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  • Numenorean settlement/spy/agent/general/captain/etc.

    3 37.50%
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    2 25.00%
  • Reunited Kingdom settlement/spy/agent/general/captain/etc.

    5 62.50%
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Thread: [20/JAN/15]The Reunited Kingdom submod for MOS 1.62 v1.4 RELEASED!

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  1. #1
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default [20/JAN/15]The Reunited Kingdom submod for MOS 1.62 v1.4 RELEASED!

    WELCOME TO THE REUNITED KINGDOM FOR MOS 1.62 SUBMOD THREAD

    THIS MOD IS CREATED AND MAINTAINED BY JOX25 AND MIKE GOLF



    The Reunited Kingdom of Arnor and Gondor

    The main purpose of this mod is to make it possible for you or the AI to play as the Reunited Kingdom of Arnor and Gondor. That's right, when you meet the required conditions, these two great nations will be playable as one even greater nation. Besides this exciting feature, the mod offers many changes and additions to standard MOS 1.62. Think of new images, additional scripts and even more added custom settlements.You probably think by now that this all sounds really nice, but HOW WOULD IT ACTUALLY WORK?
    HOW IT WORKS

    • When starting a new campaign as Eriador or Gondor, there will appear a script which asks you if you want to play with the Reunited Kingdom. You must accept this script.
    • There will appear another script which asks you if you want to play with the Reunited Kingdom from start. Accept this if you do. DON'T ACCEPT THIS IF YOU WANT TO PLAY AS ERIADOR, ARNOR OR GONDOR AND WANT TO REFORGE THE REUNITED KINGDOM YOURSELF BY FULLFILLING ALL THE CONDITIONS THAT ARE REQUIRED TO DO SO.
    • The conditions can always be checked by hovering the cursor over the "Heir to the Throne of Arnor and Gondor" retinue for Aragorn or the "Steward of the Reunited Kingdom" retinue for Denethor.
    • To makes things easier, you can also check the necessary settlements by using these handy images. (Images currently still on the to do list, stay tuned!)

    "Wait a minute! Didn't you say there was even more NEW CONTENT?"
    There certainly is, check out these PREVIEWS:
    PREVIEWS (AKA EYECANDY)
    Reunited Kingdom in game images




    New Ancillaries






    Revised Atlas information


    Special Reunited Kingdom missions




    Added custom settlements by Leo.civil.uefs










    New or customized units
    "Wow, that's looking good. ME WANTS IT!
    "Of course you do. That's why we provided this DOWNLOAD LINK:
    DOWNLOAD LINK

    - V1.4 FOR MOS 1.62 (MEGA)
    https://mega.nz/#!LotS1DQK!OhfjasWxT..._31UlWg30-s6wY

    - V1.4 FOR MOS 1.62 (Mediafire)
    http://www.mediafire.com/file/s88iu1...%29.rar(808mb)
    Okay, now you have dowloaded the mod, you probably want to know how to install it. Well, that's actually quite easy, but we made some INSTALL INSTRUCTIONS anyway:
    INSTALL INSTRUCTIONS
    Make sure you have the following installed correctly:

    - Medieval 2 Total War Kingdoms 1.5(CD-version is more welcomed);
    - A clean install of Third Age Total War 3.2;
    - MOS 1.62 with at least Bugfix 1, and Bugfix 2 installed; then you only have to do this:

    - Download LATEST Reunited Kingdom version(there is may be few links on the same file like Mega/Mediafire). Latest version always displayed in thread's title;
    - Install this submod in the same folder that your Third_Age_3 is installed in(TATW 3.2+MOS 1.62);
    - Be sure you don't have folders with name Third_Age_3 inside Third_Age_3 or data folders;
    - Run the "Cleaner.bat" file, which you can find in your "Third_Age_3" folder;
    - Play
    And now we get to a somewhat more complicated bit which is: USING THE BATCH FILES
    For this mod to work properly, it is required to run a few batch files before starting and during the course of the game. Don't worry, the instruction is quite clear (we think). Besides that, there are nice looking shortcuts to start the files!
    OF BATCHFILES, SHORTCUTS AND EXE FILES
    FAR LAUNCHERS
    AFTER INSTALLING THE REUNITED KINGDOM SUBMOD YOU WILL NOTICE FIVE SHORTCUTS ON YOUR DESKTOP. If for some reason the installer failed to create the shortcuts, you can start the actual files directly from the Third_Age_3 folder which is where they are located.

