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Thread: The Campaigns Addon (for LotRTW v3.0+)

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  1. #1

    Default Re: LotR-TW Campaigns Addon V2.6 (for v3.0)

    Quote Originally Posted by jrhindo View Post
    A problem i have was when about turn 100, i had cleared most of the misty mountains and was preparing to clear moria, the noldors attacked the blue mountain settlements. Use console to beat and them and script diplo forced peace, couldnt understand why they had attacked. At that point rohan was almost gone, dunmen were in the shire, gondor was just dol amroth and west, and the galadrims only had the eastern part of lorien forest.
    Pretty sure it is the default war of the ring campaign. Wish the good guys would try to fight evil.
    The good guys do 'try' to fight evil. But the idea is the player controls the faction which makes all the difference.

    As for the Noldor attack, most diplomacy scripts end around turn 100 on purpose, because the map is usually so changed by that point that the scripted alliances are less relevant. Or maybe it's better to suggest the elves just attacked just because they weren't happy about the smelly dwarves muscling in on their territory. ;P

  2. #2
    Tiro
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    Default Re: LotR-TW Campaigns Addon V2.6 (for v3.0)

    Quote Originally Posted by CapnDan View Post
    The good guys do 'try' to fight evil. But the idea is the player controls the faction which makes all the difference.

    As for the Noldor attack, most diplomacy scripts end around turn 100 on purpose, because the map is usually so changed by that point that the scripted alliances are less relevant. Or maybe it's better to suggest the elves just attacked just because they weren't happy about the smelly dwarves muscling in on their territory. ;P
    When 1/3 of the good nations are about dead and evil hordes are in or next to the their factions capitals, i wish the good factions wouldnt turn on other good factions as their first instinct
    Not asking for rail roading but at least maybe some longer leeway time in the war of the ring scenario or more condition flexibility.
    Last edited by jrhindo; March 18, 2018 at 04:29 PM.

  3. #3

    Default Re: LotR-TW Campaigns Addon V2.6 (for v3.0)

    Quote Originally Posted by jrhindo View Post
    When 1/3 of the good nations are about dead and evil hordes are in or next to the their factions capitals, i wish the good factions wouldnt turn on other good factions as their first instinct
    Not asking for rail roading but at least maybe some longer leeway time in the war of the ring scenario or more condition flexibility.
    That's what the forced diplomacy is for.

  4. #4

    Default Re: LotR-TW Campaigns Addon V2.6 (for v3.0)

    I installed your v2.7_beta and it seems to work. I have not played it yet, I just started a campaign to check that all files are in place.

    @Halvar von Flake: I'm glad that you got it working on w10 too. It is good to see some of the old players still around .

  5. #5

    Default Re: LotR-TW Campaigns Addon V2.6 (for v3.0)

    Quote Originally Posted by Bardo View Post
    I installed your v2.7_beta and it seems to work. I have not played it yet, I just started a campaign to check that all files are in place.
    Cool, glad to hear it. Thank you.

    Might I suggest a Gondor or Rohan game in the 'Return of Numenor' provincial campaigns. The main story for these is only about 50 turns long and are defensively focused (with a cheapie little ending scripted in), basically can be played in one intense evening.
    ... eummm.. also these are the least tested and so most in need of additional testing.....

  6. #6
    Tiro
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    Default Re: LotR-TW Campaigns Addon V2.6 (for v3.0)

    Incidentaly tried to play v2.6 numenor campaign yesterday. Noticed numenor cant build roads and then crashed when taking Kibil-Dum (north blue mountains).

  7. #7

    Default Re: LotR-TW Campaigns Addon V2.6 (for v3.0)

    Quote Originally Posted by jrhindo View Post
    Incidentaly tried to play v2.6 numenor campaign yesterday. Noticed numenor cant build roads and then crashed when taking Kibil-Dum (north blue mountains).
    Yep, no roads for Numenor both because they don't fit the timeline for the campaign (desperate final struggle) and because the long travel times are in some way a feature supposed to force the player into making more, more difficult, strategic, decisions.

