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  1. #1

    Default Third Age Total War Expanded Mod (1.4.1/RCRR/ME Lore/More)

    What is TATWE?

    TATWE is currently based upon TATW 1.4. However, the real power of this mod will be unleashed when 1.5 comes out and I can build upon that release. In the mean time, as both the best, easiest, and cleanest mod compilation, I give you TATWE BETA 1.0.

    The Third Age Total War Expanded is a Complete Community Mod Merge Project with a fancy name. The latest version is fully updated to TATW 1.4.1 (including ALL the 1.4.1 bugfixes + ALL LEFT OVER VANILLA BUG FIXES save one - the gap in roads issue, which isn't really a bug, just a misread by the game). The Third Age Total War Expanded - Basic includes the most popular submods (RR/RC + ME Lore + 1.4.1 Bugfixes + More), while the TATW-Expanded includes even more features and parts from other submods to create the most expanded mod compatibility yet..

    Third Age Total War Expanded - Basic is a submod that aims to make installation of multiple mods easy for new and old users alike. It will focus on compiling and making the latest and greatest versions of existing submods available in one simple download. In other words, think of it as a community project that if permission is given we will be able to include options to install what ever mod you require. It will primarily be based upon RCRR, ME Lore, 1.4.1 bugfixes, and other small additions. It will aim to remain true to the original submod author's intentions.

    Third Age Total War Expanded - Extended will basically include everything that TATWE-B will include plus additional submods, units, factions, and my work to make an entirely new mod that does not exist yet. It will host a compilation of improvements from works like FROME with a few of my own changes, adding in new units, doubling the amount of units for Silvan Elves (AOR -new skins) to simulate two separate factions (Mirkwood and Lothlorien) will maintaining them as one playable faction, separating Dwarves into two factions East and West, new factions such as Vail of Anduin and possibly Shadow of Angmar, and lots of other features. The focus will be on quality, not quantity, include three or four custom provincial campaigns where the faction standings will vary and will maintain as much as possible the size and condition of the current map and work by KK and the TATW team. See below for details.

    ~I may also do a third version that deals with adding a bigger map, more settlements, and even more factions, as the biggest issue I see DaC facing is so many factions on such a small map and that is why I am not focusing on this idea at this time due to the amount of work required.~

    As I am a perfectionist and update my own personal game file every time something new comes out with in days(in fact I pretty much view modding my primary artistic outlet) as opposed to actually playing the game, I aim to share with you the latest and greatest mods and submods. As I already spend countless hours making my own game the best it can be, I thought to myself why not share that work with the community.

    As I don't know how to make an installer, I am seeking new team members to assist in the project of making multiple versions of files for individual download preferences, especially someone who can create an installer. My goal is to make many versions of the files involved so that you could click on an installer, select which mods you would like to install by checking a box, and then the installer will install the whole thing for you bug free with no work by you.

    All credit goes to the following authors of the mods they have given me permission to integrate.

    The Team

    Me, as I have labored mostly myself to make all of the following submods compatible with one another and to integrate the latest 1.4.1 bug fixes.

    However, I am seeking someone that is able to make an installer, 2D artist, and help making versions of files, which I'll discuss below. If anyone would like to assist me with making alternate versions of files or an installer, please send me a pm.

    For example, if someone wants to take the time to merge DaC with ME Lore submod, or FROME, I would be happy to add you to the team and upload the merged files here for download as its own version or to include with a future installer.

    Features and Credits

    The focus of this mod, besides compatibility of most submods, will be to make a Basic version that simple includes compatible submods and an Extended version that will seek to add new factions and new units in a balanced matter, which happens to be my specialty. It will be built off of the RCRR system and hopefully new units will be balanced with help from Point Blank for those that he chooses not to include in his RCRR mod. Most excitedly I am looking forward to implimenting many things from the FROME submod I am aware of the size of the map and balancing additions accordingly, and may or may not do a big map version with a larger extended map, more settlements, and more factions if time permits. I'll talk more about my plans in the future development section.