    The first shortcut is the Victory Conditions for RK (ARAGORN ICON). This will allow either Gondor or Arnor/Eriador to start the game with the REUNITED KINGDOM VICTORY CONDITIONS. No matter which faction you play, if you desire to see the REUNITED KINGDOM established in your game, whether as the Player or as the AI, then the VICTORY CONDITIONS MUST be applied before the game is started. Otherwise the new victory conditions will not show up in the game.

    The second shortcut is the FAR Launcher, (BLUE ICON). This is the standard FAR Launcher included in MOS and governs Eriador progressing to Arnor and back again. When playing as Eriador, and you reform the Kingdom of Arnor, that turn you will save your game, exit out to the desktop, open the FAR Launcher and execute it for Arnor. This will change the expanded file so the appropriate titles for Arnor are used as well as the appropriate map colors.

    The third shortcut is the FAR Launcher for RK, (BLACK ICON). When all requirements for the Reunited Kingdom have been performed whether accomplished by the AI or the Player, and the Reunited Kingdom is established, save the game, exit to the desktop and open the FAR Launcher for RK.
    You will see the following selections:

    1) Change from Eriador to Reunited Kingdom
    2) Change from Reunited Kingdom to Eriador
    3) Change from Arnor to Reunited Kingdom
    4) Change from Reunited Kingdom to Arnor
    5) Change from Gondor to Reunited Kingdom
    6) Change from Reunited Kingdom to Gondor
    7) EXIT

    Hopefully this is self–explanatory. At the conclusion of a campaign, ensure that you open up this shortcut and reset back to the faction you started with.

    NOTE: When playing as Eriador/Arnor and the Reunited Kingdom is established that all buildings will be the same as those from Gondor. There is no way to keep the northern_european culture type buildings without converting all of Gondor’s buildings to northern_european culture so the decision was made to use Gondor’s buildings for all of the Reunited Kingdom.
    Also note that when playing the RK that Arnor Bodyguards will be used by both factions. There is really no workaround to be found for each faction to keep their own unique bodyguards.

    The fourth shortcut is Third Age or Reunited Kingdom shortcut. This is the standard shortcut used to start the game. You may start the game if you wish from any of the shortcuts as they all access the Third_Age_3 bat file.

    The fifth shortcut is the FIEFDOMS shortcut. This is used to access the Fiefdoms Excel file. Hopefully the file is organized in such a way that when you print it, for whichever faction you play you may find and gain all the “FIEFS” that your particular faction is entitled to get. Just a note for Gondor and Arnor. When the Reunited Kingdom is reestablished you will be able to get both factions Fiefs. All Fiefs granted by the faction that was played by the AI will still retain the Fief Ancillaries already gained.

    Finally there are these two exe files:YELLOW AND SILVER HIGH ELVES
    These two installers will allow the player to switch from the current “Silver High Elves” to the traditional “Yellow High Elves” and back again.
    To Install: Open installer, aim the program to wherever your Third_Age_3 folder is located and install. Same procedure is used to reinstall the “Silver High Elves".

    let's face it, no (sub)mod first post would be really complete without having a NOTES section.
    THE TEAM
    - Mr.J(aka Jox25) and Mike Golf - team leaders
    -Veteraan, Greymane, manekenmaan, lordagento, Agamemnon, Kilic Ali - team members in testing, coding, scripting and unit creating.

    THE VERY IMPORTANT NOTES SECTION

    - Here is the AOR (Area of Recruitment) for Arnor/Eriador and Gondor. Outside these areas no recruiting can take place for the Reunited Kingdom as this reflects the maximium limits of these kingdoms historical areas. Depending of feedback, this limits may be changed in future.
    Spoiler Alert, click show to read: 

    - Map with starting regions and regions needed to reforge Arnor and reunite Arnor and Gondor.
    Spoiler Alert, click show to read: 



    - When forming the RK when playing Gondor, Anbor the spy will receive the ancillary Reunited Steward, while it looks out of place, it has no effect on gameplay that I can notice. I have no clue for the reason that this happens or how to fix this.

    - When playing Gondor only the generals you start the game with will have Gondor or Dol Amroth bodyguard units. All subsequent generals that are acquired after the start of the game will have the Arnor bodyguard unit. When playing as Eriador, only the starting generals will have the Dunedain or Elite Dunedain Ranger Bodyguard. After turn one all subsequent generals will have the Arnor general bodyguard unit. There is really no acceptable work around for this issue that is satisfactory. The basic issue is that when the RK is formed that the two factions become one. It was decided with input from Ngugi and others that the Arnor bodyguard unit would be the most appropriate for the RK.

