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Thread: Diplomacy & Invasions + Improved Vegetation Rendering // Compatible with almost every 3.1 sub-mod // Super Easy Installer released //Unite the free people of Middle Earth under one banner and strike Sauron's forces hard!

  1. #1

    Default Diplomacy & Invasions + Improved Vegetation Rendering // Compatible with almost every 3.1 sub-mod // Super Easy Installer released //Unite the free people of Middle Earth under one banner and strike Sauron's forces hard!



    Hello everyone!

    First of all scuse my english if it is hard to understand, I'll explain my self as best as I can.

    I created this mod because in my campaigns I always feel that I never get any help from my allies even tho I have very high reputation with them. Also if I start a campaign with, lets say High Elves, I only get to see HE units during my entire campaign and never other cool units on my side until I start a new campaign with another faction.

    Concept (short explanation)

    Ok, so what does this mod offers?

    Well, I added a ton of new ingame features and events, all completely tested. You may find some bugs, but the main mod is working as intended.
    Diplomatic Meetings

    If you met the necesary requirements, this feature allow's you to call diplomatic meetings by pressing F2 key.

    Meetings give's you the following benefits:

    • Persuade your allies (chances based on your reputation) to support your cause by giving you some units.
    • Up to 2 extra persuation attempts in case you want to increase your chances of persuading all of your allies (cost gold).
    • Select a gathering point (centered, north, south, east, west) to receive your new units. Notice that each faction will send a different amount of units, depending on how close the selected gathering point is from their own interests.
    • Use your new units freely until your ally call's them back (15 to 20 turns).
    • Call a new meeting after 50 turns since the last one.
    • If you fail to persuade any faction, you'll be able to call a new meeting again, in 10 turns.


    Sauron's Counter Attacks (optional)

    If you like challenge, then this will give you some.

    After the first succesfull meeting is called, Sauron will consider you a threat from that on, and will target your first capital for continous attacks (1 every 50 turns).

    As long as you own your starting capital, Sauron will assign a general from one of his evil factions to make preparations for an invasive attack.

    After succesfully defending your kingdom from the invasion, the next one will increase in quantity and quality of troops.

    The are several ways to stop this:
    • Weakening the invasive faction (leaving them with 3 or less regions)
    • Conquering their base of operations (you'll receive a message showing you where).
    • Destroying Mordor.




    Concept (long explanation)

    Diplomatic Meetings

    This mod gives you (when playing as a good faction) the option to call a Diplomatic Meeting (pressing F2 key) to try to persuade your allies (based on your reputation) to temporally unite some of their forces with you against Sauron's Followers, you will be assigned as the commanding leader of this union, you and your persuaded allies will also declare war to all evil factions.

    These are the conditions you need to met before summoning a Diplomatic Meeting:

    • Have at least one ally.
    • Own your starting capital (it doesn't matter if you move your capital somewhere else).
    • Wait more than 50 turns since the last called meeting to summon a new one.
    • Not be at war with a good faction.
    • Not be allied with any evil faction.
    • Be at war with at least one evil faction.


    (NEW!!) If you met the conditions, you'll be able to call a meeting or get a summary about the expectations for the next meeting (persuading chances % and allies that have the posibility to help you).

    You can call a Diplomatic Meeting every 50 turns starting form turn 5. Be aware that calling a Diplomatic Meeting with few allies and low reputation will most likely end in a total failure because you probably wont be able to persuade anyone.

    The best way to have a very succesful Diplomatic Meeting is to raise your reputation and create as much alliances as you can (Gondor, Rohan, Eriador, Elves, etc...) , doing this will end with you commanding a full stack of allied units.

    Once the Diplomatic Meeting starts you will have a chance to persuade your allies based on this conditions.

    • You allies will send reinforcements only if they own at least 5 regions including their starting capital.
    • The more reputation your faction has, the more chances you will have to persuade them (15%, 35%, 55%, 75%, 100%) .


    If you doubt you'll be able to persuade your desired allies, you can END a started meeting (declining the event). Doing this will allow you to call a new meeting in the next 10 turns.

    (NEW!!) If you fail to persuade all of your allies, you'll have 2 extra attempts to convince them (if you have enough gold).