    Currently This Mod features and supports all of the following:

    TATWE-B

    Spoiler Alert, click show to read: 
    -TATW 1.4 by KK and TATW Team
    -TATW 1.4.1 Bugfixes
    -FIXED ALL LEFT OVER Bugs from TATW 1.4 and 1.4.1
    -Real Combat and Real Recruitment 31 January + ALL CURRENT BUGFIXES up to next release by -Point Blank, team, and myself
    -Middle-Earth Lore submod - v0.4 (3rd of March) by Aikanár
    -Parts (curors, all other already integrated with RCRR) of Visual Enhancement submod by Louis Lux
    -Majestic Map Mod by cherryfunk
    -Improved Torch Flames by Santiago de Pola

    ---Reworked Character Traits and Ancillaries 1.0 submod by FortressofRain if it makes it into the next RCRR update - currently only supported in TATWE-E---


    TATWE-E

    Spoiler Alert, click show to read: 
    -TATW 1.4 by KK and TATW Team
    -TATW 1.4.1 Bugfixes
    -FIXED ALL LEFT OVER Bugs from TATW 1.4 and 1.4.1
    Real Combat and Real Recruitment 31 January + ALL CURRENT BUGDIXES up to next release by -Point Blank, team, and myself
    -Middle-Earth Lore submod - v0.4 (3rd of March) by Aikanár
    Parts (curors, all other already integrated with RCRR) of Visual Enhancement submod by Louis Lux
    Majestic Map Mod by cherryfunk
    -Improved Torch Flames by Santiago de Pola
    http://www.twcenter.net/forums/showthread.php?t=218561
    -Parts of Untainted Heroes submod by Caralampios
    -Reworked Character Traits and Ancillaries 1.0 submod by FortressofRain
    -TATW Faction Succession Mod Beta by FortressofRain
    -3 Unique Provincial Campaigns: Fellowship of the Ring (1.5), War of the Ring (RCRR), Start at Peace (RCRR)


    Optional Graphic Enhancements
    - May slow down battles, only recommended for high end computers

    Optional Permanent Arrows Beta File by FortressofRain (two settings I need to test for realism having to do with wall impact duration for arrows).
    Optional Longer Burning Men Play Time Effect

    Compatible Mods

    Compatible Mods are all other mods that you are able to download and use directly over this mod without any problems. If there are other mods you would like to be included in this project please post here and I will do my best to integrate it.

    Spoiler Alert, click show to read: 
    Will Update soon!
    -Razor's Eldar Unit Skins/Meshes (TATWE-E will use KK's original skins, as I like them better) but go ahead and drop just the skins and meshes in and it will work fine (in fact TATWE-B includes razors mods already as they are apart of RCRR 31 Jan).
    -ReallyBadAI Battle System BETA v3.11 and Battle AI Switcher v3.1 for TATW 1.4- RC-RR by Germanicu5 only RC-RR version!!!
    -One Ring Submod - Coming Soon!

    Current Versions

    Currently I will be uploading two versions available for download, and will add more in the future. Until an installer is made and I am able to follow through with my pick your package idea, the first release will be known simply as Third Age Total War Expanded - Basic (TATWE-B) and Third Age Total War Expanded - Extended (TATWE-E) and what each will include will be listed above in the features section.

    TATWE-B OPEN BETA 1.0
    TATWE-E OPEN BETA 1.0

    Just so you know, I play the TATWE-E version. It includes all of the extended changes as is, including the extended burning men and permanent arrows optional downloads.

    Know Issues

    MESHES Unkown:
    I replaced 2 meshes with updated ones from TATW 1.4.1, and am awaiting to here from Point Blank if RC/RR using different meshes from different submods that should be used instead of the 1.4.1 meshes. If you are experiencing an issue, I have included backup meshes from RR/RC. All you need to do is delete the following meshes and rename the _BackUp to delete the _BackUp part. The meshes are as follows:

    Spoiler Alert, click show to read: 
    en_lmail_hmail: mmmt_lod0.mesh
    my_units: elf_lance_lod0.mesh


    Also I have included the 1.4.1 mesh for Faramir found in _units/heroes but am using the RCRR mesh called faramir_lod0.mesh because I am 99% sure this is the correct mesh to use for RCRR. If you have any issues with faramir you can try to rename it faramir_lod0_backup.mesh and rename faramir_lod0_1.4.1.mesh to faramir_lod0.mesh.

    I have play tested this myself without any bugs, but please remember this is an open Beta for both versions. Any problems should be posted below and include an error or trace log. There should be no issues or CTDs that I am aware of except what is present in the mods I have compiled.

