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Thread: TATW Realism+ /Final/ [TATW 3.2]

  1. #1
    DaVinci's Avatar TW Modder 2005-2016
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    Default TATW Realism+ /Final/ [TATW 3.2]

    Subtitle

    Middle-earth struggles under the Shadow ... the Darkness grows day by day



    Are you up to be a brave Servant of the Light ... can you turn the tide?



    Description
    Third Age TW Realism+

    A submod created for Third Age TW 3.2 by DaVinci.
    Campaign and battle mode tweaks plus Good vs Evil balancing with increased "lore-proper" gameplay including a special ZoR/AoR and unit additions.
    This submod is done for the Main campaign (no Fellowship campaign consideration).

    Features & Parameters

    Spoiler Alert, click show to read: 
    Features

    # Campaign combat model
    More realistic shaped unit capabilities, battles last longer. The model emphazises the "lore-true" image of evil side quantity vs good side quality.

    # Campaign start and scripting
    Startsituation complete rebalanced/redone, as well as a lot campaign-scripting overworked. Altogether increases the "lore-true" frame and backgrounds.

    # Campaign gameplay
    Strategically balanced along 'good vs. evil' image. Challenge increased for good side factions. Improves the "lore-true" immersion and atmosphere.
    The start situation and the following gameplay mirrors quasi the Ring Wars. As good side player, try to be the "saviour of Middle-earth".

    # ZoR and AoR
    ZoR examples: Eriador/Arnor recruits Bree land units in Breeland regions, Arthedain units in Arthedain regions, and many such things more for diverse factions.
    AoR examples: Eriador/Arnor can recruit Rohan and Gondor units in "lore-proper" regions, reflecting a possible Reunited Kingdom, and many such things more for diverse factions.
    Common available units for Men factions (good and evil side) in certain regions as local auxiliary forces. As one result, armies will be more of a mixed consistence, thus more realistically shaped.

    # Unit additions
    Unit role changes of units from the TATW vanilla resource, many of those reorganised units appear practically as new recruitable units (new names, description etc.).
    Plus 50 complete new units implemented, new units source material: Rusichi TW, Gondor Reborn and AUM.
    All additional units are provided for the special ZoR/AoR design in-campaign (no custom battle application, except for the AUM units), a very few are recruitable via the free merc-pool.

    # Tech tree
    Many buildings have more and/or other properties/effects and requirements. Core home settlements (capitals and other) give access to quality home units earlier than
    the mere provincial locations. Recruitment is mainly centered within the barracks tiers, as result armies are earlier big armies. Stables and bowyers are now training locations and give
    according experience bonusses. Only a few other buildings remain with a special recruitment, those are some local buildings (ie. Mumakil training ground or the siege equipment
    buildings or unique region buildings) - check the building browser per settlement to find according units.

    # Special features
    Many, see changelog (post #3).

    # Playability
    Fast end_turns, loading and battle/campaign stability.

    Parameters

    # Development basis for the balancing
    Campaign difficulty M, Battle difficulty M (no battletime limit, no radar map)
    Unit Size Huge
    Grand Campaign Long
    Developer player faction: Initial Eriador (base), other factions are playtested as well.

    # Faction recommendation
    Good side factions, Eriador/Arnor is likely the best choice to rescue Middle-earth, Gondor and Rohan have the potential, too - while all of them offer a challenging gameplay.
    One of the most challenging good side faction is Silvan Elves, although the Elven units are superior.
    Extra hint: Although all good side factions field in general better quality units (ie. especially Elves) as the evil factions, the evil power will show and brings you as good side player blood, sweat and tears.
    Evil side factions have some campaign advantages, especially Mordor. The difficulty setting should be increased as evil side faction player.

    # Explanation - ZoR/AoR in this submod
    ZoR (Zone of Recruitment) - Home lands/regions, here the factions recruit their "natural" local units, especially valid for all Men factions, while most Orcish units can be raised everywhere (except for desert regions). A ZoR can be limited to very few or even only one region/settlement, which offer special local units. While TATW vanilla applies something like that ZoR already, it is very much emphasized in this submod.
    AoR (Area of Recruitment) - Non-home lands/regions, here the factions recruit diverse units which are not their "natural" units, those can be allied units (from traditionally allied factions), kind of free people or mercenaries or local units from conquested regions which obey to the new ruler. AoR is partly also a synonym for "Auxiliary of Recruitment", means often those units are additional local auxiliary forces, which is not an indicator for their quality though.

    # Family tree's
    They are changed/expanded a lot. Initial campaign turns bring messages of "King of ... died" (faction: Eriador, Rohan) - note, that those messages do not mean, that Aragorn and Theoden have died, but their fathers die there via script.

    # Movement points
    They are increased for the characters and units on the strategical map.

    # Traits
    Some special traits are added, some are changed.

    # Merc pool
    Very much changed, evil side factions have a wider merc pool and partly possible numbers increased for Sauron's invasions, many vanilla merc units now are recruitable via buildings (without redundance).

    # In-game descriptions
    Take care of the submod intro text, the trait text 'Middle-earth General', as well as unit descriptions. Those will help to understand backgrounds and framework of the submod.

    ...for some more details, go to post #3, the changelog (while some early items are altered during the development).



    Main
    Download

    Mirror | ModDB - TATW Realism+
    (v2.98.1) ... it's the final version.

    Edit July 2013: Two additional dl-sources provided by Mank via this post available: TATW Realism+ ...just in case ModDB doesn't work for somebody.




    Relevant hints:

    # Third Age TW Realism+ requires the clean installation of Third Age TW 3.2 (vanilla*), which must be running properly (check that first).
    * vanilla = unmodified; there are some exceptions, see section Installation/Compatibility.

    # Updates require usually a new campaign start, if not mentioned otherwise.


    Patch & Backup
    Attachments

    Spoiler Alert, click show to read: 

    Patch: None.

    TATW vanilla backup: Overwrites the according TATW Realism+ submod files to getting back TATW 3.2 vanilla.



    Changelog
    Spoiler Alert, click show to read: 
    The changelog is moved to post #3.



    Instructions
    Installation

    Spoiler Alert, click show to read: 
    Installation process

    I. Preparation vanilla: Install Third Age TW

    "Vanilla" = No Third Age TW submods or custom changes (exceptions, see below 'Compatibility').

    1. Install TATW 3.2.

    2. Run TATW 3.2 one time, just one campaign start and turn with one chosen faction (just to see if it works as expected), then exit the campaign, quit the game.

    [TATW 3.2 installation (which worked for me properly): Install TATW 3.0 using this thread (only 3.0), and then for TATW 3.2 patch using this thread (only 3.2) - that means, do not install TATW 3.1 after 3.0, as 3.2 patch includes 3.1 patch.]


    II. Submod: Install Third Age TW Realism+

    (For unzipping/extracting the submod, it is highly recommended to have installed software like winzip, winrar or 7zip, ie. the latter one is free available and recommended by me also for its smartness).

    1. Download the TATW Realism+ file ie. onto your desktop: You'll have one zip file.

    2. Unzip this zip file: You'll get 2 files, this is

    a. readme file (.txt)
    b. the actual TATW Realism+ submod file with the ending "..._mods folder" (.zip)

    Store these 2 files where you like.

