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    Default Extended Map 1.12 for Alternative Patch 4.8

    This is a sub-submod for the 4.8 Alternative Patch by leo.civil.uefs et al.
    It extends the size of the map to the farthest reaches of Rhun and Harad, and overhauls and extends the inner workings of the Campaign Script, the Character Traits, the Ancillaries, and adds several new units and a handful of factions (no 3d artwork done by myself).

    Note it is not exactly lore-accurate. But basically it gives you something to do in the late game once you've gotten the whole mordor situation under control.

    THIS SUBMOD IS NO LONGER BEING ACTIVELY DEVELOPED.
    I learned an immense amount and it was a great stepping stone, but there were a great deal of limitations with the engine I've been busy learning to grow beyond.


    NOTE: downloading and installing a copy of Alternative Patch 4.8 is not necessary to install Extended Map 1.12.
    Thanks to the graciousness of Alternative Patch's creator, AP 4.8 and EM 1.12 are already pre-combined in the EM 1.12 download file for your convenience.

    NOTE: this mod is not designed for multiplayer modes (including hotseat). If you attempt to do so, you will probably experience frequent crashes, and even if you do not, the scripts will not function properly, and will yield unintended and unpredictable results.


    CREDITS:
    Spoiler Alert, click show to read: 

    This work is basically a marriage of the extended map by Adjutant Major and Baz44331, the Alternative Patch 4.8 put together by leo.civil.uefs et al outlined below, the work of countless artists who have spent untold hours creating everything from 2d artwork to new units, and the TATW 3.2 Mod by the TA team.

    From a graphical perspective, very little of this work is original. A few pixels here and there, and much reorganizing of what already existed. That said, a good portion of what was 'under the hood' has been gutted and/or added to and/or substantially altered.


    Anyone who finds any of their work in here uncredited or improperly credited please do not hesitate to contact me, it will be my pleasure to make the due correction.


    CREDITS FOR THE ORIGINAL EXTENDED MAP FILES:
    Spoiler Alert, click show to read: 

    The original extended map itself was developed primarily by Adjutant Major and I believe also Baz44331.

    Original resource development thread here:
    http://www.twcenter.net/forums/showt...ap+edit+change


    CREDITS FOR ALTERNATIVE PATCH 4.8
    Spoiler Alert, click show to read: 

    "leo.civil.uefs: Settlement's models, textures,concepts, creation and implementation. Concepts of the new recruitment and settlement upgrade systems. Unit cards and unit info pictures. Creation and implementation of the siege engine special abilities. Music add on. General feature changes by text/scripting. Implementation of stuff from other mods. New siege towers and ram models and textures for dwarves and elves. New catapult model for dwarves. Dwarven catapult script idea. Changes in stramap. Everything else except what follows. Some small improvements on Jox25's dwarven units implemented.
    Mank: Codes for the new recruitment and settlement upgrade systems and participation in its concepts.
    FireFreak111: General guidance about all necessary procedures to create the mod and direct help in text or file editing. Sprites for the new warg mounts.
    Devils_Advocate: Barad Dûr models and textures. Bree models and textures.
    xHolyCrusader: Preview Video
    Emperor of Hell: For helping with some strat map models and implementation, and also making the 1.0 installer.
    makanyane for the ambient settlements disabling and for beeing my counselor, advisor, solution finder and spiritual mentor.
    wilddog for IWTE and so much help in its use.
    KingKong for necessary changes on earlier versions of esgaroth.
    Stylix for giving me permission to use the interface 2d art from MOS.
    Paradamed for his good will guiding me about animations.
    Mesn for allowing me to use warg models and animations from Call of Warhammer
    Lord Necromancer for making animations work for the new siege engines, as well as their UV maps. (Big thanks for your infinite patience, mate!)
    Jox25 New dwarven unit models and textures .New textures for fpoe/arnor generic settlements and help in mounting the settlements. For fixing the THE ONE RING script.
    Kiliç Alì for writting the dwarven catapult script
    Arkay for mounting the new FPOE/ARNOR settlements.
    Swagger for adding proper sounds for wargs, and new sounds for trebuchets.
    Arandir Tur-Anion for some help in codes.
    SilentHitman94 for The Watchers statues for cirith ungol.

    ElvenKind for his good will, good will is always worth it, no matter what.

    And thanks all the community for suggestions and testing the sub-mod."


    Thread here:
    http://www.twcenter.net/forums/showt...TH-MOS-OR-DAC)


    CREDITS FOR UNITS FROM THE DaC CHRISTMAS PRESENT:
    Spoiler Alert, click show to read: 

    "-The WHOLE TATW team for their permission to fiddle - sooooo grateful
    -Shredder for his fantastic work.
    -Eol for unit cards...to be finished
    -Poohsticks7 and Beregond for their superb descriptions
    -To all who have supported Dac so much!
    -To Arachir Galudirithon and the whole DaC team past and present"

    Link to Original Project thread:
    http://www.twcenter.net/forums/showt...CUSTOM-BATTLES

    Special thanks to paleologos for getting the new mailed horse working properly!
    And improving them!



    CREDITS FOR UNITS FROM TARO_M's GONDOR REBORN UNIT PACK:
    Spoiler Alert, click show to read: 

    "~Wlesmana - original unit concepts from Lord of the Rings: Total War mod
    ~Thick1988, Bismarck, RR_Raptor65, The Pope, James and Luigi - Mount&Blade Open Source Project weapons
    ~Turambar - fantastic models and textures for gondorian soldiers
    ~Rusichi team - lots of their models and textures were used a base for my work
    ~Forrest Gump - Mercenary Shoppe (Knights A foot) resource
    ~Lord_Calidor - weapon pack
    ~CounterPoint391 - hand painted metal texture
    ~Someone1074 - Capes and Cloaks mod for TES IV: Oblivion
    ~Nikinoodles – Capes of Skyrim mod for TES V: Skyrim
    ~Benox – balancing and concept art
    ~wicked_lester – balancing, making archers compatible with animated bowstrings
    ~Lord Wiffleby - descriptions
    ~Pyrosh - concept art, Dol Amroth barbutte
    ~Krasker - concept art
    ~Araval - for helping out with unit icons
    ~Third Age team - for their hard work and reference material
    ~Creators of Mount&Blade - for their work that was used as reference material
    ~Taro_M - for doing all the hard work"

    original thread:
    http://www.twcenter.net/forums/showthread.php?498703



    CREDITS FOR UNITS FROM THE BIG UNIT SUBMOD:
    Spoiler Alert, click show to read: 

    "T&D
    Jox25
    Araval
    Arachir Galudirithon
    Madril
    Lü Bu
    Louis Lux

    Special thanks:To Taro_M for his new Mordor units and for helping to implement them, for his New Gondor Units resource!
    To cedric37 for promotional art and splash image!
    To GeMiNi][SaNDy for fixing bugs for Lü Bu's Elrond model and advice!
    To Poosticks7 for the description of Snaga Warband!
    To paradamed for some advising!
    To Warhammer mod for Barrow Wights skeletal hands and Mesn for providing them!
    ~ To Hero of the West for working on Eomer and Elrond start map models!

    Additional Credits~ Third Age team - for their hard work and reference material and especially King Kong and Alletun whose Mordor and Isengard units have been used as base for many units.

