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Thread: TATW Unofficial patch 4.0

  1. #1361

    Default Re: New custom settlements - RELEASED!

    Thanks for all your work Leo! Enjoy your campaign!

  2. #1362

    Default Re: New custom settlements - RELEASED!

    Quote Originally Posted by leo.civil.uefs View Post
    I have no intentions of creating a new Cair Andros. So I will replace it with a vanilla castle for the next release.
    Thank you!!!!! Good that at least one share my view on Cair Andros that its so bad that a vanilla castle is much better then a crappy custom settlement.

    Quote Originally Posted by leo.civil.uefs View Post
    Osgiliath has received tons of improvement and works pratically perfect now.
    Thank you so much again.....
    Good going CA, you really must be proud of your hard work.....

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  3. #1363
    FrozenmenSS's Avatar Senator
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    Default Re: New custom settlements - RELEASED!

    Can you just let it there with only with 2 river crossings on both sides and after some time to make the big Decision and let us vote what to do about Cair Andros

  4. #1364

    Default Re: New custom settlements - RELEASED!

    Quote Originally Posted by FrozenmenSS View Post
    Can you just let it there with only with 2 river crossings on both sides and after some time to make the big Decision and let us vote what to do about Cair Andros
    I agree! For me Cair Andros is like a annoying little brother or sister.... sometimes I wish to kill it, but in a strange way I love it, too. And 2 river crossings would be great!

  5. #1365
    Dutch-Balrog's Avatar Domesticus
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    Default Re: New custom settlements - RELEASED!

    Or maybe a couple of bridges will work, just like in Osgiliath, at least it will fix the retreating AI.

  6. #1366

    Default Re: New custom settlements - RELEASED!

    Just find a way for the AI to run away without being traped.

    Best thing would be to find a way to make the AI to attack you when the army sizes are the same size.
    Good going CA, you really must be proud of your hard work.....

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  7. #1367
    FrozenmenSS's Avatar Senator
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    Default Re: New custom settlements - RELEASED!

    http://tolkiengateway.net/wiki/Cair_Andros there were no bridges in Cair Andros. 2 river crossings would be great for reinforcements to come help the defender from the other site of the river.Another my idea is to make the island flat outsite the fortress and with field in the middle sector of the island.And for the southern cape of the island compact trees forming a little forrest. Nothing else about the fortress - only some cosmetic changes to be in order to the changes to the new terrain.Cant think nothing more.Thats from me

  8. #1368

    Default Re: New custom settlements - RELEASED!

    I have no intentions of creating a new Cair Andros. So I will replace it with a vanilla castle for the next release.
    Optional ? Please do it, because i would fell so sad without the ship island . I love it depite bugs...
    Sorry for my bad English ; I'm Belgian.

  9. #1369

    Default Re: New custom settlements - RELEASED!

    Can I use this together with Uncle Imrahil+Dwarven+Aragorn Family Trees minimod?

    BTW: Download link doesn't work.
    Last edited by Red Viper; April 28, 2013 at 11:20 AM.

  10. #1370
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: New custom settlements - RELEASED!

    Quote Originally Posted by Red Viper View Post
    Can I use this together with Uncle Imrahil+Dwarven+Aragorn Family Trees minimod?
    I assume this mod has an edited descr_strat.txt?
    If so no, they won't work together, but they can be merged manually

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  11. #1371
    leo.civil.uefs's Avatar É nķis que vôa bruxão!
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    Default Re: New custom settlements - RELEASED!

    Thanks to makanyane, now there will be no more ambient buildings in TATW. (that buildings that randomly shows in battlemaps).
    So no more monasteries or farms in mordor or stonehenges in harad etc.

    That was, in my opinion, one of the worst immersion breakers, and now we got rid of it.
    It will be included in my next pack.

  12. #1372
    Dutch-Balrog's Avatar Domesticus
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    Default Re: New custom settlements - RELEASED!

    Awsome! Yeah i hated those things.

  13. #1373
    Araval's Avatar Protector Domesticus
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    Default Re: New custom settlements - RELEASED!

    This is great!

  14. #1374
    intel's Avatar Protector Domesticus
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    Default Re: New custom settlements - RELEASED!

    Well' the real deal-breaker were the palm trees in Mordor ) Leo, could you explain why making custom settlements is so much harder than what you've already done?


  15. #1375
    leo.civil.uefs's Avatar É nķis que vôa bruxão!
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    Default Re: New custom settlements - RELEASED!

    Quote Originally Posted by intel View Post
    Well' the real deal-breaker were the palm trees in Mordor )
    The remaining palm trees were from the ambient buildings, They will dissapear now.

    Quote Originally Posted by intel View Post
    Leo, could you explain why making custom settlements is so much harder than what you've already done?
    What do you mean with that question? I dont understand.

  16. #1376
    intel's Avatar Protector Domesticus
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    Default Re: New custom settlements - RELEASED!

    I meant generic settlements! Awww silly me.


  17. #1377
    leo.civil.uefs's Avatar É nķis que vôa bruxão!
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    Default Re: New custom settlements - RELEASED!

    Its not about beeing difficult. Its not dificult. It just takes A BRUTAL AMOUNT OF WORK AND TIME.
    TATW is a mod, that means we must take the more as possible from vanilla.
    If we have medieval cities that could be reskined and then used as generic gondor cities, then it will be.
    There are other priorities now. And I am only one man.

  18. #1378

    Default Re: New custom settlements - RELEASED!

    Hi!

    Awesome work. Question.

    Do you plan to make Thandruils halls?

  19. #1379
    Dutch-Balrog's Avatar Domesticus
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    Default Re: New custom settlements - RELEASED!

    Let's first wait for the second Hobbit film for inspiration.

  20. #1380
    paradamed's Avatar Praepositus
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    Default Re: New custom settlements - RELEASED!

    Quote Originally Posted by leo.civil.uefs View Post
    Its not about beeing difficult. Its not dificult. It just takes A BRUTAL AMOUNT OF WORK AND TIME.
    TATW is a mod, that means we must take the more as possible from vanilla.
    If we have medieval cities that could be reskined and then used as generic gondor cities, then it will be.
    There are other priorities now. And I am only one man.
    I think giving the elves additional levels for their generic settlements is more needed at the moment.

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