Many of the features that are present in this compilation are also present in RR/RC, but I have perfected many of these features with my own improvements. I personally like the ''RC-part'', so I might make a compatible EDU-version. No promises though, we will see what the future brings us.
I am planning to develop and implement missions, but I will start working on this after I have worked on some other features, but thanks for posting suggestions like these. I will collect them all.
It was suggested earlier by somebody else and I already asked for his permission some time ago, but he doesn't seem active anymore. So I can't do anything about it.
Most likely not since it should change the events.dat & idx-files (I can't find his thread anymore, does anybody has a link, so I can check this?). Anyways AUM changes these files so the new included units have sounds. If you read my music tutorial you should be able to make them compatible, by extracting all the sounds en rebuilding the events.dat & idx-files in:...\Medieval II Total War\mods\Third_Age\data\sounds
Did you use winrar to extract the files from the download? If so try extracting into another folder and manually copy and paste the new created file in ...\Medieval II Total War\mods\Third_Age
Your first question you should ask in the mod workshop.
Your second question refers to an already known bug. This will be fixed in het new version that I will release in the near future.
New preview:
Since the current setting for the elves in vanilla isn't exactly realistic (they weren't seeking for war and wanted to leave ME, so the current settlement growth-mechanic isn't a adequate representation of their situation), patrician1 and I decided to develop and implement a new feature for everyone who wants to play with the elves. Initially the elves will leave your starting settlements (based on random chance), but as you perform better in your campaign the more elves will believe they have the power to resist the evil forces in ME. So improving your overall campaign ranking will decrease the possibility that the elves leave to the West. Once all the elves have decided to stay you will receive certain rewards (for instance an economic boost, etc.). There 5 different stages representing different probabilities (from high to low) for the elves leaving your settlements. During the campaign you will be on regular base informed at which stage you are (actually it will be triggered once the elves leave). If you reach the last stage all the elves will stay.
Choose to play with the feature:
First stage:
Second stage:
Fourth stage:
Final stage and all elves will stay:
Last edited by Baron Samedi; October 06, 2010 at 02:18 PM.
Under the patronage of MasterBigAb
Nice idea! It will make playing with the elves really more realistic!
May I sugest diffrent titles for elven passing stages? to be more lore-coresponding?
1-st stage: Elven time has ended. Wo choose to sail West.
2-nd: A small shift in the winds. Hope is borne.
3-rd: A morning breeze. Clouds are fading.
4-th: Winds of change. Middleearth is shifting.
5-th: Dominion of Dark is ending. We will honour old alliances.
Don't know if it can be fitted with such font. haven't touched any event tutorial yet
BIG thumbs up for your work Baron. U have skils
good to hear @ baron maybe titles work..1 the time of the elves is ending2 the shadow is not yet upon us..3 even in darkness, light remains4 a new sun is rising on middle earth5 may the free people of ME rejoice, the elves are ready for war maybe this instead of those steps i talked about
Finally something which acurately represents the elves, great work Baron.1 question though, is it tied into the reforging of the elven realms?
I mean is it a condition that you have to stop the elves from leaving in order to reforge the realm, it would be nice if it was.
if correctly its not tied but it works together.. you work on reforging and while reforging, less and less elves will leave.. but both the scripts are seperated to choose and therefor not connected by conditions
Thanks for the suggestions. I can change the even descriptions very easily, so it won't be a problem for me to change them to something more suitable.
As patrician explained no. However I was thinking about incorporating it into the elven reforging-concept, but I changed my mind about it. I think it is better for the player to decide with which features he wants to play with. But if you play with the elven reforging-concept, you should also play with this feature since they are highly complementary in many ways and should make the setting for the elves much more realistic.
Under the patronage of MasterBigAb
With your two scripts and Louis Lux's Elven-Re-Development, it will be perfect!
All these mods put together is simply amazing, and it has been a lot of fun!
Is there anyway one of the mods that add new factions will work with these ?
Thanks for the quick answer
Thats understandable, I have never been a very knowledgeable person when it comes to mods .
But i like this one alot, that at the moment theres no need to play as new factions anyway
Thats for the High Elves, I guess...