    Open M&B source (Dejawolf, Narfs trans... something pack - many thanks for his useful pacs) - Helmets (heavily modified) for Angmar units
    ~ Rusichi TW team
    ~ Lord Calidor's weapon pack
    ~ the Armory resource by Absinthia
    ~ Lü Bu's resources"

    original thread:
    http://www.twcenter.net/forums/showt...-(version-1-0)


    Arnor Armor Upgrades:
    Spoiler Alert, click show to read: 

    "Emperor of Hell for so graciously allowing me to use his Arnor armor upgrades.

    Additional Credits:
    •Credits to King Kong for the vanilla arnor units. His units have been the base of everything
    •The gungbang team for tiny changes to King Kong's units"

    original thread:
    http://www.twcenter.net/forums/showt...eleased-2-8-13


    ADDITIONAL CREDITS:
    Spoiler Alert, click show to read: 

    Credit and much thanks to the following individuals:
    -leo.civil.uefs for allowing me to preassemble the Extended Map sub-sub-mod with his Alternative Patch 4.8 sub-mod, thereby avoiding future compatibility issues and greatly simplifying distribution and installation.
    -Mesn for his Call of Warhammer warg models and animations.
    -Master Necromancer and Cedric37 for their faction symbols from the Small Projects mod made by Hero of the West, lifted from MOS, and to Ngugi for graciously informing me on this issue.
    -Jox25 for the new dwarven unit models and textures.
    -Adjutant Major for his Army of the Dead.
    -Agostinos for his work on the AUM.
    -QuintusSertorius for helpful discussions leading to the creation of a non-static AoR for Arnor and Gondor post RK event.
    -DaC for the original idea for Dúnedain encampments
    -Koultouras, Squeaks, Beorn, and Araval for some units from the Ruins of Arnor submod.
    -To Mank and Spice Master for aspects of their Improved Barrow Downs v2.1 submod.



    And special thanks to:
    -Adjutant Major again for a constant stream of new ideas.
    -Gigantus for solving half my problems before and after they happen.
    -Withwnar for his ever-stoic, ever-patient translation of my BS into fact, and my foolishness into wisdom... and basically teaching me 3/4 of what I know about scripting/code.
    -The entire modding community, without whom this would not have come to fruition.


    IMAGES:
    Spoiler Alert, click show to read: 

    This should give you the gist of what the map looks like. Note that significant changes have taken place since these images were posted.

    http://www.mediafire.com/view/bpi1ca...mut/map_FE.jpg
    http://www.mediafire.com/view/06wvko...ddle-earth.jpg
    http://www.mediafire.com/view/49295n...h_features.jpg


    DOWNLOAD:
    Spoiler Alert, click show to read: 


    Download EM 1.12

    If MediaFire doesnt work for you, I can put it back up on MEGA, just PM me and be very, very patient for an answer.


    Installation Instructions:
    -Backup your clean TATW 3.2 mod (backups are always a good habit).
    -Unzip Extended Map 1.12.
    -Paste the files from Extended Map Folder into the Third Age mod folder, overwriting the existing files when prompted.
    -Make sure you delete map.rwm wherever it is.
    -Try that and cross your fingers.

    NOTE: Downloading and installing a copy of Alternative Patch 4.8 is not necessary for the installation process. AP 4.8 and EM are already pre-combined in the EM 1.12 download file for your convenience.



    CHANGELOG:
    Spoiler Alert, click show to read: 

