View Poll Results: My Favourite Sub-Mod or Addon for 2012 is:

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  • Call of Warhammer Revamp v1.4.4

    6 5.71%
  • GoT Sub-mod for Westeros Total War v2.1

    9 8.57%
  • MOS v1.41

    59 56.19%
  • Withwnar's Submod Collection v1.6.2

    3 2.86%
  • AOR 2.3

    1 0.95%
  • Goofy's Battlefield Speed System 1.0

    2 1.90%
  • Forgotten Realms of Gathered Submods

    9 8.57%
  • Epic Silver Menu Design

    1 0.95%
  • Third Age - The Empire strikes back

    12 11.43%
  • Settlements Submod

    3 2.86%
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Thread: [M2TW] Favourite Sub-Mod or Addon

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  1. #1

    Default [M2TW] Favourite Sub-Mod or Addon




    For the year 2012, there are 10 M2TW mods nominated as as favourite sub-mod or addon. A sub-mod or an Addon means a mod that is added to an existing mod in order to further expand it in a particular area on a minor level. Vote for the one you like the most:
    Call of Warhammer Revamp v1.4.4


    A submod made for CoW, that revamps some things that bothered the modder me in his CoW games. The main features of this mod are:
    -new model strats for the elves, vampires, kislev and empire.
    -recolored models for empire, vampire and border prince.
    -replaced the vanilla campaign terrain with Charge's New Map colors (needed a lot of customization to fit CoW or else the Frozen Wastes would look like Ireland).
    -revamped the map climates to fit the new terrain.
    -more than a dozen new regions specifically aimed at Norsca and northern Empire.
    -dismounted knights that should give the empire more of an edge in heavy infantry.
    -new Launcher that allows chaos players to switch from their Chaos Cult color to Chaos Undivided Color, to use this simply save the game when you become Chaos Undivided then quit the game run the Chaos Color Launcher and follow the steps. start the game again enjoy your new map/flag colors.
    -there are two versions of EDU thats is playable, for those who want a more familiar game play try the vanilla EDU but for those who want a more dynamic and newer gameplay try my edited EDU & EDB.
    Mod Preview

    New Dismounted Knights










    Custom Stratmap Settlements






    this is my best attempt on reproducing this, the only way to have better results is someone making new models

    New Regions on the Map (Especially Norsca)


    New Strat Map Terrain Textures








    GoT Sub-mod for Westeros Total War v2.1

    A sub-mod made for westeros total war, that adds:
    ~ Countless New Loading Screens. ~
    ~ New Splash and Menu Screens. ~
    ~ New Character Portraits. ~
    ~ All New Faction Symbols. ~
    ~ Unique General Voices. ~
    ~ All New Quotes. ~
    ~ All New Northern and Southern Eventpics and Advisors. ~
    ~ Whole New User Interfaces. ~
    ~ And lots more! ~
    ~ TV Series Soundtrack.
    Mod Preview:
    Loading Screens



    Event Pictures and Portraits

    Enemy General's Death message:


    Naval Blockade:


    The interchangeable faces of Sandor Clegane:


    Tyrion:



    User Interfaces

    Southern UI:




    Northern UI:




    Strategy Map Models

    Storm's End:



    MOS v1.41


    MoS is a compilation of several submods meant for TATW v3.2. Below is the change log for the mod from the year 2012.
    Change Log
    Change Log for v1.41:

    - Fixed: Incorrect faction icon appearing in the lower right corner, near production and recruitment buttons, when Arnor is reformed.
    - Fixed: Incorrect strat map models appearing for Arnor after it is reformed
    - Fixed: Some Rohan generals have incorrect Epithet or title
    - Added Fiefdom titles with ancillaries and traits for Harad, Dunland, Dale and Rhun by MIKE GOLF
    - Fixed: 'Silver Surfer' bug for SAUS Dale Calvary owned by Dwarves.
    - Added faction character names by MIKE GOLF and Spice Master (http://www.twcenter.net/forums/showthread.php?t=573398)
    - Added upkeep costs for AOR units
    - Replaced Denethor's strat map model with Steward model from RotK mod by Kiliç Alì (http://www.twcenter.net/forums/showthread.php?t=457639)