    1. First attempt is free.
    2. Second attempt cost's 5000 gold.
    3. Third attempt cost's 15000 gold.


    If you manage to persuade at least one of your allies, you will be able to chose a Gathering Point. This is going to be the place where you are going to receive your ally's units when they arrive. There are 5 options to chose as a gathering point:

    • Center, near Wold in a centered position of Middle Earth, close to Anduin River and the town of Tirith Anduin (Default).
    • North, near Anduin Vale, between the town of Beorn's Halls and the castle Wrakyaburg.
    • South, South Ithilienh, between the towns of Pelargir and Tir Ethraid.
    • East, East Rhovanion, between towns of Dorwinion and Uldonavan.
    • West, South Cardolan to the west, between the town of Barrow-Downs and the castel Argond.


    (NEW!!) Now, every faction will send a different amount of units, depending on how close is the selected gathering point from their own interests.

    The following spioler will show you, in which locations of Middle Earth each faction has more interests on. Each { * } represents 1 unit that will be created if you manage to persuade that faction:

    Spoiler Alert, click show to read: 




    Once you chose a gathering point, your allies will send some units at the requested location, 4 turns after the Diplomatic Meeting ended.

    Once the units arrive, you will be able to freely command them for some time. Each ally will pay their own wages (no upkeep for you).

    Take this conditions into consideration when in command of allied units, they will leave your army if you don't.

    • Do not loose your starting capital.
    • Do not go at war with good factions.
    • Always keep war active against Sauron's followers.
    • Allied units will fight by your side for some turns (chances from 15 to 20 turns), after some time any remaining units will return home.


    Once they leave your army you will have to wait some turns before you can call a new meeting again.


    Sauron's Counter Attacks (optional)

    (NEW!!) If you play so good, that you never let the AI get any closer to your starting capital. This optional feature will add some extra challenge to your game, allowing you to fight some amazing battles at your starting capital (Minas Tirit, Edoras, Erebor, Bree, Imladris, Dale, Thranduils Halls).

    After the first succesfull meeting is called, Sauron will consider you a threat from that on, and will target your first capital for continous attacks (1 every 50 turns).

    As long as you own your starting capital and Mordor exists, Sauron will assign a general from one of his evil factions to make preparations for an invasive attack.

    After succesfully defending your kingdom from the invasion, you'll have some turns of peace before Sauron assings the next attacking faction.

    Each wave of attacks will increase in quantity and quality of troops.

    The are several ways to stop this:
    • Weakening the invasive faction (leaving them with 3 or less regions)
    • Conquering their base of operations (you'll receive a message showing you where).
    • Destroying Mordor.


    You'll always be warned about the status of each attack. Meaning that, an event will show when:
    • The attacking faction is assigned by Sauron:
      • An evil faction will be assigned randomly.
      • The assigned faction must own more than 4 regions, including its starting capital.
      • The event will point the settlement at where war preparations are being made (base of operations).
      • At this point you'll have 20 to 30 turns before the army arrives to your capital. You can either prepare your defence or try to weaken the assigned faction.

    • The starting faction is ready to make the invasion.
      • At this point you'll have 10 turns before the army arrives to your capital.

    • The attacking army is close to your capital.
    • The attacking faction has been weakened.


    Knowing this, when calling a diplomatic meeting, plan it very carefully.




    Help needed!

    If your like this sud-mod and want to help me improve it, please:

    • My english is not that good, events text may sound weird. If you have any more RPG friendly ideas feel free to share them.
    • If you have other cool ideas that fit with this mod feel free to post them, I'll try to implement them if my modding skills allow me.
    • Feedback will be appreciated.



    Plans for future releases

    • Gandalf and the eagles: if you are been sieged by a counter invasion army there is a chance that Gandalf the White will spawn with an army of eagles to help you defend your capital.



    Improved Vegetation Rendering
    Bonus++

    This mod will sightly increase the distance at which trees model are rendered in the battle map before showing a sprite and will greatly increase the distance at which small vegetation and rocks will be rendered in the battle map.

    You need to have Vegetation settings at highest for this to work.


    Special thanks!

    Withwnar - thanks to him I was able to finish and polish all features.
    alreadyded - for his suggestion about using note++. Seriously, it really helps A LOT.
    To King Kong, Germanicu5, Baron Samedi and many others that share their time and hard work with us and allow us to create new things based on their work.