    1.12 Changelog:
    -Balrog script altered so that only one balrog model appears on battle map.

    1.11 Changelog
    -Hobbits recruitable, lower pool for bandobras archers
    -Hobbits replenishable at the prancing pony
    -Smials in Staddle
    -Smials give support for one unit, and have a recruitment slot of one unit.
    -Bree can upgrade to city, note that if you do, the custom settlement battlemap no longer exists.
    -Slowed recruitment pool replinishment for knights of Annúminas and dismounted knights
    -If you're playing a good faction, the evil factions get recruitment bonuses. If you're playing an evil faction, the good factions get recruitment bonuses.
    -Slowed recruitment pool replinishment for all Dwarf units to roughly 75% of former values
    -Dúnedain recruitable across arnor, greenway guards along the length of the greenway, between fornost and isengard.
    -Made a hill for himring
    -Fixed tol fuin's geography
    -Renamed and relocated and changed sizes of several settlements and territories in Eriador
    -Now possible to build roads over/through Misty Mountains at High Pass and Moria
    -Now not possible to build useless roads in Orc Outpost and Mountain Fort
    -Rebel settlements are now all simply called Settlement or Fortifications on the tooltips, rather than village, large town, etc.
    -Moved Rhudaur's Fort
    -Placed Swamps around Morva Tarth (e.g. Rhudaur's Fort)
    -Moved Lond Daer's Port so ships can actually move in and out of the river even if they aren't the owner of that port
    -Shuffled Eriador's starting settlements
    -Amon Sul is once again a fortress (so that build options are less limited)
    -Many settlements in eriador are now ruins, and named as such.
    -Ruins are now considered villages or motte and baileys, but both look like identical ruins until you start upgrading the settlements
    -Most Ithilien settlements are ruins, as well as across the brown lands and Rhovanion.
    -Chey Sart has its volcano
    -A few more forests in Enedwaith
    -Dyr is now a woodland, as it is meant to be
    -Replaced the village in southern Felaya with the ancient Numenorean city of Nîlûlondê
    -Made Harshandatt a little hilly
    -Raised the watchtower in the Orocarni up to a peak so it sees over the edges of the mountain
    -Changed the religion in the Bellakar regions
    -moved the honey in Desdursytan and corrected an error for the one in Y-Lusturangsur
    -Made Daldunair swamp in Rycolis
    -Made the butte with swamp atop of it in Desdursyton
    -Made the river running navigable
    -Made the lake Linenether and moved the settlement in Relmether just north of it.
    -Settlement Name change scripts now work for all good and evil factions
    -Isengard now renames to Angrenost for Elves and Dúnedain
    -Goblin Town now renames to High Pass when conquered by good factions and reverts for evil
    -The recruitment pool for hobbit units now start the game empty
    -The ruins settlements now rename to their proper names once they upgrade
    -Spies for Gondor and FPOE are now called rangers on the stratmap
    -Added Dead of the Marshes and Wights from BUS (as well as several other orc models, thanks bosses, awesome work)
    -Made a lot of the starting bandits/ambushes more appropriate in terms of unit-types
    -Now wights on the cardolan barrow down unique tile. And it's nighttime. And foggy.
    -Now hilly in the barrow downs
    -Arnor Sergeants now don't display as a recruitment option until after the Arnor Reunion
    -Arnorian Heavy Archers now recruitable a settlement level earlier
    -Arnorian Men At Arms now recruitable in Large Towns
    -Greenway sentries given slightly more of a bonus vs cavalry
    -Longer recruitment pool replenishment times for greenway guards and sentries, lower recruitment pool maximum, but now able to continue recruiting them beyond the formation of arnor
    -Dúnedain rangers are now a little more dangerous
    -Ithilien rangers are also more dangerous
    -Dúnedain kingdoms' pikemen units are actually useful now
    -Dropped "Eagle" from "Eagle inspires nearby troops"
    -Fangorn now includes all of fangorn instead of just half of it
    -Arnor can build all Gondor buildings and vice-versa
    -Arnor units now upgrade several times, like their Gondor counterparts
    -Arnor can now recruit Alcarondas
    -Adjusted low-tier orc units' morale and formation
    -Added a few rangers and set the Dúnedain generals from the shire into the wild
    -Renamed Thorin's Halls to Nan-i-Naugrim
    -Added Minas Ithil Units (thanks DaC team!)
    -Added a script that requires the recapture of Minas Ithil to build the Ithil Units
    -Changed Eriador's family tree
    -Expanded the list of names for Eriador to included whatever Gondor had, and replaced the female character names with Dúnedain names.
    -East west road now spans from mithlond to rivendell, and the north south from fornost to minas tirith
    -Numenoreans can now build highways (removed the ones in Harad)
    -Highways now look like highways instead of dirt roads
    -Osgiliath Pikemen can be built on both sides of the river
    -Repaired the tech tree description for towers in export_buildings
    -Removed Faramir and Boromir's bodyguard units as a separate entry in the EDU. They now get the normal Citadel Guard and Ithilien Rangers Units (note the latter is improved anyways).
    -Removed corruption (was at 0.75). Tired of not putting my capital where I want it because I'm trying to maximize $$. You'll need the extra cash anyways.
    -Adjusted the factions colours
    -Many new character names for Rhun
    -Gave Muhad Beastmasters Camels instead of horses (like the unit card)
    -Snaga units now have a few larger orc 'motivators'
    -Added Arnor Marines unit as AOR along rivers/coasts in arnor region.
    -Mounted Clanguard available a tier before variag raiders for Rhun
    -Gondor and Arnor can build each other's AOR units if they own the relevant territory
    -Orc armies are now called Orc Hordes for misty mountain orcs, gundabad orcs, and orocarni orcs
    -Tarkhesh is now called Har Shulam
    -Changed the sizes of some settlements in Umbar territory
    -A little more variety for starting units for Rhun and Harad
    -Druedain forest settlement now a forest battlemap.
    -Shuffled some Gondor/Mordor starting settlements along their common border, and increased King's Purse for Mordor.
    -Removed script granting AI additional starting settlements.
    -Wrakyaburg and Framsburg now ruins
    -Amon gastal and most mirkwood settlements now have forest battlemaps
    -Spiders and orcs for garrisons in most mirkwood settlements
    -Grey Mountains given to Gundabad Orcs
    -Renamed Limlight Fort to simply Limlight
    -Eryn Vorn, Derwath, and Limlight now villages
    -Tirith Anduin now wooden fort
    -Rebalanced the base King's purse and AI increment for every faction
    -Changed the starting culture in Athilin, Allimir, and Amon Sul
    -Pirates can spawn in the sea of Rhun
    -Beornings can be recruited in Anduin vale by good factions
    -Renamed Orc Looters to Wild Orcs and Ranged Orc Looters to Wild Orc Archers
    -Most of the lesser Orc units now have a couple of 'motivators'
    -Most orc units are now 'untrained'
    -Many of the lesser orc units are now hordes
    -High elves now have 2 hit points but only about 100 soldiers per unit instead of 120 (depending on unit scale)
    -Noterino warriors are a little more deadly.
    -Readjusted the mount_effects in the EDU
    -Arnor can now get trait Hyarmendacil and Romendacil
    -Arnor can rebuid Osgiliath
    -On faction selection screen The Dark Lord of Mordor is listed as the faction leader instead of the Witch-King
    -Reduced population of both Osgiliaths
    -Implemented some of Withwnar's recommended changes to the campaign script
    -Corsair invasion script now works for Umbar instead of Harad
    -Corsair invasion script should continue working against FPOE/Arnor should they come into possession of relevant settlments in Gondor
    -House of Kings and Alliance with Gondor now no longer needed to reform Arnor
    -Updated the ancillary text for elendilmir to reflect that
    -Fully integrated new factions and new provinces into the campaign_script
    -Hobbit autonomy gives you normal hobbit units now so you can blend them with existing units and ones recruited in Staddle. Unfortunately if you end autonomy it doesn't disband them.
    -Hobbit road construction script now works for all settlements (presumably)
    -With Withwnar's help created a new garrison script so that the garrison replenishes gradually over time (after the siege ends), and a second spawning will never occur during a siege. 1.5 years for full replenishment, 1 year for 2/3 and 0.5 years for 1/3 replenishment.
    -Key characters are no longer removed from the map on game startup
    -Eriador general battle models are now the arnor ones from the start
    -Simplified the Arnor Reunion script a bit and changed it so that old generals get the new bodyguard units (without losing accumulated traits or ancillaries, but unfortunately, they'll likely get moved)
    -Fixed Broken description of the Othram
    -Gave large and huge cities 3 recruitment slots
    -Fixed the historic events for Osgiliath reconstruction
    -Made some of the Gondor bodyguards for starting generals unique units
    -Removed the Aragorn for Gondor script. The only way to obtain him now is to accept him as King of the RK.
    -Rewrote the family tree for Gondor
    -Tinkered some more with the expanded.txt and what strat models are called.
    -Added Hereditary traits and titles for Hurinionath/Steward and House of Dol Amroth/Prince of Dol Amroth
    -Made a mounted Dúnedain Ranger unit
