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Thread: Unique Buildings

  1. #1
    axnsan's Avatar Protector Domesticus
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    Default Unique Buildings

    by axnsan




    Screenshots
    Coming soon


    Change log
    Version 1.0
    • Added unique buildings
      • The White Tree
      • The White Tower
      • The Othram
      • The Great Gate
      • The Black Gates
      • Barad Dur
      • The Hornburg
      • The Golden Halls
      • The Orthanc
      • Mallorn trees
      • The Last Homely House
      • The Prancing Pony
      • The Green Dragon
      • The Bridge of Khazad-Dum
      • The Chamber of Mazarbul
    • Added special constructible buildings
      • Forest Paths
      • Smials

    Version 1.1
    • Small fixes
    • Added some building pictures from Louis Lux

    Version 2.0
    • Removed population growth bonus from The Prancing Pony and The Green Dragon
    • Added four new buildings:
      • The Towers of the Teeth
      • The Grey Havens
      • The Havens of Umbar
      • Bag End
    • Added special road types
      • The Greenway
      • The North-South Road
      • The Great West Road

    Version 2.1
    • Reincluded buildings
      • The White Tree
      • The Grey Havens
      • The Havens of Umbar
      • Bag End
      • Mallorn Trees
    • Reincluded Forest paths
    • Removed greenway, north-south road, west road
    • Added ent moot building
    • Buildings are no longer destroyed when the cities are captured.
    Download
    Unique buildings 2.1 for TATW 1.2 - compatible with clean version of Third Age Total War 1.2.
    Download DEAD LINK
    Installation Download and unpack in mods/Third_Age


    Credits
     Thanks to

    • Louis Lux for the building cards and info pictures
    • Everyone who contributed with ideas and/or pictures for buildings

    Last edited by axnsan; October 20, 2009 at 05:38 AM.

  2. #2
    Blackomur89's Avatar Campidoctor
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    Default Re: Unique Buildings

    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.

  3. #3

    Default Re: Unique Buildings

    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.

  4. #4
    Blackomur89's Avatar Campidoctor
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    Default Re: Unique Buildings

    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.

  5. #5
    Oddball_E8's Avatar Senator
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    Default Re: Unique Buildings

    oh i wish this was compatible with RC...

    i probarbly could do it myself, but im way too busy these next couple of days...
    addicted modder... but crap at it

  6. #6
    axnsan's Avatar Protector Domesticus
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    Default Re: Unique Buildings

    Quote Originally Posted by Oddball_E8 View Post
    oh i wish this was compatible with RC...

    i probarbly could do it myself, but im way too busy these next couple of days...
    im working on a rc compatible version now

  7. #7
    el Cid's Avatar Campidoctor
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    Default Re: Unique Buildings

    I wish this was compatible with additional units

  8. #8
    axnsan's Avatar Protector Domesticus
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    Default Re: Unique Buildings

    Quote Originally Posted by el Cid View Post
    I wish this was compatible with additional units
    i dont think additional units is compatible with tatw 1.1

  9. #9
    Blackomur89's Avatar Campidoctor
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    Default Re: Unique Buildings

    Quote Originally Posted by axnsan View Post
    i dont think additional units is compatible with tatw 1.1
    They are compatible with 1.1 because it's included in TATW 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.

  10. #10

    Default Re: Unique Buildings

    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?
    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

  11. #11
    axnsan's Avatar Protector Domesticus
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    Default Re: Unique Buildings

    Quote Originally Posted by Haerski View Post
    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?

    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)

  12. #12

    Default Re: Unique Buildings

    I just wanted to start a new campaign, but now I will wait for the rc compatible version of this mod.

  13. #13
    Blackomur89's Avatar Campidoctor
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    Default Re: Unique Buildings

    Quote Originally Posted by Haerski View Post
    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.
    Think of them as tree-log crude bridges.
    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.

  14. #14

    Default Re: Unique Buildings

    Quote Originally Posted by axnsan View Post
    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)
    So ambushing locations are still destroyed?

    @Blackomur89
    Aren't them already?
    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

  15. #15
    axnsan's Avatar Protector Domesticus
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    Default Re: Unique Buildings

    Quote Originally Posted by Haerski View Post
    So ambushing locations are still destroyed?

    @Blackomur89
    Aren't them already?
    roads don't destroy ambush locations >.>

  16. #16

    Default Re: Unique Buildings

    WOHOOO
    Great Mod, waiting for RC compatibility!

  17. #17

    Default Re: Unique Buildings

    Quote Originally Posted by axnsan View Post
    roads don't destroy ambush locations >.>
    Yes they do. Before I build roads I can hide everywhere inside Mirkwood and Lorien, but roads remove the forest under it and leave only those few bushes around which makes hiding harder. It's annoying when you think you have found perfect ambushing location, but then enemy just magically runs past you without even noticing your army. I don't know why, but that happens a lot for me.
    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

  18. #18
    Decanus
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    Default Re: Unique Buildings

    me too w8ing for RC compatible version

  19. #19
    axnsan's Avatar Protector Domesticus
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    Default Re: Unique Buildings

    Updated first post with newer version, contains minor changes i forgot to do. Is save-game compatible with the previous version.

  20. #20
    el Cid's Avatar Campidoctor
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    Default Re: Unique Buildings

    !? WAIT 25 TURNS FOR A FOUNTAIN GUARD ?!
    And what happened to the starting army with a fountain guard in it for Gondor?

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