    Installation

    Download the following file:

    Mirror 1
    Mirror 2

    Diplomacy & Invasions



    1. Run the downloaded setup, install in your TATW installation folder.
      ex. C:\Program Files\SEGA\Medieval II Total War\mods\Third_Age_3.
      No files will be altered with this installer. Feel save that your TATW mods compilation will work after installing this.
    2. After finishing the installation, open the application "Pxs Scripts Merger" (located at your TATW folder).
      Spoiler Alert, click show to read: 

      • This application will merge your TATW mods compilation with Proximus'j Diplomacy & Invasions with a few clicks.
      • It will create a backup of any required files and will verify your compilation compatibility.
      • You can always restore to your previous settings using this app too.
      • For optimum results, install your favourite mods first, then install this at the very last.



    IVR

    1. Download the attached file "Vegetation.zip"
    2. Extract vegetation.zip content inside your TATW vegetation folder, replace when requested.
      ex. C:\Program Files\SEGA\Medieval II Total War\mods\Third_Age_3\data\Vegetation\





    Enjoy!!
    Last edited by proximusj; February 27, 2013 at 05:51 PM.

  2. #2
    alreadyded's Avatar Primicerius
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    Default Re: Proximus's Middle Earth World Wars v1.0 and Improved Vegetation Rendering (IVR)

    Sounds excellent, I am looking forward to trying it out. I wanted to make something similar, but you went above and beyond what I planned to do. I can help you with the in game text, I noticed some typos and such.

    Edit: Maybe a "diplomatic script" that can allow you to influence your relationship a bit with other factions for some coin would compliment this nicely? Kind of an envoy type thing. You could also make the whole script, or just parts of it, kick in once the player has upgraded their town center to a certain level. Which would actually make the buildings worth building.


    Oh and use Notepad ++ instead of just notepad.
    Last edited by alreadyded; January 26, 2012 at 02:39 AM.

  3. #3

    Default Re: Proximus's Middle Earth World Wars v1.0 and Improved Vegetation Rendering (IVR)

    Thank you! I'll give notepad++ a try.

    I would really appreciate your help with the ingame text, it was actually harder for me to figure out the events writting than the script it self .

    About the diplomatic script idea sounds great but to create something like this I need to figure out how to use the FactionStanding condition first. I tried looking at tutorials for this, but I can't seem to find anything about this anywhere.

    Oh! Alreadyded would you be so kind to give me permission to use your Eagle units to develop the Gandalf and the Eagles idea?

    Thanks in advance!!

    Spoiler Alert, click show to read: 
    Heroes of the Third Age
    (RPG gameplay system)

    The primary focus of this mod, is to add RPG leveling mechanics to the hero's development. During each campaign, two heroes (hopefully more in the future) will be able to gain experience through combat behaviour allowing to level up from 1 to 31. Each level will grant the hero new bonuses, talents and abilities based on a series of choices made by the player which will add more depth and control over the hero's development. All in all, resulting in even more replayability for the player's gameplay.



    Features & Details

    XP


    Starting Lvl : < 1 >
    Max Lvl: < 31 >


    Attributes

    Attributes
    Each level will grant an spendable attribute point. With every attribute point, the player will be able to chose between 4 elegible attributes which will make the hero excel in specific gameplay mechanics and roles.

    Strength
    Agility
    Charisma
    Wisdom



    Spec Trees


    Strength
    Agility
    Charisma
    Wisdom



    Classes


    Champion
    Burglar
    Captain
    Lore Master



    Skills


    Champion
    Burglar
    Captain
    Lore Master





    Last edited by proximusj; February 28, 2014 at 09:51 PM.

  4. #4
    Northman75's Avatar Tiro
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    Default Re: Proximus's Middle Earth World Wars v1.0 and Improved Vegetation Rendering (IVR)

    Now thats looking like a good concept and idea, very well done. I wonder if this might work with Il Ducces expanded map mod?? Otherwise I will wait a bit longer to try out a Barons compatible version. But anyway congrats on your great work!!!

  5. #5
    Withwnar's Avatar Script To The Waist
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    Default Re: Proximus's Middle Earth World Wars v1.0 and Improved Vegetation Rendering (IVR)

    Nice idea proximusj. +rep

    So the spawned armies belong to the player's faction, correct?

