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

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  1. #1
    fightermedic's Avatar Ordinarius
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    Default Re: [RELEASE] AOR 1.3, a massive balancing submod for FRoGS 2.1

    this is a battle on the campaign map right? can you tell me if there are any beoring units involved? (the guys with the dogs)
    does this crash happen during the battle or while loading it on the map? have you tried to autocalc?
    anyway, i don't think this has something to do with my mod - since it seems af if it is germanicusAI that is causing problems here - and this is a vanilla feature
    i will try to find a solution - but i have somewhat low hope
    could you possibly upload your savegame somewhere?
    Last edited by fightermedic; September 20, 2012 at 12:43 PM.
    Check out my AOR and balancing Mod for Third Age Total War


  2. #2

    Default Re: [RELEASE] AOR 1.3, a massive balancing submod for FRoGS 2.1

    There are no Beornings I thinkm it happens during the battle, after deployement. Unfortunately I don't know what autocalc is...
    http://www.4shared.com/file/_M-8f1K0/gabriel_2.html?
    Here is my save file, hope it helps!
    Thanks a lot!

  3. #3

    Default Re: [RELEASE] AOR 1.3, a massive balancing submod for FRoGS 2.1

    Some thinks I think that are messed up:
    1- Evil diplomacy: third campaing that I'm playing with this awesome mod, but Mordor ALWAYS declare war against Harad, now they're in war with isengard as well
    2- Mirkwood culture: the mirkwood culture buildings only give Culture bonus (50%, 100%). The culture never increases. This result in settlements where I can't recruit anything! (Is there a way I can give the culture increase to mirkwood's culture buildings?)

  4. #4
    fightermedic's Avatar Ordinarius
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    Default Re: [RELEASE] AOR 1.3, a massive balancing submod for FRoGS 2.1

    Quote Originally Posted by gabrielscunha View Post
    Some thinks I think that are messed up:
    1- Evil diplomacy: third campaing that I'm playing with this awesome mod, but Mordor ALWAYS declare war against Harad, now they're in war with isengard as well
    2- Mirkwood culture: the mirkwood culture buildings only give Culture bonus (50%, 100%). The culture never increases. This result in settlements where I can't recruit anything! (Is there a way I can give the culture increase to mirkwood's culture buildings?)
    the mirkwood culture buildings are the same as for any other elven faction, so they should definitely give culture bonus - you are building the art gallery buildings yes?
    anyway: if this really is a bug it will be fixed in the patch that i will upload tomorrow

    the diplomacy thing is strange, i only ever had mordor allying with harad and rhun, never attack them
    if they attack isengard at some point thats fine with me
    Check out my AOR and balancing Mod for Third Age Total War


  5. #5

    Default Re: [RELEASE] AOR 1.3, a massive balancing submod for FRoGS 2.1

    I have been playing 3 campains now, and same things happens in all. Gondor gets spanked hard and fast by Harad and Morodor. Think you need to balance Harad a bit. They have always the best score, and the largest army by far. Can easely face 10 full stakcs when fighting them.

  6. #6

    Default Re: [RELEASE] AOR 2.1, a massive balancing submod for FRoGS

    That looks very promissing. It based on FROGS 2.1. But, was FROGS 2.1 already stable? Or, is there a bug fix for FROGS 2.1 included? FROGS 2.1 had after some turns always fatal CTD. But, maybe there was meanwhile a fix for that.
    I’ve seen things you people wouldn’t believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhauser Gate. All those moments will be lost in time like tears in rain.

  7. #7
    fightermedic's Avatar Ordinarius
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    Default Re: [RELEASE] AOR 2.1, a massive balancing submod for FRoGS

    Quote Originally Posted by Jackie Treehorn View Post
    That looks very promissing. It based on FROGS 2.1. But, was FROGS 2.1 already stable? Or, is there a bug fix for FROGS 2.1 included? FROGS 2.1 had after some turns always fatal CTD. But, maybe there was meanwhile a fix for that.
    it should have a lot less bugs than frogs
    Check out my AOR and balancing Mod for Third Age Total War


  8. #8

    Default Re: [RELEASE] AOR 2.1, a massive balancing submod for FRoGS

    Quote Originally Posted by fightermedic View Post
    it should have a lot less bugs than frogs
    Why does it have less bugs?
    This Mod is a submod for FROGS 2.1, right? So, I need FROGS 2.1 and than I overwrite it with your Mod. Ok, some bugs might be eliminated by overwriting, but since not everything will be overwritten some of the FROG Bugs will still be there. Or, did you also some bug fixing for frogs.
    I’ve seen things you people wouldn’t believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhauser Gate. All those moments will be lost in time like tears in rain.