    3. Copy and paste the "..._mods folder" zip file into the MIITW directory (the Medieval II Total War folder).

    4. Extract the "..._mods folder" zip file within the MIITW directory as following: Right-click on it, then use context command 'extract here', overwrite everything.

    5. Ready, start the TATW mod as usually. You have to start a new campaign with TATW Realism+.

    -> The installation is done correctly, if you can see a "TATW Realism+" mark in grey-white letters with the initial TATW screen.

    [Just in case: When you start the mod and you get a message-box like "...emaluation software...", click "Ok" (it doesn't matter), start the mod once again after that message].

    Related hints

    TATW Realism+ update installation

    Same process as II. no. 1-5. While updates go directly over a former TATW Realism+ installation.
    They usually require a new campaign start.

    TATW Realism+ submod uninstallation

    Revert back to TATW 3.2 vanilla ie. to play again vanilla or to install other submods.
    Vanilla re-installation same process as above, II. no. 1-5, while using the TATW 3.2 vanilla backup files, see attachment.

    Compatibility with other TATW submods

    Non-compatible stuff:
    Map or startsituation, map movement points, family-tree or characters, names, traits and ancs, unit data or recruitment incl. merc-pool, tech-tree, campaign scripting, strat texts, event messages, missions, projectiles, rebels.
    All those items need customisation by the user, if he intends to use such TATW submods on/with TATW Realism+.

    Compatible stuff:
    Pure graphic changes for TATW 3.2 (vanilla) might work without issues, those can be: Loading screens, menu frontend/ui, lightning/sky/grass/vegetation and such, as well alternated texture files for existing vanilla files, in case of unit textures only if the texture-names and file-paths aren't changed.
    All TATW sounds and music submods should be fully compatible.


    TATW Realism+ submodding material

    Submod usage / permission:
    Modders have permission to use the submod files to merge it with other existing submod stuff. Everybody can create his own sub-submod and release it without permission-request. Just mention the according credits in your release, and leave a post/link about your release in this thread here, that's all i ask for.

    Submod material:
    Solely TATW 3.2 vanilla.

    Unit addition material:
    From v2.48 to v2.61: The submod used unit source material of the mod The Last Kingdom (TLK) created by danova and team, via permission. In case of submodding these TATW Realism+ submod versions (2.48-2.61), you'll need permission from the TLK mod leader, if you wish to re-publish the implemented TLK unit files in your sub-submod. TLK unit files are removed from the submod post v2.61 (they have been used until incl. v2.61).
    Since v2.7: Unit materials from Rusichi TW mod project, as well as from Gondor Reborn modders resource.
    Since v2.95: Unit materials from AUM 2.1, in case of submodding TATW Realism+ submod version 2.95 or higher, you'll need permission by Agostinos, if you'll use the AUM 2.1 materials.
    See also credits.

    Hint TATW vanilla update:
    If TATW 3.2 might be updated in future, and the update contains no physical map changes (more or less regions and such), then the TATW Realism+ submod is most likely compatible.



    Credits
    Lots of thanks to ...

    Spoiler Alert, click show to read: 
    # King Kong and the whole TATW team including everybody who created/supported that wonderful M2TW mod, plus all submodders who created in TATW 3.2 implemented submods.

    # Different players of the TATW Realism+ submod who reported/commented in this thread about relevant things, this is in particular ie. son of romans who desired/recommended an AoR design, MrExpendable for looking at unit stats, Aringtoit for dedicated Silvan Elves playtesting. And especially for helping to fix the campaign-crash item with v1.95/1.97, as well as battle mode fixing-help for v1.99, those are Aringtoit, Emrys and Heptagenia (so to speak the betatesters for this submod). Paul Atreides for pop-growth rate observations. Skullripper who reported about the added Ents usage in later campaign. Pleiades for bringing up a unit typo bug, which caused a crash with Gondor battles in v2.45, and also for his overall nice engagement. Plus all other players who report in the submod thread about campaign experiences or everything which has potential to help improving this TATW submod.

    # For v2.48 to v2.61, as for the usage/permission of unit source material, big thanks and according credits belong the mod project The Last Kingdom (TLK), created by danova and team. Material used until including v2.61.

    # Since relaunch v2.7, Rusichi TW mod project for their generous unit policy which allows TW modders to apply some of their material, TATW Realism+ Relaunch uses many of the models, textures, ui's and coding/text materials.

    # Since relaunch v2.7, Taro_M for the usage of his modders resource project 'Gondor Reborn', TATW Realism+ uses many of the models, textures, ui's and coding/text materials.
    'Gondor Reborn' includes the following modders (original copy of the credits)
    ~Wlesmana ? original unit concepts from Lord of the Rings: Total War mod
    ~Thick1988, Bismarck, RR_Raptor65, The Pope, James and Luigi - Mount&Blade Open Source Project weapons
    ~Turambar ? fantastic models and textures for gondorian soldiers
    ~Rusichi team ? lots of their models and textures were used a base for my work
    ~Forrest Gump ? Mercenary Shoppe (Knights A foot) resource
    ~Lord_Calidor ? weapon pack
    ~CounterPoint391 ? hand painted metal texture
    ~Someone1074 ? Capes and Cloaks mod for TES IV: Oblivion
    ~Benox ? balancing and concept art
    ~wicked_lester - balancing
    ~Lord Wiffleby - descriptions
    ~Pyrosh ? concept art, Dol Amroth barbutte
    ~Krasker ? concept art
    ~Araval ? for helping out with unit icons
    ~Third Age team ? for their hard work and reference material
    ~Creators of Mount&Blade ? for their work that was used as reference material
    ~Taro_M ? my humble self, for doing all the hard work

    # Since v2.95, Agostinos et al (AUM 2.1 submod), for the usage/permission to use the AUM unit content (models, textures, ui's and coding/text materials).

    Last edited by DaVinci; October 26, 2013 at 04:17 PM. Reason: File or text update
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    #"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
    Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
    Iirc., already 2013 i spoke of "Renaissance of Fascism", it was accurate.
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    Any chance for this exam? Very low, the established Anthropocentrism destroys the basis of existence.
    #My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
    #End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.

  2. #2
    chriskourou's Avatar Semisalis
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    Default Re: Third Age TW 3.2 Realism+ 1.0 - A Gameplay Tweak Minimod

    All these make sense. Good one.

  3. #3
    DaVinci's Avatar TW Modder 2005-2016
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    Default Re: Third Age TW 3.2 Realism+ 1.0 - A Gameplay Tweak Minimod

    Post changed ... as for the long changelog in 1st post, changelog moved to this post.
    The changelog is also part of the readme (content of the download file).



    Changelog

    Spoiler Alert, click show to read: 

    Relaunch Versions
    ******************

    V 2.7 (full submod)
    # The first relaunch version changes especially a lot of the common balancing for the campaign, quite something of the start situation,
    provides some unit role changes, and adds 15 new units, while the whole of the former unit addition is disabled (the TLK units).
    The prime of the relaunch goal is an enhanced gameplay with still more increased lore-property for the campaign design.

