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Thread: TURTLEMOD:REVOLUTION for TATW3.2(patch10/28/12)(quickstart addon 11/10/12)

  1. #1

    Default TURTLEMOD:REVOLUTION for TATW3.2(patch10/28/12)(quickstart addon 11/10/12)

    /////////////////////////
    The Future of Turtle Mod
    There isn't one. Aside from minor tweeks this mod is complete. If TATW under goes another major upgrade I will not update this submod. I spend all my time now on my D&D mod located at the bottom. My modeling ability is finally catching up to my vast and wasted talent and I look forward to previewing many well crafted units on there. Working on this has been an event and education but submoding always means doing the same work more than once, reverse engineering everything, and then forgetting which files are yours when you upload your project. I have come to greatly enjoy not having to deal with any of those issues anymore. This mod is very stable at this point so please enjoy it while it last. Thankyou to those who have played this little-submod -alleycat

    DOWNLOAD TURTLEMOD:REVOLUTION for TATW3.2
    Patch for TATW3.210/28/12
    Optional Add-On to make generals a little better at growing settlements

    QuickStart Add_ON see post 290 for details(Best TATW challenge for good factions without stack spam)

    *changelog for 10/28 update

    installed newest 5.7 G5 Battle AI (the installer doesn't seem to work well with turtlemod)
    ***The campaign script should be good for those brave enough to try a manual install of TATW battle AI switcher.
    Changed mordor Ring War Spawn from 9000-27000 orcs
    terminated skirmish on Edenwaith/Dunland javelin units(cause they just route otherwise)
    Fixed some minor script errors
    fixed Dorwin Bodyguard error
    older fixes
    edenwaith wildman fix for battle crashes
    greycloak fix
    NOT SAVE GAME SAFE, delete map.rwm start over
    Fixes a short list of none critical errors



    please follow instructions in post 196 for locating and reporting errors.
    This submod like many is NOT ring campaign friendly

    Game Settings
    This mod SHOULD be played on VH campaign setting. If you want an easier game chose a battle setting less than VH. This mod SHOULD be played on huge unit size. The vast majority of units have a base size between 4 and 24 out of 100. If you play at smaller sizes your armies will be very tiny. Despite the size recommendations, actual huge armies will be rare in this game and will probably be from Mordor.

    INSTALLING
    Installation
    Like all submods, You need to install this on a fresh, brand new, unmodded version of TATW3.2
    However you should be able to patch and install over the 3.1 version of turtlemod after installing the 3.2 patch.
    This is a drag and drop install. after dropping remember this
    1.delete map.rwm in map>base folder. remember that its not impossible for m2tw to start making this file in your imperial_campaign folder so check there as well.
    2.go to data>models_strat>residences>faction_variant. Delete or rename the ireland and norway folders

    The non-repeating ctd avoidance theory
    certain ctds are game inherent to every mod. these are my theories to avoid them in the submod
    i run @ 4gb ram, 1gb video, athlon3000+ single processor.windows xp 64 sp2

    random non-repeating ctds that occur during AI turn. If you get one I advise restarting computer. somethings plugged up and I find this is the only way to clean this problem out. These usually have a log ending on a desc_faction_standing trigger.

    random save game ctd. these are ctds that occur when you save a game. I have disabled auto save. be sure to save often. saving a game after a large battle is a very dangerous thing. I find that cntrl+alt+deleting to windows and then clicking back into the game clears out whatever causes this. also do an original save instead of saving over an old save. post-battle save game ctds can sometimes repeat so use my advice. I use this for any battle involving maybe 30 companies or more.

    The Final Beta
    80 turns as high elves
    as you can see my control of population growth is just amazingly lorific. Also take note of the chart showing the greyflood military dip. This is a result of defeating around 2800 units or about 2 and a quarter stacks. when you see this compared to the chart with everyones military rank you can get an idea of how important large battles are. In this mod you will fight many small battles but you should also be involved in many multi-stack multi-faction battles. These conflicts, weather siege or field battle, will be ctd free, though take care on your save game(see avoiding ctd above). Every player faction will have slight adjustments made to the other factions for challenging gameplay though evil factions will be easier. Dale is the most challenging good side game.

    The Complete TurtleMod Preview


    This list contains many hundreds of changes developed over a year and a half through many hundreds of hours of work and many more hundreds of hours of play testing, all driven to slow down game play and shrink armies
    . Other modders may use material herein in anyway they want barring permission of materials created by other folks.
    First Things First
    This mod uses or assimilates the work of other submod teams and individual modders that is not included in the vanilla version of TATW 3.1 ,
    Thankyou for the generous use of your resources
    FROME, VOA, TNZ, King Kong, Rusichi, DG/1066, BC, L.Lux, Xeryx, Absinthia
    Cedric37/masternecromancer, adolphbinstalin, fenix, cino, bungo baggins, Ngugi
    EXTRA thanks to Cino for his extensive bugcatching and naming this version of turtlemod

    Key: Green (mod defining major feature), Red (other feature), regular text(explaination of feature)
    Blue(Some sort of title)

    Changes From Official TATW 3.1
    *limited player actions possible first 80 turns
    Players may not take more than the following number of regions during the first 80 turns. Not following these instructions will result in the activation of multiple game ruining scripts. These scripts will not ctd your game but will create a tactically impossible environment. Additionally, During this 80 turn time towns with spawns will activate at triple size vs. player.
    gondor/sicily =3, rohan/milan =2, dale/scotland =3, dwarves/moors =1, eriendor/turks =3
    highelves/egypt =1, silvan elves/mongols =2, mordor/england =1, isengard/france =1, OOMM/hre =1, OGB/portugal =1, harad/spain =1, rhun/venice =1, aduin/ireland =3, edenwaith/norway =3
    *AI Turns stay between 25-35 seconds except for first few turns that run around a minute.
    * 2 new playable factions, anduin and greyflood
    Anduin Preview

    features:coded for ring missions. player starts with 2 regions, ai starts with 5. 2 siege spawns and last stand stack.

    left to right
    **Framsburg Guard:medium troops,heavy padded/leather, javelin and sword, woodsmen vets
    ***Wardens of Dol Guldur: recruited in Dol Guldur, heavy assault troops, sword, shield wall
    Anduin Archer Militia: Light archers with knife
    **Eotheod Knights: Heavy Horse, lance and spear
    ***Forest Road Patrol: Medium Horse, mounted Wardens of Dol Guldur. Lance, sword.
    Anduin Merchant Militia: Skirmish Horsemen with javelin, axe. Only good at running down routed troops
    Anduin Pike Militia: Farmers and poor with pike, extremely vulnerable to arrow fire, low quality.
    **Dismounted Eotheod: Eotheod Knights fighting as heavy spearmen w/ shieldwall
    *Mirkwood Spearmen: Medium woodsmen with spear
    *Mirkwood Hunters: Mirkwood archers with axe, lower mid tier archers.
    **Framsburg Riders: Medium Horse Archers with sword
    *Beornings: Heavy assualt troops, mercenary recruitment only, 2hp, bodyguard version with 3 hp.

    (*)units using little or no work from me.
    (**) units released by absinthia, minor model work from me but substantial coding work.
    (***)Rusichi units w/ rohan helmets, minor modeling involvement from me.

    artilery images for dunland/anduin

    Gwathlo Preview

    Features: Ring missions disabled if used as player faction. between turn 40-45 you will be give the option to join bad guys or good guys or stay on your own. As AI 15% chance that barbarians will join either side arount turn 65. Ai has shown a wide variety of activity from war to allied with isengard to being a glorified slave faction.


    Units left to right.
    Gwathlo Bay Barbarian: Spear Fishermen, best javelins in middle earth, use short sword up close, fast.
    Dunland Spearmen: good mass, huge shield
    Eryn Vorn Woodsmen: Average light spear
    Dunland Veterans: dunland ringmail, heavy one handed axe assault troops, some as body guard unit
    Greyflood Foresters: somewhat elite archers, bodyguard unit, can hide anywhere, also has shortword
    Greyflood Wildmen: Heavy assault troops, two-handed axe, some looted chain
    Dunland Hunters: bow w/ large one handed wood chopping axe
    Dunland Wildmen: Average javelin unit with wooded clubs
    Isenmach Raiders:Medium Horses with axe. Not that great except in numbers.
    Heavy Dunland Pike: Recruited from tier 4/5 smith. Dunland can't build this, you must capture the building. Can Switch to swords.
    Other:you can hire most mercenaries, you can also recruit orthanc if you take isengard. Can build siege equipment but must capture the buildings to do so.


    * Foot generals who don't get immediately killed in battle
    Example
    In this battle the dwarf generals all fight in battle. with a little micro management I manage to retreat all my four slow a## generals off the map, Fortunately the goblins chose not to pursue immediately

    *Some small changes on boarders and river crossings in isengard and bree

    *a bunch of origional units and some reskins
    The UI Crowd

    ui descriptions
    {Framsburg_Guard}Framsburg Guard
    {Framsburg_Guard_descr} These Vale warriors owe their namesake to the old and, until recently, long abandoned capital of the Éothéod, situated in the Upper Vale of Anduin, near the spot where the rivers Langwell and Greylin meet to form the river Anduin. The Framsburg Guard are sturdy warriors who have evolved a fighting style specific to being out numbered in deep snow. They wear thick layers of padding and leather keeping them light and mobile and warm. In combat these men are fond of using volleys of spears or arrow to wear down iron clad orcs struggling to reach the battle line. In truth, these men have no defense against hordes of fast unarmoured goblins, fortunately goblin chieftains rarely reflect on the virtues of the weak and small.
    {Framsburg_Guard_descr_short}Good medium assault infantry. Throw Javelin before charging, very effective in the snow.

