Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1 // Version 1.0 RELEASED
When I play as Gondor, there is in Minas Tirith the Garrison Quarter, but I must build a new Mustering Hall before I can recruit troops. The same with missile troops and cavalry. I've tested it and it's because of the Total Recruitment Script. It is not bad, I only want to tell you this.
But apart from that, your Mod is great! Thank you very much for your work! +rep
Edit: Okay, you must build with all Factions new recruitment buildings.
Last edited by Scout of Imladris; September 28, 2010 at 05:58 PM.
Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1 // Version 1.0 RELEASED
It seems like great accomplishment. Congratulations!
To describe my joy, it is like if half of RC/RR had come out. And that would be large ammount of joy.
For next few days I´ll be kinda busy, but I hope to try this compilation at weekend. Just only those possiblities would take some time to go through.
Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1 // Version 1.0 RELEASED
Originally Posted by Scout of Imladris
When I play as Gondor, there is in Minas Tirith the Garrison Quarter, but I must build a new Mustering Hall before I can recruit troops. The same with missile troops and cavalry. I've tested it and it's because of the Total Recruitment Script. It is not bad, I only want to tell you this.
But apart from that, your Mod is great! Thank you very much for your work! +rep
Edit: Okay, you must build with all Factions new recruitment buildings.
i dont have any problems recruiting
We all die, its just a matter of how.... and when
-William Wallace
Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1 // Version 1.0 RELEASED
I also have a bug to report, as mentioned above there is a major problem with the total recruitment script. In some cases the script seems to bug out on a save game load and the mustering hall, town watch and their upgrades become useless and must be destroyed and rebuilt.
Also if you are IN the process of building one of these structures to train units and decide to save and quit and come back later, upon reload the buildings will not continue to build (the turns will not decrease) with any amount of turns passed.
The way around this is to stop building and restart. This poses a problem if you save in the middle of an 8 or 9 turn armory upgrade and you need to stop it and start over. I'm not sure if this has been solved as i pass out from reading forums but its a problem worth looking at and this mod seriously makes me want to re-explore the entire game, so keep up the hard work!
Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1 // Version 1.0 RELEASED
Hi there i think there might me bug mistake i am playing isen and suarman has the same abilty as elrond the light of the eldar power aint he supposed t have the abilty which causes infighting amougst enimes also will this ever be made compatiable with the epic campgin mod if so could u give me a way to make it compatiable as i think it would be good mod collabiration i need ot ask permision of the maker but is it possible first.
Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1 // Version 1.0 RELEASED
Originally Posted by goblinking
Hi there i think there might me bug mistake i am playing isen and suarman has the same abilty as elrond the light of the eldar power aint he supposed t have the abilty which causes infighting amougst enimes also will this ever be made compatiable with the epic campgin mod if so could u give me a way to make it compatiable as i think it would be good mod collabiration i need ot ask permision of the maker but is it possible first.
Can i opt too one thing? How about itroducing the rule of USE F-ing PUNCTUATION MARKS !!! IS THAT SO HARD ?!?! Quoted post is bearly readable.
Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1 // Version 1.0 RELEASED
Originally Posted by Babygod22
you won't be able to play the fellowship campaign with this mod right?
No, I hope it was clear that this compilation isn't designed for the fellowship campaign, but for the normal campaign. I have made this more clear in the OP (see notes). Furthermore I have added the uninstallation files in case anybody wants to play the fellowship campaign again or something else.
Originally Posted by W1Z21
ok i found a bug
when u use all addons but palenthir and play as eridor. if you take aragorn out of bree he looks like frodo...
I don't see why this could happen since I haven't touched Aragorn. In my campaign he looks perfectly fine:
Spoiler Alert, click show to read:
Proof:
Spoiler Alert, click show to read:
from vanilla:
Code:
character Aragorn, named character, male, leader, age 38, x 119, y 248, portrait Aragon, battle_model aragorn, hero_ability The_Flower_of_Chivalry, label strider1 ;Bree
traits Aragorn 1 , Factionleader 1 , GoodCommander 3 , PublicFaith 1 , ReligionStarter 1 , GoodAttacker 1 , Brave 2 , Just 2 , KindRuler 2 , Loyal 2
ancillaries king_eriador, elendilmir, anduril, major_bree
from this compilation
Code:
character Aragorn, named character, male, leader, age 38, x 119, y 248, portrait Aragon, battle_model aragorn, hero_ability The_Flower_of_Chivalry, label strider1 ;Bree
traits Aragorn 1 , Factionleader 1 , GoodCommander 3 , PublicFaith 1 , ReligionStarter 1 , GoodAttacker 1 , Brave 2 , Just 2 , KindRuler 2 , Loyal 2, strong_willed 1
ancillaries king_eriador, elendilmir, anduril, major_bree
Originally Posted by Scout of Imladris
When I play as Gondor, there is in Minas Tirith the Garrison Quarter, but I must build a new Mustering Hall before I can recruit troops. The same with missile troops and cavalry. I've tested it and it's because of the Total Recruitment Script. It is not bad, I only want to tell you this.
