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Thread: [RELEASE!] Larger Units Mod, With Better Units For 2.1 V1.0

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  1. #1
    airborne guy's Avatar Domesticus
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    Default [RELEASE!] Larger Units Mod, With Better Units For 2.1 V1.0

    Hello everyone! If you are having trouble playing with Gondor or Rohan, I made it a little easier for you. I was tinkering with the script and made Rohan and Gondor a little better. If you want huge battles against the evil factions, look no further. All infantry, archers and cavalry have been buffed.You can spend all that hard earned money on your economy. The big buff is the cavalry, some may think its a little overpowered but they should be, lol. I think the cavalry should be like the movie where they steam roll everything anyway. I also increased the unit sizes too. This mod is also compatible with Baron Samedis compilation, and ll Ducce expanded map mod. It is meant to play on VH/VH, anything lower is just easy. You will find it quit fun though. I dont know about any other mods, and it is a WIP as I am changing other stuff like other factions later on and other suprises to include better looking horses cuz I think they look alittle too fat. If someone can give a a hand with that I would greatly appreciaite it. I could also use some feedback to let me know what you think. I NEED FEEDBACK PLEASE NEGATIVE OR POSITIVE!!
    CHEERS GUYS!


    Installation

    - Just replace the descr_unit script that is located here... C:\Program Files (x86)\SEGA\Medieval II Total War\mods\Third_Age\data-
    - Be sure to back up the original just in case you dont like it.



    NOTES

    - All infantry are now 202 men-
    - All cavalry are now 102 men -
    - Also changed unit stats for all units for Gondor and Rohan to be just a little bit stronger-
    - Recruitment prices and upkeep are lowered just a fraction to focus more on your economy-
    - more arrows for your archers and javelins-


    SPECIAL THANKS TO KING KONG AND HIS CREW FOR THIS BRILLIANT MOD-

    Pictures










    Next Update
    There will be a Silvan Elves and Isengard buff. The Silvan Elves heavy units will remain the same as far as infantry, but there all their archers will have larger units and more arrows. They will have the same upkeep costs and Isengard will be buffed by means of attack and defense. Also Gondors upkeep will be raised back to vanilla due to the feedback that I have gotten along with Rohans cavalry since they have been buffed all around. Some membes have requeetsed the larger units, so this is it. Also the next update will include the expanded map mod by llDucce, located here...http://www.twcenter.net/forums/showthread.php?t=432985
    Last edited by airborne guy; June 09, 2011 at 04:45 PM.

  2. #2
    GM207's Avatar Decanus
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    Default Re: Better Rohan and Gondor Mod

    Well here's my feed back, I wish I could mod but I don't know how, if you know anyone who could do this let me know here's my thoughts, hope you like them, you know when playing this mod it feels like playing to conquer middle earth, I might as well play Rome Total War or Napoleon, it just does'nt feel like the time where middle earth was in a very critical time period where the race of men might be demolished, and that's not what to Lord Of The Rings story is all about.
    In my opinion it should be a hole Totaly diffrent gaming experience, a gamplay of survival where you might acualy lose, the story of when the ring was found with Bilbo of the Shire to the end when the Ring was distroyed was a very serious critical time for the race of men, and it did'nt take years and years in the story, wich means in this perticular case in the mod, each city's population should be fairly the same at all times, population should not rise at all in my opinion, it make you more aware if each and every man you lose on the battlefield, not only that population level to be very low where you are on the deffensive mode strategy.
    Remember also the enemy has a set amount of population as well, wich means if you play the mod right, it would give a great close experience of what it would had felt like actualy being there, if you find my idea appealing population should not change at all, since this story only happend over a few years time, not decades, population could only go down as you suffer casualties on the battlefield.
    Now the financial view point you should be able to have money to support a decent army, but knowing that you have a set population you are more caucious with that army, taking rebel villages will only be worse cz these people only hate you and that result in a rebellion all the time, you cannot use there population to fight your cause to.
    And when you lose a city, your cetizens living there will not stay in that city under the rule of the Orcs that is an oxy moron thought, they would flee to another friendly city, they might lose some numbers in the process but they deffently don't stay in a forren occupied city, where death in deffenit
    Last edited by GM207; March 15, 2011 at 11:01 AM.