    - If playing a Reunited Kingdom campaign as Gondor, and Aragorn asks you the player to accept his offer of assistance, DECLINE HIS OFFER. Accepting his offer will negatively impact the game. Can't remember what exactly happens but it is important to decline the offer.

    - In order to make this mod as good and bugfree as possible, please report any issues in the RK thread. Thank you.
    Submods for MOS 1.62; Includes the Silver to Gold armour Elven patches

    dIRECTOR's Cut 1.6.2 for MOS 1.6.2 by dIRECTOR*

    The Reunited Kingdom for MOS 1.62 by Mr.J and Mike Golf*

    The Enhanced Ancillary UIs submod by Mike golf

    * These two mods are not compatible, they must not be installed both at the same time.

    For those people who would rather see the High and Lórien elves elite units with "Golden armour" instead of the Silver armour that is the standard in MOS 1.62, the following patches are available:

    Silver to golden armour for High and Lórien Elves

    Silver to Golden armour for High Elves

    Silver to Golden armour for Lórien Elves

    Golden to (original) Silver armour for High and Lórien Elves.

    Elven armour patch install instructions
    1 Download the files you need from the above links
    2 Extract the rar file to your Third_Age_3 folder. For Steam installs use the corresponding folder which typically is the "americas" folder. When asked to replace or overwrite files, answer yes.
    3 Enjoy your Golden Elven units or, if you are restoring the originals, enjoy your Silver Elven units.
    Elven armour patch install instructions

    These Patches were made by dIRECT0R, the instructions were made by Veteraan
    As this mod is regularly updated, an official CHANGELOG is of course absolutely vital. That's why we have one for you. We will even try to keep it updated!
    CHANGELOG

    20 JAN 15 (v1.4)
    - Changed the text for several Gondor Fiefdoms.
    - New textures for Black Guard of Barad Dur.
    - Missing Historic Event images added.
    - Black Guard edu entry fixed.
    - Missing Tower of Amon Sul images added.
    - Added missing Osgiliath Pikemen unit cards.
    - Fixed the error in the edb which prevented Winged Swordsmen not being recruitable in Osgiliath.
    - Lowered religion requirements for Umbar units to 70%.
    - Added several Dwarven units and several reskins courtesy of: Koultoras, Mhaedros, Araval and to JOX25 for the models and textures
    - An Andrast and Eastern Border fiefdom added for Gondor. (Should be the last ones for Gondor).
    - Aragorn's personal banner added to his bodyguard.
    - Updated many region descriptions with some of the new units available.
    - The Isle of Tol Fuin is no longer a province, it has been replaced by another province in the eastern part of Mirkwood. Reason for this change is that the ai has never once has taken Isle of Tol Fuin.
    - Changed the name of Orcish Guilds to Dens, ex. Thieves' Den.
    - Added 6 new region descriptions to the 'Middle Earth Atlas'.
    - Unique building 'Caverns of Gundabad' added.
    - The Guardian of Amon Sul is now a fief for Arnor/Eriador/RK.
    - Many info building descriptions updated.
    - Several errors in the export_descr_ancillaries file corrected.
    - Fixed hidden resource error which prevented Ent Houses from being buildable.
    - Added the Grand Caravansary in Gobel Ancalimon.
    - Added Great Souq in Ammu Khand.
    - Angmar Rising script fixed (Hopefully).
    - 'Heirs of Rhovanion' script fixed, courtesy of proximusj.
    - Gondor's Former Glory! script by Mank, has been updated by Kilic Ali to where if Gondor (or RK) is allied with Rohan, then they do not need to take any Rohan owned settlements.
    - Fixed settlement renaming bug when player couldn't use troops within renamed settlement after capturing it.

    02 August 2014

    - The “Heirs of Rhovanion” script now playable when playing as Dale.
    - New hidden resource system created which will allow for much a more detailed unit AOR system to be created and utilized.
    - Many bugs are now fixed.
    - Other things done but I can’t remember, hiring a secretary to handle these things is on the to do list.

    29 July 2014
    - All ancillaries, traits and names from Spice Master’s “Heirs of Rhovanion” mod are now included.
    - Many new names for Rhun added.
    - Many if not all ancillaries and traits from Spice Master’s “Unite the Clans” mod added.
    - Dol Amroth siege artillery removed, they now recruit Gondor artillery. Methrast now recruits Dol Amroth units (it is the southern part of Belfalas).
    - Additional ancillaries added, new traits, fiefdoms, many text corrections made.
    - Ongoing effort to fix the custom settlements on both the campaign and battle maps.
    - New character traits and ancillaries for Harad inspired by Spice Master’s unpublished “Serpent and the Sisters” mod.

