View Poll Results: What sounds better?

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

    3 37.50%
  • Dúnedain settlement/spy/agent/general/captain/etc.

    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!

  1. #1001

    Default Re: [25/OCT/14]The Reunited Kingdom submod for MOS 1.62 v1.3 RELEASED!

    Thanks for your kind & immediate response Veteraan. Well, I did save the game after forging the RK and followed all the instructions given precisely. When I will play as Gondor I will see if this continues to exist and let you know.

  2. #1002

    Default Re: [25/OCT/14]The Reunited Kingdom submod for MOS 1.62 v1.3 RELEASED!

    I will have to shoot Ngugi and/or Withwnar a pm in reference to the imam appearing.

  3. #1003
    Solid Snake's Avatar Vicarius
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    Default Re: [25/OCT/14]The Reunited Kingdom submod for MOS 1.62 v1.3 RELEASED!

    Can this work simultaneously with the dIRECTOR´s Cut submod? Cheers, I´m eager to give all the mods a try, but this one comes first.
    Do check my AAR "The Proud Blood of Germania"
    Formerly known as JerichoOnlyFan.
    And my other AAR: "The Black Serpent"




  4. #1004
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: [25/OCT/14]The Reunited Kingdom submod for MOS 1.62 v1.3 RELEASED!

    Unfortunly at the moment we dont have a version which supports Dir's cut.

  5. #1005
    Solid Snake's Avatar Vicarius
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    Default Re: [25/OCT/14]The Reunited Kingdom submod for MOS 1.62 v1.3 RELEASED!

    Thank you for your quick answer. Keep up the good work!
    Do check my AAR "The Proud Blood of Germania"
    Formerly known as JerichoOnlyFan.
    And my other AAR: "The Black Serpent"




  6. #1006

    Default Re: [25/OCT/14]The Reunited Kingdom submod for MOS 1.62 v1.3 RELEASED!

    Hey Guys,
    Is there anything I can tweak, to reduce the chances of my general losing the 'One Ring', after getting it.
    I've played 4 campaigns, 2 with Gondor and one each with Dwarves and Dale, and the general almost always ends up loosing the Precious, and I can't believe that I send this Stupid Butterfingers to complete the most important mission in all Middle-Earth..
    Thanks in advance,
    Cheers!

  7. #1007

    Default Re: [25/OCT/14]The Reunited Kingdom submod for MOS 1.62 v1.3 RELEASED!

    Quote Originally Posted by JJJaikishan View Post
    Hey Guys,
    Is there anything I can tweak, to reduce the chances of my general losing the 'One Ring', after getting it.
    I've played 4 campaigns, 2 with Gondor and one each with Dwarves and Dale, and the general almost always ends up loosing the Precious, and I can't believe that I send this Stupid Butterfingers to complete the most important mission in all Middle-Earth..
    Thanks in advance,
    Cheers!
    The script is the original MOS one with no changes, the only thing I can think of is to attach a spy or two to the army with the ring bearer in it.

  8. #1008

    Default Re: [25/OCT/14]The Reunited Kingdom submod for MOS 1.62 v1.3 RELEASED!

    Quote Originally Posted by MIKE GOLF View Post
    The script is the original MOS one with no changes, the only thing I can think of is to attach a spy or two to the army with the ring bearer in it.
    Well I looked around the campaign script, and this is the only entry that felt relevant
    Spoiler Alert, click show to read: 


    ;#########################Chance Gollum steals ring from ringbearer
    monitor_event CharacterSelected CharacterIsLocal
    and not FactionReligion catholic
    and AgentType = named character
    and HasAncType relic_ring
    and HasAncType gollum
    and not IsRegionOneOf Gorgoroth_Province
    and RandomPercent < 2
    console_command remove_ancillary this one_ring
    console_command remove_ancillary this gollum
    historic_event ring_stolen event/ring_stolen.bik
    set_counter ring_possession_evil 0
    set_counter ring_possession_good 0
    set_counter deliver_ring_evil 0
    end_monitor


    ;#########################Chance someone else steals ring from ringbearer
    monitor_event CharacterSelected CharacterIsLocal
    and AgentType = named character
    and HasAncType relic_ring
    and not HasAncType gollum
    and not HasAncType sauronmace
    and not IsRegionOneOf Gorgoroth_Province
    and not IsRegionOneOf Cirith_Province
    and not IsRegionOneOf Gorgoroth-South_Province
    and not IsRegionOneOf Orc_Province
    and not IsRegionOneOf Udun_Province
    and not IsRegionOneOf Morgul-Vale_Province
    and not IsRegionOneOf Morgai_Province
    and RandomPercent < 2
    console_command remove_ancillary this one_ring
    historic_event ring_stolen2
    set_counter ring_possession_evil 0
    set_counter ring_possession_good 0
    set_counter deliver_ring_evil 0
    end_monitor



    The Random percent, athough suggests that the frequency will be low, I personally have never been able to take the ring and destroy it in Mordor, I will try out the spy thing the next time I have the chance to get my hands on the ring

  9. #1009
    Veteraan's Avatar TATW Local Moderator
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    Default Re: [25/OCT/14]The Reunited Kingdom submod for MOS 1.62 v1.3 RELEASED!