  3. #3
    airborne guy's Avatar Domesticus
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    Default Re: Better Rohan and Gondor Mod

    Interesting input, but I was wondering about the mod itself. I cant do anything that you just said, try the fellowship campaign. Did you try the cavalry? Do I need to make it a little weaker?

  4. #4
    GM207's Avatar Decanus
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    Default Re: Better Rohan and Gondor Mod

    Quote Originally Posted by airborne guy View Post
    Interesting input, but I was wondering about the mod itself. I cant do anything that you just said, try the fellowship campaign. Did you try the cavalry? Do I need to make it a little weaker?
    lol, I honestly don't like to play this mod in general, cz it sure does'nt feel like Lord Of The Rings, and the race of men at a very critical braking point, so I haven't tried your submod therefore I have no opinion on that, it's just I wish I can impliment my idea I mentioned up there to someone ho cares, I wish I know how to make a sub mod so I can do it
    Last edited by GM207; March 15, 2011 at 06:33 PM.

  5. #5
    airborne guy's Avatar Domesticus
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    Default Re: Better Rohan and Gondor Mod

    Quote Originally Posted by GM207 View Post
    lol, I honestly don't like to play this mod in general, cz it sure does'nt feel like Lord Of The Rings, and the race of men at a very critical braking point, so I haven't tried your submod therefore I have no opinion on that, it's just I wish I can impliment my idea I mentioned up there to someone ho cares, I wish I know how to make a sub mod so I can do it
    Thats fine, It is lord of the rings, what are you talking about... In the books and the movies the cavalry made a huge difference and even archers and infantry made a bigger difference than vanilla. Anyway good luck with your search

  6. #6
    el Cid's Avatar Campidoctor
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    Default Re: Better Rohan and Gondor Mod

    Quote Originally Posted by GM207 View Post
    Well here's my feed back, I wish I could mod but I don't know how, if you know anyone who could do this let me know here's my thoughts, hope you like them, you know when playing this mod it feels like playing to conquer middle earth, I might as well play Rome Total War or Napoleon, it just does'nt feel like the time where middle earth was in a very critical time period where the race of men might be demolished, and that's not what to Lord Of The Rings story is all about.
    In my opinion it should be a hole Totaly diffrent gaming experience, a gamplay of survival where you might acualy lose, the story of when the ring was found with Bilbo of the Shire to the end when the Ring was distroyed was a very serious critical time for the race of men, and it did'nt take years and years in the story, wich means in this perticular case in the mod, each city's population should be fairly the same at all times, population should not rise at all in my opinion, it make you more aware if each and every man you lose on the battlefield, not only that population level to be very low where you are on the deffensive mode strategy.
    Remember also the enemy has a set amount of population as well, wich means if you play the mod right, it would give a great close experience of what it would had felt like actualy being there, if you find my idea appealing population should not change at all, since this story only happend over a few years time, not decades, population could only go down as you suffer casualties on the battlefield.
    Now the financial view point you should be able to have money to support a decent army, but knowing that you have a set population you are more caucious with that army, taking rebel villages will only be worse cz these people only hate you and that result in a rebellion all the time, you cannot use there population to fight your cause to.
    And when you lose a city, your cetizens living there will not stay in that city under the rule of the Orcs that is an oxy moron thought, they would flee to another friendly city, they might lose some numbers in the process but they deffently don't stay in a forren occupied city, where death in deffenit
    Quote Originally Posted by GM207 View Post
    lol, I honestly don't like to play this mod in general, cz it sure does'nt feel like Lord Of The Rings, and the race of men at a very critical braking point, so I haven't tried your submod therefore I have no opinion on that, it's just I wish I can impliment my idea I mentioned up there to someone ho cares, I wish I know how to make a sub mod so I can do it
    Lol how can you give feedback if you haven't played it?