But apart from that, your Mod is great! Thank you very much for your work! +rep
Edit: Okay, you must build with all Factions new recruitment buildings.
Yup from the intro we have:
Spoiler Alert, click show to read:
Total Recruitment includes a total revamp of the recruitment system in TATW. It changes the way you can recruit the units of your faction's roster. All units will be available from the moment you start your campaign, provided you have the correct buildings. Building more advanced barracks increases the replenish rates of your units, meaning you need less and less turns to be able to recruit them again. All of your settlements start with vanilla barracks, once you play with Total Recruitment these can't be constructed anymore, but instead ''new'' barracks with changed recruitmentpools are available to be constructed. Units take less longer to recruit in castles compared to cities and furthermore they will get +1 experience. Total Recruitment does not include any barracks events.\n\nPress "Accept" if you want to play with Total Recruitment, press "Decline" to play with vanilla recruitment-system.
Originally Posted by Rusery
I also have a bug to report, as mentioned above there is a major problem with the total recruitment script. In some cases the script seems to bug out on a save game load and the mustering hall, town watch and their upgrades become useless and must be destroyed and rebuilt.
Also if you are IN the process of building one of these structures to train units and decide to save and quit and come back later, upon reload the buildings will not continue to build (the turns will not decrease) with any amount of turns passed.
The way around this is to stop building and restart. This poses a problem if you save in the middle of an 8 or 9 turn armory upgrade and you need to stop it and start over. I'm not sure if this has been solved as i pass out from reading forums but its a problem worth looking at and this mod seriously makes me want to re-explore the entire game, so keep up the hard work!
I have tested this and it is unfortunately the case that the game can't remember the constructed barracks. Very disappointing for now. I have a solution and that is to make every barracks unique in the EDB. I will make the changes and do some more testing. If I am happy with the results I will update a new bugfixer. To be continued..............
Originally Posted by goblinking
Hi there i think there might me bug mistake i am playing isen and suarman has the same abilty as elrond the light of the eldar power aint he supposed t have the abilty which causes infighting amougst enimes also will this ever be made compatiable with the epic campgin mod if so could u give me a way to make it compatiable as i think it would be good mod collabiration i need ot ask permision of the maker but is it possible first.
Have you played vanilla before? If so then you would have known that both characters have the same ability. Regarding the Epic Campaign; I don't see it being incorporated into this compilation.
Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1 // Version 1.0 RELEASED
When I load a campaign game (all of the scripts you made/combined are enabled) I have to rebuild all military production buildings again, I guess this is because of Total Recruitment?
Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1 // Version 1.0 RELEASED
Yes, look at my posts before. You can read it in the describtion at the beginning of a campaign.(I didn't see it, too =P) You must build all recruitment building new.
Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1 // Version 1.0 RELEASED
Originally Posted by Scout of Imladris
Yes, look at my posts before. You can read it in the describtion at the beginning of a campaign.(I didn't see it, too =P) You must build all recruitment building new.
Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1 // Version 1.0 RELEASED
Originally Posted by W1Z21
ok i found a bug
when u use all addons but palenthir and play as eridor. if you take aragorn out of bree he looks like frodo...
I dont have this bug. You answered yourself in your previous post when you sad you had your own modifications overwritten, maybe this is why you have this "bug". A question to Baron Samedi: we will only be asked to activate the Sauron script if we play as Mordor, right? P.S.: I have to say that the ability to choose which mods we want to use is one of the coolest features in your pack. Once again, thanks!
Last edited by paradamed; September 29, 2010 at 11:18 AM.
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Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1 // Version 1.0 RELEASED
New bugfixer uploaded, which fixes the bug that the game doesn't recognize the recruitment-pools of constructed barracks when loading a previous saved game.
Originally Posted by paradamed
we will only be asked to activate the Sauron script if we play as Mordor, right?
Only Mordor (played by human) has the option to unleash Sauron, therefore only when you play with this faction, you will get the option to play with this feature.
Originally Posted by Osbada
downloaded and going to test for some hours
Please do and don't forget to install the V1.0 bugfixer.
Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1 // Version 1.0 RELEASED
Ahh, all the fun of the immortal Nazgul script without having to do any of the modding yourself... thank you.
I'm still a bit bothered by the Sauron mod, though. Even with the smallest unit sizes, he starts off at unit size 3... and that increases from then on. It's absolute murder for the economy...
Is there any way at all to hardcap the unit at 1 manpower, perhaps? Even better if it could be kept from scaling...
Re: Baron Samedi's Gameplay Enhancing Submods Compilation for TATW 2.1 // Version 1.0 RELEASED
i have a question: is it normal that when i choose to play with arnor from the start (without Total Recruitment) i have to build the recruitment buildings again?