Results 1 to 11 of 11

Thread: Any sub mods compatible with MOS?

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Any sub mods compatible with MOS?

    I'm looking for mods that are compatible that expand the map, add new units to OoTMM & OoG, and add more factions.

    Is there a compilation of mods that can be added with the sub mods already in MOS?
    This signature is clickable

  2. #2
    Dutch-Balrog's Avatar Domesticus
    Join Date
    Jun 2010
    Location
    Amsterdam
    Posts
    2,188

    Default Re: Any sub mods compatible with MOS?

    Why would you need any more submods over MOS? It already has most of what the community has to offer.

  3. #3

    Default Re: Any sub mods compatible with MOS?

    Quote Originally Posted by Dutch-Balrog View Post
    Why would you need any more submods over MOS? It already has most of what the community has to offer.
    Because its obviously not enough for me. Orcs of Gundabad are underpowered and don't have a variety to choose from.

    I was also hoping to change the name of "The Orcs of the Misty Mountains" to just "Goblins" and add a much better variety of units. I played Battle for Middle Earth 2 for a while and I enjoyed the goblins for their numbers and mixed quality. I was hoping both factions would get more units.

    These are the units in that game. I wish there were similar ones for my own campaign. http://bfme2.heavengames.com/factions/g-unit
    Last edited by Point_Man; July 10, 2013 at 09:27 AM.
    This signature is clickable

  4. #4

    Default Re: Any sub mods compatible with MOS?

    MIKE GOLF's work here adds an expanded map with more regions as well as some more ancillaries: http://www.twcenter.net/forums/showt...S-Expanded-Map

    dIRECTOR's cUT uses MIKE GOLF's map and makes changes to the units for some factions (mostly good guys i believe): http://www.twcenter.net/forums/showt...1-for-MOS-1-41

    Those are the two submods I am aware of that really build off of MOS, hopefully they are in the direction of what you are looking for. Other mods will probably need quite a bit of work to make compatible with MOS.

  5. #5

    Default Re: Any sub mods compatible with MOS?

    Quote Originally Posted by Duke of Metz View Post
    MIKE GOLF's work here adds an expanded map with more regions as well as some more ancillaries: http://www.twcenter.net/forums/showt...S-Expanded-Map

    dIRECTOR's cUT uses MIKE GOLF's map and makes changes to the units for some factions (mostly good guys i believe): http://www.twcenter.net/forums/showt...1-for-MOS-1-41

    Those are the two submods I am aware of that really build off of MOS, hopefully they are in the direction of what you are looking for. Other mods will probably need quite a bit of work to make compatible with MOS.
    Thank you. Really helpful! +Rep

    I downloaded the extended map. I hope it's compatible and doesn't ruin any saves I have.
    This signature is clickable

  6. #6
    knight of meh's Avatar Primicerius
    Join Date
    Dec 2012
    Location
    Ireland
    Posts
    3,707

    Default Re: Any sub mods compatible with MOS?

    Quote Originally Posted by Point_Man View Post

    I downloaded the extended map. I hope it's compatible and doesn't ruin any saves I have.
    it doesn't ruin saves but you won't be able to play any saved game with vanilla map on an installation with an expanded map , the reason for this is med 2 ues x.y co-ordinated a lot i mean a lot lot ...they record settlement placement ,region definition , where agents are standing and where your armies are standing etc etc

    adding in regions means adding moar x,y stuff which means saves aren't "ruined" but are by no means compatible with altered maps

  7. #7

    Default Re: Any sub mods compatible with MOS?

    Quote Originally Posted by knight of meh View Post
    it doesn't ruin saves but you won't be able to play any saved game with vanilla map on an installation with an expanded map , the reason for this is med 2 ues x.y co-ordinated a lot i mean a lot lot ...they record settlement placement ,region definition , where agents are standing and where your armies are standing etc etc

    adding in regions means adding moar x,y stuff which means saves aren't "ruined" but are by no means compatible with altered maps
    I already figured this out. I'm really really really really (infinity) looking for more mods combined with MOS that give more units to the OoG and OotMM. I hate how Orcs of Gundabad relies on human/orc armies.

    Kinda false advertisement. "Orcs" of Gundabad should be changed to "Evil forces of Gundabad" instead. Would make more sense.
    Last edited by Point_Man; July 10, 2013 at 09:05 PM.
    This signature is clickable

  8. #8

    Default Re: Any sub mods compatible with MOS?

    Quote Originally Posted by Dutch-Balrog View Post
    Well spider riders will never ever make it into any submod, that i can tell you lol. Aswell as giants. Spider riders are just lore rape, and giants were never involved in the wars. For fire drakes, PCP submod has them but thats not compatible with MOS.
    I don't wantthe giants, but the spider riders would be no more difficult then changing a horse rider into a warg rider. Just use different models but with a horse archer instead. Spider riders aren't wanted either, but the Half Trolls I WANT!!! They look awesome. Maybe make a large model of the Noldor Guardians with a smaller troll model equiped with halberds.

    I don't know much about advanced modding/textures/models/animation yet. Can someone explain what has to be done to accomplish this? I also hope there will be a Rise of Angmar submod. I'm asking for so much...I know. I love TATW!!!
    Last edited by Point_Man; July 10, 2013 at 09:15 PM.
    This signature is clickable

  9. #9
    Dutch-Balrog's Avatar Domesticus
    Join Date
    Jun 2010
    Location
    Amsterdam
    Posts
    2,188

    Default Re: Any sub mods compatible with MOS?

    Well spider riders will never ever make it into any submod, that i can tell you lol. Aswell as giants. Spider riders are just lore rape, and giants were never involved in the wars. For fire drakes, PCP submod has them but thats not compatible with MOS.

  10. #10
    Miles
    Join Date
    Feb 2012
    Location
    Denmark, Europe
    Posts
    336

    Default Re: Any sub mods compatible with MOS?

    I am not aware of any submods that gives more balance to the northern orcs factions. But you could always indclude those submods in my signature You won't be disappointed!

    Anyway... OoG actually relied on men/orc-armies...
    //ThaDoews

    TATW + MOS 1.
    6.2
    SS6.4 + BftB

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •