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

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  1. #1
    Foederatus
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    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Hello I'm having trouble with the whole frogs installment. I downloaded frogs part1, frogs reupload, update, aor, and data which should all be 2.0, 2.1, and 2.2. Help please.

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

    Quote Originally Posted by abanner99 View Post
    Hello I'm having trouble with the whole frogs installment. I downloaded frogs part1, frogs reupload, update, aor, and data which should all be 2.0, 2.1, and 2.2. Help please.

    If you downloaded everything correct, unpack the files, move/copy the data folders in your third age map, if it says overwrite? click yes and you know your doing it right...

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

    Quote Originally Posted by Ovarion View Post
    If you downloaded everything correct, unpack the files, move/copy the data folders in your third age map, if it says overwrite? click yes and you know your doing it right...
    I sent the files to mods/third_age/data and it doesn't ask me to overwrite, which specific folder am I dropping these guys in? I am pretty new with most of this stuff so I'm a little slow.

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

    Quote Originally Posted by abanner99 View Post
    I sent the files to mods/third_age/data and it doesn't ask me to overwrite, which specific folder am I dropping these guys in? I am pretty new with most of this stuff so I'm a little slow.
    Doesn't matter, you know where you installed your Medieval II game? With Kingdoms?

    For example: in C, program files, SEGA map?

    click it and in there you will find a map named Mods, open it and open The Third Age folder

    Move the data files in there (in the map data! not just the third age folder if I'm right..), the computer will ask you if you want to overwrite, answer yes to all

    That's it!

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

    Quote Originally Posted by Ovarion View Post
    Doesn't matter, you know where you installed your Medieval II game? With Kingdoms?

    For example: in C, program files, SEGA map?

    click it and in there you will find a map named Mods, open it and open The Third Age folder

    Move the data files in there (in the map data! not just the third age folder if I'm right..), the computer will ask you if you want to overwrite, answer yes to all

    That's it!
    I think that's what I did but it still doesn't asks me to overwrite. Could I have done something wrong in the download part or do I need another installment before? I have 3.2 and I'm sure I have downloaded frog 2.0, 2.1, and 2.2. Thanks

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

    Have you unzipped the download files? Where are the data folders now and what are they called?

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

    Quote Originally Posted by Ovarion View Post
    Have you unzipped the download files? Where are the data folders now and what are they called?
    I have them in americas/mods/third_age/data. They are called Frogs_Part1, frods reupload, update, aor, and data and they are all RAR files. As of unzipped the files I am not sure.

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

    Quote Originally Posted by abanner99 View Post
    I have them in americas/mods/third_age/data. They are called Frogs_Part1, frods reupload, update, aor, and data and they are all RAR files. As of unzipped the files I am not sure.
    ok, you have something totaly wrong there
    the file path for third age should be
    Medieval II Total War\mods\Third_Age_3\ (if this is not the case you will want to reinstall third age from scratch)
    in there should be a folder called data

    what you want to do is to replace this data folder with the one that comes with my mod
    all you need to do is to unzip my mods download to some place, take the unzipped files, and copy them into "Medieval II Total War\mods\Third_Age_3"
    when you have done this, ckeck if it works
    if it does, install the patch the same way
    it's really only a matter of doing copy/paste 2 times
    Last edited by fightermedic; October 06, 2012 at 01:06 PM.
    Check out my AOR and balancing Mod for Third Age Total War


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

    Quote Originally Posted by fightermedic View Post
    ok, you have something totaly wrong there
    the file path for third age should be
    Medieval II Total War\mods\Third_Age_3\ (if this is not the case you will want to reinstall third age from scratch)
    in there should be a folder called data

    what you want to do is to replace this data folder with the one that comes with my mod
    all you need to do is to unzip my mods download to some place, take the unzipped files, and copy them into "Medieval II Total War\mods\Third_Age_3"
    when you have done this, ckeck if it works
    if it does, install the patch the same way
    it's really only a matter of doing copy/paste 2 times
    Ok so I think my problem is that I don't have the data file from your mod. I have downloaded the five files I mentioned on top but I don't think they brought a data folder with them. Does it come with another download or did I miss something in the ones that I did download? Thanks

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

    The names of the files you downloaded are the 'zipped' ones, you need to unzip/unpack them all

    That's when you will see the data files and you can move them in the Third Age Data Folder

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

    Hahaha I got it to work! I didn't know what you guys meant by unpack but I got it. Thanks a lot!

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

    Haha no problem, enjoy the game!
    Last edited by Eönwë; October 06, 2012 at 04:36 PM.

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

    Fightermedic,

    Thanks again for this mod! is there an update coming soon?

    I noticed that when recruiting units, when already having a military academy, you still have to retrain them afterwards...
    most Gondor high tier units need over 4 turns recruiting, which is a little too much for quickly recruiting reinforcements or recruiting a new army...Gondor infantry, spearmen and archers should get 3/4 turn and Fountain Guards and the other elites maybe 4 or 5 turns...?

    I also have a question concerning unit prices...Citadel units are more expensive than Fountain Guards and Wardens of the White Tower which is a bit strange and other units have weird prices too, any reason for that?

    Encountered another Mordor captain with an Elven name and face

    The units of the Tower of the Moon (Minas Ithil) look a bit strange...they don't have faces, just recruited the archers but they did't looked 'human' if you get me?