    Dunland Hunter:uses FROME description

    {Rider_Guldur}The Riders of Dol Guldur
    {Rider_Guldur_descr}The men of mirkwood have defeated Saurons northern orcs and now occupy his ancient stronghold of Dol Guldur, meaning roughly "hill of sorcery." These men must now work against the evil creatures that continue to inhabit mirkwood while guarding against the threat of returning orc hordes. As such the men of mirkwood have established a knew brotherhood of knights, The Watchers of Dol Guldur. The watchers are divided into two subgroups, a heavy-foot garrison troop and medium Calvary division. These men represent the later and call themselves the Riders of of Dol Guldur.
    {Rider_Guldur_descr_short}Veteran troops drawn from the men of mirkwood, assault calvary with heavy shield, spear, and sword.


    ui description
    Dunland Ballista:tatw description
    {anduin_merchant}Anduin Merchant Militia
    {anduin_merchant_descr} Like their relations to the east, the merchant class of anduin make formidable skirmisher militia. These men typically own horses of above average quality and speed as they ply their trade, not only by water, but also by the old forest roads. These men are organized into units of skirmish calvary when great need arises. They are best used for chasing down broken units as they will not last long in melee against any foe, mounted or foot. A wise general will hide these men in the shadow of trees and wait for the perfect moment to initiate their strike.
    {anduin_merchant_descr_short}Mounted skirmishers of usual militia quality but notable speed.
    {Anduin_Farmer}Anduin Pike Militia
    {Anduin_Farmer_descr} One of three branches in what is "officially" known as the Anduin River Militia. These pikemen are typically recruited from among the poorest farmers and can be bolstered with urban poor in times of great need. This is the most prolific militia branch in the Vale of Anduin and does provide a practical and effective solution against warg raiders. Unfortunately this effectiveness is unlikely to translate in mass combat, surely goblins will weave between their untrained pikes and over run any who survive the hail storm of arrows and spears proceeding them..
    {anduin_Farmer_descr_short}Typical pike militia, weak in melee with low moral, very vulnerable to missile fire.






    *more free upkeep
    Added Several of TNZ's Scripts
    Token of Friendship, The House of High King Elendil
    *some types of bandits will join you if bribed
    *added extra recruitment slot for large settlements
    AI Sarumon will get movement lock

    *Changed recruitment, upkeep costs and recruitment times of all units
    Militia units cheap fast recruitment but high upkeep
    elites are the opposite but cost generally goes up with the armor regardless of classification. Recruitment time and unit sizes also based on race. time/size (on huge) Calvary units usually half this size, most spear units 30% larger
    elf 6-12/ 30
    dwarf6-12/ 30
    human2-9/ 60(some 120 units possible for gondor/rhun/harad)
    orc1-6(9)/ 125(some 250 size units for mordor)
    *siege spawns are about half size after turn 90
    *sauron spawn and ring missions unchanged.
    Barracks event eliminated except for Isengard Uruk-hia recruitable after turn 40.

    *tons of specific attributes for faction units, attack delay set between 0-500 based on training armour, shield or no shield, shield size, two weapons, attacking mounts, and other factors. Other examples, goblins run FAST, dwarves very heavy for size, hobbits and assassins can hide anywhere, so on and so forth. all defensive skill points reserved for dwarves,elves,elites. calvary will be somewhat ineffective vs smaller than man size.
    *over 30 new traits (many having up to 8 levels) and over 35 new epithets
    Traits for Orcs, race modifiers (blackorc,goblin,hogoblin,halforc)+elfblood,maiarblood
    Authority and Fertlity tweeks based on noble rank for humans
    Dunedain blood
    Beorning
    Served in Thorns Company
    GloriousFool(70%+casualties on both sides)
    Costly battle(temporary moral drop for 50%+ casualties)
    Gets FriendsKilled (to many bodyguard deaths)
    Plays Favorites (not enough bodyguard deaths verse total army loses)
    Known Thief/Shamed (Bad traits publically discovered and proven embezzeler, money skimmer etc.)
    Shunned general (for losing legion size armies)
    BattleHardened
    Time in Enemy Lands
    (these two light versions derived from grim reality, they also work a bit different))
    8 different trait lines for fighting each race and ethnicity as well as several traits for overall battle accomplishments based on your generals individual kills
    *pop-ups for turtlemod rules
    *quotes and eventcards by Ngugi

    *Change starting date to 2995
    this makes lore accurate teenagers of theodred, faramir, boramir, bard II etc.
    *all 6 surviving dwarves from the hobbit that are still alive in 2995 with movie portraits
    *Characters will die around 98, elves and dwarves and others will have start age needed to live the whole game
    *6 TPY 4/summer 2/winter (grneyedvl script)
    More reasonable time relative to movement and recruitment

    *More Lore like population growth
    example pop.growth

    In this example you see high population for the big 4. elf, dwarf, northern kingdoms and northern orcs are a fraction of mordors. I kept northern orcs lower because thay were regularly subject to large losses, most recently the battle of five armies and balins takeover of moria

    *Nearly 30 new custom portraits
    *Fairly disgusting uruk breeding building line in isengard for higher population.
    * New family tree stuff

    Dale -Bain-Brand-Bard
    *Uncle Imrahils +dwarven family tree by Ngugi
    Rohan- eomer in game(slight lore shift since he should only be 4) also put in grimbold,deorwine, donhere
    Eriendor changed family tree to represent idea of all surviving dunedain
    *Severally amped up negative affects for alcoholism
    *More factions set to war, some less
    Extended Standard Combat recruitment into population growth
    for example humans will not grow large populations in mountains regardless of developement.
    *Greyflood Barbarians get their own religion.
    *Halfed origional recruitment rates
    *doubled cost of walls
    *doubled build time of stone walls
    *snagas tossed out for isengard.

    *XCAI 4.1, modified by me for TATW 3.1
    XCAI Campaigns
    Latest game with dale, set greyflood to neutral and they have maintained neutrality for over 100 turns, may go ahead and use this setting as it seems the most realistic for starting

    *Isenguard starts with dunlenders, not uruks
    *Rohan given larger calvary units and smaller infantry units
    *mordor spawns 3 stacks in 3021
    if player is a good faction (about 15000 actual units)
    *All garrison scripts greatly reduced in frequency both before and after turn 90
    *Greatly reduced the the frequency of acquiring traits.
    *Greatly reduced the the frequency of acquiring ancillaries.
    *Mordor Ram replaced with vanillia ram because was causing crashes in multi army battles
    *added some extra snaga spawns for siege flavor
    *reduced odds of ransom/release by AI
    *Some AI bonuses removed from buildings
    *dwarves and silven can both recruit some area human mercs
    *crusader mercs reduced to 25-50% size with near free upkeep
    *ai mordor gets 2000 kings_purse
    boost for each eliminated orc faction. This will be taken away gradually as mordor shrinks in size.
    *money script reductions for factions with one or two regions left
    *Armour and armour upgrades strictly in line with unit appearance
    *more human 2hp units
    *Skirmish attribute removed from snaga units (let them be meat shields)
    *unique named armor upgrades for each faction
    Archer Accuracy Submod 2.11 by Bungo Baggins

    *Lots more AP


    *Theodens' wife is dead
    *Eriandor given some more arnor names
    *Larger area of devastation
    *changed win conditions for some factions
    *Toned down Corsair Invasions
    *quicker conversion rates
    (except for elf/dwarf factions)
    *EXTERMINATION SCRIPT. Settlements will depopulate at the end of your turn. You can sack or exterminate with full benefits when taking a settlement but one turn latter population will drop to 400 and most buildings will be 90% damaged.
    * All dwarves and elves have atleast 2hp some have 4.
    * eliminated most command stars.
    (they are only good for wrecking auto-resolve)
    Elite troops are ELITE but poor stratagy will get them killed fast.
    removed many unit spawns, last stand still in.
    more diversity in movement speeds
    for light or very heavy troops
    mounted body guards size lowered to 10 on max.
    *goblin and hobbit mass reduced by 20%
    *dwarf mass increased by 50%

    thoughts on dwarf mass. Based on info regarding dwarf strength, they would have to have a muscle mass closer to a wild animal than a man. If there is such a thing, a 4'5 adult male gorillia should scale in at atleast the 300 pound range. I'm basing dwarf mass on them being 4'5 gorillas wearing armour that is equal to double the weight of human battle armour. I'm also throwing in a little extra for them having these attributes with such a low center of gravity.
    *add more spy and assassin recruitment to isengard
    *reduced orcs getting honest and prim traits

    *money redistribution script. land locked and/or wealthy factions give their extra money to other factions which will push more of the fight into the ithilian, dale region. This script disables if either gondor or mordor have fewer than 3 or 4 regions. This script will also provide some passive game changes when you play different factions due to extra money still being deducted from ai factions but not being redistributed to player factions.
    Example
    Please note the financial chart, treasury stays below 40k for everyone but no money is scripted out, its is simply pushed into dale, gondor, and mordor where most of the fighting should be. Though this isn't direct. for example the S. elves will give extra money to dale and if dale then has extra money than that goes to gondor. h elves give money to eriendor and they give money to gondor and rohan, etc.

    *redirected many triggers not to fire when sieging army is attacked by non-besieged army to reduce ram malfunction during heroic victories
    * unique starting parameters for most non-ai faction[/COLOR]

    Minor unpatched error support list (non-ctd stuff)+alternate download mirror for 3.2version

    Making a list of very minor errors and ideas. will patch when list is big enough. obviously will patch right away for any significant ctd errors found. Please follow instructions on post 196 for locating errors.
    change rebel faction in wrykburg
    all factions building hunting camp:solution, open EDB , find hunting_camp and enter a comma after ireland
    in the brackets after "requires factions"
    Unable to build ithilian rangers;some leather tanners are built out of building tree sequence at start of game. tear down the leather tanner and rebuild to clear the building tree in appropriate regions where this problem exsists, like cair andros(sp?)
    anduin and dunland ballista need spear added to models
    alternate download mirror for 3.2 + patch Here is an alternate download mirror for the 3.2 version if anyone who suspects corruption or is experiencing issues with filefront http://www.mediafire.com/?5bcfrxhcx8l6jdu
    PATCH http://www.mediafire.com/?ozxxai4aardhcgj 7-22-12


    The Old 1.0 Version for 2.1
    OG VERSION 1.0 for TATW2.1
    http://www.filefront.com/17357377/Third_Age.7z
    Patch oct 27
    for some reason I can't get on media fire, will reupload patch latter
    newer Version for 2.1
    download here>http://www.gamefront.com/files/20140...modreloaded.7z
    Patch 1 update 5/15/11 http://www.gamefront.com/files/20334254/data.7z
    Reanimated Patch.
    Last edited by alleycat; December 07, 2012 at 11:13 PM. Reason: new patch 10/28/12

  2. #2
    Eöl's Avatar Divide and Conquer
    Artifex

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    Default Re: A tiny Turtle Mod b.04 for TATW2.1

    the balancing looks superb to me. NEver seen gondor hold his groud so good. (though I didn't play tatw the last few months )

    Under the patronage of Přntifex Maximus

  3. #3
    Miroslav Klose's Avatar Protector Domesticus
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    Default Re: A tiny Turtle Mod b.04 for TATW2.1

    In 2.1 Gondor can be surprisingly good, in former versiosn they almost always were lost (without human assistance), but once in 2.1 they conquered half of Harad (until those two castles at the harnen, Amrun and .....) and the conquered Ithilien, Minas Morgul and Cirith Ungul at turn 100, I was amazed!