    Change Log for v1.4:
    - Fixed Dale Woodsmen texturing problem.
    - Fixed Dale Rivermen trying to fire their javelins like arrows.
    - Fixed Dunland Huntsmen trying to fire their javelins like arrows.
    - Fixed unit card unit info not appearing for Orc Volunteers and Goblin Volunteers.
    - Fixed Rhudaur Archers 'unattached bow' condition
    - Fixed Mumakil archers fire arms sound.
    - Fixed several more 'silver surfer' bugs
    - Fixed Lorien settlement upgrade bug that occured when upgrading to cities and large cities, vanilla generic settlements were used instead of the new Elven settlements by Emperor of Hell
    - Additional Units (AUM) added by Trailhog250 (Dwarven Wanderers, Mattocks of the Iron Hills, Gundabad Hammers, Riders of the Westfold and Rhun Heavy Archers.)
    - Added Lossarnach units by Taro_M to the Gondor roster (Axemen of Lossarach, reworked version; Lossarnach Axeguards, Lossarnach Nobles, Lossarnach Hobilars)
    - Added Elite Dunedain Rangers to the HE roster.
    - Additional units Mini-Mod (AMM) added by Ngugi (http://www.twcenter.net/forums/showt...2#post12004092)
    - Added many parts of the Return of the King mod by Kiliç Alì
    - Improved Immortal Nazgul script. Removed Nazgul ring trait, added description to ancillary. Presence of ring tested by script, not ancillary trigger.
    - Removed the Additional Nazgul script. Totally redundant as MOS starts with all nine Nazgul.
    - Reorganized optional script order of appearance to streamline the selection process; rewrote event triggers to make them more efficient
    - Implemented 4 tier road system by MIKE GOLF
    - Changed hording message title from 'Mordor annihilated' to 'Faction Annihilated' and replaced Mordor message with a generic message hinting that a horde may emerge.
    - Updated the quotes files to v2.5.2 Tolkien Quotes Submod by Ngugi
    - Updated SAUS to v1.4.2 (Now works correctly with 12 tpy) by Withwnar (http://www.twcenter.net/forums/showt...88#post9095988)
    - Upgraded Total Diplomacy to v1.8.2 by Withwnar (http://www.twcenter.net/forums/showt...02#post9842202)
    - Upgraded Really Bad AI by Germanicu5 to v5.7 and enabled battle ai switcher.
    - Updated region numbers in the Beacons of Gondor script, reward should work now; Fixed Theoden appearing as Lord of the Dead when aiding Gondor.
    - Removed Hungary faction icon in Faction Standing Scroll
    - Fixed Start with Arnor script, banners not being changed for AI player
    - Added starting garrison to Henneth Annun
    - Added starting garrison to Barad Dur
    - Removed ability to recruit Ithilien units in Cirith Ungol, added to Minas Morgul.
    - Edited code in the DCI scripting to fix Silvan Elves receiving incorrect religion
    - Added code to the DCI script to include the Lorien Elves religion assignment
    - Added Counter Invasion script to the read me file
    - Unique buildings cards improved by Trailhog250
    - New portraits added for generals compiled by MIKE GOLF
    - New Pelargir unit info ui's by Trailhog250
    - Ancillaries available for Dunland and Lorien Elves by MIKE GOLF
    - New banner ancillaries for Arnor, Dunland and Lorien Elves by MIKE GOLF
    - RR/RC unit balancing by Trailhog250
    - Removed text from sunrise sky textures by MIKE GOLF

    Change Log for v1.3:
    - Fixed many faction rosters that were missing unit cards and information.
    - Corrected 'silver surfer' issues for Isengard snagas and Rhudaur mercenary units.
    - Added the name of the Lorien elves special unit above it's picture in the faction selection screen.
    - Fixed Counter Invasion Script.
    - Fixed Diplomacy Script.
    - Fixed One Ring script not displaying ring found event.
    - Fixed Allied Resurrection Script.
    - Fixed autonomous regions script; Ents and hobbits not being removed, Dunland and Lorien Elves added to script
    - Added South Tharbad to Centralised Administration script.
    - Changed description for Nosse-en-Fingolfin to reflect jewel-smith must be constructed in Ost-in-Edhil, not Imladris.
    - Replaced Rhudaur Axemen (javelin) with Axemen of Rhudaur (axemen).
    - Added 3 tier road system by MIKE GOLF.
    - Moved Harad general Qusay and his army into Umbar at start of campaign.
    - Changed description for the ancillary Elendilmir to contain the settlement names required for the Arnor Union.
    - Hobbiton, Michel Delving and Longbottom belong to Eriador at start. Changed starting ownership of Weathertop (Amon Sul) from Eriador to Bandits.
    - Replaced Hobbits and bandits given to Eriador in the Counter Invasion script with more appropriate and capable units.
    - Strong Isengard (Sarumans Forces) and Strong Mordor (Eastern Shadows) can now be selected by evil factions as well, as long as the player is not one of the factions to directly benefit from this selection
    - Total Effects Point Info v1.1 by Withwnar included. (http://www.twcenter.net/forums/showt...3#post11749933)
    - Upgraded Total Diplomacy to v1.8 by Withwnar (http://www.twcenter.net/forums/showt...02#post9842202)
    - Changed terrain type of Weathertop (Amon Sul) to grassland from mountains.
    - Increased recruitment slots from 2 to 3 in large cities, huge cities, fortresses and citadels, FOR HUMAN PLAYERS ONLY.
    - Limited Hobbit autonomy road building settlements by MIKE GOLF.
    - Hobbit units now retrainable in Bree by MIKE GOLF
    - Added Dol Amroth units and a few Gondor units by Taro_M to the roster for Gondor. Dol Amroth units only recruitable in that city.
    - Gondor fiefdom barracks in Minas Tirith can now retrain all Dol Amroth units and other AOR units for Gondor.
    - DCI now part of MOS by Ngugi (http://www.twcenter.net/forums/showt...9#post10664879)
    - Other smaller fixes, enhancements, improvements and additions too numerous to mention individually.

