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  1. #1

    Default Units

    Is there a all units in all cities mod for 1.4?

  2. #2
    Venia's Avatar Auxilium meum a Domino
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    Default Re: Units

    What do you mean?

  3. #3

  4. #4

    Default Re: Units

    I think he asks if there is a submod that removes AoR. But there is no submod like this, which is good imo.

  5. #5

    Default Re: Units

    Quote Originally Posted by Seleukos_I. View Post
    I think he asks if there is a submod that removes AoR. But there is no submod like this, which is good imo.
    Indeed, I'm already imagining stack upon stack of Fountain Guards or Mithlond Warriors.
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  6. #6

    Default Re: Units

    Quote Originally Posted by Lowes View Post
    Indeed, I'm already imagining stack upon stack of Fountain Guards or Mithlond Warriors.
    You can't get stack upon stack of fountain guard because you can only get one every 20 some turns.I don't find them that special anyway.Stats are weak compared to how long and how much they cost.

    But the AI seems to be able to crank out many high end units from anywhere.
    Last edited by OSDEA7; January 14, 2010 at 07:12 PM.

  7. #7

    Default Re: Units

    I'm asking is there a mod that will let you create any of your units in any of your cities.Instead of importing your special units clear across the map.

    The average unit roster for Gondor is very limited.Spear,Militia bow,Militia sword,Light CAV.
    Most the enemy units even Dwarves have several heavy units.
    Gondor has crap.
    Last edited by OSDEA7; January 14, 2010 at 06:36 PM.

  8. #8

    Default Re: Units

    Quote Originally Posted by OSDEA7 View Post
    The average unit roster for Gondor is very limited.Spear,Militia bow,Militia sword,Light CAV.
    Most the enemy units even Dwarves have several heavy units.
    Gondor has crap.
    Plus Gondor Infantry, Citadel Guard, Fountain Guard, Gondor Archers, Rangers, Blackroot Vale Archers, Dismounted Swan Knights and Swan Knights.
    And Fountain Guard is certainly not crap. They are in fact on of the strongest infantry units in the game.

  9. #9

    Default Re: Units

    Quote Originally Posted by Seleukos_I. View Post
    Plus Gondor Infantry, Citadel Guard, Fountain Guard, Gondor Archers, Rangers, Blackroot Vale Archers, Dismounted Swan Knights and Swan Knights.
    And Fountain Guard is certainly not crap. They are in fact on of the strongest infantry units in the game.
    They may be strong units.They are just not worth the 24 turns and costs to me.I am glad your happy with them.

  10. #10

    Default Re: Units

    There's a submod that let's you retrain AoR units in any of your settlements but it's compatibility only goes to 1.3. If you ask nicely maybe its creator will update it to 1.4. That's the only thing I can think off.

    link: http://www.twcenter.net/forums/showthread.php?t=314325

  11. #11

    Default Re: Units

    Quote Originally Posted by Jean=A=Luc View Post
    There's a submod that let's you retrain AoR units in any of your settlements but it's compatibility only goes to 1.3. If you ask nicely maybe its creator will update it to 1.4. That's the only thing I can think off.

    link: http://www.twcenter.net/forums/showthread.php?t=314325

    Yes that is what i thought i saw.Thank you.

  12. #12

    Default Re: Units

    And let's not forget Marines and Axemen of Lossarnach though they're not "heavy". Gondor has the richest roster of all factions, literally. Someone just hasn't bothered to play a campaign long enough.

  13. #13

    Default Re: Units

    open export_desc_buildings

    look for the unit you want and at the end change

    recruit_pool "Corsairs" 1 0.34 3 0 requires factions { spain, } and hidden_resource coast
    to

    recruit_pool "Corsairs" 1 0.34 3 0 requires factions { spain, } and region_religion catholic 15 this can be changed to whatever you see fit
    this way you recruit them anywhere you want, as long as you have the right building

    this allows you to change only some units, instead of all

    I for one, used it on gondor, and put lossarnach axeman as normal, since there is no way i get them on time to kill some trolls
    if u dont know how this works, dont change antyhing, except what i told you to.

    I, for example, tried to add a unit to another faction, i got instant crash when i tried to open the game, so simply change what i showed you to.


