I suppose it will please alot in the beginning, but then the game will become overly easy. Tempering with the files would be better and probably save game wise.
But anyway thank you for showing the way to the gold mine, now i m sure af where i have to change something.
I would say that
Most people don t mind the barrack system they just find it overdone and overspread.
Most people find the economy gives tooo much money to the AI, then without any he will suck in doing anything.
The Stack stuff is areally freaky, unless i can spam stack its really unfair.
But even then it maybe shows the way to paradise!!!!
More rep to you.
^ What he said.
It's already in the FAQ along with a link to this thread so knock it off.![]()
mod
vt.,n. [very common]
1. Short for `modify' or `modification'. Very commonly used -- in fact the full terms are considered markers that one is being formal. The plural `mods' is used esp. with reference to bug fixes or minor design changes in hardware or software, most esp. with respect to patch sets or a diff.
It changes files in something, therefore it is a mod. But no big deal, we can let it drop.![]()
No it doesn't.
There is a (pretty big) difference between modifying a file and telling people how to modify their files.
Unless it directly modifies a file (ie, people download something and put it in their game) it's not a mod.
Last edited by axnsan; September 06, 2009 at 10:39 AM.
whe do these extra buildings come available if the script is removed. i have done what you said but now they dont appear att all and im stuck with jus gondor spearment and infantry help!!!!
You should do that and start a new campaign. Then they'll be there from the beginning.
Last edited by jản; September 08, 2009 at 06:13 AM.
WOW this is great I must say, Thanks to Jean luc for showing me the link to this (Yea I know its staring me in the face but i'm not THE sharpest tool in shed lets say) and thanks to anxsan for posting this excellent guide! +rep to both of you
My A-list of mods to play
Lord of the Rings total war
Thera Legacy of the Great Torment
End of Days and its sequel
Third Age total war, similar to Lord of the rings total war
Call of Warhammer
RIP
Bringing the light of God(Canadian) Emperor to the fringes of TWC
Yay, free bump![]()
Ummm... The Garrison script does not work for me... I deleted the line and saved... But they still get half a stack at Isengard...
Did you start a new campaign?
Then you've done something wrong.
You've to understand what that script does and whether or not you like what it's doing.
I'll give you an example of the high-elven section and explain what it does:
So basically the slave conquerors script supports the AI factions in such a way as it increases the likelihood that it expands near the slave settlement and takes it. That said, this is the theory. Since in the vanilla version the siegeing is not used instead of end it's rather unlikely, that the AI will use the army to actually besiege the settlement. And even if siegeing would be used, there's no warranty that the AI won't lift the siege and move it's army elsewhere.Code:;-------HIGH ELVES-------- monitor_event PreFactionTurnStart FactionType egypt <- check for High Elves and IsFactionAIControlled <- check if they are AI controlled and I_SettlementOwner Enedwaith = slave <- check if Enedwaith is controlled by the rebel faction and I_TurnNumber = 2 <- check if it's the second turn add_money egypt 5000 <- if all above is true, it gives 5000 florins to the High Elves spawn_army <- and it spawns the following army faction egypt character Arthonnen, named character, age 30, x 77, y 205, label eryn traits LoyaltyStarter 1 , GoodCommander 2 , ReligionStarter 1 , PoliticsSkill 1 , Loyal 1 unit Elf Nobel Mount exp 2 armour 1 weapon_lvl 0 unit High Sword exp 1 armour 0 weapon_lvl 0 unit High Sword exp 2 armour 0 weapon_lvl 0 unit High Sword exp 1 armour 0 weapon_lvl 0 unit High Sword exp 0 armour 0 weapon_lvl 0 unit High Sword exp 0 armour 0 weapon_lvl 0 unit High Sword exp 1 armour 0 weapon_lvl 0 unit Elf Archer2 exp 2 armour 0 weapon_lvl 0 unit Elf Archer2 exp 1 armour 0 weapon_lvl 0 unit Elf Archer2 exp 1 armour 0 weapon_lvl 0 unit Elf Archer exp 2 armour 0 weapon_lvl 0 unit Elf Archer exp 1 armour 0 weapon_lvl 0 unit Elf Archer exp 0 armour 0 weapon_lvl 0 unit Elf Archer exp 1 armour 0 weapon_lvl 0 unit Elf Archer exp 0 armour 0 weapon_lvl 0 end <- use of "end" and not "siegeing" hence no siege will be declared terminate_monitor end_monitor
WARNING:
IF what OP say is done you could end with a weakling game....
Its better to modify scripts!!!
I shall do it for myself, if but i am unskilled (script doesn t seem that complex to modify but require a lot of minucious work and testing) and far worst unfreetimed (Yeah a new word).
Spoiler Alert, click show to read:
Does removing the barracks become equal to having the submod "Total Recruitment" enabled? Or is there a difference I didn't catch yet?
is this compatible with sub-mods? i play with samedi mod so barracks event is gone, but i hate the garrison script.