Page 1 of 2 12 LastLast
Results 1 to 20 of 40

Thread: Questions from a new TATW player

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    AntonisTheGreek's Avatar Senator
    Join Date
    Dec 2013
    Location
    Athens, Greece
    Posts
    1,394

    Default Questions from a new TATW player

    Hello!
    I recently downloaded this mod,and I have to say that I like it very much.It is probably one of the best mods for any game!

    I started a campaign as Gondor (M/VH) and I have some questions:
    I had a general with the Palantiri authorization ancillary,but he was killed.Is there a way to make another general acquire that ancillary?

    How to make money faster?

    In this mod,a Nazgûl general is more powerful than an ordinary general?

    I've noticed stuff like garrison script,help weakened factions script,barracks event,settlement A.I. conquerors script etc.,which,in my opinion,make the game more difficult.Do you think that these scripts,or some of them,could be omitted?

    Is there a custom settlement for Barad-dûr?

  2. #2
    Ngugi's Avatar TATW & Albion Local Mod
    Join Date
    Jan 2011
    Location
    Sweden
    Posts
    10,687

    Default Re: Questions from a new TATW player

    Quote Originally Posted by AntonisTheGreek View Post
    Hello!
    I recently downloaded this mod,and I have to say that I like it very much.It is probably one of the best mods for any game!
    We're glad to hear you found TATW, as we tend to agree ^^

    Quote Originally Posted by AntonisTheGreek View Post
    I started a campaign as Gondor (M/VH) and I have some questions:
    I had a general with the Palantiri authorization ancillary,but he was killed.Is there a way to make another general acquire that ancillary?
    Yes, I quote the creator of the feature:
    Quote Originally Posted by Withwnar
    The ancillary is transferable: you may drag it onto another general in the same settlement or army. Any general may be given the authorisation and so use the Palantiri - but he must be governor of the settlement at the time.

    (...) If the general who has it dies then it will be given to the faction leader during the following turn (or possibly the turn after that).

    There is a limit of eight ancillary slots per character: make sure that you have a free slot to receive it. You can transfer an ancillary to another character to make space if necessary.
    http://www.twcenter.net/forums/showt...and-The-Mirror

    Quote Originally Posted by AntonisTheGreek View Post
    How to make money faster?
    TATW is made by hardcore gamers for hardcore gamers, meaning economy is one area that is meant to be hard. It is strongly recommended you from the beginning invest in economic growth; mines, farms, roads and grain exchange, while making best possible use of as few units you may before your economy grown.
    For quick improvment of economy there's only three suggestions that comes to mind: capture settlements and sack them, reduce your army size wherever possible (like unnecessary garrison units), and if you use governors you should stop that (unless you use teh setting so you can not constuct without governors) and send them into war because the extra income governros provide seldom compensate their upkeep cost so it is better to have them out capture new land.

    Quote Originally Posted by AntonisTheGreek View Post
    In this mod,a Nazgûl general is more powerful than an ordinary general?
    The unit is very strong and the Nazgul-general have much HP, boost own army morale and decrease the enemy army morale.

    Quote Originally Posted by AntonisTheGreek View Post
    I've noticed stuff like garrison script,help weakened factions script,barracks event,settlement A.I. conquerors script etc.,which,in my opinion,make the game more difficult.Do you think that these scripts,or some of them,could be omitted?
    It can be omitted, but that is a big mistake, becasue it is essential for the game balance. Remove it and you can see factions destroyed in 50 turns. Fact is that TATW provide us with a map with greater distances between settlements than in M2. and the AI can not handle it properly. Some call the scripts cheating but in reality it is compensation, as well as there to ensure the game offer challenge.
    In short, the Ai is dumb, players are smart; if a player needs it removed then he/she should play on an easier level some more to get second wind.
    Once a player is aware and used of garrisons rushing to defend their cities, that is just like any other startegic aspect taken into consideration when making war.