    EDIT: each good faction has its own religion so be careful to put the right one. all evil factions are catholic (lol this applies to game only xD, dont bash me with religious stuff)
    Last edited by HolyDevil; January 15, 2010 at 12:07 PM.

  14. #14

    Default Re: Units

    Quote Originally Posted by Jean=A=Luc View Post
    And let's not forget Marines and Axemen of Lossarnach though they're not "heavy". Gondor has the richest roster of all factions, literally. Someone just hasn't bothered to play a campaign long enough.
    I like the Marines.I just don't like only one city that has them.

    I have played 377 turns. .The average pick is Gondor spear,Archer Militia,Gondor Militia,Militia Cavalry.

    (Limited Fountain Guard every 24 turns,Limited Marine,Limited Blackroot Vale archers)Limit because only available in on city.

    In 377 turns i have not seen Gondor Infantry,Citadel Guard,Gondor Archers,Rangers,Dismounted Swan Knights,Swan Knights.The only ones that i have seen of these where with Generals.I have not seen any of these as recuitable.I have enough cities at high level to see something.

    Mean while Mordor is beating down the door,Dale is attacking from the North East.Hadrian is attacking from the South,Isenguard is attacking from the North West.And the Dwarves already own more than 50% of the map.They are even attacking me.

    Yet i have all my heavy units on limitation.

    I can't get any new generals through marriage because if i accept one my game will crash immediately.
    Last edited by OSDEA7; January 16, 2010 at 12:40 AM.

  15. #15

    Default Re: Units

    That sounds more like a known bug than anything else. If you start a campaign do you get the messaage of the white council? If not then you have to reinstall the whole game not just the mod but Mediveal and Kingdoms too, cause you're events are not working and so you don't get the better units in your cities
    A Elbereth Gilthoniel,
    silivren penna miriel,
    o menel aglar elenath!
    Na-caered palan diriel
    o galadhremmin ennorath,
    Fanuilos, le linnathon
    nef aear, si nef aearon!
    German Translation --- Translator

  16. #16

    Default Re: Units

    Fountain Guards get available more often later in the campaign. And as said above you seem to have a common bug. You could also delete the garrison script by following the instructions in the FAQ

  17. #17

    Default Re: Units

    Quote Originally Posted by tombene View Post
    That sounds more like a known bug than anything else. If you start a campaign do you get the messaage of the white council? If not then you have to reinstall the whole game not just the mod but Mediveal and Kingdoms too, cause you're events are not working and so you don't get the better units in your cities
    When am i suppose to see this message.Before or after first turn.

  18. #18

    Default Re: Units

    Right after starting the campaign.

  19. #19

    Default Re: Units

    Hey, people! Greetings! Well, i play Third Age from the first 1.0 version release, and i was able to see a great progress!
    As a fan of this unbelievable mod, i just want to say my opinion about updating some units. As a
    base, i took the last 1.4 version of Third Age with all updates.
    Just my vision:
    Ahh I wish to see in future ehh 1.5 version(?):
    - More Eldar units for Noldor and Sindar. Just like in a sub mod Additional units, but with some
    texture update (like Razor did). And Light Eldar infantry without helmets. Maybe some leather
    elven armor for middle class units (if you will decide to create them). And Mithlond units is
    Aversome! Don't take off their "silver helmets!" (as some people wants). But maybe small
    retexture to that units.
    - Silvan light spearmens - in my opinion.. don't need them. BUT it's your mod.. i just share with
    my thoughts.
    - About Swan Nights of Gondor: design of there wings, i think, should be changed to backward,
    not left and right wings but ehh.. looking backward. (sorry for poor English.. i'll do my best).
    - What about Black Wargs for Mordor!? =))
    - Animation for two handed Eldar sword (some cool movings like in a film, especially charge, of
    course, if it's possible).
    - Very hard thing: (maybe for a distant future patch) Real Middle Earth Cities with Gondorian,
    Elven, Orkish and Isengard styles.
    - More ehh... burning* Balrogs, maybe with lava scratches on there skin.

    Thats all =)) the vision of my dream.

  20. #20

    Default Re: Units

    Wrong thread. You should post this here.

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