    -Made FPOE bodyguards more varied
    -Created hereditary titles for many lordships and fiefdoms throughout Arnor and Gondor
    -Unique portraits for all starting Arnor and Gondor Lords and Generals (some are better than others)
    -Scripted Deaths for new characters Adrahil II and Ecthelion II
    -Gondor and Arnor can acquire one another's ancillaries when appropriate
    -After the RK event, sons of Arnor generals become Arnor generals and sons of Gondor generals become Gondor generals
    -"militia_barracks" can now be build in large cities
    -All 'orc' factions now have access to all three snaga types
    -Bree Militia units now available only in Bree and Staddle, and can be built after arnor union to reflect its partial autonomy
    -Greenway units now available a level earlier
    -All dwarf factions have axethrowers again
    -Hunting camps can now be built anywhere there is a forest or jungle
    -Lumber camps are now only buildable where there is a timber resource
    -Rewrote the entries for merchants, merchant militia, lumbermen and hunters so they are more widely relevant than just eriador.
    -Lumber camps grant a small increase in income, and no longer affect elven factions negatively.
    -Woodsmen and lumbermen can be recruited by any good faction, though only good men factions can construct the required buildings.
    -Greenwood provinces begin with hunting/lumber camps present.
    -Only hobbit units can be recruited in the shire
    -Sea trade buildings now all available a level earlier
    -Merchants Quarter available a level earlier
    -Caravan buildings can now be built by all human factions in desert and steppe terrain, trade bonuses are 1 higher per level than they were, but only evil factions derive population growth bonuses from the buildings
    -Caravans and Animal Husbandry buildings can now be built in castle settlements as well as cities/towns
    -Mines now grant dwarves a population bonus in castle settlements as well as cities/towns
    -Mithril Mines grant a large population bonus to dwarves
    -"History" building for High Elves is now available anywhere with either grassland or forest, and now also grants population growth bonus to AI
    -"Dance" building for Silvan Elves is now available anywhere with either forest or jungle, and now also grants population growth bonus to AI
    -"Ikoner" and "Flora" buildings are no longer useless for the player. They provide growth and trade.
    -Corrected the EDB so that the game could find the text entries for castle ballista towers
    -Public Baths now available at level city, and is available to Gondor, Arnor, and the Black Numenoreans
    -Aqueducts can now be built and are available to Gondor, Arnor, and the Black Numenoreans
    -Morannon guard recruitable only in Morannon again
    -Melkor temple chain gives orcs population growth bonus in desolation and mountain landscapes.
    -All horsearchers now require an archery building as well as a stable building to construct. Level required is dependent on the unit.
    -Market, health, admiralty, and sea trade buildings now available in castles
    -Most Huge City buildings now available at Large City level (considering most cities can never become huge).
    -Added a Reunited Kingdom Script for both Gondor and Arnor.
    -Gundabad now capital of Gundabad Orcs.
    -Some castle buildings were in cities in the descr_strat and vice versa. Repaired this.
    -Conversion rate reduced by 1% for all relevant buildings.
    -Added a dundedain encampment building chain (only 2 instances can exist factionwide)
    -Wooden castle recruitment slots reduced to 2
    -Town Watch now requires a town again
    -Added a non-static Area of Recruitment for Gondor and Arnor's professional armies, that is spread by creating an annex of captured territory. These two 'buildings' are mutually exclusive, so after the RK event you have to choose which Kingdom will govern the territory.
    -Eriador Ballista and Eriador Catapults are now Breeland Ballista and Breeland Catapults and are only available in Bree and Staddle. They may also be recruited before and after the Arnor Union event.
    -Dunlendings no longer have an Uruk-Hai officer
    -Rectified a mid to late game sporadic crash that left no clues in the log. Apparently a building can only have 32 or less recruit_pool entries valid in one location at one time.
    -Gondor and Arnor can now build the highest level barracks ("armoury") in their castles.
    -Dol Amroth units now also recruitable in Dor-Er-Ernil (Tarnost).
    -Someone mixed up the names for greenway guards and greenway sentries. Rectified this oversight.
    -Added recruitment buildings to the shire relevant to the shire muster
    -Moved all the unique units for Gondor and Arnor to the info buildings to avoid possible late game crashes due to the recruitment buildings having more than 32 active recruit pool entries at once.
    -Added "and not hidden_resource arnor/gondor/shire" where appropriate for all standard Gondor and Arnor unit recruitment pools. It may seem redundant considering the existence of building arnor/gondor kingdom, but it's to reduce the entries on the info tab for the recruitment buildings as much as possible. Purely aesthetic effect. Doesn't affect neutral territories, but only each kingdom's core territories.
    -Rewrote the recruit_pool entries for the standard units for Gondor and Arnor. Again. Under the new scheme Gondor should be able to recruit Arnor units in Arnor under all circumstances post Arnor union and pre RK union. And Arnor should be able to recruit Gondor units in Gondor pre-RK.
    -Gondor Cavalry now available a tier earlier
    -Greenway units no longer available in Staddle
    -Arnor militias may be replenished but not recruited in bree and staddle
    -Renamed knights stables cavalry stables and barons stables knights stables
    -Citadel Guard now only available in Minas Tirith
    -Siege workshops can't be built in the shire.
    -Removed the AI bonuses for siege weapon recruitment
    -Rewrote the recruit_pool entries for Dunedain faction siege weapons so that info entries don't show up for units that can never be built in a settlement. Units are now recruitable where they are supposed to be for both factions, and can be replenished in each others' settlements when they control them.
    -Added "Gondor" and "Arnor" to the names of their respective siege units
    -Added "Gondor" and "Breeland" to the names of their respective archer militias
    -Added Arnor Infantry, Arnor Spearmen, and Arnor Steelbow Archers from the AUM
    -Added Ithilien Infantry from DaC's Christmas Present.
    -Added Bree Militia Horsemen unit.
    -Removed Eriador captains from some units where appropriate
    -Used the new gondor captain battle model for gondor captains.
    -Added new battle models for various officers and standard bearers for Gondor, Lossarnach, and Dol Amroth from NGU.
    -Added Boromir and Faramir battle models from NGU
    -Added new battle models for blackroot archers, gondor bodyguards, citadel guards, gondor sword militia, gondor yeomen archers (renamed from archer militia), and lossarnach axemen from NGU.
    -Edited and updated several info card text entries for Gondor units. Many more to go.
    -Added new upgrade models for swan knights, dismounted swan knights, fountain guards, gondor archers, gondor cavalry, gondor infantry, gondor spearmen, and ithilien rangers; models are from NGU.
    -Added new units from NGU: citadel guard archers, dol amroth archers, dol amroth guardsmen, dol amroth marines, dol amroth men at arms, dol amroth pikemen, dol amroth cavalry (squires), gondor spear levies (guardsmen), gondor pikemen, scouts of ered nimrais (gondor scouts), skirmishers of the west marches (gondor skirmishers), knights of minas tirith, lebennin spear militia (lebennin guardsmen), lossarnach militia (axeguards), lossarnach hobilars, lossarnach nobles, veterans of osgiliath, wardens of the dome of stars (wardens of the white tower).
    -Fixed the pit guard silver surfers for wild orc units.
    -Adjusted the move_speed_mod for most units that use it, and slooowwwwed down the trolls. They're supposed to be slow and stupid, not invincible heavy cavalry on nitro.
    -Battle-ready dunedain (both foot and mounted) now upgrade to full arnor plate eventually. For the dismounted used the AUM dismounted arnor knights model.
    -Dismounted dunedain knights now called dismounted knights of annuminas.
    -Battle-ready Dunedain now called Dunedain Swordsmen; mounted battle-ready dunedain now called Mounted Dunedain. Text entry changed. Text entry changes when you become arnor, as does unit card and unit info card. At that point they are 'upgradable' to dunedain knights and dismounted dunedain knights.
    -Cave troll now a tier one troll for all orc factions (except isengard, which has no trolls). Mountain trolls are tier 2 (orocarni mountain trolls for OOOM), snow trolls are tier 3 (battle trolls for mordor, which can also recruit snow trolls in the appropriate territories).
    -Increased cost and recruitment times for siege weapons; dwarves have comparatively much lower costs for constructing and maintaining siege equipment, and also faster reload times.
    -Standardized all unit stats
    -Renamed several units. Removed the word 'men' from all the elf units.
    -Repurposed several rebel units for AOR units in Anduin, Greenwood, and Bellakar.
    -Incorporated the two dale units that werent being used.
    -Changed up all the starting rebel units.
    -Changed up the starting units for Dale, Eriador, and Gondor to reflect the new available units.
    -Beornings now have 2 hit points but less soldiers per unit.
    -Gave a little more variety to the bodyguard units for Dale's generals at campaign start.
