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Thread: Mine and Merc's for 3.0 :)

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  1. #1
    Raiven's Avatar Ducenarius
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    Default Mine and Merc's for 3.0 :)

    Made it for my own pleasure, but if someone is interested I would like to share. At the moment I added mine for custom battles and campaign and some mercenaries for Isengard and Mordor as well.
    Mine will become available in second level siege workshop.
    Included mercenaries:

    • Desert Archers (Mordor)
    • Southron spearman (Mordor)
    • Clansmen (Mordor)
    • Clan Hunters (Mordor)
    • Balchoth tribesman (Mordor)
    • Hillmen (Isengard)
    • Rhudaur Axemen (Isengard) - not at the start of the game
    • Rhudaur Scouts (Isengard)
    • Orc Looters (Isengard)
    • Orc Archers (Isengard)


    Instruction: unwrap the file but do not copy the folder. Open it then copy ad overwrite export_descr_buildings and export_descr_unit in your Third age data folder.
    Copy descr_mercenaries data/world/maps/campaign/imperial_campaign

    All credits for King Kong, D_A, TA team and Moneybags14 who made it to work. Enjoy!

    p.s. make back-ups for your own safety.
    Last edited by Raiven; December 17, 2011 at 11:51 AM.

  2. #2
    Moneybags14's Avatar Ordinarius
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    Default Re: Mine and Merc's for 3.0 :)

    Quote Originally Posted by Raiven View Post
    Made it for my own pleasure, but if someone is interested I would like to share. At the moment I added mine for custom battles and campaign and some mercenaries for Isengard and Mordor as well.

    Instruction: unwrap the file but do not copy the folder. Open it then copy ad overwrite export_descr_buildings and export_descr_unit in your Third age data folder.
    Copy descr_mercenaries data/world/maps/campaign/imperial_campaign

    All credits for King Kong and TA team. Enjoy!

    p.s. make back-ups for your own safety.
    hey! what about the guy who got it to work!?

    The mine that is

  3. #3
    Raiven's Avatar Ducenarius
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    Default Re: Mine and Merc's for 3.0 :)

    Quote Originally Posted by Moneybags14 View Post
    hey! what about the guy who got it to work!?

    The mine that is
    Mine is in game, so I supposed it was done by team. Am I wrong?!

  4. #4
    Moneybags14's Avatar Ordinarius
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    Default Re: Mine and Merc's for 3.0 :)

    Well D_A made it, but they couldn't get it to work. So they had me do it

  5. #5
    Raiven's Avatar Ducenarius
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    Default Re: Mine and Merc's for 3.0 :)

    Quote Originally Posted by Moneybags14 View Post
    Well D_A made it, but they couldn't get it to work. So they had me do it
    Ohh, did not know mate..sorry! Added you to credits too!

    @Berengar ok..I will do it later today. It is not much at the moment. Maybe I will do more..well time will tell!
    Last edited by Raiven; December 17, 2011 at 04:46 AM.

  6. #6

    Default Re: Mine and Merc's for 3.0 :)

    Is it really the mine i'm thinking of? the mine of isenguard? ing cool?
    Do you think it is compatible with the baron samedi's compilation? Can the AI use it?

  7. #7
    Raiven's Avatar Ducenarius
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    Default Re: Mine and Merc's for 3.0 :)

    Updated first post with mercenary list. Regional presentation is not perfect though, because you can recruit them in all Isengard territories, and in most of Mordor territories. These units mainly represent man units fighting at evil side as there were man camps in mordor, and logic wise you should be able to recruit them.

    Quote Originally Posted by GueulEclator View Post
    Is it really the mine i'm thinking of? the mine of isenguard? ing cool?
    Do you think it is compatible with the baron samedi's compilation? Can the AI use it?
    Yup, it is Isengard mine, and no - I belive it is not compatible with Samedi's mod (but not sure) as it adds much, including units. As for AI - mine can be used by AI because it is represented in campaign, but when I tested it in custom battles AI did not used them properly. Thing is that AI uses siege weapons before assaulting the walls. In case of mine you have to place it beside the walls, and obviously it is shot down before even reaching them.
    Last edited by Raiven; December 17, 2011 at 11:53 AM.

  8. #8

    Default Re: Mine and Merc's for 3.0 :)

    Are you still working on the submod. because it would really be cool if you managed to make ai use them properly. You could also try to add this to baron samedi's compilation.

  9. #9

    Default Re: Mine and Merc's for 3.0 :)

    Can you give us a list of the mercs and recruitment conditions in your submod? Pretty please

  10. #10

    Default Re: Mine and Merc's for 3.0 :)

    On my computer AI use the mine .
    Sorry for my bad English ; I'm Belgian.

  11. #11
    Gallus's Avatar Protector Domesticus
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    Default Re: Mine and Merc's for 3.0 :)

    Can you please tell me wich lines you changed in EDU and EDB for the mine? I'm making an awesometastic submod which will include my own version of RR/RC and don't want to lose 5 hours of work.
    Last edited by Gallus; December 28, 2011 at 10:22 AM.

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