Thread: MOS, the ultimate TATW experience. Version 1.7 Patch 05 (Hotfix) released: 25-08-2015

  1. #2181

    Default Re: MOS, the ultimate TATW experience.. version 1.6.2 for Third Age 3.2 released 25th Dec.

    Quote Originally Posted by LuckyPistol View Post
    Oh dear, the folder's name was misspelled....thanks again ElvenKind!
    American, French, Israeli and British government's ILLEGAL aggression against the Syrian people, without any proof for chemical attacks in Douma, and without waiting for OPCW to conduct their investigation..
    Sons of *******, leave that poor, war torn country in peace.
    If you are a citizen of one of these countries, then DO NOT ask any help from me on these forums, since, in protest against this aggression by your governments, I do not provide assistance/help anymore.
    Let Syria be finally in peace.

    A video of false chemical attack in Douma, Syria, which led to Western illegal attacks.

  2. #2182

    Default Re: MOS, the ultimate TATW experience.. version 1.6.2 for Third Age 3.2 released 25th Dec.

    I am playing as the Silvan Elves and, perhaps I'm missing something but I can't find anything on the subject, I am realizing that I can not upgrade a few settlements past village. They have well over the required population but I get no option to advance. This is mainly occuring with Rhosgobel and Ost-in-Geil iirc.

  3. #2183

    Default Re: MOS, the ultimate TATW experience.. version 1.6.2 for Third Age 3.2 released 25th Dec.

    It is intentional that some settlements can not upgrade.

  4. #2184

    Default Re: MOS, the ultimate TATW experience.. version 1.6.2 for Third Age 3.2 released 25th Dec.

    I figured certain settlements such as Rhosgobel weren't meant to be upgraded but Ost-in-Geil, Wrakyaburg and Eryn Rhúnen not so much. After perusing through the pages I found the bugfixes and now it is working properly.

  5. #2185
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    Default Re: MOS, the ultimate TATW experience.. version 1.6.2 for Third Age 3.2 released 25th Dec.

    Quote Originally Posted by nitsua View Post
    I figured certain settlements such as Rhosgobel weren't meant to be upgraded but Ost-in-Geil, Wrakyaburg and Eryn Rhúnen not so much. After perusing through the pages I found the bugfixes and now it is working properly.
    Where have you found these bugfixes?Too many pages...
    Found it,never mind
    Last edited by alsakari; March 23, 2014 at 09:06 PM.

  6. #2186
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
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    Default Re: MOS, the ultimate TATW experience.. version 1.6.2 for Third Age 3.2 released 25th Dec.

    guys i already try my luck, i download mos 1.50 and 1.6.1 both of exe have the same problem , i even try use magic iso or whatever tool in my computer to extract bin files, alas is still didnt work, so i hope some one make new worked exe for window 7 or any one pity enough to upload extracted bin into folder enough ,even torrent is welcome
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
    Under Proud Patronage of Shankbot de Bodemloze

  7. #2187

    Default Re: MOS, the ultimate TATW experience.. version 1.6.2 for Third Age 3.2 released 25th Dec.

    Quote Originally Posted by junaidi83 View Post
    well already read it over and over pretty sure nothing miss , win 7 ultimate x64 and still this is the result, i know this is silly but can you make again another exe that window 7 friendly , well either i learn how to make the exe installer or i must wait another mos mod,or try downgrade to 1.6.1 or below and try my luck
    Maybe the exe is corrupt of incomplete?
    You could try grabbing it again by torrent:
    magnet:?xt=urn:btih:05173997B3146105...a80%2fannounce

    I'm seeding it at the moment, so you should be good for a few MB/s if you have a decent connection.

  8. #2188

    Default Re: MOS, the ultimate TATW experience.. version 1.6.2 for Third Age 3.2 released 25th Dec.

    Content Package for MOS 1.6.2

    Code:
    https://mega.co.nz/#!g58zWLDD!VnLLLa1U036ioeS510VBWaoUJAOVxjumU2616oHqXZE
    Here's an updated, final version of the content package, which takes into account Stylix's bugfixes. I hope future work on MOS will move on from these files uploaded here, to avoid my having to once more re-introduce the changes for incorporation into MOS (which is a lot of repetitive work).
    I strongly recommend the modifications, and deem them beneficial. I especially recommend descr_strat changes and the changes to the map TGA files as essential.

