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Thread: About to Start a OotMM Campaign. Which of Baron's mods should I use?

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    Default About to Start a OotMM Campaign. Which of Baron's mods should I use?

    Like the title says I was actually about to start a OotMM campaign and wanted to ask opinions on which mods I should use from Baron's mod pack? Any that enhance the gameplay or are must have for OotMM since they are somewhat lacking at the moment in vanilla?

  2. #2
    Qba's Avatar Biarchus
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    Default Re: About to Start a OotMM Campaign. Which of Baron's mods should I use?

    Quote Originally Posted by Slywolf15 View Post
    Like the title says I was actually about to start a OotMM campaign and wanted to ask opinions on which mods I should use from Baron's mod pack? Any that enhance the gameplay or are must have for OotMM since they are somewhat lacking at the moment in vanilla?
    I'd suggest: Balrog from the start, Beacons of Gondor, Limiting the Stack Spam, Switching off the Garrison Script.
    Vae Victis!

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    FC Groningen's Avatar Senator
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    Default Re: About to Start a OotMM Campaign. Which of Baron's mods should I use?

    If you want to start with trolls, try total recruitment as well. Evil vs. good will prevent evil factions backstabbing you.

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    Qba's Avatar Biarchus
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    Default Re: About to Start a OotMM Campaign. Which of Baron's mods should I use?

    Quote Originally Posted by FC Groningen View Post
    Evil vs. good will prevent evil factions backstabbing you.
    That's right, but then you won't be able to make peace with Dwarves, SE or HE (to avoid fighting on many fronts).
    Vae Victis!

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    kraxmause's Avatar Semisalis
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    Default Re: About to Start a OotMM Campaign. Which of Baron's mods should I use?

    @Qba
    Ceasefires are still possible, so making peace is more difficult but still possible.

    @Bungo Baggins
    I don't think it works correctly in 3.1, when I tried the tech tree submod as OoG I was stuck with snaga stalkers and archers and nothing I did gave me access to better troops so I eventually got smashed to pieces by the dwarves.
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  6. #6

    Default Re: About to Start a OotMM Campaign. Which of Baron's mods should I use?

    Quote Originally Posted by kraxmause View Post
    @Bungo Baggins
    I don't think it works correctly in 3.1, when I tried the tech tree submod as OoG I was stuck with snaga stalkers and archers and nothing I did gave me access to better troops so I eventually got smashed to pieces by the dwarves.
    Good that you mention it.
    I never tested it myself, though I would probably when finally starting an orc campaign.

  7. #7

    Default Re: About to Start a OotMM Campaign. Which of Baron's mods should I use?

    I was actually going to ask about the Tech Tree mod. Would you happen to have any experience with the Interactive gameplay mod and the be evil stay evil?

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    Qba's Avatar Biarchus
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    Default Re: About to Start a OotMM Campaign. Which of Baron's mods should I use?

    Quote Originally Posted by Slywolf15 View Post
    I was actually going to ask about the Tech Tree mod. Would you happen to have any experience with the Interactive gameplay mod and the be evil stay evil?
    Be Evil, Act Evil - it's a good choice, because when you conquer a settlement with 90% elven culture, even the smallest cultural boost is priceless. AI usually does not pay ransom, so even if you ask for it, the prisoners will be killed (so why not exterminate them, and gain cultural bonus?)

    Interactive Gameplay mod - doesn't add many features, personally I've never been given any "rewards".
    Last edited by Qba; January 12, 2012 at 02:53 PM.
    Vae Victis!

  9. #9

    Default Re: About to Start a OotMM Campaign. Which of Baron's mods should I use?

    How about the tech tree for orc factions:
    http://www.twcenter.net/forums/showt...5#post10339765

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    Lazy's Avatar Biarchus
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    Default Re: About to Start a OotMM Campaign. Which of Baron's mods should I use?

    Do not use the allied ally stuff!
    After I got the strongest faction with Rhun I wanted to attack everyone at once... does not work! I cant quit any alliance
    Even if I send a diplomat and quit...They are renewed every turn!
    Now I have to start a new campaign ... and change a lot of scripts :/

    The good vs evil mod seems a bit "strange" too...
    I would suggest to deny it and create the alliances by console:
    diploamatic stance faction1 faction2 allied/war
    Quote Originally Posted by SirWarts View Post
    ...the woman trampled didn't look impenetrable. So they ran through her.

  11. #11

    Default Re: About to Start a OotMM Campaign. Which of Baron's mods should I use?

    Quote Originally Posted by Lazy View Post
    Do not use the allied ally stuff!
    After I got the strongest faction with Rhun I wanted to attack everyone at once... does not work! I cant quit any alliance
    Even if I send a diplomat and quit...They are renewed every turn!
    Now I have to start a new campaign ... and change a lot of scripts :/
    Try and break your alliances with everyone in just one turn.

    Might be a bit more effort, but that should stop the script...

  12. #12
    Lazy's Avatar Biarchus
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    Default Re: About to Start a OotMM Campaign. Which of Baron's mods should I use?

    You have bad luck Bungo... cannot rep you twice
    Thanks for this hint! Should have had thought of that! Will try that with that new campaign AI
    Quote Originally Posted by SirWarts View Post
    ...the woman trampled didn't look impenetrable. So they ran through her.

  13. #13

    Default Re: About to Start a OotMM Campaign. Which of Baron's mods should I use?

    Just wanted to say thank you for the input I appreciate it. : )

  14. #14

    Default Re: About to Start a OotMM Campaign. Which of Baron's mods should I use?

    Quote Originally Posted by Slywolf15 View Post
    Like the title says I was actually about to start a OotMM campaign and wanted to ask opinions on which mods I should use from Baron's mod pack? Any that enhance the gameplay or are must have for OotMM since they are somewhat lacking at the moment in vanilla?
    OoTMM are not lacking.

    Not sure why people think that.

    I am getting ready to win my current campaign using the OoTMM and you don't need any mod's.

    I never even got the Balrog, which is fine because I don't need it.

    All you need for OoTMM are siege weapons,warg, and snaga skirmishers. Trolls are nice, but not necessary.

    Seriously, with proper tactics you can easily win your campaign with just ballistas, wargs, and snaga skirmishers.

    I would recommend taking mountain regions before forest regions, but other than that OoTMM are not hard to win with... especially true if you use Invasions to your advantage. Be preparing for the invasion, try to call it yourself so you can control what is happening and when it ends... this is when your dynasty will really surge forth.... the 2nd invasion will be the final nail in the coffin for the elves and dwarves.

    I am on turn 109 and I think I should win the campaign by turn 140 at the latest... as I only have 13 regions to take... maybe I could do it sooner, but am going slow.

    Anyway, OoTMM are not wanting. You don't need mods to make it easier.

    Just make sure you have lots of Warg, Snaga skirmishers, and ballista.

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