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  4. #4
    Makrell's Avatar The first of all fish
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    Default Re: A tiny Turtle Mod b.04 for TATW2.1

    Omg it looks great. I have always hated when Elves and dwarves replenish forces quickly they had slow growth and should nearly never gain new military. Also what is the population of Osgiliath in this Mod, i hate when it is over 24000 each RUINED and DESERTED part.

  5. #5

    Default Re: A tiny Turtle Mod b.04 for TATW2.1

    Quote Originally Posted by Makrell View Post
    Omg it looks great. I have always hated when Elves and dwarves replenish forces quickly they had slow growth and should nearly never gain new military. Also what is the population of Osgiliath in this Mod, i hate when it is over 24000 each RUINED and DESERTED part.
    Sorry, I haven't touched population yet. Ai Military is primarily limited by bottlenecking recruitment and limiting ai vs ai spawning. I would like to "break" a few settlements. If you have a list of settlements that shouldn't expand past small town, I'll be happy to add it latter when I fix typos etc. I was also thinking of a building that might require lot of money to destroy, that would have a huge negative population modifier. I just started research on doing this though. This could help out in areas like south downs where lore based issues might effect growth.

  6. #6

    Default Re: A tiny Turtle Mod b.04 for TATW2.1

    Damn - i was expecting turtles to be a playable race. I am upset.

    ________Loyal fan of Stainless Steel and Third Age________
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  7. #7

    Default Re: A tiny Turtle Mod b.04 for TATW2.1

    Could you provide more details about recruitment time/cost/upkeep per unit ?

  8. #8

    Default Re: A tiny Turtle Mod b.04 for TATW2.1

    Quote Originally Posted by nurn View Post
    Could you provide more details about recruitment time/cost/upkeep per unit ?
    Check messages.
    generally orcs recruit in 1-6 turns
    humans recruit in 2-9
    elves and dwarves recruit in 6-12
    miltia recruit faster, elites recruit slower

    milita troop upkeep is 4 times vanillia
    regular troop upkeep is 2 times vanillia
    militia and regular have have double recruitment cost
    heavys and elite recruitment cost are mostly unchanged with elites having somewhat higher upkeep cost than vanillia.

    will give more details soon. Will be updating with changes to farm fertility, culture recruitment requirements and a settlement extermination script.

  9. #9

    Default Re: Update1##A Turtle Mod b.05 for TATW2.1 + Extermination,Culture/Population Script

    updated, see top
    *All Culture Recruitment requirements bumped up to the 50%+ range
    *Base fertility lowered in many places.
    *Extermination w/ Culture Population Script

  10. #10

    Default Re: Update1##A Turtle Mod b.06 for TATW2.1 + Extermination,Culture/Population Script

    This looks like it might be pretty good. I shall try it later this evening.

  11. #11

    Default Re: Update1##A Turtle Mod b.06 for TATW2.1 + Extermination,Culture/Population Script

    I haven't been playing TATW for a while, coulf you tell me what do you mean exactly by "*Your game will be far from over by turn 120" cause i used to play 300+ turns before x)

    Except this litle point your mod seems to be interesting !!

  12. #12

    Default Re: Update1##A Turtle Mod b.06 for TATW2.1 + Extermination,Culture/Population Script

    Quote Originally Posted by Elensul View Post
    I haven't been playing TATW for a while, coulf you tell me what do you mean exactly by "*Your game will be far from over by turn 120" cause i used to play 300+ turns before x)

    Except this litle point your mod seems to be interesting !!

    It seems that for current version of TATW, that is 2.1, campaigns tend to focus on blitzkriegs rather then slow development and it's not so difficult to gain excess cash and extra troops. Vanilla TATW AI gets some hefty bonuses of cash, morale and population growth so if you're not careful you may be quickly overrun, and as best defence is quick offence... you get the point. By turn 120 - 150, for most of players who have some experience, campaign is over or near finish.

    This mod extends a lot. Longer recruitment time, longer built time, less cash etc. So you must respect your troops cuz they dont get easily replenished, respect your economy cuz you have little. Be more carefull and plan ahead for the winnig :]

  13. #13

    Default Re: Update1##A Turtle Mod b.06 for TATW2.1 + Extermination,Culture/Population Script

    Ow)) that's pretty what i do need! I usualy play that way even with vanilla economy)
    Thank you for the reply zax

  14. #14

    Default Re: Update1##A Turtle Mod b.06 for TATW2.1 + Extermination,Culture/Population Script

    Although that doesn't seem to apply so much to Mordor. Respect my troops? PAH! LOAD THE SNAGAPULTS! It's great fun

    One thing I have noticed is that enemy cities still spawn reinforcements when attacked. This is rather unbalancing and makes it a real pain to take anything since the AI gets a free quarter-stack or so if you attack a poorly garrisoned city.
    Last edited by Swerg; September 06, 2010 at 05:48 PM.

  15. #15

    Default Re: Update1##A Turtle Mod b.06 for TATW2.1 + Extermination,Culture/Population Script

    Quote Originally Posted by Swerg View Post
    One thing I have noticed is that enemy cities still spawn reinforcements when attacked. This is rather unbalancing and makes it a real pain to take anything since the AI gets a free quarter-stack or so if you attack a poorly garrisoned city.
    I agree, didn't lower player vs ai siege spawn limits much but will in the next version. I've been doing a lot of testing, and probably made things too hard for player. If you don't make the kill shot on invading
    you end up with a mess that that takes 40-80 turns to cleaned up , especially with factions who have to transport troops to the front. making adjustment to spawns, ai growth bonus, unit size, and free upkeep to fix this.
    Last edited by alleycat; September 07, 2010 at 09:07 AM. Reason: typo

  16. #16

    Default Re: Update1##A Turtle Mod b.06 for TATW2.1 + Extermination,Culture/Population Script

    Waiting for the mod to stronger affect the AI.

    After a try I can tell the same that Swerg already told.

  17. #17

    Default Re: Update1##A Turtle Mod b.06 for TATW2.1 + Extermination,Culture/Population Script

    Changes are made to give the player better flexibility in early game without increasing overall attack/expansion strength. This is an attempt to address issues in wars of attrition that occur with larger factions who can absorb and counter significant invasions. Although these situations don't qualify as vanilla "stack spam", they are just as arduous due to economic limitations. Previous mod changes have made it impossible to simultaneously recruit troops, transport troops, and grow the economy. The player needs to be able to do 2 of these 3 to keep the game fresh.
    How I Killed Stack Spam and Ruined TATW2.1

    *Isenguard starts with dunlenders, not uruks
    *Isenguard's dunland king given a human model in battle
    *Eriandor given 3 militia spear types
    *recruitment line for dunlenders in the riddermark
    *e/w Osgiliath now villages(no upgrade till mordor destroyed and you still get your bridge)
    *no humans recruited in shire except merchants
    *many settlements converted to castles
    *all factions only given 2-3 main settlements
    *base fertility lowered in most places
    *Goblin-Men Unit
    *all unit costs and recruitment time increased in various ways
    *Rohan given larger calvary units and smaller infantry units
    *human/elf/dwarf/hobbit unit sizes significantly reduced
    *mordor spawns 3 stacks in 3015 if player is a good faction
    *garrison scripts greatly reduced in size and frequency
    *introduced several new VNVs. and greatly reduced the the frequency of acquiring traits.
    *introduced 6 non-playable half-factions.
    *imported about 10 new units from BC,and Rusichi
    *imported several Dunland Units from FROME team
    *increased amount of free-upkeep units in settlements
    *reduced odds of ransom/release by AI
    *swapped in XCAI/XBAI
    *locked in allied faction blocks to lower chance of non-lore conflicts
    *AI bonuses removed from buildings
    *culture recruitment requirements increased to atleast 50%
    *city upgrade cost increased about 50%
    *castle upgrades cost doubled
    *Fertility decrease for dwarf, elf, landless noble
    *A couple more places hobbits can live
    *some minor shield reskins on a few imported units.
    *changed bridge crossing location in bree and fornost
    *changed border at dale so they trade with dwarves
    *shire borders changed for better trade with bree
    *Completely reworked EDU with changes to attack/armor/speed/mass/attack-rate and everything else.
    *Isengard Border change and crossing eliminated
    *Reduced starting generals for large factions
    *Changed some starting provinces
    *gave a few generals unique BG
    *dwarves and silven can both recruit all area human mercs
    *Good faction merc increased in size but expensive
    *crusader mercs reduced to 25-50% size with near free upkeep
    *Script that eliminates a settlements population when it is taken.
    *Script that limits population growth for cultures in unfavorable environments.
    *Script to limit population growth in accursed lands
    *Several AOR restrictions added
    *Got AI Isengard to sometimes not attack rohan in first 8 turns
    *Rohan gets a 10k population bump in various cities if edoras falls
    *ai mordor gets 4000 florins boost for each eliminated orc faction
    *money script reductions, especially for factions with one or two regions left
    *Armour and armour upgrades strictly in line with unit appearance
    *more 2hp units some with 3
    *Skirmish removed from snaga units
    *unique armor upgrades for each faction
    *Varried accuracy for elf troop types
    *Lots more AP
    *dwarf crossbows set with higher accuracy and body piercing
    *sharper firing angles near walls
    *hobbits,battlefield assassins and rangers get hideanywhere
    *Aragorn with Arwen and son eldarion
    *bard with son bain with 1yr old brand
    *Theodens' wife is dead
    *Eriandor given more arnor names
    *Larger area of devastation
    *changed capitol for high elves
    *35 Epithets added
    *changed win conditions for some factions
    *Altered Version of TNZ's death scripts plus some other pieces of work from 1.2
    *patrician's ancillaries from MOTW's small projects mod
    *a light version of Archaon's Corsair Invasions(no invasion if you play harad or mordor)
    *Yarman's rhun armor upgrade
    *Radbounds' Isengard Culture Submod
    PATCH 4/23/11
    New Stuff in Patch
    *changes some dispositions and unit sizes for mini factions
    *completely re-did all recruitment pools which are now painfully slow
    *barrack type upgrades are a little more epic
    *more varied restrictions on settlement growth(large_town,city,large_city hidden resources)
    *restrictive AOR on all full size and huge size units
    *more restrictions on elf population growth(through vnvs)
    *1/4 and 1/2 size lower tier units
    1/4 size units recruited through farms,1/2 size units recruited through conversion structures+archer/stable. Smaller units have high recruitment cost (consider it hazard pay) but have slightly superior stats to regular size units.1/4 size units can be recruited almost immediately from an acquired city while 1/2 units are recruited after 25% conversion.
    *very low orc recruitment in desert
    *some huge size main line units, trainable in huge cities only, recruitment attached to huge city wall.
    *quicker conversion rates(except for elf/dwarf factions)
    *eriandor general spawn and child heir set up for eriandor players.
    *limited recruitment for upper level units at lower barracks level.
    *Changed extermination script so Settlements will depopulate at the end of your turn. You can now sack or exterminate with full benefits when taking a settlement.
    *unit spawns when factions destroyed (for good guys only)
    your faction alone will receive these if playing good guys, other wise several factions will get them. I've done this to give a refugee type effect to the game, while visually spicing things up a bit
    * All dwarves and elves have atleast 2hp.
    * eliminated many command stars.
    *pushing mordor spawn back a few years from 3015 to 3018.
    *some trait trigger balancing stuff
    *Text edit work to get VNV/ancellaries effects to match the display text.
    *changing some terrain modifiers on battle field so roads are now more useful.
    *All dwarf units get stakes
    *standardizing troop movement so siege, horse, and foot will move at the same speed on strat map.
    * slight increase to strat map speed
    * slightly increased odds of sally
    *some isengard recruitment changes