    This is a content package that was prepared for inclusion into MOS 1.6.3 in cooperation with Stylix. Stylix now having gone on a break, I've decided its best to upload the files so that #1 players can enjoy the new modifications, and #2 to allow for future modding to go forward from these latest files that hopefully include as much as possible of the current work on 1.6.3.

    Frankly I don't know what this is so I just called it "Content Package". If there's no "official" 1.6.3 in quite a while, as seems very likely, one may as well view this extensive content pack as "1.6.3" . If we do receive a definitive 1.6.3 in the near future, and it does include these changes as planned, then this is a "patch" for 1.6.2. If the changes aren't included as planned, then I guess this is a "sub-submod" of some sort. I certainly hope the latter case will not somehow come about.

    Requirements: This requires a clean version of MOS 1.6.2 installed on top of Third Age, with or without Sylix's bugfixes. If you've already installed the three Stylix bugfixes, you won't be losing anything they fix, and if you don't have them - installing this upload will introduce them (i.e. the bugfixes are included in this upload).

    Installation: To install download, extract, and merge the "Third_Age_3" folder with your own "Third_Age_3" folder (typically located at 'SEGA/Medieval II Total War\mods\Third_Age_3'), overwriting the numerous conflicts when prompted. If you did not get numerous prompts, you did it wrong. After that, remember to delete the 'map.rwm' file located in 'Third_Age_3\data\world\maps\base'.

    There shouldn't be any bugs; if there are, contact me via personal message. Ideally, post the issue here and notify me via personal message, as I don't regularly review the main MOS thread. If there are no problems, I would still appreciate feedback to make sure everything is fine; post such comments here. I'm open to suggestions of any sort. If there are questions, again, don't hesitate to post a personal message.



    This upload includes:

    Numerous fixes and repairs for Gondor's regional unit recruitment (which I honestly feel like I've fixed six times by now ): Gondor militia units will not be trainable alongside Lossarnach units in Lossarnach, nor in the four provinces of Lebennin. In these areas, the Gondor militia have been replaced with regional militia units. The Swan Knights unit will no longer be impossible (or damn-near impossible) to see in the game, but now they will be very expensive to train and maintain, as well as much smaller. The Blackroot Archers have now replaced the Gondor militia archers in the one province that is the Blackroot vale. They will no longer be trainable outside the Blackroot Vale (e.g. in Lamedon, as they were before). Pelargir is now the only province that can train the Lebennin spear unit ('Pelargir Militia') and the Pelargir Marines (which have been buffed a bit). The point of that is to not overbuff Gondor with spear militia.

    The upload includes updated heraldry and skins for the new Lebennin regional units. A new Lebennin cavalry unit has been introduced '(Lebennin Lancers'), allowing for the complete replacement of Gondor militia-tier units in Lebennin. I plan to fix these up even further if I have the time, but this is the definitive version for now. Of course, the new Pelargir Marines have been updated in appearance as well, alongside the Lebennin spear unit (the 'Pelargir Militia'). Gondor general units have also been modified. This change was already included in the February upload. Needless to say, all the units can be upgraded twice and will have a different appearance in each version.

    Further changes:

    • I tried to implement a script that makes infantry bodyguards for Gondor optional, but that seems not to be possible (rather an obvious point in hindsight ). So instead, I just reduced the size of the cavalry bodyguards (including Denethor and Boromir). I decided against pushing an infantry bodyguard alone.
    • Steps have been taken to finally clearly distinguish (in terms of model design) between the Gondor Bodyguards, the Gondor Knights, and the Gondor Cavalry unit at its final armour upgrade. Gondor Bodyguards no longer have the heavy pauldrons as the Knights do, and they have different (longer) surcoats. The Knights have pauldrons as before, which now distinguish them from the Bodyguards - and they also now have cloaks, which distinguish them from the Gondor Cavalry.
    • I reworked the Citadel Guards in accordance with the description of their gear in Lore. The exception is that I didn't make their chainmail black in addition to the surcoats (as per lore), since that would imo be a bit too much black. The reasoning behind this change is that we need more diversity in appearance with Gondor's elite unit roster. The Citadel Guards don't have plate armour as their gear is ancient and ceremonial. Also their chainmail is supposed to be beyond normal steel.
    • I reworked the appearance of the Gondor General himself, just a bit further. He has a cloak buckle, gold trim (as opposed to his bodyguards), and no Gondor general will be sporting a drooping Wyatt Earp mustache . This latter change has also been introduced for most Gondor elites.
    • Introduced a "light" Gondor horse model variant for use by the lighter cavalry. It just doesn't have the plate of armour strapped to its head: that thing kind of looked out of place on militia cavalry and such.
    • Introduced the Knights of Edloss, as a unique Lossarnach bodyguard. Remember folks: Forlong of Lossarnach rode on a horse and fought with a spear.
    • Removed grapeshot.
    • Introduced a new officer for the Ithilien Rangers to replace the out-of-place, non-Taro model.
    • Fixed the problem with leftover unmodified ui unit cards for rebel and mercenary variants of units (i.e. made sure they were the same as with their own faction). Hopefully I got them all.
    • Also fixed the ui cards for Gondor settlement improvements (walls, etc.), that used to all look like the armourer building.
    • Modified some of the Lossarnach unit descriptions.
    • Fixed the bug with the upgraded appearance of East and West Osgiliath.