  6. #6
    sebsebseb1234's Avatar Tiro
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    Default Re: Proximus's Middle Earth World Wars v1.0 and Improved Vegetation Rendering (IVR)

    can you please up load the new vegeation rendering alone?
    Jesus was nailed at the cross, Thor has got a hammer. Any questions?


  7. #7
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: Proximus's Middle Earth World Wars v1.0 and Improved Vegetation Rendering (IVR)

    This looks very good, excellent work +rep!

  8. #8

    Default Re: Proximus's Middle Earth World Wars v1.0 and Improved Vegetation Rendering (IVR)

    Now thats looking like a good concept and idea, very well done. I wonder if this might work with Il Ducces expanded map mod?? Otherwise I will wait a bit longer to try out a Barons compatible version. But anyway congrats on your great work!!!
    I tried to make this mod as most compatible friendly with other mods as possible. In the case to Ducces expanded map, this won't work if it has a modified campaign script.

    Nice idea proximusj. +rep

    So the spawned armies belong to the player's faction, correct?
    Correct, some units will be created for the player at the selected gathering point depending on which factions where persuaded.

    can you please up load the new vegeation rendering alone?
    It was supposed to be a bonus.
    Oh well here you go!

    This looks very good, excellent work +rep!
    Thank you!

  9. #9

    Default Re: Proximus's Middle Earth World Wars v1.0 and Improved Vegetation Rendering (IVR)

    Wow, it's your first submod and you already doing stuff like this, congratulation

    What files do you change for this submod? i'm asking this because I woulld like to install this with my baron samedi's compliation. You should also try to propose this yourself to Baron Samedi : this is the kind of mod he likes to add to his compilation.

    Also, I saw in your poroject a thing about the one ring : it could be a good idea but there is already the council of elrond going when you have the ring : it's the diplomatic meeting of all the good faction. Maybe you could add something during the council of elrond : like they send you to destroy the ring AND give you some troops.

  10. #10
    sebsebseb1234's Avatar Tiro
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    Default Re: Proximus's Middle Earth World Wars v1.0 and Improved Vegetation Rendering (IVR)

    I think you should pm King Kong i am sure that he will include the vegetation into the next TATW version
    Because after the ground textures and water changed in the recent version its the only thing that needs to get improved (gaphics wise)
    Jesus was nailed at the cross, Thor has got a hammer. Any questions?


  11. #11
    paradamed's Avatar Praepositus
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    Default Re: Proximus's Middle Earth World Wars v1.0 and Improved Vegetation Rendering (IVR)

    Man this is amazing. I once thought about something smilar to this but more in a battle for Middle Earth style. I was thinking about certain units as rewards after you have some certain number of decisive battles like some battle would count towards a score and after reaching a certain score we would receive some kind of reward, like top tier units (Balrogs, spiders, Knights of the fountain, Olog Hai, etc). Maybe even being able to choose from a certain rost of units like GOndor being able to choose Swan Knights or Knights of the Fountain or Rangers, for example. I mean something similar to Battle for Middle Earth 2 but in a tw way. May I ask you if the allied units will have no upkeep? Or will we have to pay for their upkeep?

  12. #12

    Default Re: Proximus's Middle Earth World Wars v1.0 and Improved Vegetation Rendering (IVR)

    Quote Originally Posted by GueulEclator View Post
    Wow, it's your first submod and you already doing stuff like this, congratulation

    What files do you change for this submod? i'm asking this because I woulld like to install this with my baron samedi's compliation. You should also try to propose this yourself to Baron Samedi : this is the kind of mod he likes to add to his compilation.

    Also, I saw in your poroject a thing about the one ring : it could be a good idea but there is already the council of elrond going when you have the ring : it's the diplomatic meeting of all the good faction. Maybe you could add something during the council of elrond : like they send you to destroy the ring AND give you some troops.
    Thanks!

    As I stated before, I wouldn't have been able to do this if it wasn't for the hard work from other great modders before me. Any credits should go to them since without their work I wouldn't have had any resourse to base my mod from.

    I'll love to see my work within Baron's compilation. I hope he like's this concept tho.