    23 July 2014
    - Leo’s Elven and Dwarven siege towers added.
    - Several new ancillaries created.
    - Hopefully this time all custom settlements fixed. Leo’s New Moria will not be added in the foreseeable future as it will entail extensive mapwork.
    - Many errors in text now corrected.

    18 July 2014
    - Hopefully all issues with custom settlements fixed. All settlements except the New Moria added.
    - Other issues fixed… I will have to really start keeping better track of these things.*
    * I = MIKE GOLF

    16 July 2014
    - Hopefully all issues with custom settlements fixed.
    - Option to have the traditional “Yellow High Elves” added as well as an installer to return to the “Silver High Elves.”
    - FAR Launchers should all work properly now.
    - Several issues with the expanded file displaying improper campaign map names fixed.
    - Dwarven Wooden Castle renamed to “Dwarven Stronghold”.
    - SAUS Elven Arrow Forge now shows up in building queue.

    Rumor has it that already a compatible submod to the RK mod has been made. Perhaps there will be even more! Let's be optimistic and add a RECOMMENDED COMPATIBLE SUBMODS SECTION.
    RECOMMENDED COMPATIBLE SUBMODS
    Enhanced Ancillary UIs for MOS 1.62 RK Edition by Mike Golf.
    These ancillary images comes in 3 sizes to enhance your gaming experience.

    If any of you perhaps got so excited by all this that you would like to add a CUSTOM REUNITED KINGDOM SIGNATURE to their posts, we will provide one (or maybe more).
    This part is still in development though, but when finished this is the place to find it.
    CUSTOM SIGNATURES











    A lot of work has gone into making this mod. We would like to thank the people who helped us in all kinds of ways, making it what it is today.
    Yes, that means it's time for the CREDITS.
    CREDITS
    dIRECTOR - For the use of his “Lebennin Lancers” and many other items from his dIRECTOR's CUT mod for MOS. Also for his "Silver to Yellow High Elves" and vice versa patches.
    SuperAnt -
    For allowing us to utilize several of his fine ancillaries.
    Leo.civil.uefs -
    For his fantastic custom Settlements and some other parts from his Alternative Patch mod.
    Maltacus -
    For his many updated unit cards for most factions from the Various Unit Cards Minimod.
    Mhaedros -
    For the use of his Dale Armor Upgrades 1.1.
    Spice Master
    For the inclusion of his Heirs of Rhovanion mod, his Unite the Clans mod and Angmar Rising, the Witchking Returns! mod.
    lordargento
    For updating the mercenary roster. For his Wainriders (chariot) unit for Rhun and Black Uruks of Moria. Making many corrections to the edb.
    Veteraan
    For fixing the Far Launchers.
    Greymane -
    For assisting greatly in getting the custom settlements implemented.
    DeeLegion -
    For his splendid custom signatures.
    T&D, Mr.J, Araval, Arachir Galudirithon, Madril, Lu Bu
    and Louis Lux - TATW Big Unit Submod (version 1.0) - For allowing this mod to use some of the fine units and leader units from the TATW Big Unit Submod. And also for remade Dwarven and Lorien unit reskins.
    Mr.J -
    The RK script, Bree custom settlement, many other improvements.
    Mike Golf -
    Info Building mod, many ancillaries and traits and portraits & coding.
    Admiral Thrawn
    For allowing the use of of some of the units in the Wrath of Angmar mod.
    Taro MNew Units for Gondor REBORN -
    For the use of his beautiful units for Gondor.
    Broken Crescent Team
    For granting the use of several of their fine units
    paradamed -
    The "more units for the fiefdoms" submod. Several soldiers (banner carriers) from this fine mod used.
    MANK-
    For the Gondor's Former Glory!.Submod.
    sacred9 -
    For the mod character_traits/ancillaries mod.
    GeMiNi][SaNDy -
    Gondor Unit Overhaul V2.0 for TATW 3.2 - Several units used from this great mod.

    PLAYTESTERS – Veteraan, Greymane, manekemaan
    and lordargento. Without their assistance this mod would still be full of unknown bugs and lacking in many other improvements that they recommended.

    OTHER CREDITS
    – To Stylix, Hero of the West and Ngugi. For creating a magnificent mod and allowing us (Mike Golf and Mr.J) to contribute to it.
    -
    To Withwnar, Kilic Ali, and Gigantus. For useful guides, tutorials and generally being helpful.

    Notes:
    - If there is anything in this sub mod that is not credited properly please inform the staff (MIKE GOLF or Mr.J) so that proper credit may be given.
    - Credits are listed in no particular order.