    Strategic map changes are as follows:

    • Gondor players will notice that the old Gondor strat map models have been restored, but that they've been reskinned. The goal was to give Gondor's settlements a stone-built look - but also to maintain a correspondence between the strat map models and the battle map appearance of the settlements (which is not the case in vanilla 1.6.2).
    • Fixed up the strat map models for the Motte-and-Bailey type of settlement. Mottes now use the model that used to be the Rohan/Eriador/Rebel/Dale wooden castle; this is true for both Gondor and Rohan/Eriador/Rebels/Dale, but Gondor's Motte-and-Bailey uses Gondor skins. In turn, the Rohan/Eriador/Rebel/Dale wooden castles now use the model previously used exclusively by Gondor wooden castles; with modified skins, so they don't look out of place (see image).
    • Further: the appearance of all settlements historically built by Gondor is now Gondor-like, regardless of who controls them at start. The exception being Rohan.
    • Numerous name changes, both of settlements and regions, have been introduced to the strategic map. E.g: Lothlorien province is now called "Lanthir", meaning "Falls" as in "Falls of Nimrodel". "Celebrant" is now "Naith". "Limlight Fields" just to the south of Lothlorien is now "Parth Celebrant".. because its the Parth Celebrant . 'Orc Encampment' and 'Goblin Town' were given Sindarin names, and "Thamas Thranduil" ("Halls Thranduil") was changed to "Erynnond" ("the Woodland Caves") - courtesy of Arachir . Many other names have been changed as well. I generally tried to get rid of generic names such as "goblin town", etc.
    • The island off the Firth of Umbar has been restored (you may recall 'Erelond'?), in exchange for the imo pointless 'Edhellond' settlement near Dol Amroth (which is besides also non-Lore). The Wildmen settlement near Minas Tirith has been replaced with an Anorien settlement, 'Calenhad' (I consider it pointless and non-Lore to give the Wild Men a settlement and province - they're Wild Men).
    • The border of Gondor with Rohan has been extended to include the Mouths of the Entwash, as per Lore.
    • It is no longer possible to cross through the White Mountains between Erech and Dunharrow (only Aragorn was able to do that). The 'Erech' settlement has been moved to the south along the Blackroot River, enlarged, and renamed 'Rendûl' (in Lore, 'Erech' was not a village, the landscape was deserted). As mentioned, care has been taken to ensure the Blackroot Archers are now readily available in the game, and exclusively in the actual Blackroot Vale.
    • The Lossarnach settlement is now a wooden castle, has been renamed, and moved a bit towards the mountains (its supposed to be a mountain valley). Dol Amroth is now a castle (training of all regional Dol Amroth units is ensured). Aldburg is a castle too, according to Lore.
    • Changes were made to make the Crossing of Tharbad and the Fords of Isen relevant in the game, as in Lore. It is no longer possible to cross at the delta of the Anduin (per Lore), but instead, since we must have a crossing for Harad, one crosses near Pelargir, giving the second city of Gondor more strategic importance. Care has been taken to ensure contact with Harad is maintained in equal measure. Dol Amroth no longer has a port, the ships are at Pelargir. Its not possible to cross the river Adorn, blocking Rohan from advancing too far west.
    • Rohan has been brought to its exact Lore borders. Gineard and Derwath (Adorn) are a rebel provinces (as per Lore: the Adorn was "legally" a part of Rohan but ignored the kings at Edoras).
    • Rohan now reaches up to the Limlight at start. The loss of Gineard and Derwath is compensated by giving R. The Wold from the start, which now includes a new province along the Anduin crafted from the superfluous second Fangorn province.
    • The region of South Gondor ('Harondor') has been reworked to give the Gondor player a goal to strive towards on the "Southern Front". The provinces along the river Harnen have been set up as an old Gondor frontier, which starts in Haradrim hands. Two (imo pointless) settlements in the "Deep South" have been reworked into border castles (wooden castles) on the Harnen. Crossings over rivers have been modified too in the region, and forts were moved around in a way that makes more sense.
    • The region of Umbar has been reworked to establish the Firth of Umbar as a region of its own. This is something I've advocated for a long time.
    • An attempt was made to try and fix the AI error at the pass near Imladris. Its still untested, though.
    • Cair Andros is now a castle, not a fortress (honestly I think someone just forgot to demote it back to castle once its custom battle map was scrapped).
    • Added some forts here and there, mostly at the old borders of Gondor and Arnor. Moved some of them around (fort placement was very weird.. almost as if they were meant for defending Harad and Enedwaith, instead of Gondor and Arnor).
    • Added a new province at The Undeeps (from an imo useless province elsewhere); the point there is to make the crossing over the Anduin at the Undeeps more interesting. Also introduced a village province near Lond Daer, to make Lond Daer look good on its own, i.e. as a port with its surroundings.
    • Lond Angren is now a motte-and-bailey. As is Cameth Brin, which, as mentioned above, will now appear as an Eriador settlement instead of a Mordor settlement.
    • Moved the capital of the Harad away from the old border of Gondor at Gobel Ancalimon: its now Korondaj. Settlement types, sizes, and buildings have been switched around accordingly (Korondaj is now a city, Gobel Ancalimon is a large town), as has the placement of Harad generals. This is because it was rather strange to have the actual capital of the Harad right there at the river Harnen, which used to be the southern boundary of Gondor.
    • Fixed a bug with the skins for Mordor strategic map castles and fortresses.
    • Renamed some settlements, fixed some weird settlement ownership, meaning I changed how some settlements appear on the strat map. Mengalen and Cameth Brin will no longer appear as Mordor settlements.
    • Removed some strange ports on the Anduin that served no purpose (but only caused the game to create weird roads where there should be no roads)
    • Fixed up the Gondor spy skin just a bit. Also made Faramir's arrows white-fletched (instead of yellow), both in the strat map and battle map.
    • Numerous province borders were modified to give them a more rounded, less-post-colonial-Africa look.
    • I reduced the size of two or three settlements in Eriador that bugged me because they were populous settlements in regions that are supposed to be extremely desolate.


