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Thread: Fellowship Generals!!! //TATW 2.1 + Baron Samedi's Compilation 2.0

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  1. #1

    Default Fellowship Generals!!! //TATW 2.1 + Baron Samedi's Compilation 2.0

    One of my favorite parts of TATW is using a member of the fellowship as my general because I can relate to their personality and connect with them on a deeper level than /randomly-generated-name #4.
    I thought to myself; how cool would it be to have the ENTIRE fellowship as generals? Well, that's what I've set out to do and this is the result!

    What does this mod do: this mod moves all 9 members of the Fellowship from other factions to Gondor complete with portraits, strat map and battle models, mouse-over names, bodyguard units and traits. They are located in the dead center of Gondor ranging from the northern border near Edoras to the southern coast.

    Requirements: a clean TATW 2.1 install + Baron Samedi's Gameplay Enhancement Compilation 2.0 (found here http://www.twcenter.net/forums/showthread.php?t=390535 )

    Q: why does this require Samedi's mod?
    A: because it's awesome and I don't play without it, neither should you

    Q: you say "fellowship" who exactly do you mean and what bodyguards do they use?
    A: Aragorn; Ithillien Rangers (couldn't get Grey Company textures to work properly yet)
    Gandalf; Gondor Bodyguard cavalry
    Legolas; Elf Archer Bodyguard
    Gimli; Dwarf Bodyguard infantry
    Boromir; Kingsguard spears
    Frodo, Samwise, Merry, Pippin; Hobbit Bodyguard infantry

    Q: were these guys replaced in their original factions so that the AI isn't gimped?
    A: yes, I replaced each with a vanilla general and injected them into family trees as needed.

    Q: can any of them besides Boromir join the Gondor family tree?
    A: yes, Aragorn replaces Imrahil as one of the heirs alongside Boromir and Faramir, also any of the Fellowship members can be adopted into the family if their actions warrant it.

    Q: are the bodyguard units overpowered?
    A: no, I didn't tweak any stats except the Hobbit bodyguard because they were getting wiped out in combat within 15 seconds of contacting the enemy. They now have the same stats and unit size as Dwarven bodyguard (these are the toughest Hobbits in the Shire, banded together for the common good.) Oh, and I also upgraded armor and xp levels to differentiate these guys from your standard general unit. They are NOT immortal by any means, I've had to reload several times after losing someone in a scrap, heh, I'm hoping to march them all right to Mt. Doom some day!

    Q: is this lore friendly?
    A: heck no! From what I've heard the date is several years BEFORE the fellowship formed so no, it doesn't really make sense BUT since the entire TATW mod is "alternate history" you could rationalize that the ring was handed over to Frodo a decade or two early because Bilbo got sick or Gandalf discovered the truth of his ring; hence the Fellowship formed early and instead of going about their mission solo (9 men against the world) they each decided to bring a contingent of bodyguards and Boromir convinced them to begin in Gondor; a place of strength . . . which, if you think about it is a bit more logical anyway /shrug

    Q: is this save game compatible?/will the fellowship campaign still work?
    A: no and no, this will break your save games and the fellowship campaign

    Q: can I still play with factions other than Gondor?
    A: . . . yes, but why would you want to?

    Q: is this compatible with your Mercenaries of Middle Earth sub-mod?
    A: heck yeah, glad that you mentioned that, find it here http://www.twcenter.net/forums/showthread.php?t=391397! Use only the descr_mercenaries file of your choice as the EDU from this Fellowship sub precludes the need for a new EDU.

    Instructions: download the .zip file below and open with 7Zip or Winzip, copy or drag the /data folder within to your Sega/Medieval II/mods/TATW folder and overwrite EVERYTHING it asks you to. Start a new game as Gondor and enjoy the gooey goodness of having 9 of your favorite characters of all time working for you!

    Caution: I have only tested this myself, I recommend making a complete backup of your /data folder before installing, just in case!

    Report any bugs or errors here and I will correct them as soon as possible.

    Known issues: Merry and Pippin use Sam's strat map and battle model because they were originally setup as spies and had none that I know of . . .

    DOWNLOAD:
    http://www.filefront.com/17407029/Fellowship-in-Gondor-Mod.7z/

    Full credits for this sub go to the TATW team, who inspired me to stop lurking and give modding a shot.
    Extra thanks to Baron Samedi for his stellar compilation sub-mod and all the contributors that he credits for his work.
    Last edited by SpankyJenkins; October 29, 2010 at 07:11 PM.

  2. #2

    Default Re: Fellowship Generals in Gondor 1.0 for TATW 2.1 + Baron Samedi's Compilation 2.0

    Seems interesting!

