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  1. #1

    Default Volunteer Units Submode

    Volunteer Units Submode


    Hi I'm new to modding, It is my very first attempt to modify a game, hope you'll like it!

    This little submode adds two units and two buildings into the game.
    (New units are marked with a pitchfork)

    I made a clean Third Age Total War 3.2 and a clean MOS 1.25 (without DCI) compatible version.

    This mod has been made for to balance the game a little out for the player, when he plays as Gondor.

    I got killed after a lot of fighting 3 times as Gondor, but as Mordor, I destroyed Gondor just a little above 100 turns.


    I added a new unit called Gondorian Peasants, cheap and weak, but helps resolve the "I haven't got money to buy a normal unit, and I have to wait a turn to buy a militia" like problems which I encountered.
    They have their own building called Recruitment Office, where you can buy them. It requires 30% numenorian religion though.



    I hadn't got time to test it's effect on the gameplay really deep, so please give some feedback.

    I'm going to work more on this mod, more units perhaps.

    Put the data folder into your Third_Age_3 (main folder) and overwrite the original files.
    Delet These in the text folder before start the game: - export_units.txt.strings
    - export_buildings.txt.strings




    --------------------------------------------------------------
    The picture of the medieval house is not mine, it is from here:
    http://3dmedieval.blogspot.hu/2010/1...for-games.html


    Last edited by DimeBagHo; August 25, 2012 at 03:50 PM. Reason: removed broken image links

  2. #2

    Default Re: Volunteer Units Submode


    Dark Recruitment Office

  3. #3

    Default Re: Volunteer Units Submode


    Gondorian Peasants (Using vanillia model until I manage to meet someone who would help me out on this project, as I s*ck at making 3d things.)


    Evil Men (Using vanillia model too.)

  4. #4

    Default Re: Volunteer Units Submode


    -------------------------------------------------------------------------------------------------------------------


    And finally some art.

  5. #5

    Default Re: Volunteer Units Submode

    Unit preview


    Gondorian Peasants
    Poor farmers, armed up with pitchforks. These men left their homes to defend Gondor, rather from despair then courage, only in the most threatening times these men can be called as "soldiers", as they even lack the short training of the militia units.
    However, they can fight off smaller raids, it is recommended to use them as garrison units.


    Evil Men
    Of all creatures of Illuvatar, mankind is the most liable to succumb to the darkness, and Sauron exactly knows it. By false lies, some of the gondorian men always were cheated and made to join into the armies of Mordor.
    The Kin Strife is the best example what Sauron can do with the vulnerable minds of humans. These men from Minas Tirith, the City of Kings, yet they worship Morgoth, crave for the darkness and ready to take up whatever is sharp and can do damage to the enemies of Sauron. Far descendants of Castamir and the Corsairs of Umbar, but the lack of training and a whole life of farming makes them extremly weak, but they can come handy in keeping up public order.

    This unit can only be obtained in Minas Tirith as Mordor, and you have to build a Dark Recruitment Office there, because capture the City of Kings is a hard task, but keeping it is even harder!

  6. #6

    Default Re: Volunteer Units Submode

    Not bad mate

    The Orcs of Gundabad Erin go Bragh FROGS

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  7. #7

    Default Re: Volunteer Units Submode

    I worked up a similar concept for my Third Age Exapanded submod, but it extends to most factions. If you conquer a province of a dissimilar culture/religion you can recruit peasant level local troops until you get the proper religion level high enough to recruit your units. The exact type of troops varies by which faction you're playing and the native culture of the region. For example in say the East Fold, if you're playing as Gondor you can recruit Northmen Spear Levy (or if you're playing as Mordor you can recruit Outlaws) as long as the Northmen religion is at least 50%. If you want you can use my units (once I release the mod in a few weeks probably).

  8. #8

    Default Re: Volunteer Units Submode

    Hi. Thanks, that would be very good! Right now I was just about to make a new post, I'll expand my mod a little.
    For any faction except Gondor I'll make a new unit, basically for to expand that nation's unit's variety, which they will only be able to get by capture a huge enemy city like Minas Tirirth in the case of Mordor.

    Here is a new one, wich will not be available until the full release.


    Rohan Crossbowmen
    Saruman's dark function only bought death and destruction to the lands of the Rohirrim, but now, that his stronghold is in the hands of the men of Riddenmark, Rohan can take advantage of some of his less evil designs. These men are volunteers, willingly leave their horses to strengthen the infantry lines.