    Phew! Listed most of the changes! There are ofc many other miscellaneous fixes, including province border modifications. These changes, along with the package in general, affect almost exclusively the south of the map: Gondor, Rohan, Harad, Enedwaith.

    Credit goes to Arachir Galudirithon and Ngugi for their advice and assistance . And, as always, to King Kong, Hero of the West, SHREDDER, Louis_Lux, Razor, Taro_M, MIKE GOLF, Stylix, Ngugi, the FRoME team, and the rest of the fellas that actually created TATW, MOS, and all the myriad units thereof. I of course don't own any of these files. I believe I have obtained the necessary permissions, but if anyone's copyright is being infringed even in the slightest, please inform me immediately and the relevant data shall be removed forthwith. As far as I'm concerned, everyone's free to use any file I've modified, as long as its credited.


    Here follow just a few images to depict some of the changes, first up is the latest version of the New Pelargir Marines. All the way down are the 'Knights of Edloss', the bodyguard of Forlong of Lossarnach.

    A few latest screenshots











    Last edited by dIRECT0R; May 13, 2014 at 10:12 AM. Reason: New version.

  9. #2189

    Default Re: MOS, the ultimate TATW experience.. version 1.6.2 for Third Age 3.2 released 25th Dec.

    Quote Originally Posted by dIRECT0R View Post
    Content Package for MOS 1.6.2

    Code:
    http://speedy.sh/7rzxt/Third-Age-3.rar
    Here's an updated, final version of the content package, which takes into account Stylix's bugfixes. I hope future work on MOS will move on from these files uploaded here, to avoid my having to once more re-introduce the changes for incorporation into MOS (which is a lot of repetitive work)...
    Looks like a nice package of stuff, but just to confirm, did you discuss these changes with Stylix before he went on holiday?
    This looks like a pretty extensive list of changes, and I would hate to think that it might conflict with anything he was working prior to his leave.

  10. #2190

    Default Re: MOS, the ultimate TATW experience.. version 1.6.2 for Third Age 3.2 released 25th Dec.

