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Thread: [Campaign Release]Taro_M's New Units for gondor 2.1 for Clean 3.2 (Bug fixer patch)

  1. #1

    Default [Campaign Release]Taro_M's New Units for gondor 2.1 for Clean 3.2 (Bug fixer patch)

    Taro’s New Units for Gondor 2.1 for Vanilla 3.2 (Bug Fixer Patch Released!)


    Hello Lads!

    Taro_M is back and with him all his incredible gondorian new units, this submod integrates his units in campaign for an incredible gondor experience and this time all is legit. I took the work of adding his units in campaign and make the balance the most vanilla accurate I could.


    Features:
    • Completly Reworked standard gondorian Troops with Awesome movie accurate armor
    • Over 20 New units only for Gondor and we expect even more!
    • New Bodyguards for Denethor, Boromir, Faramir and new regionals bodyguards
    • Completely new battle models for Family Member and Captain
    • Partially Reworked recruitment system for Gondor (Now militia are recruitable in barracks over tier-2
    • Features Generals with Dismounted Bodyguards
    • Recruitable Generals
    • And Much More!


    PREVIEWS

    http://www.twcenter.net/forums/showthread.php?t=498703

    DOWNLOAD for vanilla 3.2 (Mediafire)

    New Units for Gondor 2.0 LINK (Installer)

    NGU 2.01 Boromir Patch (Data folder)

    NGU 2.1 Bug fixer patch(DROPBOX) [MEDIAFIRE]


    Installation Instructions


    Installation Instructions

    1- Backup your Third Age folder or overwrited files
    2- Run the Installer
    3- Select your Third age folder (default "C:\Program Files (x86)\SEGA\Medieval II Total War\mods\Third_Age_3"
    4- Delete Map.rwm in "data\world\base" (Don't worry the game automatically create it when started)
    5- Delete events.dat and events.idx from "\data\sounds" folder (Don't worry the game automatically create it when started)
    6- Enjoy!


    Patch Instructions

    1-Extract the Patch .rar file
    2-Copy the provided Data folder into your Third age 3 mod folder
    3-Overwrite when asked
    4-Enjoy

    Don't forget to make backups!!!!



    Known Bugs of 2.0

    -none for now




    Changelog

    2.1 (Not savegame compatible)
    -Adjusted armor levels for some units.
    -Added missing units like Dol amroth archers
    -Battle voices fix (Hopefully)



    2.01
    Boromir patch released

    2.0
    Relased version for vanilla 3.2



    CREDITS

    ~Wlesmana - original unit concepts from Lord of the Rings: Total War mod
    ~Thick1988, Bismarck, RR_Raptor65, The Pope, James and Luigi - Mount&Blade Open Source Project weapons
    ~Turambar - fantastic models and textures for gondorian soldiers
    ~Rusichi team - lots of their models and textures were used a base for my work
    ~Forrest Gump - Mercenary Shoppe (Knights A foot) resource
    ~Lord_Calidor - weapon pack
    ~CounterPoint391 - hand painted metal texture
    ~Someone1074 - Capes and Cloaks mod for TES IV: Oblivion
    ~Lord Wiffleby - descriptions
    ~Pyrosh - concept art, Dol Amroth barbutte
    ~Krasker - concept art
    ~Araval - for helping out with unit icons
    ~Third Age team - for their hard work and reference material
    ~Creators of Mount&Blade - for their work that was used as reference material
    ~Llew- LotR Weapon OSP for Mount & Blade
    ~Benox - campaign and unit balancing, coding and concept art
    ~Taro_M - for doing all his incredible and stunning work

    Boromir Patch Credits

    -Taro_M: biggest part of the body, shield and new ui.
    -Louis Lux: His head, the horn and the sword.
    -Emperor of Hell: Provider of this awesome merge

    3.2 done, ENJOY IT!

    Regards!
    Last edited by Benox; March 05, 2013 at 08:17 PM.
    Those who fear the darkness have never seen what the light can do...

  2. #2

    Default Re: [Beta Released]Taro_M's New Units for gondor - Campaign Release (Vanilla 3.1)

    Very nice work, takes a lot to code the new edb, as well as the other files
    Its tedious and fustrating and deserves a rep

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  3. #3

    Default Re: [Released]Taro_M's New Units for gondor - Campaign Release (Vanilla 3.1)

    I am Taro_M, and this is my favourite submod on TWC.



  4. #4
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: [Released]Taro_M's New Units for gondor - Campaign Release (Vanilla 3.1)

    What's the "Completly Reworked recruitment system for Gondor"?

  5. #5

    Default Re: [Released]Taro_M's New Units for gondor - Campaign Release (Vanilla 3.1)

    Im wandering about that myself. We have been talking with Benox about changing recruitment system so Royal troops (Infantry, archers etc.) have very slow recruitment except for Minas Tirith, Car Andross and Osgiliath. However, from what I seen in EDB, this wasnt implemented.

