RC animations need to combined with TATW 3.1 anims and recompiled.
but do you find this submod almost complete? apart from the few details.
Looks like Nemesis_GR has been doing a great job.
I'm on a mac, so I have special needs and problems. I'm playing RC 1.3 as Gondor and every time I encounter a orc bodyguard there is the lovely CTD. Also the orc bodyguard seem unable to move. It is when I attack the unit there is a CTD by the way. Also how d I install the Armor thingy? Where do I put the file? In data? Keep up the good job.
I'm talking about Mordor orc bodyguard.
@Jakethesnake if u read some posts up u ll see the solution to this bug.Anyway i ll upload next version in a while.It will fix this bug and do some more minor fixes.hf
@PB thanks mate!
EDIT:Version 1.3b is up.Hf all
Last edited by Nemesis_GR; January 30, 2012 at 11:19 AM.
Real Combat 1.4.1 UPDATED for TATW 4.4!
http://www.twcenter.net/forums/showthread.php?t=518028
Just curious, did you hate or like the other ideas or changes I made where I added a Uruk raider unit and changed the old raiders to swordsmen. See for me the problem with that unit being called raiders, makes little sense. I never heard of raiders in general having such strong, tough, or large shields for one thing. And if the unit idea was taken from the movie, they appeared to be light troops carrying swords and bows and little if any armor.
For Rohan, I changed scouts to horsemen militia, now this was not done soley for individual taste, I got the precedent and inspirational idea from a earlier Lord of the Rings mod for RTW, which had Rohan Militia as light horse units but a larger unit than most Rohan horse units and with lower attack and defense stats than them. While, I could not say a raider unit or unit name is a bad idea, logically and in general, it would be a fairly light fast moving unit. Scouts on the other hand are in reality more like what the game calls spies. They scout out enemy terrain or troop movements or places to fight or move out from or so on and they do so in very small units if even in a unit as often they maybe just individuals. In historical ancient egypt, they had a light horsemen unit of scouts, these men carried throwing sticks and sometimes even light bows. They were very few in number and rarely if ever participated in any battle, they were not a military unit as such, they only helped military by, scouting. The weapons they carried were not really to fight battles with but for self defense while doing their scouting job.
I also added Rhudaur hillmen, axmen, and horsemen to the Gundobad faction. Ideally, especially if you used Agostinos extra unit submod, should not the evil factions who already had fairly small rosters in vanilla receive any attention? If I could, I would probably add goblin men to OTMM, Dragon Scale warriors and maybe small units of wains to Rhun. If it were possible, it would be nice to see some nazgul on fell beasts. I might also make the otmm warg unit larger than the isengard one but with lower defense and attack stats.
If you add special smiths, what benefits might those constructions have? (aka Moria for Dwarves and Isengard for Isengard?) I do know the LOTR mod for RTW, I think, which actually had some of the same team working on that mod as worked on third age, as well I believe, did in fact have unique smiths for Isengard and I think Moria.
"It is worth while for those who disdain all human things for money, and who suppose that there is no room either for great honor or virtue, except where wealth is found, to listen to his story."
- Livy 3.26
RC can be adapted to any mod/submod.What you are suggesting is a completely new submod.So go ahead and make it!Adapting it to RC is a secondary issue.
Anyway if u want my opinion:
1.Uruk raiders should be light infantry.
2.Rohan could get cavalry militia but maybe there some gameplay issues with this.(public order,sieges etc).
3.OOG already have these units as mercenaries afaik.You made them recruitable?AOR?Anyway OOG and OOTM maybe need bigger rosters.
ps.There want be anything "special" about the mentioned smiths.They will just be higher level smiths.
Last edited by Nemesis_GR; January 30, 2012 at 11:49 PM.
Real Combat 1.4.1 UPDATED for TATW 4.4!
http://www.twcenter.net/forums/showthread.php?t=518028
Yes but not in the mountain areas. That is why I figured to make the simplest changes, make Rhudaur units recruitable in some Gundobad settlements. OOTM would need new goblin units, a bigger goblin unit, or goblin men. Goblin men would probably have low stats but have a higher moral and discipline. Anyway, being rare or hard to come by type units, or you could make them so, so that they are not overwhelming. You could do this with these factions and make the units smaller and or have a lower spawn rate than regular orc units.
That is why I suggest changing the Vanilla Raider to Uruk-Hai Swordsmen, with the body armor and most especially the huge shield they have and as good as that shield is, that does not look like light infantry but at least medium infantry. Which is why I cloned a Uruk-Hai archer unit with slightly different stats. I made the archers melee 4, and missile 6 with a 160 range and defense 8, and the new raiders, a much smaller unit, with 6 melee, 4 missile, range 140, and defense 10. This way they are better than the archers for defense and melee but not quite as good as the swordsmen, at least defense wise with no shield. The raider unit size is one size smaller than 113 on large setting. (I think that is 91?)