    *Solved the other problem previously found here*

    The only thing you should see in your error log is the following and it is normal from vanilla:

    Spoiler Alert, click show to read: 
    16:37:22.305 [script.err] [error] Script Error in mods/Third_Age/data/export_descr_buildings.txt, at line 11646, column 3
    Building DB error - faction turks has gap in building prior to northsouthroad
    16:37:22.305 [script.err] [error] Script Error in mods/Third_Age/data/export_descr_buildings.txt, at line 11646, column 3
    Building DB error - faction turks has gap in building prior to c_northsouthroad
    16:37:22.353 [script.err] [error] Script Error in mods/Third_Age/data/descr_missions.txt, at line 1471, column 1
    No or invalid resource type specified
    16:37:50.435 [script.err] [error] Script Error in mods/Third_Age/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 2618, column 168
    Character label Nazgul_Dol_Guldur contains no numbers, which means it could clash with a character name.


    Future Releases

    The open beta will be based on current releases and both first official TATWE-B 1.0 and TATWE-E 1.0 will be released and based on TATW 1.5 and submods built on 1.5 or adapted for or compatible with 1.5. Comunity feedback will be appreciated and help shape future releases.

    Progress and Future Versions

    In the future I will be making two main versions, unless an installer can be made, and possibly a third version with a larger map and more settlements. They will be subject to both community feedback and suggestions but ultimately my discretion as the final say as I'm the one doing the work.

    The first version, TATWE-B will be a pure version. It will feature TATW 1.5 (when it comes out), RCRR submod (most current and bug-free update), ME Lore submod (most current and bug-free update), and very few additions based on feedback, such as the few extras it already features.

    The second version TATWE-E will be an extended version seeking to add other small submods, and new factions and units from other submods. Basically this will be my mod, adding all the things I like and adding my own work as well to create an entirely new mod different from any other but including the work of others that I love and enjoy. It will be based upon RCRR system.

    -Better Campaign AI, possibly XAI 4.0 when it comes out.
    -A very big and special secret which I'm not telling until it's done, but you'll love it.

    For TATWE-E

    Spoiler Alert, click show to read: 

    -Alternate Dale AOR bodyguards available Bowmen, Barding Hire, and Knights
    -Dea Paladin's Dea Paladins Additional Units v1.6 - Eriador (included in RCRR) - units not included in RCRR
    Uruk-Hi Warg riders, Uruk -Hi Axemen, Light Wargs, Heavy Wargs, etc.
    -Original High Elf Swordsmen Textures with Helmet
    -Optional RRRC High Elf Swordsmen Textures (color change) with helmet
    -Original Eldar Unit Skins (I like them better, but will include Razor's skins as an optional pack)
    -In the mean time, until 1.5, may add Numenorian units for Eraidor or Gondor, possibly as AOR mercs.
    -Vale of Anduin Faction submod by Elphir of Dol Amroth
    -NEW UNIT High Elves: Imaldris Pikemen, soon Eldar Smiths
    -Completely unique colored skins for Silven Elven based on FROME skins and units for Silvin Elves
    The silven elves will remain one faction but have completely unique AOR units for both Mirkwood and
    Lothlorien, with uniquely colored skins for Galadruim based on FROME submod, and unique AOR units for
    elves such as Mirkwood Rangers, Elven Marchwardens, etc.
    -Separate Dwaves into two factions, first version will be based on FROME ERED-LUIN Units until new skins
    can be made
    -Possibly add another evil faction, such as shadow of Angamar on the west side of the map
    -More, will update later


    Installation

    You must install TATW 1.4. You may or may not install 1.4.1 bug fixes as the TATWE mod compilation includes them and will overwrite those files anyway. Preferably do not install the bug fixes, just in case.

    It doesn't matter if you have any mod previously downloaded as long as the mod is INCLUDED in the download. For example if you already have RCRR submod then just download and install and don't worry about compatibility.

    But if you download this over any other mod not listed in the the features section for the downloaded mod it will most likely not work. See the compatibility section above for other submods that ARE compatible and that you can download at will over TATWE. If you have any other submods installed, you must have a clean download of TATW 1.4 installed before you can apply either of my mods.