    V 2.75 (patch)
    # The promised version with unlocked characters (except Saruman, Denethor), plus some other balancing items and corrections.

    V 2.8 (full submod)
    # This version changes again something of the common balancing for the campaign, something of the start situation,
    provides again few unit role changes, and adds now together 30 new units (15 Gondor Reborn and 15 RusichiTW source materials).

    V 2.9 (full submod)
    # This version changes again something of the common balancing for the campaign, something of the start situation,
    and adds now together 33 new units (18 Gondor Reborn and 15 RusichiTW source materials).
    ...not saved game compatible...

    V 2.95 (full submod, open beta)
    # Kind of changes as above, and more unit additions (now 49 incl. AUM 2.1 units).
    # Added is a txt file "Faction VCs" (victory conditions, which might be taken into account).
    ...not saved game compatible...

    V 2.98 (full submod, open beta)
    # Diverse balancing items (along recent posts in the submod thread).
    # One more unit addition from RusichiTW resource (now the submod adds 50 new units).
    ...not saved game compatible...

    V 2.98.1 (full submod, latest version)
    # Fixes missing AUM unit textures.
    # Else same as v2.98.
    # Quasi the final version (attested bugfree), and balancing-work finished.
    ...probably save compatible to 2.98...

    Edit: There won't be updates anymore, v2.98.1 is final.

    Pre-relaunch
    *******************

    V 1.0: 5. Aug. 2012

    Changes v1.0:
    - Character traits: Many hero characters got significant more hitpoints (was annoyed to see the message "Saruman died",
    and formerly i easily lost Gandalf in a battle with rebels, much too easily, those things are nogo's for me in this lore game).
    - Projectiles: Fire arrows are erased, except for artillery and gate/tower defences.
    - Projectiles: Range decreased, ammo decreased.
    - Combat stats: Very few stats changed (ie. Grey Company slightly improved).
    - Campaign start: Mordor got a better kings purse, Isengard bit more start money.
    - Victory conditions: Mordor has some region goals now, else, all region number goals decreased.
    - Tech/building tree: For the construction of recruitment structures, the smith tier 1 is required, except for siege equipment and special unit buildings.
    - Tech/building tree: For very few other buildings, construction costs, times and requirements slightly changed.
    - Assassin recruitment: Is delayed to very high tiers.
    - For now ... that's all.

    V 1.1: 7. Aug. 2012

    Changes v1.1:
    - Now using the immobile traits file (former attachment, see description below 'Optional Feature') within the minimod folder. If this is not welcome, restore the traits file from v1.0.
    - Traits file slightly changed once more (ie. Saruman gets some more hidden skills to enhance his reign).
    - Gandalf got separate bodyguards, an elite group of Greenway Sentries.
    - Projectile accuracy changed (decreased), as well as damage and mass adjustments.
    - Range weapon attack values decreased significantly (still very deadly though).
    - Smithery got partly trade bonus (dependent on metal resource property in the region).
    - Recruitment of low tier archer units of evil factions changed (will field more and earlier), and upkeep of them reduced.
    - Harad low tier units less upkeep.
    - Bodyguard units less upkeep, especially evil side.
    - Some population bonusses added to certain structures, especially evil side (this and most other changes are done to increase the pressure from the evil side).
    - Recruitment slots and upkeep free slots increased for main settlements, and small other tech tree items.
    ...it requires a new campaign start to get all update effects.

    V 1.2: 8. Aug. 2012

    Changes v1.2:
    - Recruitment buildings, construction costs and times significantly decreased.
    - Units, hitpoints increased for all units except for the ones who have already enough.

    V 1.3: 9. Aug. 2012

    Changes v1.3:
    - Campaign balancing, good side factions got less start money and kings purse, vice versa for evil side factions ('good vs. evil' balancing style increased).
    - Eriador family tree, Aragorn is younger now (20 instead of 38) to have him far longer in-campaign, family changed (he got parents/dead, Araphor is brother not son).
    - Economy, different buildings have trade bonusses depending on resources and faction.
    ...requires new campaign start.

    V 1.4: 10. Aug. 2012

    Changes v1.4:
    - Victory conditions partly overworked (ie. region numbers, main enemies)
    - Arnor (ressurecting faction) kings purse increased from 500 to 1500.
    - Gundabad Orcs more kings purse, from 4000 to 5000.
    - Campaign script, AI treasury-script, money penalty decreased for evil factions.
    - Slight changes to resource-dependent trade bonusses.
    - Added certain pop-growth bonusses (ie. resources grain, fish, fruits), and additionally added some for evil side factions for different structures and conditions.
    - Mines, 1st tier mine now from on village tier, as well as cost-efficience significantly improved.
    All in all, again this will increase the pressure from the evil side, good luck.
    ...requires new campaign start.

    V 1.5: 12. Aug. 2012

    Changes v1.5:
    - Eriador, all starting characters now have Greenway Sentries as bodyguards, reflecting their role as protectors of Eriador (Dunedain bodyguards come with the new characters,
    reflecting their comeback to the lands).
    - Eriador, some units stats revised slightly.
    - Another trade bonus added for evil side mountainous regions.
    - Archer recruitment for evil side 1st tier bowyer extended.
    - Fixed missing 2hp for Smith of Eregion unit (thanks MrExpendable for reporting).
    - Some High Elven unit stats slightly changed.
    - Rohan, Thengel (faction leader) got as well the immobile trait to keep him in the capital.
    - Bree Militia units (archer and spear) now are only in regions available of Eriador/North-Dunedain origin, as well as "Breeland Militia" name is changed to "Spear Militia".
    - Recruitment, good side units with culture requirement now need 50 % region-conversion, except Arnor units remain as they were with partially 33 % as well as units via special buildings remain as they were.
    - Eriador/Arnor, the House of Kings building now is possible with city tier.
    - Rohan, all starting characters got trait 'Good with Cavalry' 1st level, for Thengel, Theoden and Theodred increased to 2nd level.
    - AI Money Script, money gift at -1000 treasury decreased from 5000 to 3500, whereas added is another 1st phase at less than 1 treasury AI's get 500 gift, so they won't get
    the 'Bancrupt' label that easy.
    ...requires new campaign start.

    V 1.6: 15. Aug. 2012

    Changes v1.6:
    - Temples, pop growth bonusses for evil side factions changed.
    - Temples/culture buildings, conversion rates lower for good side factions than evil side factions.
    - Kings purse, for factions Harad, Rhun and Gundabad reduced (these AI's have been too rich in an internal v1.55).
    - Ithilien Rangers capability improved as well as some recruitment improvements esp. for Gondor, Rohan and Eriador.
    - Bodyguards from Denethor and Boromir switched (Denethor now foot as for his stationary item, Boromir now horse).
    - Core buildings, erased are the TATW vanilla AI bonusses coming with them, AI bonusses are new organised/spread to other buildings.
    - Diverse common bonus changes for several buildings and diverse building requirements and parameters changed.
    All in all, this update provides some counter-balancing with benefits for good side factions, which are necessary as for the developed evil power in this submod.
    ...requires new campaign start.