  9. #9
    fightermedic's Avatar Ordinarius
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    Default Re: [RELEASE] AOR 2.1, a massive balancing submod for FRoGS

    Quote Originally Posted by Jackie Treehorn View Post
    Why does it have less bugs?
    This Mod is a submod for FROGS 2.1, right? So, I need FROGS 2.1 and than I overwrite it with your Mod. Ok, some bugs might be eliminated by overwriting, but since not everything will be overwritten some of the FROG Bugs will still be there. Or, did you also some bug fixing for frogs.
    all those files that cause problems are overwritten
    i am not saying i can promise there are no bugs in here, but the Frogs bugs schould be gone
    Check out my AOR and balancing Mod for Third Age Total War


  10. #10
    fightermedic's Avatar Ordinarius
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    Default Re: [RELEASE] AOR 1.3, a massive balancing submod for FRoGS 2.1

    noted
    i have reduced harads strengh quite a bit
    in my opinion it's ok if gondor goes down if the player doesn't help or play them, but not that fast, and you are right harad really was way to strong
    the problem with them is that they have only 1 enemy and border the map
    Check out my AOR and balancing Mod for Third Age Total War


  11. #11
    Zectorman's Avatar Primicerius
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    Default Re: [RELEASE] AOR 1.3, a massive balancing submod for FRoGS 2.1

    Quick question, I deleted the geography files like you said but it still CTDs whenever i do a fight. Anything else I can do? (Note that I do not know how to turn off the daylight savings thing)
    http://www.youtube.com/watch?v=RgxBxU9wSP8

    Ferdinand Von Terl, he knew how to RP before you could even Speak your name!

  12. #12
    fightermedic's Avatar Ordinarius
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    Default Re: [RELEASE] AOR 1.3, a massive balancing submod for FRoGS 2.1

    Quote Originally Posted by Zectorman View Post
    Quick question, I deleted the geography files like you said but it still CTDs whenever i do a fight. Anything else I can do? (Note that I do not know how to turn off the daylight savings thing)
    first of all, thank you for showing interest in my humble mod
    regarding your problem:
    does it crash only on the campaign map or in custom battles also? for the daylight saving, try google, it depends on your operation system
    as a first advice i'd recommend to download the newest release and see if that helps
    speaking of which

    AOR 2.0 is released! check out the first post
    i hope i did not forget to include any files and everything works
    if not, let me know!
    Last edited by fightermedic; September 23, 2012 at 06:42 AM.
    Check out my AOR and balancing Mod for Third Age Total War


  13. #13
    Zectorman's Avatar Primicerius
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    Default Re: [RELEASE] AOR 1.3, a massive balancing submod for FRoGS 2.1

    Quote Originally Posted by fightermedic View Post
    first of all, thank you for showing interest in my humble mod
    regarding your problem:
    does it crash only on the campaign map or in custom battles also? for the daylight saving, try google, it depends on your operation system
    as a first advice i'd recommend to download the newest release and see if that helps
    speaking of which

    AOR 2.0 is released! check out the first post
    i hope i did not forget to include any files and everything works
    if not, let me know!
    IT WORKS!
    Last edited by Zectorman; September 23, 2012 at 07:50 PM.
    http://www.youtube.com/watch?v=RgxBxU9wSP8

    Ferdinand Von Terl, he knew how to RP before you could even Speak your name!

  14. #14
    fightermedic's Avatar Ordinarius
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    Default Re: [RELEASE] AOR 1.3, a massive balancing submod for FRoGS 2.1

    Quote Originally Posted by Zectorman View Post
    IT WORKS!
    so glad to hear that
    Check out my AOR and balancing Mod for Third Age Total War


  15. #15
    Civis
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    Default Re: [RELEASE] AOR 2.0, a massive balancing submod for FRoGS

    AOR 2.0 is released! thank you very much

  16. #16

    Default Re: [RELEASE] AOR 2.0, a massive balancing submod for FRoGS

    first i got to say that your mod is really awesome, but in 2.0 the new units are not really new but are just copied from another faction and renamed (arnor has some gondor and dunland units). is this meant to be this way?

  17. #17
    fightermedic's Avatar Ordinarius
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    Default Re: [RELEASE] AOR 2.0, a massive balancing submod for FRoGS

    Quote Originally Posted by bushmonster951 View Post
    first i got to say that your mod is really awesome, but in 2.0 the new units are not really new but are just copied from another faction and renamed (arnor has some gondor and dunland units). is this meant to be this way?
    as stated in the first post, some new units (almost all of them for eriador) are dummy units, they are coded in completely but don't have unique models yet
    Check out my AOR and balancing Mod for Third Age Total War


  18. #18
    fightermedic's Avatar Ordinarius
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    Default Re: [RELEASE] AOR 2.0, a massive balancing submod for FRoGS

    i have uploaded a small patch, to fix some minor mistakes
    Check out my AOR and balancing Mod for Third Age Total War


  19. #19
    fightermedic's Avatar Ordinarius
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    Default Re: [RELEASE] AOR 2.1, a massive balancing submod for FRoGS

    dunland can be pretty fast in the west yea
    the last few tests i ran though, isengard did not conquer a single region from rohan till turn 50 or so - can be quite different at times
    the only thing that always happens is harad and mordor killing gondor in my experience
    Check out my AOR and balancing Mod for Third Age Total War


  20. #20
    Zectorman's Avatar Primicerius
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    Default Re: [RELEASE] AOR 2.1, a massive balancing submod for FRoGS

    One thing I have noticed is that Rohan losses two kings in the first few turns for some reason lol.

    Btw, the dwarves of Ered Luin (My favorite so far) when they upgrade a city the sprite that replaces the next is a Gondorian city/castle. Should it not be dwarven?
    Last edited by Zectorman; September 24, 2012 at 10:09 PM.
    http://www.youtube.com/watch?v=RgxBxU9wSP8

    Ferdinand Von Terl, he knew how to RP before you could even Speak your name!

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