    TATWE-B or TATWE-E

    -Install TATW 1.4
    -Download File TATWE-B (Full or Part 1 and 2, not both) or TATWE-E (coming soon!)
    -Extract to Medieval 2 Total War/mods/Third_Age, overwrite all
    -Run File_Tasks.batch file (deletes map.rwm and clears cache)
    -Play game (Not Save game compatible)
    -Plus Rep everyone who made or contributed to the above mods

    Optional Permenent Arrows or Burning Men Effect

    -Download file/s
    -Rename Old Files with "file name"_BackUp.txt
    -Drop into Third_Age/data folder
    -Play Game (Save game compatible)

    Download Link
    Don't forget to run the File_Tasks.bat before playing!

    TATWE-B Full Download
    http://www.megaupload.com/?d=AZYCSBGW

    TATWE-B Part 1
    http://www.megaupload.com/?d=OXCXIDE7
    TATWE-B Part 2
    http://www.megaupload.com/?d=JABTADFI

    TATWE-E
    Coming Soon!

    Optional Downloads for TATWE (Basic and Extended)
    Permanent Arrows File Beta
    http://www.megaupload.com/?d=JFJP3XI2
    Extended Burning Men Effect
    http://www.megaupload.com/?d=B2O9KRZE

    Optional Downloads for TATWE-B
    -Coming Soon!

    Optional Downloads for TATWE-E
    -Coming Soon!

    Previews for TATWE-E
    Coming Soon!
    Last edited by FortressofRain; March 23, 2010 at 04:13 AM.

  2. #2

    Default Re: Third Age Total War Expanded Mod for 1.4.1

    Current Updates Being Worked On

    Top Priorities
    -Adding Old Skins for High Elves (TATWE-E only), except Warriors/Knights of Mithrond, who get to keep the helmet change - (Optional download for TATWE-B for those who like original skins (WIP)
    -Adding new units for AOR (WIP)
    -Adding in Vale of Anduin faction for TATWE-E - DONE
    -Adding in new factions from FROME, dwarves of Erid Luin (WIP)
    -Updated Reworked character traits and ancillaries 1.1 (changes to old version, and all VoA traits and ancillaries) - DONE
    -Fix a missed city from RCRR that has no garrison at campaign start for TATWE-B and -E (WIP)

    Secondary Priorities
    -Unique Faction Icons for TATW Faction Succession submod (version 1) DONE
    -Compatible Next in Line mod by Sensei Kiisu (if given permission)

    Other Priorieties
    -New skins for some units and existing factions
    -New release of TATW Faction Succession Mod

    TATWE-B Change-log Section

    Changelog for RCRC 31 Jan 10
    Spoiler Alert, click show to read: 
    -All updates/bugfixes to date while waiting for the next patch/release:
    Spoiler Alert, click show to read: 
    -Ports Problem: Dorwinion, Uldonavan, EastRhun, Mistrand, Kelepar, Forodwaith regions
    -Fixed Helmingas ancillary: Changed to Helminga (text only)
    -Bard Trait Bio updated: Bard is the descendant of Girion, the last king of the fallen Kingdom of Dale. Bard was born in the city of Esgaroth in 2909TA. In 2941 he fought at the Battle of Esgaroth, slaying the Dragon Smaug with his last arrow and thus ending the battle. In the same year Bard led the men of the Dale to victory at the Battle of Five Armies. In the years following, Bard restored the Kingdom of Dale. In 2944 he was proclaimed King.
    -Fixed King of Dale ancillary discription: The Kingdom of Dale was founded in 2590TA. Through trade with the Dwarves of the Lonely Mountain and the Elves of the Mirkwood the Kingdom flourishes. In 2770 Smaug the Dragon, attracted by the wealthy of the Dwarves, descended on the Lonely Mountain and destroyed both the Dale and Dwarven kingdoms. In 2941 Bard the descendant of Girion, the last king of the fallen Kingdom of Dale, slayed the Dragon Smaug at the Battle the of Esgaroth,. In the same year Bard led the men of the Dale to victory at the Battle of Five Armies. In the years following, Bard restored the Kingdom of Dale. In 2944 he was proclaimed King.
    -Fixed Glamdring Ancilary discription: Glamdring, which means foe-hammer in Sindarin, was forged by the Elves of Gondolin for their King. The Sindarin runes inscribed on the blade read: ‘Turgon King of Gondolin wields, has and holds the sword Glamdring, Foe of Morgoth’s realm, hammer to the Orcs’. Lost after the fall of Gondolin and found thousands of years later by Gandalf the Grey.
    -Fixed {Tarnost_Province}Dor-en-Ernil to Dor-en-Ernil
    War_of_the_Ring_regions_and_settlement_names
    imperial_campaign_regions_and_settlement_names
    -Fixed incorrect Uglag portrait in descr_strat.txt
    -OoMM at war with slave at start
    Spoiler Alert, click show to read: 
    Needs Fixing:

    http://www.twcenter.net/forums/showt...59833&page=452

    Originally Posted by patrician1
    i was having a discussion @ suggestion sticky about implementing an "argonath like" weathertop icon en vid in the campaignmap.. maybe it's a nice little addition to your'e great mod? I remember you have a weathertop icon in Hoarwell, but it doesn't function in my game and is a white picture with i guess a rome total war building

    i found a bug ingame which might be interesting..

    playing RC RR 31st with lore mod 0.4 the OOTM faction leader has the portrait of a dunlendergeneral.. rather then an ork portrait
    Just want to bump this so PB doesn't overlook it. Those are actually two minor bugs I sent a fix for the portrait awhile ago and the weathertop building in Hoarwell isn't supposed to be there. The weathertop building is actually in the Amon Sul settlement.


    Immediate Upcoming Changes
    Possibly reduce corruption for being far from capitol a little bit since some factions are...across the map from their capitol. Needs work, testing and balancing first.

    -No other changes, staying true to original author's intents

    TATWE-E Change-log Section

    Imperial Campaign
    Spoiler Alert, click show to read: 
    -Changed some factions standings at start, to include missing entries, minor adjustments
    -Changed campaign end date (extended it)
    -Changed campaign map to add one additional province to the Anduin region and changed some existing provinces to match VoA mod
    Real Combat Real Recruit
    Spoiler Alert, click show to read: 
    -All current updates!
    VoA
    Spoiler Alert, click show to read: 
    -Added Triggers for all traits that didn't have any
    Last edited by FortressofRain; March 23, 2010 at 08:26 PM.

  3. #3

    Default Re: Third Age Total War Expanded Mod for 1.4.1

    Great! That was what I´m waiting for long time. Good job man!

  4. #4
    Rogal Dorn's Avatar Miles
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    Default Re: Third Age Total War Expanded Mod for 1.4.1

    Whew, this is sounding pretty awesome. Good job!

  5. #5

    Default Re: Third Age Total War Expanded Mod for 1.4.1

    Wow this mod really looks promissing, it's a bit like the combination of everything I want to change to the vanilla TATW. Now I won't have to choose which submod to play anymore, so that will be a real blessing. Just 2 minor suggestions: 1) since you seem to be interested to use stuff from FROME and already get the new Elven Units and the new EredLuin dwarven faction in, maybe it would be possible to also add Dunland as a faction? 2) I know about a map version with a higher number of provinces made by skeleton of the west some time ago, maybe that would be a nice addition too.

    Thanks on beforehand for taking up the task of getting as much improvements into one mod, it most be a gargantuan task. And sorry for already asking for more than your already generous plans.

    Odenat

  6. #6

    Default Re: Third Age Total War Expanded Mod for 1.4.1

    1) since you seem to be interested to use stuff from FROME and already get the new Elven Units and the new EredLuin dwarven faction in, maybe it would be possible to also add Dunland as a faction? 2) I know about a map version with a higher number of provinces made by skeleton of the west some time ago, maybe that would be a nice addition too.
    It's possible. I'm aware of such mods myself and the Dunland Faction. But the problem is faction balancing on such a small map. My idea was to include the Dunland units just like all the new elf units, but keep isenguard and silvan elves one faction with lots of unique AOR units.

    In other words, the silvan elves will have two complete unit rosters, one full roster of mirkwood units with unique green colored galadruim, and a complete lothlorian unit roster with the regular galadruim and other new units, but you can play all those units in one faction!

    Same with Isenguard. If I split up the factions Isenguard will have no money. Why not keep with the feel of TATW 1.4 and have one faction with twice as many units?

    Also the land out there is quite scarce, and I don't want to go messing with the map just yet. Other projects come first.

    Splitting the dwarves is good becuase it will allow both more conflict and neutrality between the dwarves becuase the eastern faction can focus on fighting rhun and beig allies with dale and OoMM when they are able, while the western faction can focus on fighting the OoMM, the more neutral Eraidor/Arnor, high elves maybe? Isenguard, and otherwords just being greedy and taking back the Misty mountains. Or nice, each campaign will always be different, but that is the idea, even fight the other dwarves for control of the misty mountains.