    -Enriched Middle Earth with a plethora of mercenaries.
    -Gave Khand and Rhun the Mongolian accent.
    -Added Arnor and Gondor Kingdom buildings to their respective territories at startup.
    -Removed the arnor hidden resource for anywhere that wasn't Arnor
    -The arnor building has a different name and information depending on whether or not Arnor has been restored.
    -The arnor building doesn't give a law bonus until after the Arnorean restoration.
    -Removed all hidden resources that weren't strictly necessary and added ones that were needed for the new unit recruitment scheme.
    -Public order penalties for good factions in control of Rhudaur or Dunland.
    -Added additional timber and fur resources to mirkwood areas.
    -Changed the recruitment priority offset for harad's cavalry since they were producing proportionally too much compared to their infantry.
    -Edited the way the ai recruitment works to make it easier to dovetail a new ring script with it.
    -Created an additional tier for ranges and stables for factions where appropriate.
    -Rewrote the text entries for all barracks, ranges, stables, and smiths.
    -Rewrote all the text entries for the tavern line of buildings. The graphics don't match the names and for now that's just too bad.
    -Tavern line of buildings now affect law, happiness, and income, precisely how depending on faction. They are also available to build in castles.
    -Agricultural buildings are once again built not according to barracks event, but according to settlement level.
    -Units now need the appropriate level of smith building present to be recruited. E.g. if the base level of a unit is chainmail, it requires a blacksmith. If no armour is worn at their base level, no tannery/smith/armourer is required.
    -Renamed East Rhun West Rhun
    -Redid all the info buildings; updated all the geographical entries, but the content still needs to be updated otherwise.
    -Since they're now used more widely, brigand and brigand archer texts are no longer Eriador specific.
    -Corrected some punctuation in the settlement and province names.
    -Changed a few province names in the misty mountains.
    -Renamed East Wold West Wold
    -Barracks are no longer required to build smith buildings.
    -The first tier of stables and ranges are now available for towns, the second for large towns, the third for cities, the fourth for large cities.
    -Smials increase the farming level
    -All good "minor faction" units, such as those of Breeland, the Shire, Anduin vale, etc, no longer require any particular culture to recruit, but they do require evil culture in the region to be below certain thresholds, depending on the level of the unit in question. I.e. light units require less than 75% dark culture, medium units require less than 60%, professional less than 34%, elite less than 25%, and very elite less than 15%.
    -Merchant units and woodsmen/lumbermen units also have the same lack of evil culture requirement as the minor faction units.
    -Most recruitment building levels now available to most factions. Even if they can't build new units at the higher levels, they still have faster replenishment rates.
    -Rewrote all of the recruit_pool entries in the EDB.
    -Farms in the shire begin upgraded to level 2
    -Dwarven settlements start with heavy armourers present, since virtually all of their units require at least that level of building present for recruitment.
    -Staddle now starts as a village, using the longbottom model. Reduced its population.
    -Increased the population of the shire.
    -Roads are now much more rare throughout Middle Earth, typically found in locations only where they were known to exist.
    -Roads are now a much more costly and time consuming investment.
    -All factions now have a little more variety in their starting bodyguards.
    -Mordor starts with some snaga units
    -Some units had a spacing in front of their name, most did not. Now none do.
    -Changed the starting culture levels in the anduin region.
    -Tweaked RK so that, when playing as the north kingdom, you always get a couple of osgiliath vets after reunification.
    -Araphor no longer gets dismounted dunedain knights instead of dismounted knights of annuminas, upon arnor reunification.
    -No longer using Arnor bodyguards unit. Dunedain bodyguards upgrade to the arnor bodyguards unit model after an armour upgrade. Unit cards change after arnor event.
    -Duilin and Derufin now have a scripted coming of age so that they work properly for the rk event.
    -Disabled the opening text. To be updated in a future version.
    -All barracks events now occur on first turn. If I don't like how it affects gameplay I'll set it back to what it was.
    -Also disabled game notes for barracks events in the campaign script, since they are no longer accurate.
    -New script allows the exclusion of mercenary recruitment by faction.
    -Moved (almost) all unit cards and unit info cards into a single folder. Exceptions: holk (since it is one unit posing as two different ones, for elves and numenoreans), units planned to be removed, units using vanilla info and unit cards (e.g. merc cog, pirate ship), and units I haven't decided whether or not to keep.
    -Created the Barrow Wight and Dead of the Marshes traits.
    -Changed the strat models for barrow wights and dead of the marshes. Still need one for ungoliant spawn.
    -Added the Barrow Downs buildings from the Barrow Downs submod, with some changes. Thanks!
    -Updated expanded.txt with regards to the new strat models.
    -Slightly changed size, shape, and location of dead marshes.
    -Updated regional videos script with regards to dead marshes' new location
    -Darkened the colour for slaves.
    -Emyn muil now has mordor climate.
    -Created new sets of traits and a script that slowly eats away at a generals nerves (and eventually sanity) in certain accursed locations in middle earth. Some locations can be cleansed eventually, via campaign script.
    -Increased the evil religion level in Cardolan.
    -Some settlement names change when they are de/re-cursed.
    -Info Buildings now contain hints about which lands are cursed, and if/how they can be cleansed of their evil.
    -Ruins of Ladros now named Taur-Nu-Fuin
    -Simplified the Settlement name change script. No longer uses monitor_conditions.
    -Dead of the Marshes script created that controls the spawning and disappearance of the Dead of the Marshes.
    -Slave faction now uses the same accent as orcs.
    -Scripts created that controls the spawning of barrow wights on the south downs and tol fuin, and giant spiders on tol fuin.
    -In the hobbit autonomy script you'd never get bandobras archers as hobbit reinforcements due to a minor scripting error. Rectified.
    -Vidusith and dale's spy now have the ranger trait.
    -Changed the info text for the giant spiders
    -Removed all the no_brigands entries in the descr_regions file, as I suspect it will interfere with planned script operations.
    -Spider generals in ambush from campaign start now have Giant Spider trait, battle models and portraits.
    -Script created that controls the spawning of giant spiders throughout Mirkwood.
    -Mirkwood Enchantment effects created that disorient your generals under certain conditions.
    -Fiddled with just about all the borders on the vanilla side of the map.
    -Renamed provinces in Cardolan.
    -Renamed some of the settlements and provinces in Khand
    -Made unit cards for the Mounted Nazgul
    -Changed the text entry for the One Ring ancillary
    -Changed the unit stats for mounted and dismounted Nazgul
    -Added strat map models for hobbit generals and Frodo
    -Removed Gandalf as a starting general for Northern Dunedain
    -Gandalf's ancillary 'gandalf's staff' is now non-transferable and has the Ring as an excluded ancillary.
    -Building availability for castle settlements now depend upon settlement size again
    -Where there were two building chains for essentially the same structure (one for cities, one for castles), in most cases they've been combined into one, but still require the appropriate level of castle/settlement to construct.
    -Gutted the unused buildings from the EDB
    -In light of the 64 unit limit for settlements, several supply depots now exist to perform the role previously attempted by one.
    -Ballista maker now available at large town level; catapult maker at city level, trebuchet maker at large city level.
    -All siege buildings now require hidden resource big_city.
    -Third tier conversion building now requires large city
    -Racing Track available now at level city
    -Athala Rangers are now Rhovanion Rangers
    -An alliance with a good faction is now required to hire their units as mercenaries, or replenish the ranks of any units of theirs that you may possess.
    -Replaced the former ai recruitment bonus script.
    -Rewrote the EDB, again, to take into account the hardcoded limit of 64 units that have recruit_pools per settlement.
    -Khand Mercenaries now randomly abandon good factions.
    -There is now a global limit on the recruitment of osgiliath veteran units (1-2 depending on circumstance).
    -All nazgul exist now from the start
    -Created the seven and the nine ring ancillaries
    -Significantly increased the benefits of the Three rings.
    -Created ancillary Samwise Gamgee
    -Edited ancillary Gollum
    -Reordered factions on the campaign start screen.
    -New Ring Script
    -Created a Lesser Rings of Power script
    -Slightly altered the text entries for the elven rings.
    -Added a level 6 smith building that upgrades to mithril armour when your faction has access to mithril