    fixes
    *Barbarian bodyguard assignment
    *Isengard mines ownership
    *numerous shadow banner carriers
    *some unit size related balance stuff


    Known Bugs> The new rebel factions utilize slots already integrated into the game (poland,ireland,etc.), resources from these factions are used in a number of ways by other factions for things like unique strat settlements(one example). consequently there are some cosmetic issues with diplomacy and pre-battle strat screens related to the new rebel factions. If someone has a solution for these minor issues that they can share than thats swell, otherwise I'm probably gonna ignore it since it has zero affect on stability . If you choose to play rebels by moding desc-strat, be forewarned that the new rebel factions are not built to operate like other factions.

    Letter from the editor plus spoiler tips for playing this mod
    Welcome to the dark reaches of the TATW submod forums where turtlemod happily dwells. I've been hammering away at this off and on for 500 hours or so, and finally feel confident that I've got something that offers a unique A-A (anti-arcade) playing experience for this magnificent Mod. I've always enjoyed the less-is-more approach that this mod seems to be built on. I feel like the volume of submoding in the forums is somewhat due to all the open space available in TATW. For my part, I've tried to be as discriminating as possible about adding units and speed crippling scripts. Admittedly there has been some quality slippage due to my loathing for text editing. Additionally, I had different units in mind for some barbarians but they are awaiting release from another mod and my diversification of Gondor has been put on hold due to time issues. Feedback has been minimal; so all balancing is particular to my playing style and observations. Much of the content in this submod includes the efforts and thoughts of better mod makers who came before me, while some implemented ideas involve my own think-outside-the-box-and-against-the-grain style. I hope when I pick this up in fall it will be to port this into TATW3.0. Finally, I hope the few of you who venture here enjoy playing this as much as I enjoyed stumbling around in it.

    Playing as Good guys. You really need to think about the future and about your allies. Sending small armies abroad to fight alongside allies can be a big help. Gondor and Rohan are both very strong in this mod and are the only good factions that could get by as player faction isolationists. This simply won't work elsewhere. The War of the ring is coming in 3018 and you must be ready. Mordor will be recieving an 11,000 unit spawn( this should about double their military). The good news is that this spawn will hopelessly bankrupt mordor, the bad news is that these armies will absolutely tear across the world swallowing everything. If you lose, things will fall apart quickly. Elves and dwarves are hard factions in this mod though I've seen the AI still do well with them. you simply don't have the numbers, though mercenaries can help. You must avoid going mass vs mass with orc hordes. Realize that elves and dwarves will be hard pressed to have 600 units in a stack while many human nations can manage maybe 1500 units a stack. In time, orcs will still be producing a few 2500-4500 unit stacks.

    Extra info on DwarvesCavalry seems a bit overpowered in the story of middle earth and I've made the cavalry in this submod consistent with that depiction. This is bad news for dwarves in field battles so I've given all units stakes. You must fight defensive open field battles when facing cavalry. Design little forts with your stakes, putting on loose formation will give you some extra milage. These stakes will keep out horses and break up charging infantry formations so you can use your mass to full effect when fighting massive armies. I've designed this Mod under the semi-logical assumption that dwarves must have freakish muscle density and weigh around 300lbs each + heavy armor. So remember each troops hidden mass stats are 2.5-3x greater than an average human/orc unit.

    Playing as orcs. Though your evil allies won't carve an empire, they probably won't get wiped out either. Orcs can make for a very relaxing campaign. Surround and trample your enemies. Money for troops is the big issue and you'll have to breed orcs and wait for those funds while you "hold down the fort". Isengard is now more of a wild card, dominating only 1 or 2 out of 5 times as AI. OOMM can under whelm once in awhile as can gundabad. If you get a perfect storm things could be somewhat tense. Mathematically, its unlikely but possible for refugee spawns to reach 20,000 units over time which is another wildcard ( though mostly low and middle tier units).

    Playing evil humans. Rhun starts out with a civil war and both factions need a lot of infrastructure work at the start. Both lack orc-like numbers and most of your best troops are few in number and unexceptional among middle earth's elite units. stabilize your borders and consider sending troops to fight alongside mordor early, make sure you use crusades to full advantage.


    Avoiding CTDs. SAVE. CTDS will sometimes happen. ALL crashes for me have been non-repeating endturn/startturn savegame ctds and random mid-battle non-repeaters which means there is not anything to do. I find restarting my computer seems to help, but that’s probably just me.

    List of changes
    Spoiler Alert, click show to read: 
    *Trait acquisitions after character conception are significantly turtled
    *starting generals for large factions are significantly cut
    *All siege spawns player vs ai and ai vs ai have been slashed significantly both in strength and refresh time
    *ai law/happiness bonus reduced
    *have significantly increased free upkeep through walls and faction specific buildings. basically the ai gets a reduced garrison script and you get free upkeep.
    *units size/costs cut in the following way
    human= 25% reduction
    halfling= 37% reduction
    Elf= 50% reduction
    Example: an elf full stack is now 900-1200 units on max setting while an orc stack could be 4+ times that size. However that stack is also half the cost it was originally

    Edit:forgot file in origional upload.also these files now include Archaon's Loyal Allies Mod

    Edit on sept15 845am: changes seem to be effective but will require extensive testing for each faction for balance and enjoyment. probably won't release for a 2 to 4 weeks.
    List of changes so far for future update
    dwarves reduced to 50% like elves, some elite units lowered 75%.
    modified too much money script so beaten factions stay dead.
    lowered fertility in some rohan provinces, fixed fertility typo for gapofrohan
    applied throwing ax mod and crossbow fix by Griffin795.
    amplified area of devastation from 1 to 10
    theodens wife is now dead
    changed isengard starting provinces
    factions now mostly allied or/and at war except for isengard.(problems w/ dwarves and elves unacceptable and more unrealistic than this alternative
    Aragorn married to arwen +new traits(lineofkings,elvenblood,wifeiselven,traceelvenblood,dwarf,elf)
    Dwarf and elf traits will lower dwarf elf family member fertility -5
    Wizards get -6 fertility
    Mod min/ angle fire for close to wall engagement
    more arrow types for a more varied elf accuracy according to troop type
    Hobbits and harad assassins get hide anywhere.
    power_charge added to dwarves + a couple others
    spear and light_spear attributes eliminated due to much lower base values in the EDU
    many more elite units given AP to reflect superior training
    bodyguards + some elites given 2hp, mostly dwarves and elves.
    Dwarf crossbows MOW down orcs like a weed wacker
    EDU remake based on Vanguard 13's work on PDER and first generation boxset d&d rules(because I can).
    Fixed woodman recruitment typo
    hand edited VnV.string.bin. to prevent loadscreen ctd
    Most Merc units increased in size w/ some state variation from faction type units
    15,000 mordor troop spawn in 3015 if player is a good faction
    further nurfing of some money script things.




    Old Info From Post #1
    Features:
    *Your game will be far from over by turn 120
    *Full stack battles will be rare and have a significant impact on a factions military strength except with garrison script battles and late game Mordor.
    *Lowered base farm fertility
    Spoiler Alert, click show to read: 
    Huge_city, capitols, and areas crucial to dale and arnor redevelopment are left as is. Generally speaking, most evil factions live in places with extremely poor fertility. Many boarder lands for all factions will be difficult to develop

    *All Culture Recruitment requirements bumped up to the 50%+ range
    *Extermination w/ Culture Population Script
    About the script Concept.
    Spoiler Alert, click show to read: 
    *regardless of a defeated population being exterminated, enslaved, in flight, or assimilated, I don't think they should be allowed to become part of the tax base for a conquering faction. I also feel the concept of looting for cash is somewhat odd in this setting, particularly between orc and whoever. Lastly I don't like my characters getting negative traits just to get rid of tens-of-thousands of orc civs.
    *The culture population script is designed to show some prolific aspects of each culture. Regionally, dwarves and elves are the most restricted cultures in population growth script. Still they have many non-trad places they could multiply in. Including much of gondor, Isengard, and various places around the Lake of Rhun.
    *There are haunted and ravaged places in middle earth where nobody wants to live. enough said.