    Quote Originally Posted by JJJaikishan View Post
    Well I looked around the campaign script, and this is the only entry that felt relevant
    Spoiler Alert, click show to read: 


    ;#########################Chance Gollum steals ring from ringbearer
    monitor_event CharacterSelected CharacterIsLocal
    and not FactionReligion catholic
    and AgentType = named character
    and HasAncType relic_ring
    and HasAncType gollum
    and not IsRegionOneOf Gorgoroth_Province
    and RandomPercent < 2
    console_command remove_ancillary this one_ring
    console_command remove_ancillary this gollum\\historic_event ring_stolen event/ring_stolen.bik
    set_counter ring_possession_evil 0
    set_counter ring_possession_good 0
    set_counter deliver_ring_evil 0
    end_monitor


    ;#########################Chance someone else steals ring from ringbearer
    monitor_event CharacterSelected CharacterIsLocal
    and AgentType = named character
    and HasAncType relic_ring
    and not HasAncType gollum
    and not HasAncType sauronmace
    and not IsRegionOneOf Gorgoroth_Province
    and not IsRegionOneOf Cirith_Province
    and not IsRegionOneOf Gorgoroth-South_Province
    and not IsRegionOneOf Orc_Province
    and not IsRegionOneOf Udun_Province
    and not IsRegionOneOf Morgul-Vale_Province
    and not IsRegionOneOf Morgai_Province
    and RandomPercent < 2
    console_command remove_ancillary this one_ring
    historic_event ring_stolen2
    set_counter ring_possession_evil 0
    set_counter ring_possession_good 0
    set_counter deliver_ring_evil 0
    end_monitor



    The Random percent, athough suggests that the frequency will be low, I personally have never been able to take the ring and destroy it in Mordor, I will try out the spy thing the next time I have the chance to get my hands on the ring
    Gollum wil only be "activated" when you select the general that has the ring. The solution is to use two generals in your stack. One that is in command and who is not carrying the ring. Another who carries the ring but who you don't have to select because he is not in command.

    Edit: Looking at that script, I can't recall somebody else than Gollum Stealing the ring.

    Then again, I'm not particularly fond of it, so I usually end up "sabotaging" it in my games.
    Last edited by Veteraan; November 13, 2014 at 08:40 AM.

    Citizenised by Shankbot - Patron of b0Gia - House de Bodemloze

  10. #1010
    Greymane's Avatar Senator
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    Default Re: [25/OCT/14]The Reunited Kingdom submod for MOS 1.62 v1.3 RELEASED!

    Quote Originally Posted by JJJaikishan View Post
    Well I looked around the campaign script, and this is the only entry that felt relevant
    Spoiler Alert, click show to read: 


    ;#########################Chance Gollum steals ring from ringbearer
    monitor_event CharacterSelected CharacterIsLocal
    and not FactionReligion catholic
    and AgentType = named character
    and HasAncType relic_ring
    and HasAncType gollum
    and not IsRegionOneOf Gorgoroth_Province
    and RandomPercent < 2
    console_command remove_ancillary this one_ring
    console_command remove_ancillary this gollum
    historic_event ring_stolen event/ring_stolen.bik
    set_counter ring_possession_evil 0
    set_counter ring_possession_good 0
    set_counter deliver_ring_evil 0
    end_monitor


    ;#########################Chance someone else steals ring from ringbearer
    monitor_event CharacterSelected CharacterIsLocal
    and AgentType = named character
    and HasAncType relic_ring
    and not HasAncType gollum
    and not HasAncType sauronmace
    and not IsRegionOneOf Gorgoroth_Province
    and not IsRegionOneOf Cirith_Province
    and not IsRegionOneOf Gorgoroth-South_Province
    and not IsRegionOneOf Orc_Province
    and not IsRegionOneOf Udun_Province
    and not IsRegionOneOf Morgul-Vale_Province
    and not IsRegionOneOf Morgai_Province
    and RandomPercent < 2
    console_command remove_ancillary this one_ring
    historic_event ring_stolen2
    set_counter ring_possession_evil 0
    set_counter ring_possession_good 0
    set_counter deliver_ring_evil 0
    end_monitor