    Quote Originally Posted by Gurak View Post
    Looks like a nice package of stuff, but just to confirm, did you discuss these changes with Stylix before he went on holiday?
    This looks like a pretty extensive list of changes, and I would hate to think that it might conflict with anything he was working prior to his leave.
    My goal was to get together all I could of 1.6.3 and upload it so that, when and if modding continues, we don't miss out on anything. As I recall, when I explained what I'd do, Stylix asked me to only update my files with his bugfixes (specifically EDB, but there turned out to be others as well). It was a bit problematic, but that's now done too. Of course, I don't know what exactly he planned to do for 1.6.3.. I've tried contacting him several times, recently and in the past, Hero as well, but unfortunately I wasn't successful. Months have passed. I was also unsuccessful in obtaining the latest 1.6.3 files - if indeed there are such besides the bugfixes. I really can't guess.

    So in short I'm afraid such uncertainty is inevitable when the project head suddenly goes on break without a message. I was in the finishing stages of uploading this package for Stylix, ironing out the remaining bugs, when he sorta disappeared.

    But most of the changes were described to Stylix and essentially approved. And I dare say that the rest, since they fall into the same "category" of changes, are unlikely to engender disapproval. I strongly doubt there will be any conflicts between this version and the future editions of MOS (indeed I hope said editions will build upon these files).
    Last edited by dIRECT0R; March 24, 2014 at 11:42 AM.

  11. #2191

    Default Re: MOS, the ultimate TATW experience.. version 1.6.2 for Third Age 3.2 released 25th Dec.

    looks very nice.

    Some questions tough:

    - with changing some stuff (like towns to castles and closing certain connections between provinces) have you kept in trading in mind? Like If aldburg is a castle Edoras will become an ever smaller trading hub etc.
    - with changing some provinces did you keep scripts like the ents in mind? (I guess you did, but given the amount of work you did it might be easy to miss something like this)
    - Could you :p (this is a personal question) possible implement/update the Reunited kingdom script? I'm not sure if its your field of expertise tough. Note that this is something that stylix would never include in a next patch tough (as far as communications about this between him and me have gone, but maybe as something like a submod, which already exists but is outdated (i tried updating it but i'm to noob.)


    Other than this I would just like to say thank you for your continuing investment in this submod. It's highly appreciated.

  12. #2192

    Default Re: MOS, the ultimate TATW experience.. version 1.6.2 for Third Age 3.2 released 25th Dec.

    Quote Originally Posted by manekemaan View Post
    looks very nice.

    Some questions tough:

    - with changing some stuff (like towns to castles and closing certain connections between provinces) have you kept in trading in mind? Like If aldburg is a castle Edoras will become an ever smaller trading hub etc.
    - with changing some provinces did you keep scripts like the ents in mind? (I guess you did, but given the amount of work you did it might be easy to miss something like this)
    - Could you :p (this is a personal question) possible implement/update the Reunited kingdom script? I'm not sure if its your field of expertise tough. Note that this is something that stylix would never include in a next patch tough (as far as communications about this between him and me have gone, but maybe as something like a submod, which already exists but is outdated (i tried updating it but i'm to noob.)


    Other than this I would just like to say thank you for your continuing investment in this submod. It's highly appreciated.
    Unfortunately I wouldn't know the first thing about implementing that script , you're basically right. I always tried to keep a balance of income. Yes, Aldburg is a castle, but overall Rohan gets more than it loses in its starting position. It loses Adorn and Gineard, and gains Woldberg and Micelhold - but Adorn is easily retaken within a turn or two. Other than that, contact between provinces was only affected in peripheral regions (Enedwaith and Harondor) and shouldn't impact core faction income. All that said, this is a ".0 release", and there will be updates to fix any problems.

  13. #2193

    Default Re: MOS, the ultimate TATW experience.. version 1.6.2 for Third Age 3.2 released 25th Dec.

    Could someone upload that content update on another site? I've never been able to download from SpeedyShare

  14. #2194

    Default Re: MOS, the ultimate TATW experience.. version 1.6.2 for Third Age 3.2 released 25th Dec.

    thanks for the response Director.

    I'll give your "notsurewhattocallit" :p a try real soon.

  15. #2195

    Default Re: MOS, the ultimate TATW experience.. version 1.6.2 for Third Age 3.2 released 25th Dec.