    Script Features
    Spoiler Alert, click show to read: 
    *all non-rebel owned regions will be reduced to 600 population when taken. you will still get to choose occupy/sack/exterminate for trait purposes but cash bonus will be significantly reduced.
    * Will lock population at 400 for cultures in unfavorable environments. No orcs or northmen in the south, no elves/humans in the mountains, no dwarves in the forest or the plains of rohan, no nothing in mordor except mordor.
    * Cursed and destroyed lands will be locked at 400 population. Such as Fangorn, Osgoliath, dunharrow, and Barrow Downs. Some exceptions made, such as elves in Fangorn

    for people who just want script(its very simple)

    Spoiler Alert, click show to read: 
    ;############Extermination script##########

    monitor_event GeneralCaptureSettlement SettlementName Andrast
    and not TargetFactionType slave
    and I_TurnNumber > 2
    console_command add_population Andrast -20000
    console_command add_population Andrast 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Anfalas
    console_command add_population Anfalas -20000
    console_command add_population Anfalas 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Belfalas
    console_command add_population Belfalas -30000
    console_command add_population Belfalas 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Anorien
    console_command add_population Anorien -30000
    console_command add_population Anorien 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Bree
    console_command add_population Bree -20000
    console_command add_population Bree 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Tarnost
    and not TargetFactionType slave
    and I_TurnNumber > 2
    console_command add_population Tarnost -20000
    console_command add_population Tarnost 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Lebennin
    console_command add_population Lebennin -30000
    console_command add_population Lebennin 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Harondor
    and not TargetFactionType slave
    and I_TurnNumber > 2
    console_command add_population Harondor -20000
    console_command add_population Harondor 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Harad
    console_command add_population Harad -20000
    console_command add_population Harad 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Umbar
    console_command add_population Umbar -30000
    console_command add_population Umbar 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName South-Umbar
    console_command add_population South-Umbar -20000
    console_command add_population South-Umbar 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Minhiriath
    console_command add_population Minhiriath -20000
    console_command add_population Minhiriath 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Druwaith-Iaur
    and not TargetFactionType slave
    console_command add_population Druwaith-Iaur -20000
    console_command add_population Druwaith-Iaur 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Enedwaith
    and not TargetFactionType slave
    and I_TurnNumber > 2
    console_command add_population Enedwaith -20000
    console_command add_population Enedwaith 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Harlindon
    console_command add_population Harlindon -20000
    console_command add_population Harlindon 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Mithlond
    and I_TurnNumber > 2
    and not TargetFactionType slave
    console_command add_population Mithlond -30000
    console_command add_population Mithlond 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Forlindon
    console_command add_population Forlindon -20000
    console_command add_population Forlindon 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Ered-Luin
    console_command add_population Ered-Luin -20000
    console_command add_population Ered-Luin 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Evendim
    console_command add_population Evendim -20000
    console_command add_population Evendim 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Wildlands
    console_command add_population Wildlands -20000
    console_command add_population Wildlands 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Carn-Dum
    console_command add_population Carn-Dum -20000
    console_command add_population Carn-Dum 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Far-Harad
    console_command add_population Far-Harad -20000
    console_command add_population Far-Harad 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Haradwaith
    console_command add_population Haradwaith -20000
    console_command add_population Haradwaith 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Khand
    and not TargetFactionType slave
    and I_TurnNumber > 2
    console_command add_population Khand -20000
    console_command add_population Khand 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Near-Harad
    console_command add_population Near-Harad -20000
    console_command add_population Near-Harad 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Carnen
    console_command add_population Carnen -20000
    console_command add_population Carnen 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Nurn
    console_command add_population Nurn -20000
    console_command add_population Nurn 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Morad
    console_command add_population Morad -20000
    console_command add_population Morad 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Rhun
    console_command add_population Rhun -30000
    console_command add_population Rhun 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName North-Rhun
    and not TargetFactionType slave
    and I_TurnNumber > 2
    console_command add_population North-Rhun -20000
    console_command add_population North-Rhun 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Iron-Hills
    console_command add_population Iron-Hills -20000
    console_command add_population Iron-Hills 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Shire
    console_command add_population Shire -20000
    console_command add_population Shire 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Emyn-Beraid
    console_command add_population Emyn-Beraid -20000
    console_command add_population Emyn-Beraid 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Lune-land
    and not TargetFactionType slave
    and I_TurnNumber > 2
    console_command add_population Lune-land -20000
    console_command add_population Lune-land 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Arthedain
    console_command add_population Arthedain -20000
    console_command add_population Arthedain 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Weather-Hills
    console_command add_population Weather-Hills -20000
    console_command add_population Weather-Hills 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Ettenmoors
    and not TargetFactionType slave
    and I_TurnNumber > 2
    console_command add_population Ettenmoors -20000
    console_command add_population Ettenmoors 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Mt-Gram
    console_command add_population Mt-Gram -20000
    console_command add_population Mt-Gram 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Mt-Gundabad
    console_command add_population Mt-Gundabad -20000
    console_command add_population Mt-Gundabad 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Grey-Mountains
    console_command add_population Grey-Mountains -20000
    console_command add_population Grey-Mountains 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Withered-Heath
    and not TargetFactionType slave
    console_command add_population Withered-Heath -20000
    console_command add_population Withered-Heath 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Dorwinion
    and not TargetFactionType slave
    and I_TurnNumber > 2
    console_command add_population Dorwinion -20000
    console_command add_population Dorwinion 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Rhovanion
    and not TargetFactionType slave
    console_command add_population Rhovanion -20000
    console_command add_population Rhovanion 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Near-Rhun
    console_command add_population Near-Rhun -20000
    console_command add_population Near-Rhun 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Gorgoroth-South
    console_command add_population Gorgoroth-South -20000
    console_command add_population Gorgoroth-South 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Gorgoroth
    console_command add_population Gorgoroth -30000
    console_command add_population Gorgoroth 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Morgul-Vale
    console_command add_population Morgul-Vale -20000
    console_command add_population Morgul-Vale 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Ithilien
    and not TargetFactionType slave
    and I_TurnNumber > 2
    console_command add_population Ithilien -20000
    console_command add_population Ithilien 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName South-Ithilien
    and not TargetFactionType slave
    and I_TurnNumber > 2
    console_command add_population South-Ithilien -20000
    console_command add_population South-Ithilien 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Dunland-Hills
    console_command add_population Dunland-Hills -20000
    console_command add_population Dunland-Hills 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Dunland
    console_command add_population Dunland -20000
    console_command add_population Dunland 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Lone-lands
    and not TargetFactionType slave
    and I_TurnNumber > 2
    console_command add_population Lone-lands -20000
    console_command add_population Lone-lands 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Lossarnach
    console_command add_population Lossarnach -20000
    console_command add_population Lossarnach 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Mitheithel
    and not TargetFactionType slave
    and I_TurnNumber > 2
    console_command add_population Mitheithel -20000
    console_command add_population Mitheithel 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Imladris
    console_command add_population Imladris -20000
    console_command add_population Imladris 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName High-Pass
    console_command add_population High-Pass -20000
    console_command add_population High-Pass 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Anduin-Vale
    and not TargetFactionType slave
    console_command add_population Anduin-Vale -20000
    console_command add_population Anduin-Vale 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Wrakyaburg
    and not TargetFactionType slave
    and I_TurnNumber > 2
    console_command add_population Wrakyaburg -20000
    console_command add_population Wrakyaburg 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Elven-Mirkwood
    console_command add_population Elven-Mirkwood -20000
    console_command add_population Elven-Mirkwood 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Erebor
    console_command add_population Erebor -30000
    console_command add_population Erebor 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Dale
    console_command add_population Dale -30000
    console_command add_population Dale 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Celduin-East
    console_command add_population Celduin-East -20000
    console_command add_population Celduin-East 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName North-Rhovanion
    and not TargetFactionType slave
    and I_TurnNumber > 2
    console_command add_population North-Rhovanion -20000
    console_command add_population North-Rhovanion 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Central-Mirkwood
    and not TargetFactionType slave
    and I_TurnNumber > 2
    console_command add_population Central-Mirkwood -20000
    console_command add_population Central-Mirkwood 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Wilderland
    console_command add_population Wilderland -20000
    console_command add_population Wilderland 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Deep-Mirkwood
    and not TargetFactionType slave
    console_command add_population Deep-Mirkwood -20000
    console_command add_population Deep-Mirkwood 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName East-Emnet
    console_command add_population East-Emnet -20000
    console_command add_population East-Emnet 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName North-Ithilien
    and not TargetFactionType slave
    console_command add_population North-Ithilien -20000
    console_command add_population North-Ithilien 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Eastfold
    console_command add_population Eastfold -20000
    console_command add_population Eastfold 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Lamedon
    console_command add_population Lamedon -20000
    console_command add_population Lamedon 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Helms-Deep
    console_command add_population Helms-Deep -20000
    console_command add_population Helms-Deep 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Adorn
    console_command add_population Adorn -20000
    console_command add_population Adorn 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Gap-of-Rohan
    console_command add_population Gap-of-Rohan -20000
    console_command add_population Gap-of-Rohan 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Erech
    console_command add_population Erech -20000
    console_command add_population Erech 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Kings-Land
    console_command add_population Kings-Land -20000
    console_command add_population Kings-Land 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName West-Emnet
    console_command add_population West-Emnet -20000
    console_command add_population West-Emnet 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Westfold
    console_command add_population Westfold -20000
    console_command add_population Westfold 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Nan-Curunir
    console_command add_population Nan-Curunir -30000
    console_command add_population Nan-Curunir 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Misty-Mountains
    console_command add_population Misty-Mountains -30000
    console_command add_population Misty-Mountains 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Lower-Anduin-Vale
    and not TargetFactionType slave
    and I_TurnNumber > 2
    console_command add_population Lower-Anduin-Vale -20000
    console_command add_population Lower-Anduin-Vale 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Lowest-Anduin-Vale
    and not TargetFactionType slave
    and I_TurnNumber > 2
    console_command add_population Lowest-Anduin-Vale -20000
    console_command add_population Lowest-Anduin-Vale 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName West-Mirkwood
    and not TargetFactionType slave
    and I_TurnNumber > 2
    console_command add_population West-Mirkwood -20000
    console_command add_population West-Mirkwood 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Gladden-Fields
    and not TargetFactionType slave
    and I_TurnNumber > 2
    console_command add_population Gladden-Fields -20000
    console_command add_population Gladden-Fields 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Lothlorien
    console_command add_population Lothlorien -20000
    console_command add_population Lothlorien 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Celebrant
    console_command add_population Celebrant -20000
    console_command add_population Celebrant 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Wold
    and not TargetFactionType slave
    and I_TurnNumber > 2
    console_command add_population Wold -20000
    console_command add_population Wold 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Esgaroth
    console_command add_population Esgaroth -20000
    console_command add_population Esgaroth 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Celduin
    console_command add_population Celduin -20000
    console_command add_population Celduin 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Udun
    console_command add_population Udun -20000
    console_command add_population Udun 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Morgai
    console_command add_population Morgai -20000
    console_command add_population Morgai 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Pinnath-Gelin
    console_command add_population Pinnath-Gelin -20000
    console_command add_population Pinnath-Gelin 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Tolfalas
    and not TargetFactionType slave
    and I_TurnNumber > 2
    console_command add_population Tolfalas -20000
    console_command add_population Tolfalas 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Barad-Harn
    console_command add_population Barad-Harn -20000
    console_command add_population Barad-Harn 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Mistrand
    console_command add_population Mistrand -30000
    console_command add_population Mistrand 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Tirith-Thoron
    and not TargetFactionType slave
    and I_TurnNumber > 2
    console_command add_population Tirith-Thoron -20000
    console_command add_population Tirith-Thoron 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Staddle
    console_command add_population Staddle -20000
    console_command add_population Staddle 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Bywater
    console_command add_population Bywater -20000
    console_command add_population Bywater 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Amrun
    console_command add_population Amrun -20000
    console_command add_population Amrun 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Gobel-Ancalimon
    console_command add_population Gobel-Ancalimon -20000
    console_command add_population Gobel-Ancalimon 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Nan-i-Naugrim
    console_command add_population Nan-i-Naugrim -20000
    console_command add_population Nan-i-Naugrim 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Amon-Eithel
    and not TargetFactionType slave
    and I_TurnNumber > 2
    console_command add_population Amon-Eithel -20000
    console_command add_population Amon-Eithel 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Uldonavan
    and not TargetFactionType slave
    and I_TurnNumber > 2
    console_command add_population Uldonavan -20000
    console_command add_population Uldonavan 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Talsir
    and not TargetFactionType slave
    and I_TurnNumber > 2
    console_command add_population Talsir -20000
    console_command add_population Talsir 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Orc
    console_command add_population Orc -20000
    console_command add_population Orc 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName East_Gorgoroth
    console_command add_population East_Gorgoroth -20000
    console_command add_population East_Gorgoroth 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Kelepar
    console_command add_population Kelepar -20000
    console_command add_population Kelepar 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Central_Mountains
    console_command add_population Central_Mountains -20000
    console_command add_population Central_Mountains 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName West_Lebennin
    console_command add_population West_Lebennin -20000
    console_command add_population West_Lebennin 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Lond_Angren
    and not TargetFactionType slave
    and I_TurnNumber > 2
    console_command add_population Lond_Angren -20000
    console_command add_population Lond_Angren 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Eregion
    and not TargetFactionType slave
    console_command add_population Eregion -20000
    console_command add_population Eregion 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Shafra
    console_command add_population Shafra -20000
    console_command add_population Shafra 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName East_Cardolan
    and not TargetFactionType slave
    and I_TurnNumber > 2
    console_command add_population East_Cardolan -20000
    console_command add_population East_Cardolan 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName North_Minhiriath
    and not TargetFactionType slave
    and I_TurnNumber > 2
    console_command add_population North_Minhiriath -20000
    console_command add_population North_Minhiriath 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Southfarthing
    console_command add_population Southfarthing -20000
    console_command add_population Southfarthing 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Southharondor
    and not TargetFactionType slave
    console_command add_population Southharondor -20000
    console_command add_population Southharondor 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Eastrhun
    console_command add_population Eastrhun -20000
    console_command add_population Eastrhun 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Cirith
    console_command add_population Cirith -20000
    console_command add_population Cirith 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Border
    console_command add_population Border -20000
    console_command add_population Border 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Litash
    console_command add_population Litash -20000
    console_command add_population Litash 200
    end_monitor