The Rohan militia, I only made slightly larger (79 on large setting) and changed the name. I thought about changing the stats to lower given the unit was larger, was my only reason but as of now I believe I have the old stats but larger unit number and new unit name.
Even with out the extra unit submod, many of the evil factions seem to have much smaller rosters, in that way, the choice and diversity of units the mod is a tad unbalanced. Sure you can argue some evil factions may not have as diverse of rosters as good factions, but so would some good factions and some evil factions would have as diverse a roster as any good faction.
I was not really trying to be a nuisance, I only wanted to suggest a few adjustments or additions to improve game play and immersion factors. These suggestions I have seen in other submods or other mods, aka the RTW version of Lord of the Rings, for instance or the Fourth Age RTW mod.
As for making a submod, I would love to use your RR/RC stat sheet. However, I would need help to make the OTMM goblin men units. And, ideally I would prefer the Raider unit had a different look with lighter armor, aka the Cleaver unit with Uruk-Hai archer weapons would be ideal as a raider unit.
Last edited by Cincinatus; February 01, 2012 at 04:06 AM.
"It is worth while for those who disdain all human things for money, and who suppose that there is no room either for great honor or virtue, except where wealth is found, to listen to his story."
- Livy 3.26
@Kolaris they must be one of the merc units used for spawning the additional stacks the ai gets.(i removed em on my last campaign).I ll check them.
@LordBlades RC uses a 7 tier armor upgrades system.(5 for all factions,one special for isengard,one special for dwarves-moria).I didnt want to make changes to export_buildings_db before the final 2.0 ver is out by PB.So i just lowered the armor upgrades of the units -1 lvl.(in most cases)This way all factions can upgrade most of their units(except the really heavy armored) and factions with lighter troops can upgrade them faster so that they can become more reliable.Imo smiths play a more important role with this version.
@jakethesnake You are talking about the olog-hai right?They are very powerful because of their high armor.But mordor should not be able to recruit them until very late.
Lossarnach axemen,pelargin marines,repeated changes to their flanks/backs and siege weapons are the way to go.I removed the spawning armies from thin air in my gondor campaign so i havent faced any.Does mordor get a lot of them?
Last time i faced them with gondor(with RC) two lossarnach axemen and boromirs Bg killed em.I will check them.
Edit:Two units of lossarnach axemen kill them with medium casualties.
Last edited by Nemesis_GR; February 01, 2012 at 10:22 AM.
Real Combat 1.4.1 UPDATED for TATW 4.4!
http://www.twcenter.net/forums/showthread.php?t=518028
Sindar BG only has a range of 200 and they are special, must be a mistake.
Also are there any big issues or changes coming up for the future Nemesis? reason im wondering is cause i want to edit a few files of my own but i prefer using your final version or close to it.
Last edited by Malanthor; January 31, 2012 at 12:33 AM.
No they are ok.They are skirmish archers.They get lower range but more accuracy.But they shouldnt have cannot_skirmish.
There are no major changes coming up.Only small fixes and tweeks as i play and get feedback from you.What might those changes be btw?hf
Real Combat 1.4.1 UPDATED for TATW 4.4!
http://www.twcenter.net/forums/showthread.php?t=518028
Are you planning on giving Orcs of the Misty Mountains the Gundabad spear-version Goblin Band, and Gundabad the Misty Mountain sword version Goblin Infantry?
I ask because in my campaign using 1.3, each side has a number of Goblin Infantry with the Rome Peasant UI card and a textureless battle model. I figured you were filling out their roster a bit but it had a few bugs along the way.
Okay. Oh nothing special really, i havent quite decided yet hehe, right now ive edited out the rhun elite mace infantry and replaced em with the halberd and sword unit from AUM. Some other changes here and there like unit classification, just personal preference really nothing major.![]()
@kolaris which version are u at?Barons?Is this bug active in custom battles or campaign only?I ll take a look at it.
Real Combat 1.4.1 UPDATED for TATW 4.4!
http://www.twcenter.net/forums/showthread.php?t=518028
1.3. No suffixes, not the ARMOR version.
In custom battles there's no problem; the extra unit isn't there. Playing the first few turns of a Gundabad/Orc campaign didn't show any oddities in the recruitment page, but turn ~70 of my Silvan Elves campaign Gundabad's armies are filled with this problem unit. I think I also saw them in OotMM armies, but they're destroyed and can't check.
What's the difference between 1.3 and 1.3-ARMOR?
I just want to say the trolls of Mordor are quite difficult to kill... I have three ballistas and a halfstack of archers as gondor, but to no avail. They take my spearmen without difficulty. I feel like a sissy, but someone has to say it. Maybe they have too good stats? They are near the same as the elephant things and they should be much better! Also tried costume battle and they killed my ents without suffering any casulties (the trolls).
Does anybody knows if I can use this together with the mod of Geranicu5.
And wich version should I download?
Last edited by Radagast the Brown; February 01, 2012 at 01:11 PM.
worshipper of Aulė ... and thx for all the dwarves