  14. #14

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

    Has the problem with the custom maps been fixed?

  15. #15
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    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    not yet, i'm having trouble finding the reason for this bug

    @ovarion
    - the mordor captains with elven faces might be bribed, i have never seen one myself
    - not beeing able to replace a lost army quickly is the point of having such long recruitment times for professional units they have much faster replenishing though, so at least you won't ever be in a situation where you can't recruit them, something that might happen with low tier units (don't forget you can get up to 6 recruitment slots with the highest town hall building)
    - unit prices are calculated from a excel sheet, they depend greatly on unit size, equipment and quality and what kind of unit it is (e.g. milita have low recruitment cost, but high upkeep, professionals have high recruitment cost but low upkeep)
    - the moon tower units have masked faces, that's why they look strange, you can only see their eyes i didn't do a singl model btw, those are all from other mods
    - i don't know yet when the next update will be
    Check out my AOR and balancing Mod for Third Age Total War


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

    Quote Originally Posted by fightermedic View Post
    not yet, i'm having trouble finding the reason for this bug

    @ovarion
    - the mordor captains with elven faces might be bribed, i have never seen one myself
    - not beeing able to replace a lost army quickly is the point of having such long recruitment times for professional units they have much faster replenishing though, so at least you won't ever be in a situation where you can't recruit them, something that might happen with low tier units (don't forget you can get up to 6 recruitment slots with the highest town hall building)
    - unit prices are calculated from a excel sheet, they depend greatly on unit size, equipment and quality and what kind of unit it is (e.g. milita have low recruitment cost, but high upkeep, professionals have high recruitment cost but low upkeep)
    - the moon tower units have masked faces, that's why they look strange, you can only see their eyes i didn't do a singl model btw, those are all from other mods
    - i don't know yet when the next update will be
    It couldn't be a bribe cause he was at Osgilliath in turn 3 also some captains of Mordor have Nazgul names..

    I agree with your point on the recruitment...I was just having a hard time but forgot that was also the fun of it and the extra recruitment slots and peasant and low tier units makes up for the loss quickly...

    So I can't edit anything in the EDU? Cause it is an excel sheet?
    I find it strange that the elite unit of Gondor, the Wardens of the White Tower, are cheaper than Citadel Guards...both are proffesionals?

    haha the masked faces remind me of armoured Nazgul instead of elite units of Minas Ithil, I liked the original Minas Ithil Guardians (from Taro_m) more...just my opinion!

    Could you get the Lossarnach Axemen from Taro_m and his Knights of Minas Tirith perhaps? They are really nice...as are all of his units btw!

    Allright than I'll be starting a new Gondor campaign! (actually lost the first one due to a combination of forces from Harad, Rhun and Mordor, I hate losing...)

  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 Ovarion View Post
    It couldn't be a bribe cause he was at Osgilliath in turn 3 also some captains of Mordor have Nazgul names..

    I agree with your point on the recruitment...I was just having a hard time but forgot that was also the fun of it and the extra recruitment slots and peasant and low tier units makes up for the loss quickly...

    So I can't edit anything in the EDU? Cause it is an excel sheet?
    I find it strange that the elite unit of Gondor, the Wardens of the White Tower, are cheaper than Citadel Guards...both are proffesionals?

    haha the masked faces remind me of armoured Nazgul instead of elite units of Minas Ithil, I liked the original Minas Ithil Guardians (from Taro_m) more...just my opinion!

    Could you get the Lossarnach Axemen from Taro_m and his Knights of Minas Tirith perhaps? They are really nice...as are all of his units btw!

    Allright than I'll be starting a new Gondor campaign! (actually lost the first one due to a combination of forces from Harad, Rhun and Mordor, I hate losing...)
    the wardens of the white tower have way fewer men, that's why they are cheaper
    the edu is only created with an excel sheet (it's included in the download i think) you can edit the edu as you like
    most of Taro_m's units are in they are indeed very good, but for the lossernach guys i like the orgiginal ones better
    Check out my AOR and balancing Mod for Third Age Total War


  18. #18

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

    Hey guys, right now I use FRoGS for my submod. What is the main difference between that and AOR?

  19. #19
    Eönwë's Avatar Semisalis
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    Default Re: [RELEASE] AOR 2.2, a massive balancing submod for FRoGS

    Quote Originally Posted by lax15 View Post
    Hey guys, right now I use FRoGS for my submod. What is the main difference between that and AOR?
    This is a submod for the submod FrogS...So this balances the game and adds more features (units) and removes several bugs!
    So if your playing FrogS you should probably get this too, makes FrogS a lot better and more fun to play

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

    Thanks for your reply! It makes sense but still looks weird haha!
    Could you include the Crusades MOS has for Arnor and Gondor? Reclaiming lost territory gets a bit easier than...
    And the Knights of Minas Tirith from Taro_M as an elite cavalry unit for Gondor?

    And about the movements point, all units and agents have A LOT of them! For spies and diplomats this is nice but Rhun now gets his armies across the map really fast so he beats Mordor in getting the settlements north of Mordor...

    And it works for cavalry based armies but for a captain with 2 militia's in it, it isn't really correct...professional troops should get more movement point than militia's and armies with generals even more...don't you think?

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