  3. #3

    Default Re: Fellowship Generals in Gondor 1.0 for TATW 2.1 + Baron Samedi's Compilation 2.0

    I'm loving your stuff Spanky

    The Gentle Touch Of A Woman's Hand Can Soothe The Tempest Of A Man's Heart Especially If They Cook Something Tasty
    =========================================================

  4. #4

    Default Re: Fellowship Generals in Gondor 1.0 for TATW 2.1 + Baron Samedi's Compilation 2.0

    I thought that my addition of gandalf the white to gondor was a bit ... strange of some sort ... and now someone else added the entire followship
    Anyway i suppose it will be fun

  5. #5

    Default Re: Fellowship Generals in Gondor 1.0 for TATW 2.1 + Baron Samedi's Compilation 2.0

    Quote Originally Posted by Tactician View Post
    I thought that my addition of gandalf the white to gondor was a bit ... strange of some sort ... and now someone else added the entire followship
    Anyway i suppose it will be fun
    Give it a shot! I'm still waiting for someone to tell me the damn thing actually works I've tested each component file on my own install but that doesn't necessarily mean it will work for everyone

    The best part, in my opinion is that these 9 units constitute a pretty self-sufficient force when combined into 1 army. . . and because they are generals they regenerate after battle! Especially once you get certain traits/ancillaries OP? bah, it's still just a half stack that can be overwhelmed by sufficient orc hordes or Harad cavalry charges, not to mention that damn Balrog in Moria!

  6. #6

    Default Re: Fellowship 9 Generals in Gondor 1.0 for TATW 2.1 + Baron Samedi's Compilation 2.0

    Just a heads-up anyone playing this with my merc mod - re-uploaded the ELITES and FREE merc files to that page, accidentally had test files up for the last day or two lol.

    Have a great weekend bashing evil with Fellowship Generals!!!

  7. #7
    Makrell's Avatar The first of all fish
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    Default Re: Fellowship 9 Generals in Gondor 1.0 for TATW 2.1 + Baron Samedi's Compilation 2.0

    Quote Originally Posted by SpankyJenkins View Post
    Q: is this compatible with your Mercenaries of Middle Earth sub-mod?
    A: heck yeah, glad that you mentioned that, find it here http://www.twcenter.net/forums/showthread.php?t=391397! Use only the descr_mercenaries file of your choice as the EDU from this Fellowship sub precludes the need for a new EDU.

    Man i love your submods to bad im not a Gondor player or i wuld download this mod definately.

  8. #8

    Default Re: Fellowship 9 Generals in Gondor 1.0 for TATW 2.1 + Baron Samedi's Compilation 2.0

    Quote Originally Posted by Makrell View Post

    Man i love your submods to bad im not a Gondor player or i wuld download this mod definately.
    I'm thinking about an alternate version that adds them to High Elves . . . since that is where the Fellowship would have formed originally. Hmm . . .

  9. #9
    Makrell's Avatar The first of all fish
    Join Date
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    Default Re: Fellowship 9 Generals in Gondor 1.0 for TATW 2.1 + Baron Samedi's Compilation 2.0

    Quote Originally Posted by SpankyJenkins View Post
    I'm thinking about an alternate version that adds them to High Elves . . . since that is where the Fellowship would have formed originally. Hmm . . .
    Is it possible to add them as an event for all good factions so that all factions can get them at game start and they would spawn near rivendell, for player faction

  10. #10

    Default Re: Fellowship 9 Generals in Gondor 1.0 for TATW 2.1 + Baron Samedi's Compilation 2.0

    Quote Originally Posted by Makrell View Post
    Is it possible to add them as an event for all good factions so that all factions can get them at game start and they would spawn near rivendell, for player faction
    That would be awesome! Unfortunately I don't know anything about scripts yet, hehe. I'll look into it

    In other news I found a missing unit texture in my game: Snaga Skirmishers for Orcs of Gundabad wasn't showing properly. If anyone finds any other missing textures in battle or anything let me know.

  11. #11

    Default Re: Fellowship 9 Generals in Gondor 1.0 for TATW 2.1 + Baron Samedi's Compilation 2.0

    Gonna try to make a version of this for FROME (without Samedi's compilation) over the weekend. I'm spending more time playing with files than playing the game but it's addicting once you get something to work! LOL

  12. #12

    Default Re: Fellowship Generals!!! //TATW 2.1 + Baron Samedi's Compilation 2.0

    Awesome mod...really improves the gameplay as Gondor! seem to be having a few issues with gandalf...He has a black hat and cloak in battle? didn't know if this is right or something is wrong? also im obviously running baron samedis compilation and when he died he did not respawn yet i tried this with other characters and they respawn fine, any ideas?

    Dont know if this is something you ahve done already but it would be cool to get gandalf the white for Gondor or when he respawns. Thanks for an awesome mod

  13. #13

    Default Re: Fellowship Generals!!! //TATW 2.1 + Baron Samedi's Compilation 2.0

    Sweet! Glad it's working as intended!

    Nope, I didn't change any models or colors, just used existing stuff. I went with the original Gandalf cuz I liked it better. Not sure how to make these heroes respawn . . . sounds like coding beyond my ken at the moment.

    Enjoy the mod!

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