  7. #7
    airborne guy's Avatar Domesticus
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    Default Re: Better Rohan and Gondor Mod

    Quote Originally Posted by el Cid View Post
    Lol how can you give feedback if you haven't played it?
    Thankyou! +rep

  8. #8

    Default Re: Better Rohan and Gondor Mod

    Going to test it now. I'll start a Rohan campaing but I can't play much, so maybe after this weekend I post feedback.

  9. #9
    airborne guy's Avatar Domesticus
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    Default Re: Better Rohan and Gondor Mod

    Quote Originally Posted by Excellion View Post
    Going to test it now. I'll start a Rohan campaing but I can't play much, so maybe after this weekend I post feedback.
    Ok cool, Rohan cavalry is awesome, so just let me know

  10. #10

    Default Re: Better Rohan and Gondor Mod

    Quote Originally Posted by airborne guy View Post
    Ok cool, Rohan cavalry is awesome, so just let me know
    Ok, I didn't give it a real "test" but I played Rohan till around turn 87 (Arnor reemerged). Rohan cavalry is powerfull indeed. More interesting since their Mearas should be the best horses. Combat stats is kinda OK for me, but in fact you can keep some huge army fairly easy. I still need a serious avaliation of the changes. To be honest, I didn't play "vanilla" Rohan, so no stardarts of comparison, but for now I think army unkeep should be higher for cavalry units. All units used to tire really fast, so I gave them "hardy", because a cavalry unit tiring faster than snaga infantry makes no sense, but I think I should let it cavalry only, and remove from infantry. Also, I'm still thinking in a way to nerf infantry without killing Rohan ability to defend itself in sieges.

  11. #11
    airborne guy's Avatar Domesticus
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    Default Re: Better Rohan and Gondor Mod

    Quote Originally Posted by Excellion View Post
    Ok, I didn't give it a real "test" but I played Rohan till around turn 87 (Arnor reemerged). Rohan cavalry is powerfull indeed. More interesting since their Mearas should be the best horses. Combat stats is kinda OK for me, but in fact you can keep some huge army fairly easy. I still need a serious avaliation of the changes. To be honest, I didn't play "vanilla" Rohan, so no stardarts of comparison, but for now I think army unkeep should be higher for cavalry units. All units used to tire really fast, so I gave them "hardy", because a cavalry unit tiring faster than snaga infantry makes no sense, but I think I should let it cavalry only, and remove from infantry. Also, I'm still thinking in a way to nerf infantry without killing Rohan ability to defend itself in sieges.
    Thanks for the feedback. I am going to make some changes this week to Rohan and Gondor and will work on the Silvan elves and Isengard. the elves will be buffed since all of my campaigns I always have to bail them out. The next release will work on the balance for the upkeep and some other stuff.+rep to you for your feedback!
    Last edited by airborne guy; March 26, 2011 at 02:40 AM.

  12. #12
    Vifarc's Avatar Senator
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    Default Re: Better Rohan and Gondor Mod

    Quote Originally Posted by Excellion View Post
    Rohan cavalry is powerfull indeed. More interesting since their Mearas should be the best horses.
    Not in the War of the Ring times, king family of Rohan had no longer anyone. The Mearas that Gandalf called was among the very few last ones (if not THE last).
    > > Divide&Conquer submod user, playing RealmOfLothlõrien (ThirdAge mod). < <
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  13. #13

    Default Re: [RELEASE!] Better Gondor and Rohan, With Larger Units for 2.1 v1.0

    Congratulations for your work !!! Well done ...

  14. #14

    Default Re: [RELEASE!] Better Gondor and Rohan, With Larger Units for 2.1 v1.0

    I haven't played it, but I would imagine with these changes;

    - All infantry are now 202 men-
    - All cavalry are now 102 men -
    - Also changed unit stats for all units for Gondor and Rohan to be just a little bit stronger-
    - Recruitment prices and upkeep are lowered just a fraction to focus more on your economy-
    - more arrows for your archers and javelins-

    ... it will seriously mess up the battle and campaign balance, even for auto-resolve battles between the AI as you only changed two factions and did nothing but improve them. It is no fun without balance, it is either sadist or masochist

    + rep for your work.
    Last edited by alreadyded; March 21, 2011 at 02:00 PM.