    monitor_event GeneralCaptureSettlement SettlementName Outpost
    console_command add_population Outpost -20000
    console_command add_population Outpost 200
    end_monitor


    ;############Cursed land script##########

    monitor_event SettlementTurnStart SettlementName Dagorlad
    console_command add_population Dagorlad -50
    end_monitor

    monitor_event SettlementTurnStart SettlementName Cardolan
    and not FactionType Byzantium
    and not FactionType england
    console_command add_population Cardolan -50
    end_monitor

    monitor_event SettlementTurnStart SettlementName Harrowdale
    console_command add_population Harrowdale -50
    end_monitor

    monitor_event SettlementTurnStart SettlementName Fangorn
    and not Religion orthodox
    console_command add_population Fangorn -50
    end_monitor

    monitor_event SettlementTurnStart SettlementName Cair-Andros
    console_command add_population Cair-Andros -50
    end_monitor

    monitor_event SettlementTurnStart SettlementName Osgiliath-West
    console_command add_population Osgiliath-West -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Osgiliath-East
    console_command add_population Osgiliath-East -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Forodwaith
    console_command add_population Forodwaith -15
    end_monitor

    monitor_event SettlementTurnStart SettlementName Southfarthing
    console_command add_population Southfarthing -7
    end_monitor

    monitor_event SettlementTurnStart SettlementName Bywater
    console_command add_population Bywater -7
    end_monitor

    monitor_event SettlementTurnStart SettlementName Withered-Heath
    console_command add_population Withered-Heath -12
    end_monitor

    ;############Cullture Enhanced Population Script##########

    monitor_event SettlementTurnStart SettlementName Anfalas
    and not FactionType slave
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Anfalas -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Bree
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Bree -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Lebennin
    and not FactionType slave
    and FactionType moors
    console_command add_population Lebennin -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Harondor
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Harondor -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Harad
    and not FactionType slave
    and not FactionType spain
    and not Religion numenorian
    console_command add_population Harad -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Umbar
    and not FactionType slave
    and not FactionType spain
    and not Religion numenorian
    console_command add_population Umbar -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName South-Umbar
    and not FactionType slave
    and not FactionType spain
    and not Religion numenorian
    console_command add_population South-Umbar -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Minhiriath
    and FactionType moors
    console_command add_population Minhiriath -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Enedwaith
    and FactionType moors
    console_command add_population Enedwaith -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Harlindon
    and FactionType moors
    console_command add_population Harlindon -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Mithlond
    and FactionType moors
    console_command add_population Mithlond -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Forlindon
    and FactionType moors
    console_command add_population Forlindon -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Ered-Luin
    and not FactionType slave
    and not FactionType hre
    and not FactionType portugal
    and not FactionType moors
    and not FactionType england
    console_command add_population Ered-Luin -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Evendim
    and FactionType moors
    console_command add_population Evendim -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Wildlands
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Wildlands -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Carn-Dum
    and not FactionType slave
    and not FactionType hre
    and not FactionType portugal
    and not FactionType moors
    and not FactionType england
    console_command add_population Carn-Dum -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Far-Harad
    and not FactionType slave
    and not FactionType spain
    console_command add_population Far-Harad -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Haradwaith
    and not FactionType slave
    and not FactionType spain
    console_command add_population Haradwaith -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Khand
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Khand -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Near-Harad
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Near-Harad -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Nurn
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Nurn -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Morad
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Morad -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Rhun
    and FactionType moors
    console_command add_population Rhun -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Iron-Hills
    and not FactionType slave
    and not FactionType hre
    and not FactionType portugal
    and not FactionType moors
    and not FactionType england
    console_command add_population Iron-Hills -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Shire
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Shire -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Lune-land
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Lune-land -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Arthedain
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Arthedain -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Weather-Hills
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Weather-Hills -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Ettenmoors
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Ettenmoors -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Mt-Gram
    and not FactionType slave
    and not FactionType hre
    and not FactionType portugal
    and not FactionType moors
    and not FactionType england
    console_command add_population Mt-Gram -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Mt-Gundabad
    and not FactionType slave
    and not FactionType hre
    and not FactionType portugal
    and not FactionType moors
    and not FactionType england
    console_command add_population Mt-Gundabad -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Grey-Mountains
    and not FactionType slave
    and not FactionType hre
    and not FactionType portugal
    and not FactionType moors
    and not FactionType england
    console_command add_population Grey-Mountains -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Dorwinion
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Dorwinion -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Rhovanion
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Rhovanion -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Near-Rhun
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Near-Rhun -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Gorgoroth-South
    and not FactionType england
    console_command add_population Gorgoroth-South -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Gorgoroth
    and not FactionType england
    console_command add_population Gorgoroth -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Morgul-Vale
    and not FactionType england
    console_command add_population Morgul-Vale -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Ithilien
    and FactionType moors
    console_command add_population Ithilien -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName South-Ithilien
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population South-Ithilien -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Dunland
    and FactionType moors
    console_command add_population Dunland -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Lone-lands
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Lone-lands -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Mitheithel
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Mitheithel -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Imladris
    and FactionType moors
    console_command add_population Imladris -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName High-Pass
    and not FactionType slave
    and not FactionType hre
    and not FactionType portugal
    and not FactionType moors
    and not FactionType england
    console_command add_population High-Pass -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Anduin-Vale
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Anduin-Vale -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Wrakyaburg
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Wrakyaburg -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Elven-Mirkwood
    and FactionType moors
    console_command add_population Elven-Mirkwood -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Dale
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Dale -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName North-Rhovanion
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population North-Rhovanion -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Central-Mirkwood
    and FactionType moors
    console_command add_population Central-Mirkwood -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Wilderland
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Wilderland -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Deep-Mirkwood
    and FactionType moors
    console_command add_population Deep-Mirkwood -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName East-Emnet
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population East-Emnet -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName North-Ithilien
    and FactionType moors
    console_command add_population North-Ithilien -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Eastfold
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Eastfold -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Helms-Deep
    and not FactionType slave
    and Religion orthodox
    console_command add_population Helms-Deep -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Carnen
    and not FactionType slave
    and Religion orthodox
    console_command add_population Carnen -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Adorn
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Adorn -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Gap-of-Rohan
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Gap-of-Rohan -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Kings-Land
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Kings-Land -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName West-Emnet
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population West-Emnet -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Westfold
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Westfold -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Misty-Mountains
    and not FactionType slave
    and not FactionType hre
    and not FactionType portugal
    and not FactionType moors
    and not FactionType france
    and not FactionType england
    console_command add_population Misty-Mountains -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Lower-Anduin-Vale
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Lower-Anduin-Vale -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Lowest-Anduin-Vale
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Lowest-Anduin-Vale -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName West-Mirkwood
    and FactionType moors
    console_command add_population West-Mirkwood -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Gladden-Fields
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Gladden-Fields -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Lothlorien
    and FactionType moors
    console_command add_population Lothlorien -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Celebrant
    and FactionType moors
    console_command add_population Celebrant -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Wold
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Wold -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Esgaroth
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Esgaroth -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Celduin
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Celduin -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Udun
    and not FactionType england
    console_command add_population Udun -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Morgai
    and not FactionType england
    console_command add_population Morgai -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Tolfalas
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Tolfalas -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Mistrand
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Mistrand -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Tirith-Thoron
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Tirith-Thoron -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Staddle
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Staddle -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Bywater
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Bywater -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Amrun
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Amrun -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Gobel-Ancalimon
    and not FactionType slave
    and not FactionType spain
    and not Religion numenorian
    console_command add_population Gobel-Ancalimon -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Uldonavan
    and Religion orthodox
    console_command add_population Uldonavan -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Talsir
    and FactionType moors
    console_command add_population Talsir -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Orc
    and not FactionType england
    console_command add_population Orc -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName East_Gorgoroth
    and not FactionType england
    console_command add_population East_Gorgoroth -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Kelepar
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Kelepar -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Central_Mountains
    and not FactionType slave
    and not FactionType hre
    and not FactionType portugal
    and not FactionType moors
    and not FactionType england
    console_command add_population Central_Mountains -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName West_Lebennin
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population West_Lebennin -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Lond_Angren
    and FactionType moors
    console_command add_population Lond_Angren -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Eregion
    and FactionType moors
    console_command add_population Eregion -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Shafra
    and not FactionType slave
    and not Religion numenorian
    and not FactionType spain
    console_command add_population Shafra -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName East_Cardolan
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population East_Cardolan -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName North_Minhiriath
    and FactionType moors
    console_command add_population North_Minhiriath -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Southfarthing
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Southfarthing -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Southharondor
    and not FactionType slave
    and not Religion numenorian
    and not FactionType spain
    console_command add_population Southharondor -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Eastrhun
    and not FactionType slave
    and not Religion catholic
    and not Religion northmen
    and not Religion numenorian
    console_command add_population Eastrhun -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Cirith
    and not FactionType slave
    and not FactionType hre
    and not FactionType portugal
    and not FactionType moors
    and not FactionType england
    console_command add_population Cirith -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Litash
    and not FactionType slave
    and not FactionType hre
    and not FactionType portugal
    and not FactionType moors
    and not FactionType england
    console_command add_population Litash -100
    end_monitor

