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Thread: [RELEASE] AOR 2.3, a massive balancing submod for FRoGS

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  1. #1

    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    thank you for the quick reply, though let me rephrase. I pressed 9 and a prompt displayed saying that it could not find the specified path. where should I move the AUI files to for them to work.

    thankyou.

  2. #2

    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Anyone who recommends download this?

  3. #3

    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Stupid question : As Gondor can you train militia level Harad units when you conquer Hard territory, and vice versa?

  4. #4
    fightermedic's Avatar Ordinarius
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    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Quote Originally Posted by brymht View Post
    Stupid question : As Gondor can you train militia level Harad units when you conquer Hard territory, and vice versa?
    not a stupid question at all, this is what this mod is all about other than unit balancing
    to answer your question: more or less yes
    there is a distinction between militia units and levies
    you will in most cases be able to train all levies (1 turn recruitment) and some milita units (2 turn recruitment) of other factions
    if factions have a close relationship (dunland and isengard for example) you will be able to train much more units
    Check out my AOR and balancing Mod for Third Age Total War


  5. #5
    Eönwë's Avatar Semisalis
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    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    In my campaign Harad has southern ithilien and invades to the city southwest of pelargir over the landbridge although I tried to block it with 8 ships (doesn't this help anymore?) they have some Gondor guardsmen with them, if that's the right name, the lowest spearmen gondor has...bit strange to fight with Gondor against Gondor units...

    further on some elite archers are weaker than normal ones, citadel guard archers have a missile attack of 3 while normal Gondor Archers have 6/7 I believe...Is this ment to be?

  6. #6
    fightermedic's Avatar Ordinarius
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    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Quote Originally Posted by Ovarion View Post
    In my campaign Harad has southern ithilien and invades to the city southwest of pelargir over the landbridge although I tried to block it with 8 ships (doesn't this help anymore?) they have some Gondor guardsmen with them, if that's the right name, the lowest spearmen gondor has...bit strange to fight with Gondor against Gondor units...

    further on some elite archers are weaker than normal ones, citadel guard archers have a missile attack of 3 while normal Gondor Archers have 6/7 I believe...Is this ment to be?
    cant say i didn't wait for those 2 questions to appear
    1.: the gondor guardsmen are just peasants living on gondorian soil, their name is a bit misleading, i give you that, i intend to change it in the future
    harad controls ithilien and harondor, which are part of gondor, so they can recruit those units
    btw, the faction that a units actually belongs to always gets way faster replenishing rates and more units in general
    2.: check the archers stats again, citadel archers have armour piercing arrows, they are much stronger against heavily armoured units and they have higher accuracy - which doesn't show
    also heavy armour reduces defence and attack values and they are VERY heavily armoured
    Check out my AOR and balancing Mod for Third Age Total War


  7. #7
    Eönwë's Avatar Semisalis
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    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Okay thanks for answering! It looks weird so maybe post it in the Unit Description that they have higher accurary?

    Just fought with Boromir against an Uruk bodyguard unit...it went on for quite sometime, a bit too long actually, uruk bodyguards took over 15 blows! How is that possible?

    I like your mod a lot so thank you for it, been playing for 70 turns with Gondor now haven't had one CTD so far! Playing on H/H and it really gives me a challenge (anyway to block the landbridges???)
    It looks greats too and really gives a huge variety on units and buildings!

  8. #8
    fightermedic's Avatar Ordinarius
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    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Quote Originally Posted by Ovarion View Post
    Okay thanks for answering! It looks weird so maybe post it in the Unit Description that they have higher accurary?

    Just fought with Boromir against an Uruk bodyguard unit...it went on for quite sometime, a bit too long actually, uruk bodyguards took over 15 blows! How is that possible?

    I like your mod a lot so thank you for it, been playing for 70 turns with Gondor now haven't had one CTD so far! Playing on H/H and it really gives me a challenge (anyway to block the landbridges???)
    It looks greats too and really gives a huge variety on units and buildings!
    glad you like it
    i have no idea why you can't blockade land bridges, i never tried blocking them
    but you are right, it should work

    bodyguard vs bodyguard can take some time thats true, all bodyguard units get extra defence, and boromirs unit doesn't have an overly high attack value in melee, but look at their defence values they are some real tanks
    Check out my AOR and balancing Mod for Third Age Total War


  9. #9
    Eönwë's Avatar Semisalis
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    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    I remember people saying it on these forums so I am trying it but it doesn't work, for the one northeast of Pelargir it works with only one ship!

