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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 Halvar von Flake View Post
    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...
    Well that's unfortunate - I don't use Win10 but from what I understand it does add a whole host of random new troubles trying to run RTW - and possibly worse with steam. Pretty sure there's a thread for that around somewhere. Oh, and also Bardo updated the "how to run" instructions with the newest 'all in one' release - maybe that might help?

    The already out (since quite a long time) Campaigns Addon 2.8 beta (link is above and I'll paste it below again) also incorporates bardo's Trolls fix and does so with the double check that the changes definitely don't conflict with the Addon.

    Link again to the 2.8 beta is here:
    https://drive.google.com/file/d/1Imb...dA9Y0TqGw/view

  2. #2
    Halvar von Flake's Avatar Senator
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    Default Re: LotR-TW Campaigns Addon V2.6 (for v3.0)

    Thanks for help! I guess will get myself a second computer (XP or win7) without steam and internet only for my old TW-installations during the next weeks or months. Since **g win10 and steam I have problems with all my old mods...
    Last edited by Halvar von Flake; July 13, 2019 at 06:15 AM.

  3. #3

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

    Well, in case anybody still follows this positively ancient thread, I went ahead and finished the Addon over the weekend.

    Download link is here:
    https://drive.google.com/file/d/1Y41...ew?usp=sharing

    The OP is also updated and the last changes since the 2.8 beta are in the spoiler link below.

    As long as there aren't any unforseen errors in the upload this should be the final and complete version of the Addon - there's not really anything more I could possibly conceive to add at this point.

    New to V2.8 Final:
    Spoiler Alert, click show to read: 

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

    -'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 (looting and such)

    -Added scripted campaign ending option for Numenor faction Numenor Campaign:
    -If a Numenor player captures and holds the two camps outside the Black Gates for a handful of turns, it will summon Sauron to the area.

    -Mordor faction is now auto-killed only after Baraddur tower is destroyed (Main campaign and Numenor)

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

    -Lurtz (Isengard) Campaign unit upgraded - for survivability if playing as Isengard

    -Nerfed Dale Militia - was out of line with similar units and likely the reason why Dale was so over-powered in strat map - balanced with boosted DragonKnights

    -Minor adjustments to Easterlings units values - makes a surprising difference though, much more satisfying to play as and against now. Basically they better fit with their descriptions and appearance
    -Easterlings AI adjusted and should now be more of an actual threat and challenge now

    -Added light horses to Rhunaer region

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

    -Orc units mostly use 'untrained' level of tidyness in formations - looks much better/more appropriate

    -Updated campaign descriptions

    -Removed unnecessary duplicated units in EDU (campaign/MP)
    -also made efforts to remove mentions of "urukhai_standard_b" from EDU as it is simply a duplicate of the urukhai_standard - left in DMB for now though just in case

    -Updated dwarven Mines and Mines +1 text descriptions

    -Removed 'roads' resource from North Ilitien (Henneth Annun)

    -Fixed announcement text for noldor return

    -Verify and updatated main campaign scripts

    -'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

    -various minor bugfixes



  4. #4

    Default Re: Campaigns Addon V2.8-Final (for LotRTW v3.0+)

    Ye. Fantastic. Looking forward to playing this new update.

  5. #5

    Default Re: Campaigns Addon V2.8-Final (for LotRTW v3.0+)

    Currently finishing up my last pre-2.8 campaign in ReturnofNumenor as Gondor.

    It's been slow going but as of turn 84 I've managed to build up enough and weather the storm of Harad and Mordor and even a few Isengard attacks.

    Mordor is still around as I lacked an army good enough to actually think of tackling Sauron while keeping my lands safe when the script message came up. So that opportunity had to be scrapped.

  6. #6

    Default Re: Campaigns Addon V2.8-Final (for LotRTW v3.0+)

    Quote Originally Posted by Widowmaker94 View Post
    Currently finishing up my last pre-2.8 campaign in ReturnofNumenor as Gondor.

    It's been slow going but as of turn 84 I've managed to build up enough and weather the storm of Harad and Mordor and even a few Isengard attacks.

    Mordor is still around as I lacked an army good enough to actually think of tackling Sauron while keeping my lands safe when the script message came up. So that opportunity had to be scrapped.
    Which scripted message? (Victory, Rangers mission failed, or option to attack Sauron?)

    Sounds like it was a reasonably challenging campaign though otherwise, which is good!

  7. #7

    Default Re: Campaigns Addon V2.8-Final (for LotRTW v3.0+)

    Soo, just in the odd chance that anybody still checks this. I've been updating the Campaigns Addon again and am almost ready to release an update. Briefly some of the major items include:

    -Sorted out the draw distances for the new troll sprites - they're hardly even noticable now
    -Various small improvements to text, unit formations and the like
    -Added in a handful of new units (Thranduil's special mounted bodyguard, Dunlending Berserkers, and Wulf's Warhounds special unit for Dunlending High Chieftan Wulf - also two new religious temple buildings for Dulendings to train Berserkers and Warhounds)
    -various scripting and text cleanups

    -Aand did a major review of campaign and battle AI. The battle AI in particular was not as complicated as I'd thought it would be and resulted in some pretty significant improvements.