    V 1.7: 19. Aug. 2012

    Changes v1.7:
    - Many common campaign balancing items for startsituation and gameplay again.
    - Unit stats partly overworked.
    - ZoR/AoR (recruitment of local/allied troops) added for certain factions in determined regions (example: Eriador/Arnor can recruit Rohan units in respective regions, and
    Reunited Kingdom (Arnor player) can recruit Gondor units in respective regions).
    - Eriador, Gandalf starts with some interesting allied units.
    - Default movement points increased (except for Boromir shortened to keep him at Minas Tirith).
    - Campaign script changes once again (many).
    ...requires new campaign start.

    V 1.75: 19. Aug. 2012

    Changes v1.75:
    - Start diplo/faction-standings overworked.
    - Adjustments for the campaign script (ie. army spawn balancing for some capitals).
    - Adjustments for Isengard recruitment (strenghened).
    - Adjustments for Isengard and Dwarven unit stats.
    ...requires new campaign start.

    V 1.8: 20./21. Aug. 2012

    Changes v1.8:
    - Silvan Elves, as AI now gets only 1 region gift (instead of 3) via 1st turn campaign scripting.
    - Rohan, as AI now gets only 1 region gift (instead of 2) via 1st turn campaign scripting.
    - Isengard, as AI now gets only 1 region gift (instead of 2) via 1st turn campaign scripting.
    - Eriador, family tree changed, Araphor now married into the royal family, and King Arathorn (Aragorn's father) dies per script (this will enable the according message).
    - Start situation, very few other common balancing changes for some starting armies.
    - Mordor, recruitment in Dol Guldur/Deep Mirkwood improved (after all it's the evil main outpost in the forest).
    - Rohan, unit stats adjustments.
    - Pike units, effectivity increased and all of them now have armour piercing capability.
    ...requires new campaign start.

    V 1.85: 22. Aug. 2012

    Changes v1.85:
    - Victory Conditions once more overhauled (the changes might cause some more interest by evil side factions for merely distanced regions).
    - Diplo-start/faction-standing bit changed (ie. Silvan Elves allied with Dale), all in all should help more to lump together the both sides vs each other.
    - Start-setting for some good side factions bit changed, ie. good side hero characters got special bodyguards (new entries) with more capability than the usual one.
    - Combat stats for real battles and autocalculation partly overworked (i hope it can help a bit the good side AI's vs the evil power, however the announced
    balance stays: challenge increased for good side factions, if human player or AI, while surely it is possible as good side human player with certain factions
    to be the saviour for Middle-earth, and remind you, this is partly the motto of this submod). I shall mention that Snagas are now really canonfodder (again).
    - New special feature implemented when Shire and Fangorn got and keep autonomy, good side factions (both Elves, Eriador/Arnor and Gondor) get access to allied
    Ents (very rare, but still a great help) in certain forest regions, which are at the start underdeveloped, except for a Silvan Elves region ... i won't reveal
    those regions (surprise for the ones who find it out). Note: I got no according error message or log-entry whatsoever, but the event (feature) is still a matter
    of testing, if it functions as planned (but it should), as it is interaction of the campaign script and special tech-tree coding incl. new hidden resources and
    new unit entries.
    - Isengard, and both Orc factions now can also recruit Black Spider mercs (new entry) in certain regions (rare and smaller groups, but still ...).
    - Eriador, rare Grey Company unit (new entry) recruitable in Bree.
    - Few more ZoR/AoR units than before for certain good side factions (with some new unit entries), this is wip (next versions will get still more).
    - Recruitment in general still more possible in natural areas per faction and focused also on centers ie. the starting capitals.
    - Recruitment buildings (stables, barracks, ranges) once more reduced in construction price.
    ...requires new campaign start.

    V 1.9: 24. Aug. 2012

    Changes v1.9:
    - Some balancing adjustments (certain replenishment values, some unit stats ie. Elves, some tech-tree items).
    - Diplo-start adjustments (startsetting war and alliances).
    - Display fix for ports and seatrade in tech-tree (is also a M2TW vanilla bug), buildings now listed properly dependent on port access.
    - Campaign end-date changed to 50 years more (200 turns added, 400 -> 600).
    - Aragorn, family-tree now lore-properly done (Gilraen mother, Arathorn father as it was already, no brothers/sisters).
    - ZoR/AoR Eriador, recruits "Bree" Militia again but only in Breeland (unit name and desc changed accordingly), recruits now common auxiliary and advanced ones in non-Bree regions.
    - ZoR/AoR Arnor, recruits now "Arnor" units only in Arnor original areas, else as it was already with ie. Gondor units, and Rohan units etc.. Exception are Arnor Miltias and Archer units,
    which remain with their former requirements (these units are renamed though with 'Reunited Kingdom' desc).
    ...requires new campaign start.

    V 1.95: 29. Aug. 2012

    Changes v1.95:
    - Eriador, 'Merchant' units renamed/desc changed to 'Bree Heavy Militia'.
    - Eriador, common aux units partly renamed/desc changed incl. some stats updates.
    - Eriador, some unit names changed (ie. 'Battle-ready Dunedain' to 'Dunedain Swordwarrior' and such).
    - Eriador, Halbarad (ranger friend of Aragorn) got Grey Company as bg unit.
    - Eriador, formerly added recruitable Grey Company unit disabled.
    - Eriador, family tree changed again and now expanded to many existing characters, while Aragorn now starts solo as the lonesome 'strider'.
    - Traits, one basic evil/good side trait added.
    - Traits, evil side general characters always get +dread attributes, vice versa for good side which get +respect attributes.
    - Traits, some other changes ie. AI boost bonusses reduced (this is for good/evil side factions alike) to limiting a bit those extra affects.
    - Campaign scripting, AI setup once again changed ie. the character removals erased (now ie. Witchking is there from the start).
    - Castle-forts, garrisons added with characters which got the immobile trait.
    - Start settings, for Mordor and Isengard once more slightly changed.
    - Spy and assassin recruitment, anew organised (now according Guilds play a relevant role).
    - Missions, unit rewards removed (thanks to Rickilicious for putting the elite unit reward item on the table).
    - Some other small tech-tree updates.
    - Few unit stats updates.
    ...requires new campaign start.

    V 1.97: 31. Aug. 2012

    Changes v1.97:
    - Elven and Dwarves pop-growth bonusses erased (except for Dwarves with mines, which remains). Hint: Some pop-growth bonus codes were first implemented with this submod.
    - Elven and Dwarves recruitment speed decreased (now all need 2 turns).
    Increases once again the challenge to play with High Elves, Silvan Elves and Dwarves. Lore-background is the "fact" that these folks departed more and more from Middle-earth.
    - Diverse coding tweaks/ammendments (which i can't recall now).
    ...requires new campaign start.

    V 1.98: 2. Sept. 2012

    Changes v1.98:
    - Fixed missions file (campaign-crashes).
    - Mission rewards are modified still, ie. max one unit reward.
    - Dismounted Dunedain Knights strenghened slightly (thanks MrExpendable for the hint).
    - Requirements for castle paved roads changed.
    ...technically save game compatible for 1.97.