  15. #15
    airborne guy's Avatar Domesticus
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    Default Re: [RELEASE!] Better Gondor and Rohan, With Larger Units for 2.1 v1.0

    Quote Originally Posted by alreadyded View Post
    I haven't played it, but I would imagine with these changes;

    - All infantry are now 202 men-
    - All cavalry are now 102 men -
    - Also changed unit stats for all units for Gondor and Rohan to be just a little bit stronger-
    - Recruitment prices and upkeep are lowered just a fraction to focus more on your economy-
    - more arrows for your archers and javelins-

    ... it will seriously mess up the battle and campaign balance, even for auto-resolve battles between the AI as you only changed two factions and did nothing but improve them. It is no fun without balance, it is either sadist or masochist

    + rep for your work.
    Thank you for your feedback. I am currently working on fixing Gondor and Rohans unit strength, no unt size back to vanilla. The unit size will remain the same but they are too strong. Rohans cavalry will reamain the same though. After I am done with those two factions I will start on Isengard and The Silvan elves. Thanks again for your feedback! Strongly noted

  16. #16
    sanderman2's Avatar Centenarius
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    Default Re: [RELEASE!] Better Gondor and Rohan, With Larger Units for 2.1 v1.0

    my opinion about it is i like it its nive but why u choosed gondor to make bigger units and stronger, gondor in my campaign always wins they destroy mordor and puch back harad. on VH/VH. but rohan usually gets raped so thats good.

  17. #17
    airborne guy's Avatar Domesticus
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    Default Re: [RELEASE!] Better Gondor and Rohan, With Larger Units for 2.1 v1.0

    Quote Originally Posted by sanderman2 View Post
    my opinion about it is i like it its nive but why u choosed gondor to make bigger units and stronger, gondor in my campaign always wins they destroy mordor and puch back harad. on VH/VH. but rohan usually gets raped so thats good.
    On my campaigns on VH/VH, I play as Rohan, Gondor is always getting raped. Losing Minas Tirith by turn 40 or something like that. It has happened alot in the last 4 campaigns I have played as High Elves and Silvan too. So I decied to helpl them out, lol.

  18. #18
    Lü Bu's Avatar "Mightyest Man Alive"
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    Default Re: [RELEASE!] Better Gondor and Rohan, With Larger Units for 2.1 v1.0

    this makes gondor, rohan overpowered in campaing...Eleves have 200 per battalion too?
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  19. #19
    airborne guy's Avatar Domesticus
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    Default Re: [RELEASE!] Better Gondor and Rohan, With Larger Units for 2.1 v1.0

    Quote Originally Posted by Lü Bu View Post
    this makes gondor, rohan overpowered in campaing...Eleves have 200 per battalion too?
    The Silvan Elves will not have 200 per Battallion because they are already powerful as they are, their archers will have more numbers as well as more arrows though. I am also giving isengard a buff too, so that Rohan can hold them off while Gondor fights Mordor and Harad.

  20. #20

    Default Re: [RELEASE!] Larger Units Mod, With Better Units For 2.1 V1.0

    Fresh news: Although I'm not very advanced in campaing, I noticed that since I installed you EDU, Gondor and Rohan are OWNING. Rohan conquered half Middle Earth and only stoped when they reached allies. In my Rohan gameplay, Gondor owned Mordor before turn 100.

    Too overpowered if you ask me, but I think this is something to do with the garrisson script, since whenever they attack a town it spawns a full stack of soldiers and if the unkeep bankrupt then, the money script avoids it. So in the end all you have are spring-out-of-nothing superior and free armies for Gondor and Rohan.

    So if you are planning to continue on this, I suggest you talk to Germanicu5, since he wrote the garrison script, and ask for tutorials.

    'Tis the best feedback I can give you for now, good luck.

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