    I wonder if anyone else who's been playing the current release has noticed things which could be improved for this (possibly actually final) version? (aside from any changes to settlement sets or pathfinding which I unfortunately have no capacity to modify)

  8. #8
    Aexodus's Avatar Persuasion>Coercion
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    Default Re: Campaigns Addon V2.8-Final (for LotRTW v3.0+)

    Nice job, makes me want to break out my copy of RTW again
    Patronised by Pontifex Maximus
    Quote Originally Posted by Himster View Post
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  9. #9

    Default Re: Campaigns Addon V2.8-Final (for LotRTW v3.0+)

    New version up!

    https://www116.zippyshare.com/v/JBPTkqDC/file.html
    (just click the big 'download now' button - ad-blocker recommended I think)


    I'd be really keen to have playtest feedback of the main campaign and any (or all) of the provincial campaigns. Just post up a comment, or send a PM, or make an after-action, or whatever else! (long as faction and specific campaign are noted). I'd like to pack up a reasonably definitive version in the next few months and then finally update the long-neglected ModDB page.


    Major additional highlights in this version include:

    -Campaign Sauron rebalanced to be slightly less vulnreble to missiles, slightly more vulnreble to melee AND Aragorn weilding Anduril is finally coded to have a major bonus fighting Sauron (may actually be the best way to take him down)!

    -Two new temple buildings for Dunlendings and a new unit - fearsome dunlending berserkers!

    -Various scripting improvements AND a new script for Eye of Sauron so he respawns like the nazgul

    -An Umbar custom settlement is now implemented and present in all campaigns

    -Various UI improvements and custom characters courtesy of GWoodElf

    -Complete overhaul of player and AI formations.
    Each faction now has their own distinctive formations and resulting playstyles. This also corrected numerous small bugs and irregularities in the battle AI.
    -->This last bit is quite large and represents to major changes in some areas - feedback would be much appreciated!
    --->Another Notable Addition: Sorted single line formation (shift+2 to a grouped unit) now forms up into a solid single line (minimal space between units) - basically a phalanx/shieldwall. I happen to find it pretty useful.

    -Gave the Mumakil units some attention - Greater and Lesser Mumaks now look and act differently - also set the Mumak driver in the driver's seat position.

    -And also includes the usual various progressive bug tweaks fixes.

  10. #10

    Default Re: Campaigns Addon V2.8-Final (for LotRTW v3.0+)

    hello CapnDan, nice to see the patches continue, is there any chance of seeing the elves from the hobbit movie? I know they're already in it but it would be cool if they'd also look like the ones in the hobbit movies.

    kind regards,

    KurdishNomad

  11. #11

    Default Re: Campaigns Addon V2.8-Final (for LotRTW v3.0+)

    Quote Originally Posted by KurdishNomad View Post
    hello CapnDan, nice to see the patches continue, is there any chance of seeing the elves from the hobbit movie? I know they're already in it but it would be cool if they'd also look like the ones in the hobbit movies.

    kind regards,

    KurdishNomad
    Maybe a little bit actually. Thranduil does have a new mounted bodyguard in the campaigns in the newest version.
    Otherwise, the Silvan elves from the Hobbit movies, if I remember correctly, they're not very different from the high noldor units currently in the mod, am I right? That makes me think that a small sub-mod would not be very difficult to put together if one were just to re-skin the existing noldor units. Actually, come to think of it, I may even have access to a set of textures that could work.

    hmm.... you know what, at first my thought was "no way, the silvan faction is already special, no changes!!"
    But, after thinking about it this may be totally feasible and could be a nice addition to the mod.

    How about this: the Silvan elves remain as they are for all their basic units - at least partly because it fits the story written for the mod, and I think the base lore it's all based on too (Silvan elves are somewhat in decline in terms of 'tech' and kind of 'getting back to the forest' sort of thing). But, maybe through some re-sorted recruitment and a new building or two, it could be possible to train up, after long investment of time and money, these epic powerful units of old.

    What do you think?

  12. #12

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

    Small update for the recently refurbished formation_ai file. This update does a bit more polish to the re-written formations. Just replace the old file.

    - file removed - obsolete


    Also have been working on a next little version update with includes a handful more minor improvements, a handful of additional units, and one pretty large easter-egg.
    Last edited by CapnDan; September 07, 2020 at 03:12 PM. Reason: - file removed - obsolete

  13. #13

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

    Hey CapnDan!

    I was to impatient so I have already made the Silvan Elves from the Hobbit myself already, only their looks are updated though so no stat changes.

    I am looking forward to your next update!

    Kind regards,

    KurdishNomad

  14. #14

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

    Here it is - what should be the definitive version of this small/massively expanded little addon.

    Lots of changes/improvements in the last two updates and I've basically run out of items on my wishlist. So, I present to you the Campaigns Addon V2.8.4.

    https://www.moddb.com/mods/the-lord-...n-v2-8-4-fixed


    Brief (ish) summary of some of the major recent changes below - a more complete breakdown can be found in the Addon Readme file.