    -Rectified an oversight in the EDB that caused mining income not to be counted towards faction income.
    -Created Mines of Moria script for mithril.
    -Altered the text for mithril mines
    -New Balrog script.
    -Changed cost stats for ents, and removed autonomy ents (only one ent unit needed).
    -New Ent script.
    -Updated battle models for Adrahil, Imrahil, and Forlong
    -Changed Mablung's starting position so he wont be attacked 100% of the time in the first turn if left unmoved
    -Hobbit reinforcement's from the original autonomy mod now start without armour upgrade or experience bonus
    -Rectangle triggering regional video for the shire now has proper placement
    -Updated Garrison Script with new units.
    -Updated the strengths and weaknesses on the faction selection screen.
    -Knocked 200 off recruitment price and 100 off maintenance cost of virtually all orc units (not berserkers, bodyguards, trolls, snaga, or siege units). Orc bodyguards' maintenance cost reduced by 30. Unit and weapon upgrade costs unchanged.
    -Snaga are now dirt cheap to recruit and maintain. Unit and weapon upgrade costs unchanged.
    -Extra two recruitment slots for orc factions
    -If a general unit is lacking, by default the commander's bodyguard becomes a cavalry unit. This resulted in many orc captains standing on the backs of their wargs. The temporary fix was to give them all wargriders as battle models.
    -Reduced range of wall trebuchets from 1500 to 573 since the log says that is the max range. In quick testing they didn't seem to work anyways, but someone can correct me if I'm wrong.
    -The footpad in the Bree environs is now Bill Ferny, with unique portrait.
    -Mapping touch-ups around Buckland
    -More high fertility in the Shire
    -Added traits Baggins, Master of Buckland, and Brandybuck.
    -Now a fort at Brandy Hall/Buck Hill
    -Fort Garrison script added.
    -Rorimac Brandybuck, Master of Buckland added.
    -Lune-land now named Lhûndor
    -Dagorlad now named Dead Marshes and Emyn Muil, as it encompasses both, and not so much the battle plain itself.
    -Amon Lhaw now the capital of the Dead Marshes and Emyn Muil.
    -Tol Brandir now exists
    -Road now travels from Ethring to Lossarnach
    -Mithlond now a small city.
    -Roads added to Durthang and West Encampment.
    -Paths of the Dead now closed up. Dunharrow cannot be attacked from the south.
    -Mapping changes to Ithilien
    -New fort at the mouths of Anduin
    -Durin's tower moved, and is now on an actual peak.
    -Added Kheled-zaram, as well as the split between the Nimrodel and the Celebrant.
    -Some changes to the East side of the Misty mountains between High Pass and Moria
    -Added Oases across Haradwaith, guarded by forts.
    -Precipitation is now a little less likely in temperate regions, and more likely in tundra/arctic regions
    -Climates are now as follows: Mediterranean, Desolation, Desert, Lorien, Steppe, Deciduous Forest, Coniferous Forest, Subterranean, Tundra, Arctic, Tropical, Semi-Arid. No new cas files or battle models for Lorien vegetation at this time.
    -Mordor sky no longer red, as it uses the general desolation climate. Sky in such regions is always overcast and gloomy. No precipitation or fog added to the climate at this time.
    -Barl Syrnac now has a little more variety in the mountain heights
    -Hills (ground type) now more closely correspond to map heights
    -Slight hill under Kibil Tarag and Amon Eithel (it's an amon after all)
    -Emyn Uial around Faranel now a little hillier
    -Talathrant now navigable (mostly), with fishing villages and a couple of ports along its length
    -New garrisoned fort on an island in the Talathrant
    -Some changes in the fertility across the entire map
    -A few rebel settlements now no longer start with farms
    -Completely redrawn climate map
    -Slightly altered the borders in Mordor
    -Added forts to carnen province
    -Added a dwarven fort between Kheledhkhizdin and Kibil-Tarag
    -Campaign begins with a garrison in every fort
    -Scaled up the mountains of Angmar slightly
    -Remapped Forodwaith
    -Slightly expanded borders of Forodwaith
    -Forts now scattered throughout Forodwaith.
    -New forts in the Grey Mountains and the Mountains of Angmar
    -Mines near forodwaith forts (ostensibly both created by dwarves in the days before the dragons)
    -Cleaned up the Arnor Union and RK scripts even more.
    -Arnor Union and RK now possible without Aragorn, if an heir of Isildur is alive and faction leader
    -For scripting reasons, the AI is now exempted from acquiring the king_eriador ancillary (should Aragorn be killed, that is)
    -Elendilmir is now heritable
    -The Faction Leader trait was not being granted to the faction heir on becoming the faction leader. This has been rectified.
    -For the RK script, any Hurinionath may now be sent as envoy to the North Kingdom.
    -In Need of Haste trait for House of Andunie leader of a Dunedain faction when his own or his sister kingdom is under invasion.
    -New river ford on the Shirebourn south of the Marish
    -Removed units as a payback in descr_missions. I found it was making elite units far too common too early in the game. My attempts to figure out how to simply reduce the amounts of units given were unsuccessful, and so it was scrapped altogether.
    -Changed the internal names of several territories in Eriador/Enedwaith. Process_cq command in some scripts was malfunctioning due to some in-game names being the same as internal names for different territories.
    -Renamed Rhunaer Khurvasagh, and Dorwinion settlement Szrel-Kain
    -Renamed Thoronburg Rhunost
    -Moved Tharbad slightly to the west.
    -Tharbad now represented by only one settlement.
    -South Tharbad becomes South Ered Luin, settlement named Tumnogoth Iaur.
    -Sauron province no longer needed, becomes The Great Spur, settlement name Daegoras, in the North Orocarni Range.
    -Renamed several more provinces and settlements.
    -Mounted Dunedain/Dunedain Knights now available with highest level stable
    -Dunedain Swordsmen/Dismounted Dunedain Knights now available with highest level barracks
    -Merchant units no longer require a smith building to recruit. Presumably they'll buy their arms elsewhere whenever not locally available.
    -Rebalancing of recruitment priority offsets.
    -Blacksmiths in dunland/dunland hills on campaign start.
    -Knights of Annuminas (mounted and dismounted) only available in Annuminas once again.
    -Wargs now have 2 extra attack points
    -Snaga and orc missile units now all have an extra charge point
    -Dunlendings and Rhudaur units now have an extra attack point
    -Palantir Authorisation Ancillary no longer used... while conceptually sound, I often found I was resentful of it using up one of the eight ancillary slots, particularly for a general like Aragorn that has so many used up already.
    -Respect is now Nobility, and Feared is once again Dread
    -Obedience is now Fervour
    -Edited tooltips.txt
    -Standardized the Effects Descriptions for the EDA
    -Preliminary content editing of export_ancillaries.txt
    -Shuffled starting ancillaries.
    -Overhaul of the EDA's effects and triggers
    -Preliminary content editing of strat.txt
    -Dwarf rings now begin generating gold on turn five (the event firing on a faction's first turn just felt out of place).
    -Lower Rhun province now named Kelepar.
    -Talathrant Valley now named Nan Talathrant.
    -Fixed the outbound road location in the southern rammas echor exit.
    -Amon Din hill and watchtower now exist
    -As Moria no longer has its own unique climate, and the subterranean climate, as is, makes it grassy inside the mines, the desolation climate is temporarily being used instead.
    -Changed max bribe chance from 75.0 to 0.0 and min bribe chance from 1.0 to 0.0. After testing, I was astounded at the amount of bribery taking place, and the idea of high elves paying off orcs to call off an attack didn't seem quite right. Seems to me the elves would never offer them anything of value, and even if the orcs accepted the bribe, they'd just turn around and attack them anyways. Furthermore, bribery had the unintended consequence of orc units in elven armies, something that shouldn't happen unless an elf-lord became the new dark lord using the ring. That could be remedied, but I don't want to waste the extra unit slots.
    -New rebel factions.
    -Join Invasion event picture no longer generic cultural event picture.
    -Removed the AI boost traits.
    -Removed LoyaltyStarter and ReligionStarter.
    -Dunlending rebel generals now use Dunlending strat model.
    -Battle Model for Grimbeorn now a beorning.
    -Toned down the spiders unit stats.
    -Fixed the faction summary window button glitch for the arnor union script.
    -Hero abilities for more generals on campaign start.
    -Mauhur and his lads now begin in Fangorn
    -Cair Andros now a castle instead of a Fortress.
    -Disabled intro movies. Many are missing or need to be redone.
    -Renamed tourney buildings, and changed their capabilities (including staging games).
    -Jousting List/Tourney Fields renamed, have wider faction availability, and have different effects.
    -Strat pip for games/races now blank, since the horse pip didn't seem appropriate for martial contests. Replacement ideas needed.
    -Top to bottom rewrite of EDCT and export_VnVs.txt.
    -Many new traits, and some old ones removed.
    -Possible results of denouncement attempt by servants of sauron (inquisitors) are now "Executed for Treason" and "Chastised for Dereliction". Trait ForcedReligious also reflects this new flavour.
    -Barliman now a general in Bree.