    As for Kibil-Dum crash - there are common and well-know RTW bugs with taking settlements if:
    a) there is a reinforcing army that some part of escaped the battle but now cannot retreat into the settlement or
    b) occasionally if you have waited out a siege and there happens to be a named character in the settlement (particularly if they sally and survive)

    Common solutions are:
    -Reload pre-battle savegame, play the battle in person and be sure to completely annihilate all defenders
    -Attack and auto-resolve
    -Sometimes just try the attack again

  8. #8

    Default Re: LotR-TW Campaigns Addon V2.6 (for v3.0)

    As for Kibil-Dum crash - there are common and well-know RTW bugs with taking settlements if:
    a) there is a reinforcing army that some part of escaped the battle but now cannot retreat into the settlement or
    b) occasionally if you have waited out a siege and there happens to be a named character in the settlement (particularly if they sally and survive)
    I only know one cause of CTD related to settlements (sieging army attacked by reinforcements from outside the city), could you elaborate what you know about these other cases? You may answer in the bug thread, where we recently talked about the crash cause that I know.

  9. #9

    Default Re: LotR-TW Campaigns Addon V2.6 (for v3.0)

    Quote Originally Posted by Bardo View Post
    I only know one cause of CTD related to settlements (sieging army attacked by reinforcements from outside the city), could you elaborate what you know about these other cases? You may answer in the bug thread, where we recently talked about the crash cause that I know.
    It's nothing new same old same old and both related I would think. There's an occasional crash if you wait out siege with a named character in settlement.
    It's really so rare thought that I've never gone more into it.

  10. #10

    Default Re: LotR-TW Campaigns Addon V2.6 (for v3.0)

    Hi, can I try your submode? Old mirrors do not workor. Have a nice days

  11. #11
    Halvar von Flake's Avatar Senator
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    Default Re: LotR-TW Campaigns Addon V2.6 (for v3.0)

    I had some awesome campaigns during the last weeks! In my current Galadhrim Campaign I encountered the Dunlending Gondor Spears for the first time! Very nice! Dunlendings have taken Dol Amroth and Dale is marching against the Black Gate...!

  12. #12

    Default Re: LotR-TW Campaigns Addon V2.6 (for v3.0)

    Well...I found it on moddb and I decided to play provincial campaign with numenor as Noldor Elf (Lindon realm in fact) but I don't like general unit: Imladhrim elite sentinels
    I think it should be different unit because Rinvendell isn't part of my realm. Is there any way to change it? Maybe for Mithlond sentinels.

  13. #13

    Default Re: LotR-TW Campaigns Addon V2.6 (for v3.0)

    Quote Originally Posted by Orondak View Post
    Well...I found it on moddb and I decided to play provincial campaign with numenor as Noldor Elf (Lindon realm in fact) but I don't like general unit: Imladhrim elite sentinels
    I think it should be different unit because Rinvendell isn't part of my realm. Is there any way to change it? Maybe for Mithlond sentinels.
    Hey Orondak, in case you're still lurking around waiting for an answer, absolutely yes this can be changed and it's really quite straightforward. Here's the guide I'd initially used to get started: http://rtw.heavengames.com/rtw/mods/...on/index.shtml

  14. #14
    Fresco's Avatar Semisalis
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    Default Re: LotR-TW Campaigns Addon V2.6 (for v3.0)

    New link,please! Old link don't work!!
    CAMPIONI del MONDO!!!!!

  15. #15

    Default Re: LotR-TW Campaigns Addon V2.6 (for v3.0)

    Quote Originally Posted by Fresco View Post
    New link,please! Old link don't work!!
    Alright, try this:

    https://drive.google.com/file/d/1Imb...ew?usp=sharing

    It's the link to the recently packaged V2.8beta.
    Last edited by CapnDan; January 04, 2019 at 11:36 PM.

  16. #16

    Default Re: LotR-TW Campaigns Addon V2.6 (for v3.0)

    How do I mod the stuff in Return of Numenor to let the NUmenoreans build more Numenorean type buildings and settlements? I want this for a submod I am sharing with some friends.

    Also so I can restore Arnor/have Numenorean buildings fully built up over Eriador.