    Two elf factions, two dwarf factions. I think that is balanced. Plus the addition of the nuetral Vale of Aduin, will give the eastern dwarves more people to fight, as with the silvan elves and provide a buffer for them. All in all good stuff.

    Balance is my primary concern. I want more factions but I want them all to live past turn 100 too.
    Last edited by FortressofRain; March 20, 2010 at 08:00 AM.

  7. #7
    Eöl's Avatar Divide and Conquer
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    Default Re: Third Age Total War Expanded Mod for 1.4.1

    Quote Originally Posted by FortressofRain View Post
    Balance is my primary concern. I want more factions but I want them all to live past turn 100 too.
    Remember, vale of anduin shouldn't survive that long if it is played by the computer. It should be destroyed before turn 100. When you are the player, this faction should be the most difficult to play and expand with it.

    Under the patronage of Přntifex Maximus

  8. #8

    Default Re: Third Age Total War Expanded Mod for 1.4.1

    As for new units, the idea is to give it a more expansive feeling, leading towards role playing more than a more powerful faction.

    For example, adding in new gondor units = 7 skins for spearmen AOR, but near same stats, maybe slight variations. In general I'm not planning on adding 5 new tiers of units, just more skins, more mercs, more AOR units. Double the unit roster for some factions, increase some factions by a few, add a new faction or two when appropriate, and give people options and new units, but not new tiers or anymore complicated a system that that already exists. This of course will be in the TATWE-E version , unless the original modders add them in to their mods for the TATWE-B version.

  9. #9

    Default Re: Third Age Total War Expanded Mod for 1.4.1

    Thanks for the quick reaction, and I do get your point of view and can go along with the idea just fine. Although I'm drowning in various kinds of work I would love to make a contribution to this modscene, the only impedement being that I lack any of the skills or know-how to do so, and on top of that English isn't my mothertongue (as you probably figured out by now). But I'm really eager to learn and want to give something back to the community that already given so much to us, regular players, that if you would need some assistance and can spare the time to get me started on the job I'm willing to lend this project a hand.

    Odenat

  10. #10
    Lord Wiffleby's Avatar Decanus
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    Default Re: Third Age Total War Expanded Mod for 1.4.1

    Quote Originally Posted by FortressofRain View Post
    As for new units, the idea is to give it a more expansive feeling, leading towards role playing more than a more powerful faction.

    For example, adding in new gondor units = 7 skins for spearmen AOR, but near same stats, maybe slight variations. In general I'm not planning on adding 5 new tiers of units, just more skins, more mercs, more AOR units. Double the unit roster for some factions, increase some factions by a few, add a new faction or two when appropriate, and give people options and new units, but not new tiers or anymore complicated a system that that already exists. This of course will be in the TATWE-E version , unless the original modders add them in to their mods for the TATWE-B version.
    If you're looking for more Gondor units, Taro_M created a submod that adds a ton of AOR units for this faction. It isn't compatible with any other submods at the moment, but perhaps Taro would consider allowing you to use his work. Just a suggestion.



  11. #11

    Default Re: Third Age Total War Expanded Mod (1.4.1/RCRR/ME Lore/More)

    I exaggerated a little bit to get the point across. = p
    Last edited by FortressofRain; March 20, 2010 at 09:23 AM.

  12. #12
    Beorn's Avatar Praepositus
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    Default Re: Third Age Total War Expanded Mod (1.4.1/RCRR/ME Lore/More)

    this mod means countless ours of coding for u, FoR.

    Good luck with this

  13. #13

    Default Re: Third Age Total War Expanded Mod (1.4.1/RCRR/ME Lore/More)

    Its what I do for fun. = )

    Besides I'm sticking with my main two projects, TATWE-B and TATWE-E, unless I can find someone to teach me to make an installer.

    Oh working on something extra special too...for 1.0. Can't tell shhh! But I guarantee lots of people will want to use it...or everyone...what could it be...that is sooo spectacular...well it's never been implemented in TATW at all yet so...
    Last edited by FortressofRain; March 20, 2010 at 09:57 AM.