    Change Log for v1.25:
    - Fixed missing or incorrect units causing CTD's, peasant unit card, silver surfer textures and unlocalised placement messages.
    - Modified diplomacy system to include Dunland and Lorien; adjusted faction standings.
    - Removed two Arnor reunited videos from playing if 'Arnor from the start' script is accepted.
    - Added Total Diplomacy v1.7 for MOS by Withwnar.

    Change Log for v1.24:
    - campaign_script.txt: fixed unit names; fixed Immortal Heroes script, now only generates new hero for player controlled faction; fully implemented season and aging script, twelve turns per year and character only ages one year per year; fixes to many other scripts causing CTD's.
    - export_descr_units.txt: fixed units; added missing units for several scripts
    - export_ancillaries.txt: changes by Mike Golf, province names replaced with settlement names for ease of identification, grammatical errors corrected.
    - descr_strat.txt: lowered starting ages for Lorien elves, Silvan elves, Dwarves; changed timescale and start season for season and aging script; changed diplomatic stances per Ngugi
    - descr_sm_factions.txt: changed color of Lorien elves to Dunland color; changed Dunland color to bronze (rust brown)
    - battle_models.modeldb: added missing unit types for some factions
    - export_descr_buildings.txt: added roads for Dunland
    - added missing unit cards and information
    - descr_campaign_db.xml: combined TATW v3.2 file with improvements by Alreadyded
    - descr_campaign_ai_db.xml: combined TATW v3.2 file (recent versions of MOS did not include large portions of file dealing with Sauron and faction relations) with improvements by Alreadyded

    Change Log for v1.23:
    - campaign_script.txt: changed aging and season script to quarter system to match TATW v3.2. Time scale was already set to 0.25 in descr_strat.; changed silvan elves reforging settlement requirements to not require war with Lorien elves; changed Aragorn's RPG script to fix region 98 to 99; edited some more _BG errors
    - export_descr_units.txt: changed some Gondor units and mercs to have correct officers and flag bearers, merc units were causing crash; fixed mysterious document weapons unit crash; repaired many, many items in EDU.
    - export_ancillaries.txt: changed silvan elves reforging requirements description for king_silvan ancillary.
    - descr_strat.txt: lowered starting ages for High Elves
    - descr_sm_factions.txt: changed Lorien elves back to a dark green
    - battle_models.modeldb: added units for factions with silver surfers
    - export_descr_buildings.txt: fixed mumakil training grounds
    - Changed FAR files to correctly allow for the full implementation of the Arnor faction, thank you Eldain.
    - export_units.txt: added entries for missing units
    - No snow in Lorien.
    - Added ability to construct roads in Henneth Annun.


    Withwnar's Submod Collection v1.6.2
    A collection of all the sub-mods made by Withwnar, for TATW 3.X. It includes the following sub-mods:
    1) Bodyguard Switcher: This will let you change the bodyguard unit for characters, in game. e.g. Switch Legolas between mounted (Horse Archers) and dismounted (Sindar Archers).
    2) Dúnedain Counter-Invasions: Unleash the mighty Tôl Acharn oath (the Jihad from M2:TW) as either Gondor or Arnor upon the enemies of the Dúnedain.
    3) Executioner: This submod allows you to kill any character in your own faction, including agents of any type.
    4) Palantiri Revision:This submod provides some enhancements and adjustments to the Palantiri and The Mirror of Galadriel. The aim is to improve usefulness and immersion.
    5) Sail Into The West: This kills your Elven characters by letting them sail to Valinor before they die of old age.
    6) Secret Forest Trails: This submod adds some paths through dense Mirkwood forest which only Elves may travel: both Silvan Elves and High Elves, player only, not AI.
    7) Spawning Additional Units Submod: SAUS consists of four components, which can be read here.
    8) Total Diplomacy: This submod adds five diplomacy-related features, read more about it, here.
    9) Total Effect Points Info: This submod adds two special traits to all player faction's generals that displays his total Squalor penalty (and its impact on Population Growth) and Movement Points bonus.

    Further details on every aspect of this sub-mod can be read here.