  6. #6
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    Default Re: [Released]Taro_M's New Units for gondor - Campaign Release (Vanilla 3.1)

    Thanks for the answer. I'm gonna put this in my game right now

  7. #7

    Default Re: [Released]Taro_M's New Units for gondor - Campaign Release (Vanilla 3.1)

    Great work!

  8. #8

    Default Re: [Released]Taro_M's New Units for gondor - Campaign Release (Vanilla 3.1)

    Well it's not completly reworked i would say partially reworked since militia units are now tier 2 in barrack and guardsmen and levies are for first tier barrack, another changes had been made in recruitment for some units too
    Those who fear the darkness have never seen what the light can do...

  9. #9

    Default Re: [Released]Taro_M's New Units for gondor - Campaign Release (Vanilla 3.1)

    Is this compatible with the Baron Samedi's mod?

  10. #10
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    Default Re: [Released]Taro_M's New Units for gondor - Campaign Release (Vanilla 3.1)

    No

  11. #11

    Default Re: [Released]Taro_M's New Units for gondor - Campaign Release (Vanilla 3.1)

    Hmm, to bad. it would be awesome if you could use both of them! anyways, great mod.

  12. #12

    Default Re: [Released]Taro_M's New Units for gondor - Campaign Release (Vanilla 3.1)

    Wow the day is finally here!!!!! Ive been looking forward to this!
    1 question though are the d/m Generals a seperate unit or are they dismounted at the start of battle alla mtw 1?

    ps thanks and congratulations!
    One does not simply walk into Pakistan!

  13. #13

    Default Re: [Released]Taro_M's New Units for gondor - Campaign Release (Vanilla 3.1)

    Quote Originally Posted by optimuslouis View Post
    Wow the day is finally here!!!!! Ive been looking forward to this!
    1 question though are the d/m Generals a seperate unit or are they dismounted at the start of battle alla mtw 1?

    ps thanks and congratulations!
    separate unit, i don't know if it's possible yo make that with m2tw engine

    Quote Originally Posted by Empir View Post
    Is this compatible with the Baron Samedi's mod?
    Not for now, first i need to make sure everything works fine with vanilla before going with compatibility

    ----------------


    Please guys post some feedback i wanna know how does this develops ingame for you.
    Especially with bugs or crashs
    Those who fear the darkness have never seen what the light can do...

  14. #14

    Default Re: [Released]Taro_M's New Units for gondor - Campaign Release (Vanilla 3.1)

    ok thought id heard that before was just checking.

    Anyway ive deleted TA and done a clean install of 3.1

    Then i downloaded your submod and extracted to third age folder

    then deleted the map but still no mod???? any ideas Benox or anyone?
    One does not simply walk into Pakistan!

  15. #15

    Default Re: [Released]Taro_M's New Units for gondor - Campaign Release (Vanilla 3.1)

    did you overwrite everything?, what about custom battle do you see new units?
    Those who fear the darkness have never seen what the light can do...

  16. #16

    Default Re: [Released]Taro_M's New Units for gondor - Campaign Release (Vanilla 3.1)

    Quote Originally Posted by Benox View Post
    did you overwrite everything?, what about custom battle do you see new units?
    Yeah I said "yes to all" when asked several files are data protected or something along those lines.
    It may be something I'm doing wrong though??
    I downloaded it and then extracted it to third age mod folder then deleted map.rwm and no extra soldiers in custom battle or campaign?

    Does that sound correct? Sorry if its just me being a noob! :-)
    One does not simply walk into Pakistan!

  17. #17

    Default Re: [Released]Taro_M's New Units for gondor - Campaign Release (Vanilla 3.1)

    Well there must be something wrong, let's find out what


    1-see if in your third age folder there's a folder that says "open beta"
    2- Can you still open and play the game with no problems, only without units right?
    Those who fear the darkness have never seen what the light can do...

  18. #18

    Default Re: [Released]Taro_M's New Units for gondor - Campaign Release (Vanilla 3.1)

    Oh, I would die to play the Baron's submod with this guys
    If you do not intend to put them in the Baron's submod, could you at least explain me how to do that myself or point me to some tutorials

  19. #19
    KnightsTemplar's Avatar Campidoctor
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    Default Re: [Released]Taro_M's New Units for gondor - Campaign Release (Vanilla 3.1)

    Baron's Submod is one of the most complicated submod out there, and the interactive recruitment (vanilla/Total Recruitment) make this very hard to balance...
    (Yes, balance. More balance.)
    Plus I don't know if Gondor have enough space to accommodate all the vanilla Gondorian and Arnor, then the RKs and the new Gondor units, at least for Custom Battles.

    But well all that you have to do is merge the modeldb, EDU and EDB. And copy the UIs. Texts also.
    Isn't that simple and easy?
    Aure entuluva!

  20. #20
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    Default Re: [Released]Taro_M's New Units for gondor - Campaign Release (Vanilla 3.1)

    All is easy, except EDB, which is really a

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