  17. #17

    Default Re: LotR-TW Campaigns Addon V2.6 (for v3.0)

    Quote Originally Posted by Widowmaker94 View Post
    How do I mod the stuff in Return of Numenor to let the NUmenoreans build more Numenorean type buildings and settlements? I want this for a submod I am sharing with some friends.

    Also so I can restore Arnor/have Numenorean buildings fully built up over Eriador.
    Well that depends, would you like the faction to simply use the settlement and building sets which already exist for Gondor? In that case, and if you're looking for a quick n dirty implementation, then probably just needs changing the faction culture (in descr_sm_factions). This simple change won't be perfect though, and might be buggy, a full change would take a bit more work.

    Otherwise, if you're looking to implement your own buildings or settlement plans then you've chosen to take on a significant project and I'd love to be included in seeing what the results look like!

    As for a place to start on that project, I've pasted a link below which I've relied on as a solid base resource, and then searching online and the forums for any more specific needs.
    Here's the link: http://rtw.heavengames.com/rtw/mods/...tw/index.shtml

    Good luck!

  18. #18
    Halvar von Flake's Avatar Senator
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    Default Re: LotR-TW Campaigns Addon V2.6 (for v3.0)



    FOR GOONDOOOR!!!

  19. #19

    Default Re: LotR-TW Campaigns Addon V2.6 (for v3.0)

    Quote Originally Posted by Halvar von Flake View Post


    FOR GOONDOOOR!!!
    Oh, it's hardly a dead horse, the work continues but at a Veery leisurely pace.

    Currently in the pipeline for Campaigns Addon V2.8 - Final (new additions since the current 2.8 beta release)
    Spoiler Alert, click show to read: 


    <<<<<<<<<< Done to V2.8 Final: >>>>>>>>>>>>>>>

    -Completed removing light_spear attribute from units (supposed to have been removed ages ago) added/replaced with higher bonuses vs cav for units with spears or longer reach weapons (big axes and such)
    -Standard bonuses: +6 militia, +10 Heavy
    -Spear units can also hold their own now against regular infantry, however they have relatively low attack - good at holding a line but probably won't win a battle all on their own - particularly against swordsmen

    -Verify and updatated main campaign scripts

    -Lurtz (Isengard) Campaign unit upgraded (special unit)

    -Removed unnecessary duplicated units in EDU (campaign/MP)

    -'blacksmith' added back into the scripting for defense of Helm's deep in main campaign - some bonuses plus it should mean the galahadrim elves will only reinforce one time now

    -Nerfed Dale Militia - was out of line with similar units and likely the reason why Dale was so over-powered in strat map - balanced by boosted DragonKnights which incidentally are rather more fun to play now

    -adjusted Easterlings units slightly - much more satisfying to play as and against now (Red Dragons in particular finally makes sense along with the unit look and descriptions)
    -Also adjusted Easterlings (AI) so it should be more of an actual threat and challenge which seems to have worked

    -(Numenor Campaign) Southrons starting position too tough so adjusted starting settlement buildings and starting armies - still tough but more reasonable

    -Orc units mostly use 'untrained' level of tidyness in formations - really looks surprisingly better

    -Updated dwarven Mines and Mines +1 buildings text descriptions

    -Fixed announcement text for noldor return

    -made efforts to remove mentions of "urukhai_standard_b" from EDU as it is simply a duplicate of the urukhai_standard - left entry in DMB for now though

    -added light horses to Rhunaer region

    -'Ruins' buildings are now worth a small cash bonus when destroyed - returns a little bit of the shorter-term financial incentive to conquering a region

    -Removed random potential for invincible Sauron - it's all tied to Dol_Guldur now

    -Various other (20+) minor clean-up, minor bugs, etc.

  20. #20
    Halvar von Flake's Avatar Senator
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    Default Re: LotR-TW Campaigns Addon V2.6 (for v3.0)

    Nice to hear this! Congratulations for 2.8!!!

    Since, I play LotR-TW campaigns on Steam (Win10) I suffer from CTDs probably caused by trolls. I copied Bardo's descrip_mount.txt into my data folder but it didn't help, unfortunately...

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