    V 1.99: 5. Sept. 2012

    Changes v1.99:
    - Startsetting, factionstanding changed ie. good and evil faction like their specific sides bit more than before.
    - Tech-tree, pop-growth rates here and there reduced.
    - Tech-tree, added more law/happiness AI bonusses to core buildings.
    - ZoR/AoR recruitment, partly changed (frequence, ownerships).
    - AoR Gondor-Rohan alliance added, Gondor now can recruit Rohan reinforcements in certain Gondor home areas.
    - Gondor, some unit stats changes.
    - AoR units, edu code ammendments (might solve experienced battle-crashes, tests have been successful).
    ...requires new campaign start.

    V 1.99.5: 14. Sept. 2012

    Changes v1.99.5:
    - Fixed edu file (battle-crashes gone), and just all added extra-officer stuff disabled.
    - Blackroot Archer separate bg unit added to the Gondor character of Erech (might solve the listed vanilla bug of bg non-replenishment).
    - Faction start settings, war/ally and diplo standings changed to more evil/good blocks (AI behaviour needs further observation during campaign).
    - Faction victory conditions, partly revised again (AI behaviour needs further observation during campaign).
    - Gondor recruitment changed, certain heavy units now only in Minas Tirith.
    - Gondor recruitment changed, added common aux infantry for non-Minas Tirith regions.
    - Gondor recruitment changed, Swan Knights horse earlier available.
    - Gondor recruitment changed, Ithilien Rangers also in West-Osgiliath available.
    - Small AoR recruitment changes.
    ...requires new campaign start.

    V 1.99.7: 15. Sept. 2012

    Changes v1.99.7:
    - Arnor recruitment low-mid units partly changed with AoR units.
    - Dale recruitment strenghened with few AoR units.
    - OoG and OoMM recruitment strenghened for certain areas.
    ...requires new campaign start.

    V 1.99.8: 16. Sept. 2012

    Changes v1.99.8:
    - Tech-tree correction (former single file attachment).
    - Few victory conditions changed again.
    - 'Arwen' female name added to Eriador, Arnor and Gondor.
    - Isengard, recruitment-balancing for the most heavy units.
    - AoR, Southern allied militia unit added for Men factions.
    ...requires new campaign start.

    V 1.99.9: 19. Sept. 2012

    Changes v1.99.9: (last beta prior to final v2.0)
    - Different traits file changes (ie. Theoden gets troops morale bonus; Bard/Dale leader gets immobile trait as well to keep him in the capital; marriage/adoption/comes-of-age command stars probability reduced).
    - Startsituation, Gondor some starting army changes, ie. Imrahil got Dismounted Swan Knights BG, and is locked; West-Osgiliath got one unit Osgiliath Pikemen, Boromir now with Ithilien Archers.
    - Startsetting, Elrond's council happened, some old good side pacts are forged, fellowship characters went out of Moria, Saruman's true goals are revealed ...
    SE, Eriador, Dwarves and Gondor player: check the area for Legolas, Gandalf and Aragorn, Gimli and Boromir.
    - Startsetting, war/ally once again changed to the according situation above.
    - Recruitment in particular bit more comfortable for Arnor.
    - Very few other recruitment changes.
    ...requires new campaign start.

    V 2.0: 22. Sept. 2012

    Changes v2.0: (final TATW Realism+ edition)
    - Unit stats adjustments, generally for Harad units, else all cavalry units got good stamina.
    - ZoR/AoR, few recruitment adjustments.
    - Unit recruitment expanded, former merc-pool-only units enabled for the ZoR/AoR (OoG, Rhun, Dale units).
    - Start situation adjustments, ie. Thengel dies per script (lore proper), Aragorn now is married with Arwen (just no way to give him his true love during the campaign).
    - Very few victory condition adjustments.
    - Boromir's marthyrium ... .
    - Rhun AI scripting, one less region-gift at game-start.
    - Some other campaign adjustments.
    ...requires new campaign start.

    Patches
    ----------
    (although i call that 'patches', it is the same full submod file structure per patch-version as above, they patch however the former planned "final" version 2.0)

    V 2.1: 28. Sept. 2012
    Changes v2.1:
    - Many changes for the traits files again (ie. check: 'Middle-earth General' after first turn).
    - Common campaign balancing (start, script and tech-tree, recruitment).
    - Some unit stats balancing.
    - Recruitable generals (AI only, except Dale, Eriador and Arnor player).
    - Including some fixes (needs playtesting for the v2.0 campaign-crash issue).
    ...requires new campaign start.

    V 2.2: 30. Sept. 2012
    Changes v2.2:
    - Campaign ctd fix (traits file fixes).
    ...technically save compatible (but new campaign start highly recommended as traits will be messed up when using a save game).

    V 2.3: 2. Okt. 2012
    Changes v2.3:
    - Tons of balancing work, a lot for certain units stats ie. quality archers far better, startsetting ie. Dale bit strenghened, finetuning for ZoR/AoR recruitment, and more).
    - Some units "recycled", new unique usages (ie. now Axemen of Andrast, Mariners of Dol Amroth, Eriador Militia, Arthedain Riders, Cardolan Retainers and more).
    - Traits files overhauled (compared to former versions, now almost only additional contents aka vanilla codes remain as in 3.2).
    - Some scripting changes.
    - Family tree's significantly expanded (Eriador was already done, now also for Rohan, Gondor, Dale, Dwarves, Rhun, Harad and bit for HE, SE),
    orcish factions have no family tree, nothing done there.
    - Descriptive text work.
    - Backup files now included in upload (re-installation same wise as the submod).
    ...requires new campaign start.

    V 2.35: 4. Okt. 2012
    Changes v2.35: (ZoR/AoR changes only)
    - Recruitment correction for Eriador-Rohan alliance recruitment in certain regions.
    - New Eriador militia unit recruitment expanded a bit.
    - Now also native militia unit recruitment of variag rebels for good side factions (represent unloyal Variags vs the Shadow).
    - Other small ZoR/AoR changes.
    - Few according unit description changes.

    V 2.4: 5. Okt. 2012
    Changes v2.4:
    - Script correction for Dale spawn units (as for recent unit switches).
    - Recruitment, Armored Sword and Spearmen AoR unit spread to more factions (affects Eriador/Arnor, Gondor and Dale).
    - Recruitment, Axemen of Andrast recruitable at Gondor's coasts (Gondor mercenary unit).
    - Combat, some of Gondor unit stats improved.
    - Combat, some of Dale unit stats improved.
    - Few according unit description changes.
    ...requires new campaign start.

    V 2.45: 7. Okt. 2012
    Changes v2.45:
    - Script change, Rhun AI doesn't get Lower Khand as region gift.
    - Recruitment, Isengard gets better frequence of Uruk-Hai Infantry and Dunlending Spearmen.
    - Kings purse, bit more money for Dale, bit less for Rhun.
    - Combat stats, some of Rhun unit stats nerfed, partly bit better morale for some low tier good side units.
    - Few other small things.
    ...requires new campaign start.

    V 2.46: 20. Okt. 2012
    Changes v2.46:
    - Battle-crash fix for Gondor Cavalry Militia unit.