    monitor_event SettlementTurnStart SettlementName Outpost
    and not FactionType slave
    and not FactionType hre
    and not FactionType portugal
    and not FactionType moors
    and not FactionType england
    console_command add_population Outpost -100
    end_monitor

    *Body guards of beginning Generals varied for all human and orc factions but rohan.
    *All villages set to near 400 population
    *Recruitment time set from 1 to 12 (16) turns depending on unit and faction
    Spoiler Alert, click show to read: 
    Recruitment cost/upkeep and time to recruit
    GONDOR
    Axemen 470/400/4
    SMilitia 820/720/2
    Marine 1080/440/3
    GInfantry1300/540/3
    DSwan790/320/9
    GSpear1240/520/3
    KGuard720/300/7
    FGuard920/340/9
    AMilitia760/680/2
    BRArcher520/410/6
    GArcher1160/480/3
    IRanger540/220/9
    CMilitia1340/1040/2
    GCavalry890/640/6
    SwanK1200/420/9

    ROHAN
    militia780/680/2
    RAxe510/400/6
    DELancer540/220/9
    spear530/440/6
    RidAxe530/220/9
    warrior580/230/9
    DRG640/250/9
    archer590/520/4
    hemArcher550/220/7
    scouts/840/840/1
    rider1480/520/3
    rharcher1500/540/3
    rhharcher950/620/5
    rohirrim780/560/5
    eorl950/660/6
    rylguard1120/380/8

    H-ELVES
    EArcher1000/840/6
    2EArcher1280/500/9
    3EArcher840/330/12
    HSword1010/820/6
    ESpear780/310/12
    EldrSword820/310/12
    ENoble950/340/14
    Esmith1250/350/16
    ECaV1060/350/12
    ENBLCav860/250/14

    S-ELVES
    SArcher
    620/500/9
    SHarcher800/610/12
    SSpear940/760/6
    SSword560/440/9
    SHSpear750/300/12
    SHSword790/300/12
    SHorseA780/580/12

    DWARVES
    Miner840/680/6
    Halber960/400/9
    Warr1100/440/9
    Clan1080/440/9
    Pike870/500/9
    IGuard1300/700/9
    ICross1060/420/6
    AxThrwrs900/380/6
    AxErebor1260/500/12
    DSlayer1580/640/12
    Kazad1900/720/14

    DALE
    SpMilitia740/640/2
    Rivermen860/680/2
    DMen900/720/2
    SwMen1040/420/3
    RhovSpr1100/920/3
    BHird680/270/9
    SMasters680/270/9
    DEarls650/270/9
    DLbow880/380/3
    BardArcher620/240/9
    ARanger530/440/6
    Yeo560/440/3
    HrsGuards860/310/7
    earls980/350/9

    ERIADOR
    SMilitia760/680/2
    SHobbit680/300/3
    bandits400/800/1
    lumbermn840/680/2
    GWsentries1012/440/3
    MerchMilitia1060/840/2
    brdunedain750/560/6
    AMilitia700/600/2
    AHobbit740/340/3
    BandHobbits450/380/9
    WHunters800/720/2
    DRangers570/460/6
    GWGuards830/600/6
    Merchants1560/1160/1
    MDunedain980/360/9

    EASTERLING
    Balcoth670/680/2
    EClan840/720/2
    rsword1080/440/3
    Halberdier1240/500/3
    Pike680/540/6
    EliteINF740/300/9
    EArcher740/320/3
    CRSBow940/400/3
    DVariags530/440/6
    EliteArch630/250/9
    VRaider630/500/6
    MCGuard800/580/6
    Kataphrcts1250/390/9

    MORDOR
    OBand760/340/2
    MOrc920/380/2
    2HOrc500/410/3
    MGuard530/220/6
    MUruk1380/560/6
    MHalberd630/500/6
    MScouts700/300/2
    MArcher400/340/3
    UrukArchr520/420/6
    MTRolls1200/500/9
    BTrolls1500/640/12
    DNumen1200/350/9
    BNumer1500/640/12

    ISENGARD
    Dundling880/360/3
    UrukHRdr1020/400/3
    UClever1120/460/3
    UHPike700/560/6
    UHInfntry730/560/5
    OrthncGuard750/310/9
    Berserk640/250/7
    UHArcher740/320/3
    UHCrossBow1300/520/3
    Warg720/540/6

    HARAD
    DsrtSpr700/640/2
    Corsairs900/360/3
    SthronSpr940/400/3
    SthrnPike1020/420/3
    BMaster960/400/3
    Hasharii570/500/6
    trllmen590/480/6
    DSGuard730/290/9
    HArcher680/600/2
    CrsrArcher900/300/3
    SthrnArchr1120/460/4
    SthrnLncr620/500/6
    RCvlry600/540/6
    BMCav720/520/6
    SrpntGuard1000/320/9
    Mumakil4200/1500/12

    OOTMM
    SSnaga680/300/1
    GOrc860/360/2
    MOrc640/520/3
    MHalb580/230/4
    ASnaga640/280/1
    GArchr780/340/2
    MArchr500/400/3
    CTroll1360/500/7
    GWarg690/500/5

    GUNDABAD
    BSnaga740/320/1
    GSpear840/360/2
    Fellers470/400/3
    OHalb520/420/3
    HvyOrc540/440/4
    HMen1960/760/1
    RhudAx1120/920/1
    RScout1160/960/1
    GTracker780/340/2
    STroll1520/610/6

    *Upkeep/recruitment cost raised. max. raise x4/x2 (militia units raised the most, elites raised the least).
    *All mercenary costs x4
    *about 25 Epithets added
    Spoiler Alert, click show to read: 
    other changes, Cheapskate and Miserly Nerfed. Honorable Removed.

    Ironfist
    The Savage
    The Outlander
    The Warden
    The FieldMarshal
    The Fox
    The Wolf
    The RabbleRouser
    The Artist
    The Oblivious
    The Black
    The Spider
    The Rat
    The Treacherous
    The Fool
    The Gardener
    The Miner
    The ShopKeeper
    The MillStone
    The Terrible
    The Evil
    The CaveDweller
    The Greedy
    The Scout
    The Horse Butcher
    The Orc Hunter
    The Gobiln
    The Ornate
    The Frugal
    The Weak
    The Strong
    The Insane
    The Psychotic
    The Gruesome
    The Smug
    The Thinker
    The Marauder
    The Warmonger
    The Warlord
    The Destroyer
    The Respected
    The Rotten
    The Friendly
    The Reclusive
    The Sulking
    The Omnipotent

    *snagas and hobbit militia slightly nerfed
    *All types of spawning and AI assistance slightly nerfed in various ways.
    *AI Mordor given 3000 kings purse boost for each orc faction that gets eliminated
    *other minor changes
    *Dwarf crossbows set to BP

    Disclaimers
    Accepting adoptions in beginning will bankrupt and destroy you. Letting your family tree breed like rabbits will cause problems later.
    The script adds 5-10 seconds to the end turn on my first generation, five year old, athalon64.
    My lore knowledge is general. If I did something silly, the script is basic and easy to change

    BACK UP YOUR FILES. I'm not a modding guru. USE AT YOUR OWN RISK. Feel free to use any of this work if you see something useful, no credit req.