    The Random percent, athough suggests that the frequency will be low, I personally have never been able to take the ring and destroy it in Mordor, I will try out the spy thing the next time I have the chance to get my hands on the ring
    monitor_event CharacterSelected CharacterIsLocal
    This probably means that there is a 2 percent chance of Gollum stealing the ring everytime you select that character. So: don't do it if you can avoid it
    This ties in with Veteraans trick to keep the ring indefinitely: just put the general in a fort and forget about him.
    So I think you should send your guy behind the main army, in a straight line, to Mordor.

    EDIT: Dammit, ninja'd by Veteraan himself

  11. #1011

    Default Re: [25/OCT/14]The Reunited Kingdom submod for MOS 1.62 v1.3 RELEASED!

    Thanks guys...Will finally be able to kick some orc ass, and avenge my favorite general Forlong!!

  12. #1012

    Default Re: [25/OCT/14]The Reunited Kingdom submod for MOS 1.62 v1.3 RELEASED!

    Here a few minor changes that will be in the next release. The first is that Orcish Guilds are no longer called 'Guilds' but Dens. Example below:
    Spoiler Alert, click show to read: 
    The second change you will see is that Tol Fuin is no longer a separate province but is now part of Harlond (or Forlond or one of the other 'londs.....). The Eastern Bight has taken its place, the reason for this is that the ai has not taken the island in all the games I have played.
    Spoiler Alert, click show to read: 
    You will have to wait until the next release in order to see the new regional image.

  13. #1013
    Decanus
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    Default Re: [25/OCT/14]The Reunited Kingdom submod for MOS 1.62 v1.3 RELEASED!

    Excellent idea the one of creating a new region. Tol Fuin was never well managed by the AI. The East Blight is a human settlement or elven one?.

  14. #1014

    Default Re: [25/OCT/14]The Reunited Kingdom submod for MOS 1.62 v1.3 RELEASED!

    It is human, it starts off as rebel, I just needed a faction (in this case Dale) to take it so I could display the region info.

  15. #1015
    Veteraan's Avatar TATW Local Moderator
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    Default Re: [25/OCT/14]The Reunited Kingdom submod for MOS 1.62 v1.3 RELEASED!

    Quote Originally Posted by MIKE GOLF View Post
    Here a few minor changes that will be in the next release. The first is that Orcish Guilds are no longer called 'Guilds' but Dens. Example below:
    Spoiler Alert, click show to read: 
    The second change you will see is that Tol Fuin is no longer a separate province but is now part of Harlond (or Forlond or one of the other 'londs.....). The Eastern Bight has taken its place, the reason for this is that the ai has not taken the island in all the games I have played.
    Spoiler Alert, click show to read: 
    You will have to wait until the next release in order to see the new regional image.
    I see you went for "Den". It does add some extra flavour to the Orcish factions and is the best option we came up with.

    I can't check this, working from my tablet, but if Tol Fuin is that useless spider Island that almost always stays rebelgrey, it certainly deserves to loose it's status as a province.

    Citizenised by Shankbot - Patron of b0Gia - House de Bodemloze

  16. #1016
    Decanus
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    Default Re: [25/OCT/14]The Reunited Kingdom submod for MOS 1.62 v1.3 RELEASED!

    Yes Vet... that island settlement was not correctly managed by the AI. The new region will be interesting for Dale... it seems to have several strong units recruitable there.

  17. #1017

    Default Re: [25/OCT/14]The Reunited Kingdom submod for MOS 1.62 v1.3 RELEASED!

    Is it just me or does the pic say bight instead of blight? :p

  18. #1018
    Greymane's Avatar Senator
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    Default Re: [25/OCT/14]The Reunited Kingdom submod for MOS 1.62 v1.3 RELEASED!

    Quote Originally Posted by manekemaan View Post
    Is it just me or does the pic say bight instead of blight? :p
    Bight is the correct term for the area
    And @ lordargento: New units?

  19. #1019

    Default Re: [25/OCT/14]The Reunited Kingdom submod for MOS 1.62 v1.3 RELEASED!

    Will you try to include taros new work when he releases his new creations?

  20. #1020

    Default Re: [25/OCT/14]The Reunited Kingdom submod for MOS 1.62 v1.3 RELEASED!

    Units are extremely tight at this time, but we will make an attempt to do so. Taro's work is legendary, I think every unit or nearly every unit he has made is included here already.

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