    V 2.4x: 2. Nov. 2012
    Changes v2.4x: (in-between open beta)
    - Includes G5 RBAI 5.7 reinforcement bugfix.
    - Unit implementation (for now: 8 new units, models/name/desc) for the overhauled AoR system (model/source material TLK mod, credits to danova et al/team).
    - Recruitment system/parameters overworked, all good side faction core units are solely available in ZoR regions.
    - Recruitment system/parameters overworked, changes with focus on good side factions, new units recruitable via AoR regions.
    - Diverse balancing changes.
    - Diverse unit role/name/desc changes, plus one Rohan unit enabled which was disabled in TATW 3.2
    - TATW 3.2 intro replaced with TATW Realism+ intro.
    ...requires new campaign start.

    V 2.48: 16. Nov. 2012
    Changes v2.48: (official open beta)
    - 17 new units/models implemented (model/source material TLK mod, credits to danova et al/team).
    - Diverse more ZoR/AoR units provided from TATW vanilla resource.
    - Recruitment complete new organised (barracks).
    - Diverse other balancing items.
    ...requires new campaign start.

    V 2.49: 21. Nov. 2012
    Changes v2.49: (official open beta)
    - 2 cosmetic fixes for implemented units.
    - 1 more new unit/model implemented "Rhovanion Peasants" AoR javeliners support (model/source material TLK mod, credits to danova et al/team).
    - Units recruitment for few units new ordered, ie. Rohan Royal Guard into Golden Hall, Mordor Uruk heavy units only in core Mordor regions.
    - Units stat balancing for few units, ie. all cav at least def skill 4.
    - Nearly all units have upkeep_free attribute.
    - Campaign script, AI "surrender" unit spawns removed for evil factions, slightly strenghened for good side factions.
    ...requires new campaign start.

    V 2.50: 2. Dec. 2012
    Changes v2.50:
    - 7 more new units/models implemented (model/source material TLK mod, credits to danova et al/team), together now 25 complete new units.
    - Rhun and Harad apply now a ZoR/AoR recruitment as well.
    - Some recruitment parameter changes.
    - Some unit role and some name desc changes.
    - The added ents recruitment disabled (now appear only via script again, Fangorn).
    - Diverse other changes (script, start situation, balancing).
    ...requires new campaign start.

    V 2.6: 3. Dec. 2012
    Changes v2.6:
    - Some balancing adjustments.
    - Balancing, Dale's settlement startsituations significantly improved.
    - Harad and Rhun AoR levy recruitment more differentiated, levy unit number different (per faction and region).
    - Game start, Rhun doesn't get North-Rhun per script anymore.
    - Campaign script fix (one bug in 2.5x).
    - 1 more new unit/model implemented for Dale/Dorwinian (model/source material TLK mod, credits to danova et al/team), together now 26 complete new units.
    - Unit ui merc folder contained completely to ensure all unit pics (of added units) are there in the published submod (thus the file is a bit bigger than 2.5).
    ...requires new campaign start.

    V 2.61: 5. Dec 2012 (patch for 2.6)
    Changes v2.61:
    - Solves the save/reload bug (campaign script fix)
    - Changes the campaign script, AI setup startsettings (ie. no settlement AI gifts per script anymore).
    - Start map, all settlements are organised with the start file.
    - Very few other changes for units and recruitment (only for a few recently added units).
    ...requires new campaign start.

    V 2.61 as such won't be developed further.
    V 2.7 (and higher) is a relaunch, but the direct follow-up of the former design though. The main design difference is the changed unit addition content.
    Last edited by DaVinci; May 06, 2013 at 03:11 PM.
    #Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
    #"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
    Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
    Iirc., already 2013 i spoke of "Renaissance of Fascism", it was accurate.
    #"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
    Any chance for this exam? Very low, the established Anthropocentrism destroys the basis of existence.
    #My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
    #End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.

  4. #4
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    Default Re: Third Age TW 3.2 Realism+ 1.1 - A Gameplay Tweak Minimod

    Update 1.1 uploaded, see 1st post.
    #Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
    #"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
    Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
    Iirc., already 2013 i spoke of "Renaissance of Fascism", it was accurate.
    #"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
    Any chance for this exam? Very low, the established Anthropocentrism destroys the basis of existence.
    #My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
    #End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.

  5. #5
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    Default Re: Third Age TW 3.2 Realism+ 1.2 - A Gameplay Tweak Minimod

    ... and already v1.2 uploaded, 1st post. Now campaign and battle plays out pretty different to TATW 3.2 vanilla.
    Last edited by DaVinci; August 07, 2012 at 10:40 PM.
    #Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
    #"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
    Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
    Iirc., already 2013 i spoke of "Renaissance of Fascism", it was accurate.
    #"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
    Any chance for this exam? Very low, the established Anthropocentrism destroys the basis of existence.
    #My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
    #End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.

  6. #6
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    Default Re: Third Age TW 3.2 Realism+ 1.2 - A Gameplay Tweak Minimod

    Updated to v1.3 (again significant changes).
    #Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
    #"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
    Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
    Iirc., already 2013 i spoke of "Renaissance of Fascism", it was accurate.
    #"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
    Any chance for this exam? Very low, the established Anthropocentrism destroys the basis of existence.
    #My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
    #End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.

  7. #7

    Default Re: Third Age TW 3.2 Realism+ 1.2 - A Gameplay Tweak Minimod

    All units have 2 and more hitpoints?I think this is a wrong direction except some creatures as well as eldar units which should be very few in battalion but with 2 hitpoins.

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    Default Re: Third Age TW 3.2 Realism+ 1.2 - A Gameplay Tweak Minimod

    Quote Originally Posted by son of romans View Post
    All units have 2 and more hitpoints?I think this is a wrong direction except some creatures as well as eldar units which should be very few in battalion but with 2 hitpoins.
    All units have 2 hp, except creatures which have more as they did have already in TATW vanilla (perhaps i give the one or other creature still another hp addition in a next update). It's what's needed for TATW's vanilla combat model vs its superquick battles, where complete units are destroyed in seconds, and this is unrealistic (and also no fun for me). The increased hp's make up for a long time-consuming/detailed new combat model, ie. decreased attack values (what i did already for the normal range weapons prior to this hp change) and/or increased armour/shield/def skill values ... i have no time for that much edu-fiddling anymore. Battles are here now (with the simple hp approach) far more realistic and far more thrilling
    Btw., if somebody wants this TATW Realism+ mod, but not the hp-combat-model, it needs a minute to put it back to 1 hp basis (ie. with Notepad++, replace-function).
    Last edited by DaVinci; August 09, 2012 at 01:48 AM.
    #Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
    #"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
    Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
    Iirc., already 2013 i spoke of "Renaissance of Fascism", it was accurate.
    #"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
    Any chance for this exam? Very low, the established Anthropocentrism destroys the basis of existence.
    #My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
    #End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.

  9. #9

    Default Re: Third Age TW 3.2 Realism+ 1.2 - A Gameplay Tweak Minimod

    Quote Originally Posted by DaVinci View Post
    All units have 2 hp, except creatures which have more as they did have already in TATW vanilla (perhaps i give the one or other creature still another hp addition in a next update). It's what's needed for TATW's vanilla combat model vs its superquick battles, where complete units are destroyed in seconds, and this is unrealistic (and also no fun for me). The increased hp's make up for a long time-consuming/detailed new combat model, ie. decreased attack values (what i did already for the normal range weapons prior to this hp change) and/or increased armour/shield/def skill values ... i have no time for that much edu-fiddling anymore. Battles are here now (with the simple hp approach) far more realistic and far more thrilling
    Btw., if somebody wants this TATW Realism+ mod, but not the hp-combat-model, it needs a minute to put it back to 1 hp basis (ie. with Notepad++, replace-function).

