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 ScriptsToken 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] |