Ok for anyone who are not really satisfied with archers, here is a submod for ya. If you believe nothing should be changed, turn around, go away, get out!![]()
Basically, if you want faster gameplay, play this. It is more action oriented. Gone are the days of decisive victory after decisive victory, you really have to do something special to get that. It is designed considering how the AI is, so the stats are made to give the AI a fair chance. The only way you are going to get a decisive victory is if you use cav against nothing but swordsmen, but cav cost a lot in this game, so you win because you had way more costly units on the field.
Latest update:
cav charges increased and balanced for all factions.
UPDATED TO LATEST RC VERSION
changed game dynamics considerably.
-settlements have been changed to be able to output more units
-all good factions have significantly reduced units (except rohan horsemen). I reason I did this is because I just felt that the evil faction did not sufficiently outnumber the good factions in a realistic way. It improves game performance, also gives you the feeling that the evil side has massive numbers. Balancing kill ratios as much as I can with factions like dale and gondor.
-Berserker numbers reduced significantly, increased stats. If you did not notice, my name is berserker, I want these units to be special.
-Uruk crossbows (1/4 their normal size) and archers (1/2 their normal size) reduced significantly.
-Isengard general units are no longer halberds, but regular uruks who are basically more skilled.
-raider units for evil factions are spaced so they are not to "formal" looking. same with ranger units, so they are not similar to regular army units, and thus makes you want to hide them.
-Archers are expensive, carry 12 arrows normally (like in medieval times), they deal large ammounts of damage, humans are better at archery compared to orcs. Expect archers to always do a lot of damage, most units will only be able to take a couple of arrow hits, but whether they hit or not, is determined by the quality of the troops. You can basically tell if they are accurate arrows versus innacurate, one the units are prestine, and have lots of armor. And two, what their looks tell you. Also the blood effect has been taken out, and it adds an arrow mod that makes it so the arrows do not disappear.
-Physics in game greatly improved for trolls, ents, balrogs, siege weapons, and mumakils.
-cavalry charges have been vastly improved, they have much greater affect, but I increased their cost to counter their improved charging.
-keep in mind that spearmen and pikemen are better against cavalry, THAT DOES NOT MEAN they will kill them outright, and can still get run over the same. But pikemen are much better at slowly them down.
That is all, have fun! Give feedback.
http://www.megaupload.com/?d=XQXOUE0Bcontains all necessary files, just copy to your data folder in the mod section of the medieval total war folder . I would recommend that you try darths ai modification, it really works with this submod.
make sure to download the latest EDU from page 10 on the top, I will update this download link below later.
http://www.megaupload.com/?d=DKWC9L65 Enjoy the music, just put in the sounds folder inside the data folder (just right click on the third age icon, and go to "open folder." Put the description file, in the data folder, but not in the sound folder. You will enjoy the music... trust me. It contains Howard Shore music and warcraft 2 music. Now that might sound odd to have warcraft 2 music, but for one thing warcraft 2 is based on lotr... 2nd, not all howard shore music really fits with some of the situations very much. 3rd, since some music is regional, it can be weird to hear rohan music as the uruk hai, so there is a need for variation. Or music the fits both sides.
CREDITS: Drakenlorde, really helped keep the ball rolling on this, I started it, but he took it to a whole new level.
FOR ALEXANDER LOTR_TW
http://www.megaupload.com/?d=H5LNNVII




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