    Quote Originally Posted by DaysBefore View Post
    Could someone upload that content update on another site? I've never been able to download from SpeedyShare
    There is already an alternative link posted by dIRECTOR: https://www.mediafire.com/?ir9wlv873ak7ii6
    American, French, Israeli and British government's ILLEGAL aggression against the Syrian people, without any proof for chemical attacks in Douma, and without waiting for OPCW to conduct their investigation..
    Sons of *******, leave that poor, war torn country in peace.
    If you are a citizen of one of these countries, then DO NOT ask any help from me on these forums, since, in protest against this aggression by your governments, I do not provide assistance/help anymore.
    Let Syria be finally in peace.

    A video of false chemical attack in Douma, Syria, which led to Western illegal attacks.

  16. #2196

    Default Re: MOS, the ultimate TATW experience.. version 1.6.2 for Third Age 3.2 released 25th Dec.

    Quote Originally Posted by manekemaan View Post
    thanks for the response Director.

    I'll give your "notsurewhattocallit" :p a try real soon.
    Notsurewhattocallit? I like that

  17. #2197
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
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    Default Re: MOS, the ultimate TATW experience.. version 1.6.2 for Third Age 3.2 released 25th Dec.

    Quote Originally Posted by Gurak View Post
    Maybe the exe is corrupt of incomplete?
    You could try grabbing it again by torrent:
    magnet:?xt=urn:btih:05173997B3146105...a80%2fannounce

    I'm seeding it at the moment, so you should be good for a few MB/s if you have a decent connection.
    tHANKS gurak but there is no need, today the i check rapidshare link for exe and guess what its WORKEDDD !!!! hURRAAY


    The downside i just deleted mos 1.6.2 bin few hours before , damn i must redownload again for the second time i guess , thanks you guys for the fastest respond and how about change the exe in mega link to avoid another problem
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
    Under Proud Patronage of Shankbot de Bodemloze

  18. #2198
    Greymane's Avatar Senator
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    Default Re: MOS, the ultimate TATW experience.. version 1.6.2 for Third Age 3.2 released 25th Dec.

    Quote Originally Posted by dIRECT0R View Post
    Content Package for MOS 1.6.2
    Dammit dIRECTOR!
    Just as I am halfway through my Gondor campaign and looking to play Silvans and Dwarves next.
    Oh well, Rohan is gonna be next then, just to see what you've come up with.
    Or I might try Isengard... SO MUCH CHOICE!


    But in all seriousness:
    Good job mate, +rep

  19. #2199

    Default Re: MOS, the ultimate TATW experience.. version 1.6.2 for Third Age 3.2 released 25th Dec.

    Quote Originally Posted by Greymane View Post
    Dammit dIRECTOR!
    Just as I am halfway through my Gondor campaign and looking to play Silvans and Dwarves next.
    Oh well, Rohan is gonna be next then, just to see what you've come up with.
    Or I might try Isengard... SO MUCH CHOICE!


    But in all seriousness:
    Good job mate, +rep
    Sorry, trust me I know how it feels . I will be brutally honest: if you're looking to explore the changes, its Gondor you'll want to play. I myself am not such a die-hard fan of Gondor as my modding may suggest, thing is, its such a huge and complex faction, it requires a lot of work. I'm definitively done with it now, though, aside from maybe giving the Lebennin units a once-over. Hopefully all of the above will be included in MOS, and I won't have to come back to Gondor. As things are, I've got my sights on polishing Rohan and Arnor, and maybe moving on to Dale.

  20. #2200
    Greymane's Avatar Senator
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    Default Re: MOS, the ultimate TATW experience.. version 1.6.2 for Third Age 3.2 released 25th Dec.

    Quote Originally Posted by dIRECT0R View Post
    Sorry, trust me I know how it feels . I will be brutally honest: if you're looking to explore the changes, its Gondor you'll want to play. I myself am not such a die-hard fan of Gondor as my modding may suggest, thing is, its such a huge and complex faction, it requires a lot of work. I'm definitively done with it now, though, aside from maybe giving the Lebennin units a once-over. Hopefully all of the above will be included in MOS, and I won't have to come back to Gondor. As things are, I've got my sights on polishing Rohan and Arnor, and maybe moving on to Dale.


    Let's hope Stylix will incorporate everything of your new Director's Cut, because it sure looks promising.
    I don't think we should get our hopes up on MOS 1.63 arriving in the near future however...
    Leo has also done fantastic things in the meantime that MOS might 'borrow' (custom settlements and all that), so WHEN 1.63 arrives:

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