    Available after capture Isengard, have to build a building for them too

  9. #9

    Default Re: Volunteer Units Submode

    I'm having compatibility problems with the MOS, so the full release will be TATW 3.2 only, but I'll do a reduced version which will be MOS compatible. Also, hereby I give permission to the MOS team if they ever would like to use any part of my mod, they can, as they are much more advanced in modding then me, who knows, maybe we will see this little mod in the MOS. (MOS is my favourite submode by far )

    I want to make it clear again: All the pictures contain material of semi-new units, as they use the vanillia models temporary. The full release will contain new models! Pleas note too, that I uploaded a demo-like version, with the Gondorian Peasants and the Evil Men units, which is downloadable an playable, yet with vanillia model.

    And here is an other unit preview*: (*Units might be different in the final release)


    Evil Crossbowmen
    Inhabitants of Pelargir, even after so many years, never forget the Kin Strife. After the people of Harad took the settlement from Gondor, former citizens swapped sides, joining the army of the southrons, affirm them with crossbows, ready to spill the blood of their former lords.

    Available after capture Pelargir as Harad.


  10. #10

    Default Re: Volunteer Units Submode

    The mod is halfway to complete! Here you go some material:

    Isengard Riders




    After the fall of Edoras, the leader of Isengard convinced some of the riders of the Golden Hall to serve the White Hand instead of Rohan. Now wearing heavy armor, wielding long spears and big shields, but riding fast horses of the Riddenmark, they form a very powerfull addition to the army.

    Available after capture Edoras as Isengard.

  11. #11
    Araval's Avatar Protector Domesticus
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    Default Re: Volunteer Units Submode

    You have some good potential!
    Good luck!

  12. #12
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: Volunteer Units Submode

    Uhm, I don't think you have permission for Isengard Riders? King Kong hasn't been on for months :...

  13. #13

    Default Re: Volunteer Units Submode

    I did not edit the Guards of the Orthanc unit's model, I just give them a horse. But if it is a problem I can remove it.

  14. #14
    Mhaedros's Avatar Brave Heart Tegan
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    Default Re: Volunteer Units Submode

    You should always ask permission from the maker of any 3d art, 2d art, map or code you edit (not completely sure on codes though, they're basically all the same)
    Under the patronage of Finlander. Once patron to someone, no longer.
    Content's well good, innit.


  15. #15

    Default Re: Volunteer Units Submode

    Quote Originally Posted by Mhaedros View Post
    You should always ask permission from the maker of any 3d art, 2d art, map or code you edit (not completely sure on codes though, they're basically all the same)
    Exactly why I came to conclusion modders should try to make their own models, literally starting from a single vertex add another two and make a face and so on. Then after a couple of models you will find yourself having a set of parts at your disposal. This reminds me, the current unit adding mods all have Rusichi TW models, even big mods with big teams... eventhough they gave permission, this becomes new "vanilla units" (imho). No offence to anyone. This is just my observation and opinion.

  16. #16
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Volunteer Units Submode

    To mount a unit but without editing them sounds like a real grey zone [is mounting a edit of teh unit?], but it's better to play safe than be closed down later on
    Have never heard anything about the codes, on the opposit that those we're allowed to tweak, may be a TATW special case though - but if taken from another submod or brought to another mod project (unrealted to TATW) then permission shall be requested ofc.

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  17. #17

    Default Re: Volunteer Units Submode

    "[is mounting a edit of teh unit?]"

    Well, I renamed them and changed their attack points for example, so I guess I'll just leave the original models alone.

  18. #18
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: Volunteer Units Submode

    It is still a grey zone as you changed the unit to some extent. I personally would go for playing safe.

  19. #19

    Default Re: Volunteer Units Submode

    This mod looks cool, If I have time I will try
    JPEmpire is gone!Sauron will conquer all TWC!!!! BUT I can also enjoy the mods (yes I have a computer don't judge Mordor ok?)
    Recommended Mods:
    EUROPA BARBARORUM 2,ROMA SURRECTUM 2,RISE OF THE THREE KINGDOMS,STAINLESS STEEL
    AND
    Dark Lord simulator (Third Age)

  20. #20
    Bowmaster's Avatar Biarchus
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    Default Re: Volunteer Units Submode

    Who designed the GotO?

    Edit: GoO=Guard of the Orthanc.
    Last edited by Bowmaster; September 02, 2012 at 11:07 AM.
    (yeah, yeah, I'm fin player of TATW 3.2...

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