    DaVinci I am a fun of your work at Shogun II Realism,and I really will be very,very happy to see it working with Fall of samurai,but changes should be just in Shogun II Vanila,not ROTS,FOTS,but in Third Age units destroyed in seconds is normal if you use light infantry against cavalry,to change that you should use everyone right as well there should be battles between huge stacks,and for that each faction should have huge armies from start,depending on faction Mordor 15000,Elves 3000...but decreasing attack is good idea,but better will be a system of increasing shield value-iron large shield to 7-8,plate armor 10,light mail 5,hevy mail 8,maybe this are realistic changes,as well as orc battalions should have 251 men,human battalions 121-151,Elves 81-101,Cavalry half of infantry battalions but with strong charge and quite expensive,and about changes to recruiting tree,for example special buildings to increse tehnology level of settlement,and special buildings to grow up horses,special smiths to make advanced armor,buildings which make posible to recruit most of units of conquered faction if they are same culture-Northmen,Elves,Dunedain,Evil Men,what about such a mod for TA,I am week with scripting events and making models,in rest stats and buildings-I can help
    Last edited by son of romans; August 09, 2012 at 07:20 AM.

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    Default Re: Third Age TW 3.2 Realism+ 1.2 - A Gameplay Tweak Minimod

    Quote Originally Posted by son of romans View Post
    DaVinci I am a fun of your work at Shogun II Realism,and I really will be very,very happy to see it working with Fall of samurai,but changes should be just in Shogun II Vanila,not ROTS,FOTS,but in Third Age units destroyed in seconds is normal if you use light infantry against cavalry,to change that you should use everyone right as well there should be battles between huge stacks,and for that each faction should have huge armies from start,depending on faction Mordor 15000,Elves 3000...but decreasing attack is good idea,but better will be a system of increasing shield value-iron large shield to 7-8,plate armor 10,light mail 5,hevy mail 8,maybe this are realistic changes,as well as orc battalions should have 251 men,human battalions 121-151,Elves 81-101,Cavalry half of infantry battalions but with strong charge and quite expensive,and about changes to recruiting tree,for example special buildings to increse tehnology level of settlement,and special buildings to grow up horses,special smiths to make advanced armor,buildings which make posible to recruit most of units of conquered faction if they are same culture-Northmen,Elves,Dunedain,Evil Men,what about such a mod for TA,I am week with scripting events and making models,in rest stats and buildings-I can help
    Thanks for thoughts. Imo. most of the things you mention are already there. Exception is an AoR system which would add flavour and also probably normal realism but probably not lore-realism, and not necessarily would increase the challenge if you can recruit local troops in foreign realms pretty fast. As for a remake of the whole battle model etc., really not necessary, the TATW vanilla battle model combined with my changes provide a proper combat gameplay.

    Did you play the recent version 1.3?
    Battles play out "correctly" now, so to say - you can still destroy light units in quite short time, but just not in seconds as in TATW vanilla.
    Campaign-wise, the gameplay is much improved regarding pure gameplay things with some realism background, and especially to reflect the lore better regarding the evil side, majorily meant Mordor now grows its power from on first turns, as well as Harad stands better now vs. Gondor and is able to regain regions if they lost something of their conquests south of the original gondorian main realm, and they enter gondorian main regions as well to aid Mordor, while Gondor is able to hold out quite good, ie. looses not their main line region south-east borders and still stands in West-Osgiliath ... while the Eriador&Elven alliance fights back vs. Isengard's expansion and with this helps Rohan to survive. Middle-Earth else: Dwarvens, Dale, Silver Elves vs. Orcs (and Mordor) and Rhun are in back and forth war aka quite on pari with no side gets a clear upperhand. (This is a situation from v1.3 at turns 70 - 90, playing Eriador on M/M).

    I read from your posts that you are an Elven player, i'm an Eriador player mainly, and well, my balancing is done mainly from this perspective: Hold out vs. Orc agression, growing the realms and expanding slowly ... trade and help the neighboring Dwarvens and Elvens and help all other good side factions ... until you are powerful enough to even destroy Isengard with the help of Elrond's and Glorfindel's Elvens plus Rohan (what is really really hard also due to pure financial issues to raise/maintain enough troops), and lastly going to help Gondor, that is my strategy plan, until Eriador can rebuild Anor Empire and if possible then destroy the evil side factions altogether in a good vs. evil gameplay
    I'm playing my submod on M/M btw., the challenge is satisfying, don't know if higher difficulties are feasable for good side factions, surely they are, but i guess it is then also a bit masochistic ... as said my submod increases the challenge for good side factions.
    Last edited by DaVinci; August 10, 2012 at 07:13 AM.
    #Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
    #"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
    Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
    Iirc., already 2013 i spoke of "Renaissance of Fascism", it was accurate.
    #"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
    Any chance for this exam? Very low, the established Anthropocentrism destroys the basis of existence.
    #My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
    #End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.

  11. #11

    Default Re: Third Age TW 3.2 Realism+ 1.2 - A Gameplay Tweak Minimod

    We have different play style,I like blitzkrieg even in imposible situation,for example with 3 weeks ago I played Eriador with my Epic campaign,
    http://www.twcenter.net/forums/showthread.php?t=510831
    In this compilation Isengard had 2 full stacks of uruk-hay-this ones:


    And in a bridge battle they all died from Eriador week army at turn 18...and is normal I think that good factions are slain quite fast,if you will not stop tham,no one will do it for you...and this is LORE,and for that I think we should be able at least to recruit other factions units from same culture,just for variety,I will test your mod today,just once I tried to give to most of units two hit points,this was a mistake,but all depends on play style.DaVinci what about Shogun?Just finished a campaign with Takeda at very hard,in 48 turns conquered entire map,but I fought mainly against ashigaru,maybe you will reveal this project with old stats and ideas,but with some samurai retainers,and developed castles for factions?
    Last edited by son of romans; August 10, 2012 at 07:27 AM.

  12. #12

    Default Re: Third Age TW 3.2 Realism+ 1.2 - A Gameplay Tweak Minimod

    Just tested your mod,like I said the main problem are two hitpoints,because of tham arcers are useles and range should be increased back,and in TA they should kill at least 30% of enemy infantry battalions, melee fight work ok,like in Shogun Realism mod a better idea is to increse defense and costs of units.

  13. #13
    DaVinci's Avatar TW Modder 2005-2016
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    Default Re: Third Age TW 3.2 Realism+ 1.2 - A Gameplay Tweak Minimod

    Please keep this thread content solely on TATW stuff, if you have something to comment on S2 modding, please provide comments there

    and this is LORE,and for that I think we should be able at least to recruit other factions units from same culture,just for variety
    Yes, this is lore, but lore by Tolkien who created a parallel universe so to speak. I won't change the original basis of TATW's vanilla basis in this submod, my aim is solely to provide an improved challenge gameplay to battle and campaign with some bits of more realism and the good vs. evil side emphasis, that's all.