    PLANNED ADDITIONS:
    Spoiler Alert, click show to read: 

    -Some new scripts, including Gandalf Stormcrow.
    -Splitting many of the good factions, and adding some minor non-playable factions.
    -Fix the sloppy new coastlines
    -Some rearranging of what models are representing the new settlements. This really needs to be rectified.
    -I hope to beg borrow or buy a nice dragon.
    -Some reinforcements for evil factions out of the north, south, and east. Do the good guys get something out of the west? Nope. They don't. Wizards were all you got, and a mixed bag at that.


    KNOWN AND UNRESOLVED ISSUES:
    Spoiler Alert, click show to read: 

    -Some of the orc and dwarf settlements are floating a bit (some a lot). Have not looked into how to rectify this yet.
    -Like Vanilla 3.2, AI can't seem to have highways appear on the campaign map. If they build them the road systems don't upgrade beyond paved roads unless the human player takes control of the settlement. Problem in detail here:
    http://www.twcenter.net/forums/showt...7#post14866327
    -My SD files won't regenerate so factions are essentially, in terms of banners, simply clones of existing factions. Problem in detail here:
    http://www.twcenter.net/forums/showt...4#post14870724
    -Camels sound like wargs a bit. Not 100% sure yet how to go about fixing that but it's on the list. Way down.
    -If you navigate from another menu option then hit back and go into the campaign option you get a CTD. If you go into the campaign option then navigate back and try to select another option, you get the same CTD. Not sure why. For now just decide what you want to do and go straight there.
    -Capes on the Gondor Bodyguards are floating stiff in midair a foot off of the horses back. No idea how to fix this.
    -You get belted with a whole chorus of "splitting the troops, leaving the army" on campaign start for several factions. A necessary part of the RK script and One Ring script and short of eliminating that bit of sound entirely, I'm not sure what can be done about it.
    -Have not yet removed the Fellowship campaign from the menu screen. As it no longer functions, figuring out how to do this is on the to do list.
    -Occassional crashes for battles with giant spiders or wargs.
    -When a faction is destroyed, any stray generals then has a Khudriag Kataphract bodyguard unit. I have not yet tested what happens if the slave faction has no general_unit available to them at all, nor do I know if it is possible to make sure generals get bodyguards appropriate to their former faction (doubtful, but one never knows until they try).
    -Sporadic crashes on slave turn seemingly related to many EDCT triggers, typically beginning about 12-30 turns in. Temporary fix was to exclude slave faction from entire sections of EDCT triggers. Of course this means slave generals no longer acquire many traits, which is unfortunate.
    -Negative values for Combat_V_Faction______ effects seem to work only sporadically and/or partially. Seems to be a vanilla M2 problem. No idea why it occurs.



    PERMISSIONS
    Spoiler Alert, click show to read: 

    Anything I've made, feel free to use, no need to credit me, just have fun modding. If you aren't sure if I am the author of something, you can feel free to ask me.

    Adjutant Major has also kindly granted similar permissions for any of his own included work as well.
    Last edited by euskingc; May 03, 2019 at 10:14 PM. Reason: Update

  2. #2

    Default Re: Extended Map Mod v1.0

    1.11 New Features:

    -Overhaul of Character Traits, including descriptions and triggers.
    -Overhaul of Ancillaries, including descriptions and triggers.
    -New Ring script.
    -Lesser Rings script.
    -Mithril Mines of Moria script.
    -Reunited Kingdom script.
    -New Ents script.
    -Dead of the Marshes script.
    -Significant mapping changes.

    1.12 New Features:
    -Balrog script altered so that only one balrog model appears on battle map.
    Last edited by euskingc; September 13, 2017 at 08:37 PM.

  3. #3

    Default Re: Extended Map Mod v1.0

    Reserved again.

  4. #4

    Default Re: Extended Map Mod v1.0

    looks promising good work but i cant get it to work it crashes when i try the campaign?

    nvm forgot to delete map.rwm rookie error holy crap this is a huge map thanks good work
    Last edited by fd7s; February 02, 2016 at 12:15 AM.

  5. #5

    Default Re: Extended Map Mod v1.0

    thanks!Reserved again.

  6. #6
    Tar-Falassion's Avatar Tiro
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    Default Re: Extended Map Mod v1.0

    Dear, dear, dear ! I was planning on developing a mod using that exact same map, and focusing only on the Southlands ! You were first but looking at the results, all I can honestly say, is that I'm not even mad, that's just amazing !

