charlie Chaplin
they work just like normal roads (except that they give trade bonus only to elves), it's just an aesthethic change.
i can't make a building have the benefits of roads (increased army movement, etc) without brown paths appearing on the ground and bridges appearing at river crossings
no it's not save game compatible (partly, if you use this in an ongoing campaign you have to build the buildings and you can't build all of them)
We have developed speed but we have shut ourselves in: machinery that gives abundance has left us in want. Our knowledge has made us cynical, our cleverness hard and unkind. We think too much and feel too little: More than machinery we need humanity; More than cleverness we need kindness and gentleness. Without these qualities, life will be violent and all will be lost.
- Charlie Chaplin
WOHOOO
Great Mod, waiting for RC compatibility!
2D artist for Call of Warhammer TW; 2D artist for Westeros TW; 2D artist and researcher for The Ruins of Arnor TATW sub-mod; 2D artist for Warcraft TW.
I wish this was compatible with additional units![]()
2D artist for Call of Warhammer TW; 2D artist for Westeros TW; 2D artist and researcher for The Ruins of Arnor TATW sub-mod; 2D artist for Warcraft TW.
I just wanted to start a new campaign, but now I will wait for the rc compatible version of this mod.![]()
Updated first post with newer version, contains minor changes i forgot to do. Is save-game compatible with the previous version.
!? WAIT 25 TURNS FOR A FOUNTAIN GUARD ?!
And what happened to the starting army with a fountain guard in it for Gondor?
Last edited by axnsan; May 22, 2009 at 05:04 AM.
No, but one every 7 turns or so is reasonable, plus, it would help gondor to keep mordor at bay.