    Spoiler Alert, click show to read: 

    <<<<<<<<<<< Completed in V2.8.4 >>>>>>>>>>>>>>>
    Implemented through all Campaigns:
    -Amon Sul and Amon Hen icon locations and functioning custom battle environments
    -Lesser Mumakil added as recruitable mercenaries in South Haradrim regions for Harad
    -Custom battle environments for Umbar settlement

    -New spear militia unit for Free Peoples (intermediary unit between townguards and city militias)

    -Hobbit Prisoners Unit added for Orkish and Roman factions who conquer the Shire

    -Modified the sounds profile for Barbarian cultures unit sounds (Dale, Free Peoples, Dunlendings, and Rohan) - makes for a noticable improvement!

    -Last lagging troll issues may have been definitively fixed simply by re-generating texture glips.

    -Southrons faction has new strat and battle models and a new bodyguard for non-mumakil riding characters


    -Added custom videos for the wonders (Argonas and Elostorion)


    <<<<<< Completed in V2.8.2 >>>>>>>>

    -Full revision and huge cleanup of AI battle Formations files:
    -most factions now have custom formations geared to lore/faction styles of fighting
    -battle ai should be improved basically across the board now too (and fit faction cultural attitudes)

    - Another Notable Addition is to the Sorted Single Line formation (shift+2 to a grouped unit), which now forms up into a solid single line (minimal space between units) - basically a phalanx/shieldwall - very handy.



    -Several new custom characters courtesy of GWoodElf (Halabarad, Mardil, Damrod, Hama, and Gamling) and a whole pile of beautifully updated UI elements (buildings, family/achievement cards, and backgrounds).

    -New Unit: Thranduil's elite cavalry guard (assigned in all campaigns)

    -New Unit: Dunlending Berserkers
    -New Buildings: Dunlending Animal Shrine and Sacred Circle (Morale bonus + training buildings for Warhounds and Berserkers)

    -New Unit: Wulf's Warhounds - special bodyguard for Dunlending Great Chieftan Wulf - implemented across all campaigns

    -Added a script so the Eye of Sauron (Mordor's only spy unit) respawns like nazgul if/when killed


    -Cleaned up the endgame scripts for the Rohan and Gondor campaigns in Return of Numenor - a huge epic final battle or two should now be essentially guaranteed if you follow the ranger's plan

    -Anduril now gives a significant bonus to Aragorn (and only Aragorn) versus Sauron!!
    Last edited by CapnDan; September 22, 2020 at 09:45 AM. Reason: Updated DL link

  15. #15

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

    I haven't followed this mod for a period, did you manage to fix the trolls? I know there is a sprite fix but I mean fixed as in the models working.

  16. #16

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

    Quote Originally Posted by KurdishNomad View Post
    I haven't followed this mod for a period, did you manage to fix the trolls? I know there is a sprite fix but I mean fixed as in the models working.
    Yes actually! This newest release has sprites enabled for the trolls and also modified sprite draw distances so the sprites are hardly even noticable. More importantly though, is that all four sets of troll textures have been re-generated with their mip maps fixed - which seems to have solved the infinite vertex problems.

  17. #17

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

    Now that I'm confident the mod is reasonably complete I've finally started updating the ModDB page. First in those updates, is this shiny new (and hopefully accessible to everybody, regardless of geography) download link (previous links in this thread have also been updated).
    https://www.moddb.com/mods/the-lord-...n-v2-8-4-fixed

    I might also like to write up a little article/update for the mod and post it here and on ModDB. Something that will act as an 'all-at-once' general introduction/resource for the sake of accessibility. This mod does depart fairly drastically in some cases from what's typical in the RTW engine (detailed RPG systems, totally possible in most campaigns to be legitimately beaten by the AI, etc.). So, I thought it might be useful for new players (and possible old one too!) to produce a little explainer.

    To that end, if anybody's got thoughts, suggestions, annecdotes from their first experiences with the mod, or, even better, a handful of good screenshots - those would be most welcome!
    Last edited by CapnDan; September 22, 2020 at 10:06 AM.

  18. #18

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

    Would it be possible to add my units as an optional 'mod' in your addon? Some people have asked me if I could rerelease my Mirkwood Elves based on your addon.

  19. #19

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

    Already in the current release, hidden away at the top tier buildings for the Mirkwood elves, are these guys:

    Click image for larger version. 

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    The GWoodElf has also done up this re-texture based on the elves of the Hobbit films that I'll likely try and sneak in, or possibly include as an optional sub-mod on next release (whenever that happens).

    Click image for larger version. 

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    KurdishNomad - I'll PM you about addon/sub-modding.

  20. #20

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

    I'm glad to see there is a new update. Downloaded.
    I still play multiplayer from time to time, but I'd like to start a campaign someday. If I find time to play again, I'll test your latest version.
    If someone is interested to play online, let me know, by pm here, or in steam (there is a group named "Lord of the Rings Total War for Rome Total War". I'm Bardo there too)

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