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Thread: Submod Fall of Arnor Total War Version 2.4 released

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  1. #1

    Default Re: Sub-Mod Rise of Arnor Total War released

    Feeling a little stupid here. how exactly do I get this mod to work?

  2. #2

    Default Re: Sub-Mod Rise of Arnor Total War released

    Quote Originally Posted by XxValentinexX View Post
    Feeling a little stupid here. how exactly do I get this mod to work?
    Just:

    Quote Originally Posted by DarkCarlos 129 View Post
    In WinRar just select data and alexander folders and extract in the directory rome total war
    About the dwarves, they began to migrate to Erebor and Iron Hills after the fall of Khazad dum so still had not large population in this age there.

    If I'm wrong someone correct me.

    And about mordor, I do that to put an army in Morannon and so can reconquer this region and believe me on turn 20 I saw twice Osgiliath fell to harad so gondor not is really powerful.

    Thanks for the help and suggestions Niko21 and ExtremeBG

  3. #3

    Default Re: Sub-Mod Rise of Arnor Total War released

    Quote Originally Posted by DarkCarlos 129 View Post
    Just:



    About the dwarves, they began to migrate to Erebor and Iron Hills after the fall of Khazad dum so still had not large population in this age there.

    If I'm wrong someone correct me.

    And about mordor, I do that to put an army in Morannon and so can reconquer this region and believe me on turn 20 I saw twice Osgiliath fell to harad so gondor not is really powerful.

    Thanks for the help and suggestions Niko21 and ExtremeBG
    Also Due to this being a Sub-Mod i do need LOTR TW downloaded and everything Correct? Or just add the files to a non-modded version of alexander?

  4. #4

    Default Re: Sub-Mod Rise of Arnor Total War released

    I have managed to get this mod to work however. once clicking on a faction and pressing play, the game Crashes.

  5. #5

    Default Re: Sub-Mod Rise of Arnor Total War released

    can someone PLEASE help me with instal instructions for steam? Also is 1.2 a standalone version?

  6. #6
    Ryoga84's Avatar Biarchus
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    Default Re: Sub-Mod Rise of Arnor Total War released

    This submod is slowly becoming "The Second Age: Total War"

  7. #7
    ExtremeBG's Avatar Decanus
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    Default Re: Sub-Mod Rise of Arnor Total War released

    your 1.1 version doesn't work for me:i unpacked it over the old one and replaced all,but when i start any campaign it goes "send/don't send"


    Macedonia(FYROM) is Bulgarian. If you don't believe me, read a book.

  8. #8
    niko21's Avatar Civis
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    Default Re: Sub-Mod Rise of Arnor Total War released

    I have 1.1 but when i try to launch a campaing it crushes.I dont know what to do.

  9. #9

    Default Re: Sub-Mod Rise of Arnor Total War released

    Ok, I tested that and the only problem I had was for the map.rwm in the folder: \ alexander \ lotrtw \ data \ world \ maps \ campaign \ Alexander

    Just delete it, re-generate another

    Btw the timeframe in my mod is 1610 T.A

  10. #10
    niko21's Avatar Civis
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    Default Re: Sub-Mod Rise of Arnor Total War released

    I go see if that helps.

    Edit: How to re generate a file? or am i getting it wrong way?
    Last edited by niko21; May 30, 2012 at 11:07 PM.

  11. #11

    Default Re: Sub-Mod Rise of Arnor Total War released

    No, just you need delete it, regenerates automatically when you start a campaign

  12. #12
    niko21's Avatar Civis
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    Default Re: Sub-Mod Rise of Arnor Total War released

    so i just need to delete the file? That sounds too simple.


    edit:I got it starting now byt why angar has all isengard units?But angmar siege bow and catapults are saying angmar.and heroes expect witch king are same as isengard starting heroes and diplomat is named Grima.I think something is still wrong.
    Last edited by niko21; May 31, 2012 at 06:18 AM.

  13. #13

    Default Re: Sub-Mod Rise of Arnor Total War released

    Well is still a beta and I focused more on Gondor and Arnor but I have plans to change units and the banner of Angmar

    Btw, what do you think about the color of Angmar?, To change it in the next version .

  14. #14
    niko21's Avatar Civis
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    Default Re: Sub-Mod Rise of Arnor Total War released

    Well the color is fine Anor also I am currently playing dwarves So I cant know so much about them.I dont want to play angmar that is isengard whit witch king its just something you need to fix fast im waiting for the next update rly much couse id like to see mordor disappearing and all those things that would make this and epic sub mod.

  15. #15
    ExtremeBG's Avatar Decanus
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    Default Re: Sub-Mod Rise of Arnor Total War released

    I have a few ideas for your next version :you should make Rohan able to recruit cavalry ,because they always were a horse nation.Other thing is ,to remove Theoden as faction leader and put perhaps Eorl as such - he was Rohans leader when they helped Gondor and Gondor gave them their new lands .Other thing is to perhaps make the Easterlings with less settlements or somethng else to make them weaker,so that their is balance in the area.Also,you should make Galadrim elves playable in campaign and perhaps have Gondor with some economic or law problems in some cities,so that they don't get too overpowered.
    I hope you find my suggestions usefull,keep up the good work
    Last edited by ExtremeBG; June 01, 2012 at 02:48 AM.


    Macedonia(FYROM) is Bulgarian. If you don't believe me, read a book.

  16. #16
    niko21's Avatar Civis
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    Default Re: Sub-Mod Rise of Arnor Total War released

    I jsut have to say thats its not rohan its rhovanion.Completely different nation.

  17. #17
    ExtremeBG's Avatar Decanus
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    Default Re: Sub-Mod Rise of Arnor Total War released

    Well as far as my knowledge goes,Rohan came out of the Rhovanion people who came to help Gondor in some battle and were rewarded lands north of the mountains.So if they are pretty much the same people ,just on another place ,they should be able to recruit cavalry.Not as advanced as the Rohan knights,but some lighter,lower tears at least.


    Macedonia(FYROM) is Bulgarian. If you don't believe me, read a book.

  18. #18
    niko21's Avatar Civis
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    Default Re: Sub-Mod Rise of Arnor Total War released

    Well to be exact I said nation not people that also are to comepletely different words.

    Edit:I also want to say that this mod is cool but its other major nation Angmar is under powered and it sucks couse its actualy isengard whit nothing changed it just other nations are cool but that ruins it DO SOMETHING ABOUT IT! and thanks for this creating this mod.
    Last edited by niko21; June 02, 2012 at 03:46 AM.

  19. #19

    Default Re: Sub-Mod Rise of Arnor Total War released

    For now Angmar already have trolls, new banner and new characters and Rhovanion already can recruit soldiers [was a bug].

    Spoiler Alert, click show to read: 


    Thanks for the tips ExtremeBG.

    Certainly not going to change Rhovanion and mordor units in the next version because I can create new units but not of the same quality as those of the mod of Wlesmana so I would leave so for now.

    The next things to change: several things about texts, all of Rhovanion, better descriptions of Angmar and small changes in the units of Angmar.

  20. #20
    Hopit's Avatar Praepositus
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    Default Re: Sub-Mod Rise of Arnor Total War released

    but Olog-hai (attack trolls) weren't around when Angmar was

    Quote Originally Posted by SgtScooter View Post
    If you went to the Skyrim forums you'll see a lot posts about how it's somehow been watered down and hampered by money men making the decisions. Fact is, it's a great game and people still complain. It's the same thing as the TW franchise.

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