    Quote Originally Posted by son of romans View Post
    Just tested your mod,like I said the main problem are two hitpoints,because of tham arcers are useles and range should be increased back,and in TA they should kill at least 30% of enemy infantry battalions, melee fight work ok,like in Shogun Realism mod a better idea is to increse defense and costs of units.
    Bold: No, the hp system is not at all a problem, archers are still very useful and reduce units a lot, even proper armoured units still suffer losses, archers are still one of the most important troop types in this submod, this has not changed compared to TATW vanilla ... don't know what you are playing there ... let's agree to disagree on that item, because i like the current battle model a lot, it works perfectly, and btw. this submod has (also) an emphasis on the campaign-gameplay

    in TA they should kill at least 30% of enemy infantry battalions
    ... again, don't know what you are playing there, in this submod i can still kill light infantry units pretty easily with militia archers or hunters, not only 30 % but 100 % ( if the AI behaves dump enough, and it does as always in TW games and dependent on terrain etc.) ... the only difference to TATW vanilla is the time that it needs.
    Last edited by DaVinci; August 10, 2012 at 12:41 PM.
    #Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
    #"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
    Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
    Iirc., already 2013 i spoke of "Renaissance of Fascism", it was accurate.
    #"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
    Any chance for this exam? Very low, the established Anthropocentrism destroys the basis of existence.
    #My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
    #End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.

  14. #14
    DaVinci's Avatar TW Modder 2005-2016
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    Default Re: Third Age TW 3.2 Realism+ 1.4 - A Gameplay Tweak Minimod

    Version 1.4 uploaded, see 1st post changes.
    Right in time for the weekend ... as good side faction player this submod version shall provide an even more breathtaking TATW campaign.
    #Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
    #"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
    Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
    Iirc., already 2013 i spoke of "Renaissance of Fascism", it was accurate.
    #"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
    Any chance for this exam? Very low, the established Anthropocentrism destroys the basis of existence.
    #My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
    #End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.

  15. #15

    Default Re: Third Age TW 3.2 Realism+ 1.4 - A Gameplay Tweak Minimod

    I'm very glad that someone finally decided to do this. I especially hated the uber archers destroying rank after rank of heavy infantry. I've run a few custom battles to test these changes, and they seem to be pretty good (much better in contrast to how vanilla battles play out). I'm only curious about what exactly influences the damage of bows now. Many unit stats seem to be shared (i.e. Gondor Archers vs Ithillien Rangers), yet Ithillien Rangers seem to inflict more damage then Gondor Archers. Don't get me wrong, I like it very much. But it just looks like you did something more then just changing the Export_descr_unit.txt file.

    Edit: found one minor bug; Smiths of Eregion aren't edited to have 2 hitpoints.
    Last edited by MrExpendable; August 11, 2012 at 12:19 AM.

  16. #16
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    Default Re: Third Age TW 3.2 Realism+ 1.4 - A Gameplay Tweak Minimod

    Quote Originally Posted by MrExpendable View Post
    I'm very glad that someone finally decided to do this. I especially hated the uber archers destroying rank after rank of heavy infantry. I've run a few custom battles to test these changes, and they seem to be pretty good (much better in contrast to how vanilla battles play out). I'm only curious about what exactly influences the damage of bows now. Many unit stats seem to be shared (i.e. Gondor Archers vs Ithillien Rangers), yet Ithillien Rangers seem to inflict more damage then Gondor Archers. Don't get me wrong, I like it very much. But it just looks like you did something more then just changing the Export_descr_unit.txt file.

    Edit: found one minor bug; Smiths of Eregion aren't edited to have 2 hitpoints.
    Yes, projectiles file is edited, units apply different bows aka arrows in the file with different parameters, that's basicly all (and was already the case in TATW vanilla, but i edited a bit more there for the different projectiles) - means even the same missile attack value which you can see in the stats can have different impacts, besides the range is different as well per kind of archer plus of course exp points make a difference, all those parameters make up the skill/ability of archers.

    Thanks for the bug-report, will fix that for the next version 1.5.
    Last edited by DaVinci; August 11, 2012 at 01:24 AM.
    #Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
    #"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
    Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
    Iirc., already 2013 i spoke of "Renaissance of Fascism", it was accurate.
    #"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
    Any chance for this exam? Very low, the established Anthropocentrism destroys the basis of existence.
    #My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
    #End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.

  17. #17
    Emrys's Avatar Primicerius
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    Default Re: Third Age TW 3.2 Realism+ 1.4 | Gameplay Tweaks plus Good vs Evil Balancing

    Nice submod. I've been playing as Gondor and am feeling more pressure from Mordor which I see as a good thing as they were pretty passive for being the ultimate evil and all that rot...

  18. #18
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    Default Re: Third Age TW 3.2 Realism+ 1.4 | Gameplay Tweaks plus Good vs Evil Balancing

    Quote Originally Posted by Emrys View Post
    Nice submod. I've been playing as Gondor and am feeling more pressure from Mordor which I see as a good thing as they were pretty passive for being the ultimate evil and all that rot...
    Thanks for the feedback.

    ---

    Update v1.5 uploaded, changes see 1st post.
    #Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
    #"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
    Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
    Iirc., already 2013 i spoke of "Renaissance of Fascism", it was accurate.
    #"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
    Any chance for this exam? Very low, the established Anthropocentrism destroys the basis of existence.
    #My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
    #End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.

  19. #19

    Default Re: Third Age TW 3.2 Realism+ 1.5 | Gameplay Tweaks plus Good vs Evil Balancing

    This mod sounds great. You've made most of the changes I'd have made (if I knew how). Tired of seeing Saruman constantly getting himself whacked by turn 30 for one! He should have been made a more stationary character in vanilla imo.

    Maybe it's me, but when I click on the download link it brings me back to this thread for some reason. Am I missing something?? (probably). I'd like to give it a try asap.

    Thanks

  20. #20
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    Default Re: Third Age TW 3.2 Realism+ 1.5 | Gameplay Tweaks plus Good vs Evil Balancing

    Quote Originally Posted by Aringtoit View Post
    This mod sounds great. You've made most of the changes I'd have made (if I knew how). Tired of seeing Saruman constantly getting himself whacked by turn 30 for one! He should have been made a more stationary character in vanilla imo.

    Maybe it's me, but when I click on the download link it brings me back to this thread for some reason. Am I missing something?? (probably). I'd like to give it a try asap.

    Thanks
    Hello, did you try the 'Download'-button or the 'Thread'-link from the dl-page? Check it out again
    Edit: TWC download-button, click on it, a windows-box must open, which offers 'Open' and 'Save' file, the 'Save' function is relevant. I'll add this info to the 1st post DL line, as obviously TWC's dl-server is not that often known/used by members.
    Last edited by DaVinci; September 01, 2012 at 02:59 PM.
    #Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
    #"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
    Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
    Iirc., already 2013 i spoke of "Renaissance of Fascism", it was accurate.
    #"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
    Any chance for this exam? Very low, the established Anthropocentrism destroys the basis of existence.
    #My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
    #End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.

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