    I modified very few files:
    • campaign_script
    • historic_events
    • export_unit_descr
    • added several event_pics.
    • and Vegetation (for IVR)


    In a few hours I'll release a Barons 5.0 compatible version and a small tutorial for manual merging.

    About the ring idea I think you are totally right, I'll try to implement it within the destroy the ring events.

  13. #13

    Default Re: Proximus's Middle Earth World Wars v1.0 and Improved Vegetation Rendering (IVR)

    I think you should pm King Kong i am sure that he will include the vegetation into the next TATW version
    Because after the ground textures and water changed in the recent version its the only thing that needs to get improved (gaphics wise)
    If poeple like it enough and give me some feedback about it to polish it up, I will. Right now I'll like to know how stable this is in other computers (I have a rig with a Radeon 5870). For me it's pretty much stable but sometimes in very heavy forested areas I see some flickering. So I might need to adjust some settings first.

    Thanks for your encouragement none the less!

    Man this is amazing. I once thought about something smilar to this but more in a battle for Middle Earth style. I was thinking about certain units as rewards after you have some certain number of decisive battles like some battle would count towards a score and after reaching a certain score we would receive some kind of reward, like top tier units (Balrogs, spiders, Knights of the fountain, Olog Hai, etc). Maybe even being able to choose from a certain rost of units like GOndor being able to choose Swan Knights or Knights of the Fountain or Rangers, for example. I mean something similar to Battle for Middle Earth 2 but in a tw way. May I ask you if the allied units will have no upkeep? Or will we have to pay for their upkeep?
    Germanicu5 recently released something like this, I'm playing with those features already and they are very fun indeed. I like the idea of having the option of being able to choose Swan Knights or Knights of the Fountain or Rangers... tho. You shoud prupouse this idea to him.

    Spawned units are free (no upkeep). I did this to represent the fact that those units are not actually yours.

    Edit:
    Sorry for the double post.

  14. #14

    Default Re: Proximus's Middle Earth World Wars v1.0 and Improved Vegetation Rendering (IVR)

    This is looking like it is going to be a great add on. Do you plan on having this get incorporated into Baron Samedi's and/or MOS submod compilations? Keep up the great work.

  15. #15

    Default Re: Proximus's Middle Earth World Wars v1.0 and Improved Vegetation Rendering (IVR) // Baron Samedi's 5.0 compatible version released // Manual merging tutorial added

    New Baron Samedi's v5.0 compatible version released, manual installation tutorial added.

    Installation Instructions at the end of the first post.

    Enjoy!

  16. #16
    Boustrophedon's Avatar Grote Smurf
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    Default Re: Proximus's Middle Earth World Wars v1.0 and Improved Vegetation Rendering (IVR) // Baron Samedi's 5.0 compatible version released // Manual merging tutorial added

    This looks really interesting! +rep when I can

  17. #17

    Default Re: Proximus's Middle Earth World Wars v1.0 and Improved Vegetation Rendering (IVR) // Baron Samedi's 5.0 compatible version released // Manual merging tutorial added

    This looks awesome!

  18. #18

    Default Re: Proximus's Middle Earth World Wars v1.0 and Improved Vegetation Rendering (IVR) // Baron Samedi's 5.0 compatible version released // Manual merging tutorial added

    Thank you for adding a Barons compatible version.

  19. #19

    Default Re: Proximus's Middle Earth World Wars v1.0 and Improved Vegetation Rendering (IVR) // Baron Samedi's 5.0 compatible version released // Manual merging tutorial added

    Hey, Proximus thanks for the great mod... I am using Barons 4.1 version and have made a ton of changes to it, I tried to manually add your mod, I placed everything as you said but I see no difference in campaign. Is there something that should change so I know I installed it properly. When i hit f2 it does nothing, I waited until turn 6, I am allied and have 1 enemy and still f2 does nothing. My diplmacy box is also unchanged... it is a pretty easy merge and I don't see where I made mistakes. Also I haven't made any changes to the files you changed other than deleting some of baron's reemergence scripts for stability

  20. #20

    Default Re: Proximus's Middle Earth World Wars v1.0 and Improved Vegetation Rendering (IVR) // Baron Samedi's 5.0 compatible version released // Manual merging tutorial added

    Was baron samedi interrested by your mod?

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