    AOR 2.3
    A submod made for TATW 3.2, that focuses on bug fixing, adding content and balancing.
    Key Features:
    - a new Area of Recruitment system has been added, now most militia and noble units can only be recruited in a factions home territory, only professionals and semi-professionals can be recruited everywhere, also there are many more units specific to certain regions - check the region and barracks buildings for information if any special units can be recruited in a region
    - 4 new factions (dunland, lorien, ered luin, anduin vale)
    - a massive number of new units, many of them AOR units.
    - new regions.
    - complete rebalancing of all units in the game, see this thread for a general idea how they are balanced.
    - the most excellent AUI mod has been added.
    - completely rebalanced building tree
    - dunland, harad and rhun get their own cultures
    - better balancing of the factions on the campaign map - it often will happen that by as late as turn 70 no faction is getting the upper hand (if the player isn't doing just that of course)
    - you can revive Arnor, even if Aragorn dies.
    - some other minor changes
    Preview
    Dunland on the campaign map:

    New Units:









    Further details on every aspect of this sub-mod can be read here.


    Goofy's Battlefield Speed System 1.0
    This submod for SS 6.4 aims to provide you an exceptionally complex system of individual unit battlefield marching (or well, actually running) speeds.

    Detailed Info:
    In the official version of SS there's little difference between units' marching speeds, and that's the purpose of the existence of this mod. There are now individual movement speed factors for each unit including unit training, weapon, armour and mount type. Missile cavalry have also been given an extra minus modifier, although not as significant as there's in the official version of SS - this is to represent their aiming and hence their speed has been slightly decreased (from what it would've been with my speed factors - they're still usually faster than originally in SS). Partially due to this semi-heavy cavalry units with strong horses, such like Mailed Knights, are now rather effective at pursuing enemy missile cavalry now being 1.3 % faster than before - that's just to give you an example of how this mod works. On the other hand some heavy cavalry units may actually be faster than before due to the differences between this system and RealCombat.

    The differences and changes in unit speeds are nonetheless not greater than a maximum of several percents, as that is really enough to give your game a bit more spicy taste. I can not exactly describe what the mod is like, especially as the changelog is as long as the list of land units - however, you'll just have to try it out and see if you like it (I'm sure you'll do)!



    Forgotten Realms of Gathered Submods


    FRoGS is a sub-mod compilation which was redone after the release of TATW v3.1 in 2012. The list of mods that this compilation includes are:
    Compilation Log


    Epic Silver Menu Design


    Hereje made "Epic silver menu design" for TATW v3.X. It includes a complete menu design with a new background video, new splash screen and many new loading screens.
    2D work preview





















    Third Age - The Empire strikes back


    A submod made for TATW, that puts the CoW faction into TATW. The main features of this mod are:
    • Faction Reikland has been added as 'Imperium'
    • Legion names have been added for this faction (Legio Arnor, Legio Iron hills etc)
    • The kings purse has increased for all factions to increase the difficulty of th ecampaign
    • Spys, diplomats, assassins and merchants have been disabled
    • Factions have been allied into 'Good' and 'Bad' blocks with the Imperium being on it's own.
    • Several informative event messages have been added to further the story line
    • Buildings have been added for the Imperium faction
    • The Imperium has limited recruiting abilities outside their CoW roster

    Video Presentation




    Settlements Submod


    A settlements re-texture mod for the Sundering: Rise of the Witch King. Some preview below:
    High Elf Large City









    High Elf Wooden Palisade






    See full preview, here.


  2. #2

    Default Re: [M2TW] Favourite Sub-Mod or Addon

    Voted.

  3. #3
    Ngugi's Avatar TATW & Albion Local Mod
    Join Date
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    Default Re: [M2TW] Favourite Sub-Mod or Addon

    Voted
    Glad to see so many TATW mods ^^ Good luck to all candidates

    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

  4. #4

    Default Re: [M2TW] Favourite Sub-Mod or Addon

    Voted.
    Good luck to all !

  5. #5
    paradamed's Avatar Praepositus
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    Default Re: [M2TW] Favourite Sub-Mod or Addon

    Voted

  6. #6
    Flinn's Avatar His Dudeness of TWC
    Patrician Citizen Moderator Emeritus Content Emeritus Censor Administrator Emeritus Gaming Emeritus

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    Default Re: [M2TW] Favourite Sub-Mod or Addon

    voted
    Under the patronage of Finlander, patron of Lugotorix & Lifthrasir & joerock22 & Socrates1984 & Kilo11 & Vladyvid & Dick Cheney & phazer & Jake Armitage & webba 84 of the Imperial House of Hader

  7. #7

    Default Re: [M2TW] Favourite Sub-Mod or Addon

    • Winner: MOS v1.41
    • 1st Runner Up: Third Age - The Empire strikes back
    • 2nd Runner Up: GoT Sub-mod for Westeros Total War v2.1, Forgotten Realms of Gathered Submods

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