    Files messed with
    export_VnVs.txt, campaign_script.txt, descr_mercenaries.txt, descr_strat.txt, export_desc_building.txt
    export_descr_vnvs_enums.txt, export_descr_unit.txt, export_descr_character_traits.txt, descr_regions.txt


    Some pictures from 2 longer eriador games



    Overview
    All new EDU inspired by Vangard 13's work on PDER
    Spearman, Light_spear attributes eliminated
    new arrow types for elves/dwarves accuracy
    Dwarf crossbows will tear orcs to pieces
    Elite elves have elite accuracy
    Extremely unlikely to fight a full stack battle before 3000 TA
    Unlikely to fight any non-reble enemy before 2995.
    Elite troops are ELITE but poor stratagy will get them killed fast.
    Reduce fertility for elf/dwarf family members
    More units with 2hp
    Ap for many elite units to reflect superior training
    Orc unit sizes now huge compared to other races.
    Theodens wife is dead
    Aragorn married to Arwen + new Traits
    New Epithets
    Turtled Traits
    Turtled recruitment between 1 to 12 turns
    Upkeep per unit increased by X4 for militia, X2 for regular troops
    Dwarves given Power Charge
    Halflings and Harad Battlefield assasins get hideanywhere
    Archeons loyal allies mod
    Griffin795 crossbow and throwing axe mod
    Soldiers will fire down when enemy is close to wall
    Increased size of most mercenary units
    Increased free upkeep through walls, unique buildings, and culture buildings
    All Garrison scripts reduced
    Population growth reduction script
    Extermination script
    Many scripted money and unit spawns eliminated
    Mordor gets a 12,000 unit spawn in 3015 if playing good factions.
    AI mordor gets a 4000 florins boost for each orc faction that gets eliminated
    Most factions start out at war or as allies with military access
    Starting generals reduced for large factions
    Eriador given more arnor names
    Larger area of devestation
    Culture recruitment requirements raise to 50%+
    Base fertility nerfed in many places
    Border lands unlikely to grow much. player castles unlikely to grow ever.
    silvan can hire dale calv. and bandits
    dwarves can hire beorning and bandits
    isengard can hire the hill people units
    army spawn and script to retake edoras after first invasion
    numerous script fixes
    Sept 27 831am
    crusade ruhn, harad mercs placed in mordor and made avaliable for mordor
    All ai building bouses removed, except law bonuses added to tier one culture building for elves, dwarves to prevent rebellions.
    export unit tweeks
    unit spawn, attack priority, and diplomacy tweeks.
    changed capitol for high elves
    changed win conditions
    Sept 28 d&d type rollplaying add-ons
    Traits for Orcs, race modifiers (blackorc,goblin,hogoblin,halforc)+elfblood,maiarblood
    Authority and Fertlity tweeks based on noble rank for humans
    An 8 level trait character progression system based on a generals batttlekills
    Notes on oct1 beta release
    *origional victory conditions
    *Crusader mercs eliminated(the ai won't use them so now amounts to an unbalanced player exploit)
    *money bonus added back in for some good factions in 2 steps. 1 based on regions lost, 1 based on regions
    lost and player being an evil faction. Just a bit more testing needed for balance. will post more documentation soon.
    *Castle upgrade cost X4, settlement upgrade cost X2
    *artillery speed increased. now attacks with main army barring pathfinding issues.
    ////////////////////////upcoming/////////////////////////
    looking at swapping in xbai/xcai
    changed armor grades in edu from 1-5 base to 1-10 to better capture subtle diff. in armor
    artillery given full size unit for crew
    more diversity in movement speeds for light or very heavy troops
    mounted body guards lowered to 10 on max.
    crusader mercs added back in at no cost and 25% size
    ////////////////////more upcoming info oct5///////////////
    more speed modifications
    *goblin and hobbit mass reduced by 20%
    *Unit armour and upgrades to match ingame models with no regard for balance
    *dwarf mass increased by 50%
    thoughts on dwarf mass. Based on info regarding dwarf strength, they would have to have a muscle mass closer to a wild animal than a man. If there is such a thing, a 4'5 adult male gorillia should scale in at atleast the 300 pound range. I'm basing dwarf mass on them being 4'5 gorillas wearing armour that is double the weight of human battle armour. I'm also throwing in a little extra for them having these attributes with such a low center of gravity.
    *everyone shorter than a man gets an extra combat bonus verses mounted troops.
    *and the best news for the tens of views reading this. I've been given permission to run an open beta of xbai/xcai which really works great with this submod's restrictive structure. I'll release a new beta in the morning.




    Documentation

    Eriendor

    Faction expansion pics. notice # of battles

    Aside from a stack apiece divided between all faction settlements, this picture represents the entire
    millitary force of rohan and isengard in 2996


    4 turns after this pic. I lost 3 regions (2 to OOTMM and 1 to isengard and rohan lost 2 more to isengard)
    every faction has 1.5 to 4 stacks in total military. You can see that the elves and dwarves can hardly handle their own affairs let alone fight enemies.



    known issues. allied reinforcements from any non-player faction seem to crash siege battles. Maybe a vanilla problem or battle script related, or it could be from me but am not seeing how
    dev. notes on 2.0
    Good news for turtlemod today. I Have been granted permission to use pieces of FROME and VOA today. I'll be using this to create three non-playable mini-factions Hillmen Clans, Free People of Anduin, And Edenwaith Coastal Tribes. These are mostly being added for flavor as well as some diplomatic and trade partner options. These factions will not be wealthy and should offer a neutral option for unloading territories you don't want to deal with. I Have been playing extensive campaigns and working on some tweeks to make playing evil factions a bit more challenging. I'm lowering the tier requirements for training a lot of good faction units accept elves and anor. You can expect most units to be recruitable one tier lower. some are two tiers lower. I'm also going to script a money gift for good factions around turn 30. this shouldn't make good over powering but it will give them a solid base.This gift will be conditional on you playing an evil faction. If anyone has any suggestions please feel free to PM me. It takes a long time to balance things when its only being done based on my experiences.
    Also I've also been given permission to rework the VOA skins and hope to pick at that over the next couple of months. As any skinner out there knows, the quality of the TATW skins requires about 30-40 hrs of work, I hope to deliver these by christmas and then make anduin a playable faction. Thankyou for stopping by to see what turtle mod is up to

    log oct 22, 9am
    Have started messing around to address two issues. The post charge effectiveness of mounted troops and the staying power of elites in prolonged melee, especially with 2handed elites. I have addressed this by adjusting the attack time sequences which I had not looked at, many of which were previously set between 0 and 25. Based on testing I've decided the base attack time needs to be set at 125 to differentiate between classes of soldiers. I've added bonuses in the following manner +50 for untrained, -50 for highly trained, +25 for 2hand weapon, -25 for 1 hand weapon and no shield, -50 for two weapons, -25 for short, +25 for mounted, +25 for low, -25 for disciplined or impetuous. all lance spears set at 125 regardless of training. wargs set at 0 to imitate wargs attack contribution.trolls and stuff left at zero. finally i buffed all 2handed elites to 2 hp. If you charge your 60 eldar swords into 250 snaga you will now win but still have unacceptable losses. I'll release this on monday with some of the above changes after more testing.
    WIP
    The mini-factions
    1)Hill Clans
    2)Free Northmen
    3)Coastal Barbarians
    4)Boarderland Barons
    5)Free Tribes
    6)The City States
    starting regions

    Sphere of influence for rebellions

    all factions will be heretic and have a 4-7 unit recruitment pool. one faction will have an islam ai identifier and one will have a catholic ai identifier. I'll be adding a orthodox identifier for the other 4. For now all factions will be set to unplayable. I'll be using the best units from all over the modding community. I'll pass on exact info after getting all my ok's in.

    oct 26, 937
    Have decided to postpone patch. I'm caught in the middle of adding all these new mini factions and won't be able to test enough till I have dumby versions of the heretics installed for testing purposes. Also my intentions were always to use this mod to come up with things I wanted to add to rr/rc which maybe coming out soon at which point I may very well abandon my own edu experiments anyways.

    oct 27, 901
    I was able to put in 6 hrs last night and get some stuff done I wasn't planning on, new mini patch is up. The new patch has script to make evil a bit tougher and edu changes for attack times. I was able to reach some resolution by giving gondor, dwarves and elves an extra -25 in addition to the changes listed above.
    Work on the mini factions goes well though i still have many units to add. However I have all factions in game with place holder units so I can start work on balance while filling them out.

    oct 29, 842
    arduous modeldb work continues at a strong pace for mini factions. expecting to use BC, rusichi, and a few frome and aduin vale resources for first release. awaiting admin. approval for rusichi which i'm hoping goes okay. I anticipate swapping in some IBII when they become available. If the new attack times on the patch slow down combat to much for your taste just double all attack hit values in the first section of the battle_config.xml. all values must be double or ai-campaign may imbalance. I say this mostly based on the duration of wall combat, as I seem to have unintentionally turtled some aspects of combat to imitate the pace of actual battle. however, this could also be a combined effect from using huge unit sizes on walls. I may cut dorwinion as a faction, I don't see much unit variety there from whats already available.

    november 11, 2010 904hrs
    have installed all units for mini factions and am zeroing in on balancing which has been a bit more of a wild ride than anticipated, will probably have to release this with placeholder units for one faction as the mod I want to borrow from isn't releasing models for another month atleast.I'm aiming for Mini factions to be strong in the start and then become more obsolete as game goes on.
    here are the main features of the non-playable minifactions.
    -minifactions can not upgrade settlements and can only build one building that gives a +25 law bonus.
    -3 islam ai,1 catholic ai, 2 orthodox ai
    -heretic
    -all factions will appear as bandits on strat map
    -most will be at war with one or more evil faction.
    -no religious conversion
    -all units available from first level barracks(including archers and mounted)
    -hill clans 8 units(4 regions)
    3 in game hillmen units
    frome dunland archers,spears, and isen raiders
    1 half-orc raider i'm working on
    Rusichi rustov boyars as bodyguard
    -coastal barbarians(6regions)
    3 units from vandel ibII
    -free baron(13 regions)
    3 kypachek slavs from bc w/ shield reskin
    1 rusichi unit (freefighters)
    -dorwinion(1region) and new first crusade target
    4 units
    3 rusichi units(bow,shield,sword)(spear,shield)(crossbow,shield,ax)
    + ingame dorwinion retainers as bodyguard
    -free tribes(6regions)
    5 bc units (kurds, jats, and faris)
    1 ingame persian spears
    -anduin(5 regions)
    dunland spears transfered
    3 rushi units consistent with in game beorn skins
    hobbit archers
    Rusichi rustov boyars as bodyguard
    VOA archers with rusichi skin
    Log nov, 16 2010 1006hrs
    I'm gonna post some screenies and a beta in a couple days burried in this thread. I've finished the reskin on the goblin men unit and will show that with some shield reskins. The balancing is taking a bit and I want to make something available for play. the added rebel factions have somewhat increased ctd instances but so far no repeaters. The game is a bit more political now and its given me an opportunity to diversify the good vs evil campaign. However total balance will take another 2-4 weeks before a full release I'd stand behind.
    .
    Last edited by alleycat; February 15, 2012 at 10:02 AM. Reason: update info

  18. #18

    Default Re: Update1##A Turtle Mod b.06 for TATW2.1 + Extermination,Culture/Population Script

    Downloading, i'll tell you in a week how it goes cap'.

    YarrR~!

  19. #19

    Default Re: Turtle Mod Version 1.0 for TATW2.1

    Major update, see post one. will be gone a week, so hopefully I didn't make a newbee mistake on the upload

  20. #20

    Default Re: Turtle Mod Version 1.0 for TATW2.1

    hello there, I havent tried the mod yet, however it sounds like something I would like. My question is if this is compatible with FROME ? thank you

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