  7. #7

    Default Re: Extended Map Mod v1.0

    I'd like to take credit but I can't. All I did was make it 3.2 compatible. Most of it was honestly adding 168 to the y coordinates for the palantir script. I'm sure there were thousands.
    I'm ashamed that I did it the hard way and it took me all day =)

    I just tried the 4.8 unofficial update and yeah... it's amazing. Most of what this TA mod was needing. It just feels like the only difference between it and an official patch is that King Kong disappeared into thin air without officially passing on the reins. Perhaps he ought to have. TA was great, but someone stepped up and refined it to near perfection.

    I'm thinking I might stop development on 3.2 and release a 4.8 compatible version complete with Orocarni mountains and some more interesting details than this map already has (a lot of bland space)... if Lord Leo doesn't mind.

    Years back I actually had a more... developed version of the map, but I lost everything a while back and it's starting from scratch again.
    THe playtesting I've done seems to indicate that public order penalties are still too high for distance from the capital... Harad starts off strong but soon becomes crippled by rebellions. By mid-game they're spending most of their resources maintaining forces in their own provinces bordering rebel ones (which are a full third) and basically none invading Gondor. This is sad. Very sad only.

  8. #8

    Default Re: Extended Map Mod v1.0

    Yes, the original penalties for distance from the capital are to be removed. In my game, with the penalties reduced down to nearly nothing, I had difficult times to face Harad, the map needs much more testing and balancing. And indeed, details and improvements are needed too. Maybe more regions to create objectives that will make the player send armies to all corners of the map, I am not sure if I reached the limit.


  9. #9

    Default Re: Extended Map Mod v1.0

    There's the one you need to thank =)


    Yeah, I had reduced the order penalties, but it seems not nearly enough. Maybe they don't even really have a place in this, it really messes up the ai.
    Even if I made black numenoreans/corsairs a separate faction again, Harad and Rhun are still vast, as they should be.


    I don't think you reached the limit, I had added a few more in on the old version and it was fine. No idea if anyone looking in here knows the hard limits, or if there are any. If you do, speak up please =)


    I noticed there's already an Orocarni faction in 4.8, I'm just concerned that they might take some of the fight out of Rhun/Harad. If I'm playing as the west, that'd take some of the fun out of it if you march your armies across middle earth to become Hyarmendacil or Romendacil, only to get there to discover they've already been conquered by the local dwarves. Trying to think what to do to keep them neutral, unless they're asked perhaps. Or unless you're playing as them. At any rate, they still need something to do. An Orocarni dwarf faction begs an Orocarni Orc faction. There's too much good in this world! We can't have that. It's far less interesting =)


    We need chaos so we can have challenge and grow!
    And an orc faction, even off the shelf units, is just the thing to do it. At any rate. The Red Mountains do give some flavour... otherwise I'm at a loss of what to do out there.
    I'll post up a jpg I found of my old map... to give an idea what I had before. Maybe would be interesting if the southern end extended even more then turned east towards the sea a bit... and spread those dwarf clans out all over that range. With orcs everywhere in between.


    http://www.mediafire.com/view/j1z2mr...ypes%20old.jpg


    I'm open to suggestions.

  10. #10

    Default Re: Extended Map Mod v1.0

    The limit is 199 + water (docudemons say), in my game there is 175, so it's fine.


  11. #11

    Default Re: Extended Map Mod v1.0

    Quote Originally Posted by Adjudant-Major View Post
    The limit is 199 + water (docudemons say), in my game there is 175, so it's fine.
    ~10 more or so with the 4.8 version, but still a bit of room to play around. If they're right, it'll mean I'll have to prioritize and make sacrifices...

  12. #12

    Default Re: Extended Map Mod v1.0

    ive played 100 turns on vh/vh, rhun and harad havent lost any provinces except the ones ive conquered myself.

    you could put the red mountains and even further east the place where the elves awoken and put a small avari elf faction there?

  13. #13

    Default Re: Extended Map Mod v1.0

    Quote Originally Posted by fd7s View Post
    ive played 100 turns on vh/vh, rhun and harad havent lost any provinces except the ones ive conquered myself.

    you could put the red mountains and even further east the place where the elves awoken and put a small avari elf faction there?
    I'm working on something like this as we speak =)
    My unit skinning and modelling are pretty pathetic so any avari will just have to be off the shelf sylvan type units.
    Volunteers welcome.

    First release will probably just have rebel elves rather than an entire faction. I want to get the map done first before I start adding factions.


    If I'm not mistaken we're maxed out for the map size. If anyone knows how to make it even bigger I'll be more than happy to expand it even more!

  14. #14

    Default Re: Extended Map Mod v1.0

    Quote Originally Posted by euskingc View Post
    I'm working on something like this as we speak =)
    My unit skinning and modelling are pretty pathetic so any avari will just have to be off the shelf sylvan type units.
    Volunteers welcome.

    First release will probably just have rebel elves rather than an entire faction. I want to get the map done first before I start adding factions.


    If I'm not mistaken we're maxed out for the map size. If anyone knows how to make it even bigger I'll be more than happy to expand it even more!
    you wouldn't need to make it any bigger, you could splitr Syrnac Barl Syrnac and Eastern Morad into about 3-4 provinces each made the middle of them all one big mountain with about 4 provinces for the Orcani Dwarves, the right side two provinces for the elves and keep the rest of the new provinces for Rhun

  15. #15

    Default Re: Extended Map Mod v1.0

    Quote Originally Posted by fd7s View Post
    you wouldn't need to make it any bigger, you could splitr Syrnac Barl Syrnac and Eastern Morad into about 3-4 provinces each made the middle of them all one big mountain with about 4 provinces for the Orcani Dwarves, the right side two provinces for the elves and keep the rest of the new provinces for Rhun
    My friend, 'need' has nothing to do with it =)
    If there were room and information I'd do the whole of Arda!

  16. #16

    Default Re: Extended Map Mod v1.0

    that would be amazing indeed but you should work with what you have make it easier for yourself the Map itself is already incredible

  17. #17

    Default Re: Extended Map Mod v1.0

    It's put back together again, the new version I mean.
    Another couple of days and I should have most of the bugs ironed out for a 4.8 compatible version. I suspect I'll need permission to release that though, and I haven't had a response yet.

  18. #18
    Civis
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    Default Re: Extended Map Mod v1.0

    Is the next patch going to be for another submod? Third age itself is only 3.2, and looking through thread titles I am not seeing a 4.8 version submod for Third Age. Or what is the 4.8 you are talking about? Since I thought this was for only vanilla?

  19. #19
    Withwnar's Avatar Script To The Waist
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    Default Re: Extended Map Mod v1.0

    "4.8" = http://www.twcenter.net/forums/showt...-FAQ-PLEASE%29

    As in version 4.8 of that submod, not "TATW 4.8".

  20. #20

    Default Re: Extended Map Mod v1.0

    Quote Originally Posted by Withwnar View Post
    "4.8" = http://www.twcenter.net/forums/showt...-FAQ-PLEASE%29

    As in version 4.8 of that submod, not "TATW 4.8".
    That's the one. I really ought to be more precise.

    Is the next patch going to be for another submod? Third age itself is only 3.2, and looking through thread titles I am not seeing a 4.8 version submod for Third Age. Or what is the 4.8 you are talking about? Since I thought this was for only vanilla?
    .

    The present version of this map (1.0) is 3.2 compatible. I am hoping to release 1.1 (of this map) both as 3.2 and 4.8 compatible.

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