-Note: I suggest running the cleaner bat after installing the mod.
-Note: If you are upgrading from one version to the other, simply overwrite ver 1 with 2, or 2 with 3. if you are going backwards, delete the iron_soldiers folder, replace everything with the vanilla files(link below) and replace files once more with the version you want to play to avoid files from cluttering up and for compatibility reasons.
To install, follow the link, download and extract from the zip.file the folders contained in it, open it with 7zip or WinRAR and then simply open the folder of the version of the mod that you want(ver.1, 2, or 3) and copy/paste the data folder inside it into the Third Age TW folder so it can merge with the data folder there and replace the needed files. The sub-mods folder, is a folder with files and instructions for additional optional changes, information regarding what the submods are about is in the twcenter page of this mod.
Link 1:
http://www.mediafire.com/download/xm...ves_Sub-mod.7z
Link 2:
http://www.moddb.com/mods/massive-ov...dwarves-submod
Sub-mods
(located in the link as well)
Destructible farms,mines,roads:
This increases the starting money of all factions a bit and makes farms, mines and roads of all factions destructible if you like to change them for your own, for role-playing reasons or when managing population size by destroying a farm and rebuilding(WARNING: NOT save-game compatible, in the sense that it won't crash your game, but those building types will reset and you will have to rebuild them....unless you are playing a campaign that already had these changes done to it)
Campaign Diplomacy/Invasions Script changes:
This sub-mod
1. gives armor upgrades to the dwarf units that spawn as reinforcements from the Proximus script, after persuading the dwarves
2. spawns gondorian reinforcements with armor upgrades as well to give them that iconic look
3. replaces the hobbit infantry_DI unit in export_descr_unit file (not the original hobbit unit lol, they aren't gone from the game, this is a copy unit to be used by the diplomacy/invasion script, cause it has an attributed named 'fpome' that is used by the script to know which units to disband after several turns of fighting and stuff in the campaign) for a copy of Dismounted Arnor MAA(with '_DI' at the end) edited to be used by the diplomacy/invasion script, so Arnor doesn't give you f^@%ing breeland militias and archers when they send their volunteer forces, since after all, it is ARNOR! now
not Eriador
anymore, it never made sense to me
so there, I changed it, depending on the size of their army, you will see various variations in armor upgrades, so you'll get some that have bronze upgrade, or silver or normal(default).
Arnor dunedain armor upgrade and Aragorn bodyguard change:
You will find a text file with instructions inside the folder of this 'sub-mod'. Is not a ready made file you can go and replace, it's simply instructions(for more reasons than one I rather do it like this). The Eriador faction's Dunedain Bodyguard(mounted unit) armor upgrade can be changed to look like Arnor Knights bodyguard unit if you follow the extremely simple and clear instructions I wrote down, I did not leave anything out, although I only explained only what you need to change, just follow the instructions forget about whether you understand why it works or not(although I touched on it briefly).
Anyways, by the time you transform into Arnor, it should only be a few dozen turns till you reach the required smithy building necessary to get a general inside that city/castle and place them in queue for an upgrade, next time you see them in combat they will look like arnor knights bodyguard like they should realistically speaking since Arnor has been reforged.
There's also instructions for Aragorn's bodyguard unit to change it from mounted to foot, from a range unit to a melee one(in this case, making use of dunedain volunteers unit(which has a sword and shield) so it can eventually be upgraded with the right smithy level into those Dismounted Dunedain Knights(you know the ones, the ones everyone drools over)
I already did this on my own game a while back, and it works, and it looks cool, seeing Aragorn fight on foot(well, I believe that what I wrote in the instructions is everything you need to do for it work, I hope I haven't forgotten anything.............na we're good...............I think
well, the instructions have all you need......I believe.