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Thread: DinoMight's units and settlement submod for ThirdAgeV3.2

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  1. #1

    Default DinoMight's units and settlement submod for ThirdAgeV3.2

    DinoMight's units and settlement Challenge submod V.1.3 for Third Age V3.2

    Hello everyone,
    I finished working on and testing a mod to do the following:


    1) Powerful, Mediocre, and crappy: overhaul of all units of all factions into three main unit ranges; powerful units range, medium units range, and weaker units range. This way you must build different types of units at different stages in the game to keep up with the military advancements of other factions. It also keeps the game constantly challenging.

    2) Elite units trainable almost everywhere: Powerful units are now trainable at more settlements, no more racing back to Annuminas to retrain those Dunedain Knights. BUT ...... read on.....

    3) Higher tactical and Administrative talent needed: The more powerful the units the higher the cultural requirements. No more taking over settlements and training or re-training troops too quick. This will slow down the rate of expansion so that a tightened grip is required on each settlement conquered by either you or your enemies. It will require proper funding of expansion and administration of logistical lines as training units becomes harder farther away from home.

    4) Increased unit numbers: numbers have been increased for all units for a more epic war!!!

    5) Evil is harder to beat: Although every faction has been buffed up, evil factions have a little more icing on their cake Enjoy!!

    6) Faction Specific Strength: every faction has a specific area of strength where they excel. This makes you enjoy your strategy more ex: are you a cavalry fanatic?? Rohan now has hordes of powerful Cavalry more numerous than any other faction.

    7) Better look for some units: some units received a better skin for the battlefield.

    8) Eraidor's colors and name have been changed since Eriador's name and colors do not change over to that of Arnor upon establishment of the new kingdom.

    9) Much more powerful archers for all factions: Some missile units have been Turbo-Charged. Think twice before charging a line of archers, you might not make it there!! You will have to rethink your stratey.

    10) Amon Sul has been changed over to grassland instead of mountain region.

    11) The campaign time limit has been extended.

    12) Tough economy, save your money: amount of free upkeep units have been increased a bit to save you some money.


    I think that's it for now, if i remember anything else i'll edit. Enjoy.

    INSTALLATION INSTRUCTIONS:

    1) This submod is made for Vanilla Third Age Version 3.2.
    2) Unzip and open my submod file named "DinoMight Submod"
    3) Copy the data folder in my submod over to the data folder of your game in your mod's folder ( C:\Program Files\SEGA\Medieval II Total War\mods\Third_Age_3)
    4) Start your game and enjoy.

    ATTENTION: No new units have been added. This mod revamped EXISTING units. This Mod is best played on huge unit numbers and on vh/vh

    V.1.2 - Fixed and updated the "Units for free"section
    V.1.3 - Adjusted unit attributes. ***Newest Version***
    Last edited by Ramesses II The Great; July 23, 2012 at 04:34 PM.

  2. #2

    Default Re: DinoMight's units and settlement submod for ThirdAgeV3.2

    This looks good , but I don't think increasing the unit number in single batallion is a good idea , especially for High Elves , Eraidor and their Dunedain and Hobbits ; they should be few in number , the Dunedain being very fewer in the Late Third Age , I think their number should be decreased , but their stats have to be bluffed . And by the way , orcs should be less devastating if they are a lot more per batallion .

  3. #3

    Default Re: DinoMight's units and settlement submod for ThirdAgeV3.2

    Quote Originally Posted by Madril View Post
    This looks good , but I don't think increasing the unit number in single batallion is a good idea , especially for High Elves , Eraidor and their Dunedain and Hobbits ; they should be few in number , the Dunedain being very fewer in the Late Third Age , I think their number should be decreased , but their stats have to be bluffed . And by the way , orcs should be less devastating if they are a lot more per batallion .
    Agreed, but many players like the epic feel of a battle, i don't wanna command a pisky thin line of troops when i can have a thick stack. And now since the Orcs have been vamped up, it will compensate for the numbers boost of everyone. It's just a perk for people who like having an epic battle.

  4. #4
    dannyalex's Avatar Campidoctor
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    Default Re: DinoMight's units and settlement submod for ThirdAgeV3.2

    i am very interested if u can post one image for :

    8) Eraidor's colors and name have been changed since Eriador's name and colors do not change over to that of Arnor upon establishment of the new kingdom.
    Most Chivalrous commander 2020-2021

  5. #5

    Default Re: DinoMight's units and settlement submod for ThirdAgeV3.2

    Quote Originally Posted by dannyalex View Post
    i am very interested if u can post one image for :

    8) Eraidor's colors and name have been changed since Eriador's name and colors do not change over to that of Arnor upon establishment of the new kingdom.
    The name and color has been changed to that of Arnor so that when you change over it actually says kingdom of Arnor instead of Free Peoples, the color was changed to match the black banner of Arnor. You will have to play Eriador's period with the colour and name of Arnor so you can have them when you change.

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