    Boromir rocks!(already he was called The Mighty, The Prophet and The Fearless) The Osgilliath Veterans unit in general rocks! But their really expensive haha, 'normal' Gondor infantry, archers and spearmen take a long time to recruit BTW, 4 and 5 turns, makes it really hard to get a real 'movie' army together haha but maybe that was your point with this mod...

    The Moon Tower units look great but their helmets block out their faces (was in custom battle)...as for the unit cards, could you take a look at the Dol Amroth Men at Arms? They have really weird heads haha

    I'm off playing again!

  10. #10

    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Hello, I'm actually having the same exact issue that Lord of Tuft is having and I have no log either. I have even tried comepletly reinstalling both this mod and the third age total war. And have tried getting rid of other possible conflicting mods any help would be awesome!

  11. #11
    fightermedic's Avatar Ordinarius
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    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    ok, time to ask a few of the stupid questions:
    do you have patched up third age to 3.2? does it work without my mod?
    do you have the kingdoms expansion and is it patched to 1.5?
    when you installed my mod, have you been asked to overwrite files? if so, did you to it? is the same true for the patch?

    you guys not being able to even produce a proper log file is really strange
    Check out my AOR and balancing Mod for Third Age Total War


  12. #12
    Foederatus
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    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    yes, I have third age total war 3.2.
    I tried installing it with and without FROGS.
    I don't use steam.
    I have kingdoms fully patched.
    And I was asked to overwrite files when I installed this mod.
    Still not working... :S

  13. #13
    fightermedic's Avatar Ordinarius
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    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Quote Originally Posted by Lord of Tuft View Post
    yes, I have third age total war 3.2.
    I tried installing it with and without FROGS.
    I don't use steam.
    I have kingdoms fully patched.
    And I was asked to overwrite files when I installed this mod.
    Still not working... :S
    in this case i have no more ideas what to do, sorry
    Check out my AOR and balancing Mod for Third Age Total War


  14. #14
    HannibalExMachina's Avatar Just a sausage
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    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    first, big kudos on your mod, playing dunland and really liking it.

    one suggestion, well equiped northmen are too easily available, while their dunlending masters still run around in rags. imo units with matching equip should have similiar requirements to be built, ie same barracks level.

  15. #15
    fightermedic's Avatar Ordinarius
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    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Quote Originally Posted by HannibalExMachina View Post
    first, big kudos on your mod, playing dunland and really liking it.

    one suggestion, well equiped northmen are too easily available, while their dunlending masters still run around in rags. imo units with matching equip should have similiar requirements to be built, ie same barracks level.
    agreed, i changed two units
    Check out my AOR and balancing Mod for Third Age Total War


  16. #16

    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    After installing the submod it still seems to launch TA3.2 instead.
    Batch file shows the launch menu where you select faction all right but when I choose dunland or whatever faction it just launches TA3.2. Doesn't even matter whether or not it has the "AUI default files" installed or not.
    It asked me to overwrite files, right now I have mods/Third_age_3/AUI folder. It's supposed to be there or is that what's screwing it up? It came there with data folder anyways.

  17. #17
    fightermedic's Avatar Ordinarius
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    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Quote Originally Posted by Mammel View Post
    After installing the submod it still seems to launch TA3.2 instead.
    Batch file shows the launch menu where you select faction all right but when I choose dunland or whatever faction it just launches TA3.2. Doesn't even matter whether or not it has the "AUI default files" installed or not.
    It asked me to overwrite files, right now I have mods/Third_age_3/AUI folder. It's supposed to be there or is that what's screwing it up? It came there with data folder anyways.
    you did everything right the launch menu is only for UI files on the campaign map
    just launch the game, i have not changed any menu design just look if gondor has tons of new units in custom battle, if they have everything is ok
    Check out my AOR and balancing Mod for Third Age Total War


  18. #18
    Eönwë's Avatar Semisalis
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    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    I'm in turn 130 with my Gondor campaign right now and haven't had one CTD! So great job with that!
    I do encountered various weird Mordor generals...Some have Nazgul names, Elvish faces or Elven names!

    The corsair invasions, ships transporting small armies, only block ports and never really 'invade'

    And one suggestion, the moment I conquered Minas Morgul it got renamed into Minas Ithil (which I like!) but the culture was still 100 procent orc so couldn't you make a building, Moon Tower for example, which renames the town and gives a culture bonus? This makes more sense in my opinion...

  19. #19

    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Excuse me but how do I find and install "FROGS"?

  20. #20
    Eönwë's Avatar Semisalis
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    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Quote Originally Posted by Hamilcar Barcas View Post
    Excuse me but how do I find and install "FROGS"?

    http://www.twcenter.net/forums/showthread.php?t=475142 look here

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