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  1. #1
    Tiro
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    Default No sub mods?

    Title says all. LOTR mod for Medieval 2 has tons of it, why not here?

  2. #2
    Clagius's Avatar Campidoctor
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    Default Re: No sub mods?

    There is 2 released ones. But the first one's links are dead and the other one is not done good to be played.


  3. #3
    TheDarkKnight's Avatar Compliance will be rewarded
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    Default Re: No sub mods?

    Cause no one has wanted to work on any...
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  4. #4
    Tiro
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    Default Re: No sub mods?

    Quote Originally Posted by Gen. Chris View Post
    Cause no one has wanted to work on any...
    Then its kinda paradoxial, becuase there is almost a dozen Rome TW mods over the same era and almost doing the same things, but here because its fantasy, one could think people would feel more free to mod and add stuff and lore in submods...

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    Default Re: No sub mods?

    Quote Originally Posted by jrhindo View Post
    Then its kinda paradoxial, becuase there is almost a dozen Rome TW mods over the same era and almost doing the same things, but here because its fantasy, one could think people would feel more free to mod and add stuff and lore in submods...
    If I knew how to mod, I would have done or started to create one.


  6. #6
    Tiro
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    Default Re: No sub mods?

    Quote Originally Posted by Babylonian View Post
    If I knew how to mod, I would have done or started to create one.
    Same here :p

  7. #7
    Spike's Avatar Primicerius
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    Default Re: No sub mods?

    indeed, some units add on and rebalancements is made by me and Rahwana back then, but I'm a little busy right now:

    http://www.twcenter.net/forums/showthread.php?t=447887

    unless you want to give some ideas for this (I'm rather in the lack of creativity now)
    maybe I'll continue that

    maybe adding another faction can be done (at cost of removing.... OMGWTF T.T)

    Annokerate Koriospera Yuinete Kuliansa


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    Default Re: No sub mods?

    I have changed a couple files to allow for a unit that was hidden in the files to be recruitable...


    I was trying to create a new unit, a sword-wielding Gondor militia, so what I was trying to do was tweak the Tower Guards uniform by giving it the same brown color as the Guardsman. While attempting to make it, I discovered that there was already a skin and a unit ID for it, but it wasn't being used. "Gondor City Guards". They are a handy little unit...More powerful than Guardsman but less powerful than Men at Arms.

    I wish I could remember what I did though.

    In any case, it would be worth checking out the games files for other units that are not currently being used.
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  9. #9
    Clagius's Avatar Campidoctor
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    Default Re: No sub mods?

    Quote Originally Posted by Gen. Chris View Post
    I have changed a couple files to allow for a unit that was hidden in the files to be recruitable...


    I was trying to create a new unit, a sword-wielding Gondor militia, so what I was trying to do was tweak the Tower Guards uniform by giving it the same brown color as the Guardsman. While attempting to make it, I discovered that there was already a skin and a unit ID for it, but it wasn't being used. "Gondor City Guards". They are a handy little unit...More powerful than Guardsman but less powerful than Men at Arms.

    I wish I could remember what I did though.

    In any case, it would be worth checking out the games files for other units that are not currently being used.
    Can you tell me how to make Fountain guards of Gondor recruitable, but only in Minas Tirith and long ass training time?


  10. #10
    TheDarkKnight's Avatar Compliance will be rewarded
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    Default Re: No sub mods?

    Quote Originally Posted by Babylonian View Post
    Can you tell me how to make Fountain guards of Gondor recruitable, but only in Minas Tirith and long ass training time?

    Go to the file "export_descr_buildings"

    Under
    Spoiler Alert, click show to read: 
    "gon_barracks4 requires factions { carthage, } and hidden_resource men and building_present equestrian and building_present gon_forge"


    add this anywhere under it, but make sure to make the spacing right.
    Spoiler Alert, click show to read: 
    recruit "gondor fountainguard" 0 requires factions { carthage, } and hidden_resource minas_tirith


    That should do it.

    You can edit the training time in export_descri_unit for yourself.
    Last edited by TheDarkKnight; December 17, 2011 at 10:16 PM.
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  11. #11
    Clagius's Avatar Campidoctor
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    Default Re: No sub mods?

    Quote Originally Posted by Gen. Chris View Post
    Go to the file "export_descr_buildings"

    Under
    Spoiler Alert, click show to read: 
    "gon_barracks4 requires factions { carthage, } and hidden_resource men and building_present equestrian and building_present gon_forge"


    add this anywhere under it, but make sure to make the spacing right.
    Spoiler Alert, click show to read: 
    recruit "gondor fountainguard" 0 requires factions { carthage, } and hidden_resource minas_tirith


    That should do it.

    You can edit the training time in export_descri_unit for yourself.
    Big thanks! +rep'd.


  12. #12
    TheDarkKnight's Avatar Compliance will be rewarded
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    Default Re: No sub mods?

    Quote Originally Posted by Babylonian View Post
    Big thanks! +rep'd.
    So you liking it?

    Unfortunately, iirc, training them produces generals, I believe. Which may not feel unfortunate to others but when you have too many...lol
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  13. #13
    Tiro
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    Default Re: No sub mods?

    btw nice hijack

  14. #14
    TheDarkKnight's Avatar Compliance will be rewarded
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    Default Re: No sub mods?

    Quote Originally Posted by jrhindo View Post
    btw nice hijack
    What?
    Things I trust more than American conservatives:

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