    And finally for those interested in using (part of) our work, we have the PERMISSIONS section.
    PERMISSIONS

    - Everything directly related to The Reunited Kingdom script can be used and changed freely for other non commercial (sub)mods, provided Jox25 is given credit.
    - If you want to use any content other than the above mentioned from this sub-mod in yours, ask for permission first.
    - For Mods and other contributions that are included in this submod and which are listed in the "CREDITS" section, permission is not granted. Permission must be sought from the original creators.
    Last edited by Veteraan; February 22, 2018 at 03:22 PM. Reason: Added team members list

  2. #2

    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    Looks awesome Mate nice job will download and check it out. do you have other ideas for more Mods/Submods?
    "Nothing is True Everything is permitted"




  3. #3

    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    Awesome!
    "Reunited Kingdom submod" - one of my dream submod...
    The other dream submod is some kind of making the middle/late campaign more challenging...not so boring

  4. #4
    Macilrille's Avatar Domesticus
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    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    Quote Originally Posted by shenmea View Post
    Awesome!
    "Reunited Kingdom submod" - one of my dream submod...
    The other dream submod is some kind of making the middle/late campaign more challenging...not so boring
    Turtle, if you turtle I promise you it will be challenging. I fight 10+ battles for every region I capture after Turn 150, and about half of them are difficult with Mordor stacks having 2-4 Olog, 2- 4 MT and 2-4 TC in them.

  5. #5
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    Thanks, Yeah i have some ideas. The lead one is War of the Ring submod.
    Last edited by Mr.Jox; August 27, 2013 at 09:15 AM.

  6. #6
    Araval's Avatar Protector Domesticus
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    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    Great work, mate!
    Nice work with the faction symbol! You could try sharpening it and making the upper part of the sword more stand out to make it look even better imo.
    For the Osgiliath building cards I think it would be better to use some screens from King Kong's rebuilt Osgiliath? Maybe also a different image for Fornost small building card would look better?

  7. #7
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    Quote Originally Posted by Araval View Post
    Great work, mate!
    Nice work with the faction symbol! You could try sharpening it and making the upper part of the sword more stand out to make it look even better imo.
    For the Osgiliath building cards I think it would be better to use some screens from King Kong's rebuilt Osgiliath? Maybe also a different image for Fornost small building card would look better?
    Didn't see KK's rebuilt osgiliath yet...

  8. #8

    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    Are you going to include this submod in MOS 1.6.1 or wait until 1.70?
    "Nothing is True Everything is permitted"




  9. #9
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    That's not Jox's decision but up to the MOS team

    Kingdom of Lindon preview video out





    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  10. #10
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    So in few days i will try to make smth like FAR Launcher for Arnor but un my case for Reunited Kingdom. Have someone sugestion how do i call RK settlements? Numenorean settlements? or maybe Dunedain settlement or how will be better?

  11. #11

    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    I just made my own Reunited Kingdom submod, and was about to release it I divided the map into AOR regions for Arnor and Gondor, and made a rename launcher for it. Would you be interested in combining mods?

  12. #12

    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    RK settlements or Numenorean settlements sound good
    "Nothing is True Everything is permitted"




  13. #13

    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    Hi, Can someone help me. I'm playing MOS 1.60. I replace the old data folder for this one, but when i start the game doesn't work restarts before i even get to the menu.

  14. #14
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    Can you attach here you system.log file from game folder(med2)/logs/system.log?

  15. #15

    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    Hi! I just started a new Eriador campaign.. And I found a strange thing.

    The Barrow Down is a structure buildable for Annuminas, Fornost and Bree.. It's a bug or it's normal?

  16. #16
    FrozenmenSS's Avatar Senator
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    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    I too play Fresh Eriador campaign.. And I dont have that bug - use the Cleaner.bat and if it works tell us

  17. #17
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    Hm, interesting discovery. Can you check please, if you are decline my submod are there bug still the same?
    I'm just checked my game now and i didn't find it.

  18. #18

    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    After run the Cleaner they are disappear, thanks.

    Now I see Rebuild Annuminas and Fornost in the first turn, with a cost of only 1000 and 1 turn, this is normal?

  19. #19
    FrozenmenSS's Avatar Senator
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    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    Quote Originally Posted by Netheriel View Post
    After run the Cleaner they are disappear, thanks.

    Now I see Rebuild Annuminas and Fornost in the first turn, with a cost of only 1000 and 1 turn, this is normal?
    +1

  20. #20
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    Ops
    When i tested submod i've forgot to make it normal It will be fixed in 1.1

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