  14. #14
    Ozzmosis's Avatar Domesticus
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    Default Re: Third Age Total War Expanded Mod (1.4.1/RCRR/ME Lore/More)

    This mod may just become my favorite! I was always sad that I couldn't combine the 1 ring and rr/rc, and I will be able to have VoA as well! What would be truly awesome would be if you fully had FROME as well rather than just having dwarves split and AoR for silvans... I anticipate this mod eagerly!

  15. #15
    Aikanár's Avatar no vaseline
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    Default Re: Third Age Total War Expanded Mod (1.4.1/RCRR/ME Lore/More)

    Hi FortressofRain,

    in general I appreciate your efforts and contribution to the community.
    That said, I'm somehow not amused that you did not ask for my permission to include and/or alter my work into your compilation! At least I expect people to ask for it just out of courtesy.
    I normally appreciate everything that aims for the general use of the community and this is the only reason, why I grant you permission after you used my work without actually having asked me in any way. It's not the code, this is free and for the use of everybody! I am concerned about the written content, which I do not permit to alter in any form. Hence as long as you don't change any description of traits, ancs, buildings, events, units or anything else created by me besides code, you may use the content of my lore mod. Concerning courtesy again, I suggest to at least link the mods used for you compilation to their own threads.
    Besides that keep up the good work

    Kind regards,

    Aikanár
    Last edited by Aikanár; March 20, 2010 at 01:38 PM.


    Son of Louis Lux, brother of MaxMazi, father of Squeaks, Makrell, Kaiser Leonidas, Iskar, Neadal, Sheridan, Bercor and HigoChumbo, house of Siblesz

    Not everything that counts can be counted, and not everything that can be counted counts.

  16. #16
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    Default Re: Third Age Total War Expanded Mod (1.4.1/RCRR/ME Lore/More)

    I don't quite get what you are trying to do here, sometimes it seems that you are making mods compatible with one another and others it seems that you are making a compilation, I suggest you be more to the point.

    That said, you should know that altering/releasing codes, texts, models and textures made by other modders without their consent is a big breach of TWC's terms of service and people have been banned over it, so be careful.

  17. #17

    Default Re: Third Age Total War Expanded Mod (1.4.1/RCRR/ME Lore/More)

    The first mod TATWE-B will just aim at making many of the previous mods compatible with one another in one simple download.

    The second mod, the extended version, will be to include new content to expand the basic version with new content from lots of other mods.

    To address permissions, you are correct Aikanar! And I'm totally sorry! I just went through my inbox and you are right! You are the only one I forgot to pm! That said, I have obtained permission from the VoA, RCRR, FROME teams, and everyone else prior to releasing this/there work together and have all the PMs to prove it. As I am combining so many mods I merely forgot to ask Aikanar respectfully apologize and will respect your work as much as I am able up to compatibility limits.

    The basic version I have no plans on altering the original mods work, simply combining it together so they are all compatible and with 1.4.1 bug fixes.

    The second version I won't be altering much either, simply adding in a lot more bits in pieces when I can make them compatible and then adding in my own work on top of theirs. In general I give all credits to the creators of the mods and give full credits above. I simply aim at sharing the work I've done to combine all these wonderful mods together and want to make as many variations as time permits to give players they most choices in compatibility in which mods they want to use together.

  18. #18

    Default Re: Third Age Total War Expanded Mod (1.4.1/RCRR/ME Lore/More)

    Is this mod compatible with the one Ring Sub-Mod and the Extended Family trees Sub-Mod.

  19. #19

    Default Re: Third Age Total War Expanded Mod (1.4.1/RCRR/ME Lore/More)

    Where is File_Tasks.batch

  20. #20

    Default Re: Third Age Total War Expanded Mod (1.4.1/RCRR/ME Lore/More)

    Spoiler Alert, click show to read: 
    Is this mod compatible with the one Ring Sub-Mod and the Extended Family trees Sub-Mod.


    It will be very shortly. I mentioned that in the opening post. I uploaded the beta for play testing to make sure the work I've done already is coded correctly, and will update it very shortly with further expansions.

    The short answer is no, but it will be. Also it will be included in 1.5, a newer bug free version. So I'm prioritizing other things first, and if 1.5 comes out then it will be included, but if I finish my other work before 1.5 then I'll include the one ring script.
    Last edited by FortressofRain; March 21, 2010 at 02:06 PM.

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