    Quote Originally Posted by AntonisTheGreek View Post
    Is there a custom settlement for Barad-dûr?
    Not in vanilla TATW.
    There is one in the submod Alternative Patch, and its also used in other submods as MOS and DaC.
    Last edited by Ngugi; April 27, 2016 at 10:09 AM.

    Kingdom of Lindon preview video out





    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  3. #3
    Vifarc's Avatar Senator
    Join Date
    May 2009
    Location
    Grenoble, France
    Posts
    1,316

    Default Re: Questions from a new TATW player

    Quote Originally Posted by AntonisTheGreek View Post
    It is probably one of the best mods for any game!
    Sure, and you didn't see the submods! That's a dream!

    I'll some complete the excellent answers:
    Quote Originally Posted by Ngugi View Post
    For quick improvment of economy capture settlements and sack them,
    Beware, (in submods?) sacking is not very noble, and give unwanted traits to your elves or dunadans..
    But go sacks to your content with your orcs, for sure!

    and if you use governors you should stop that because the extra income governors provide seldom compensate their upkeep cost so it is better to have them out capture new land.
    But you could need some 'people growing' governors, to help your city swiftly rise to be able to buy better buildings.

    The Nazgul-general have much HP.
    And (in submods?) they can't really die!: they 'reborn' in Mordor after some times...

    vanilla TATW.
    There is one in the submod Alternative Patch, and its also used in other submods as MOS and DaC.
    See advices here:
    http://www.twcenter.net/forums/showt...s-the-question
    > > Divide&Conquer submod user, playing RealmOfLothlõrien (ThirdAge mod). < <
    My small products here.

  4. #4

    Default Re: Questions from a new TATW player

    Does anyone here know if you need medieval 2 total war to get third age? (im new to this jst to point that out)

  5. #5
    Ngugi's Avatar TATW & Albion Local Mod
    Join Date
    Jan 2011
    Location
    Sweden
    Posts
    10,687

    Default Re: Questions from a new TATW player

    Quote Originally Posted by H2OBeatZz View Post
    Does anyone here know if you need medieval 2 total war to get third age? (im new to this jst to point that out)
    Hello,
    correct, Thrid Age is a mod that require Medieval 2 including the Kingdoms expansion (so only M2 without Kingdoms will not suffice).

    Kingdom of Lindon preview video out





    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  6. #6

    Default Re: Questions from a new TATW player

    Thank you,
    I have been searching so much to find out weather I need it or not and finally I have the answer. Thank you again.
    One more question so I have to get medieval 2 and then get the kingdoms dlc also which is only like 13$?

  7. #7
    AntonisTheGreek's Avatar Senator
    Join Date
    Dec 2013
    Location
    Athens, Greece
    Posts
    1,394

    Default Re: Questions from a new TATW player

    Fine...Can I have a full list of the custom settlements included in this mod?

    Also,which factions are suggested for a new TATW player?

  8. #8
    Ngugi's Avatar TATW & Albion Local Mod
    Join Date
    Jan 2011
    Location
    Sweden
    Posts
    10,687

    Default Re: Questions from a new TATW player

    Think it's those mentioned (but no longer seen) here: http://www.twcenter.net/forums/showt...f-Middle-earth

    Playing as good, I'd say High Elves (safe starting position and excellent units: don't forget to move the capital till Lindon after you built economy in turn 1 and 2, because you reduce a load of corruption that way), or Free Peoples of Eriador or Dale (two quite normal factions with a reasoanble challenge ahead; Eriador can reform in to Arnor which is always a blast as well, and they give you Aragorn and Gandalf).
    For evil factions either Rhûn or Harad (faction with their backs safe, good economy and played quite normal making it easier to get into the game).
    Last edited by Ngugi; April 27, 2016 at 11:23 AM.

    Kingdom of Lindon preview video out





    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  9. #9
    AntonisTheGreek's Avatar Senator
    Join Date
    Dec 2013
    Location
    Athens, Greece
    Posts
    1,394

    Default Re: Questions from a new TATW player

    And what about Gondor?Is it a faction for more advanced players,or for experts?

  10. #10
    ♔atthias♔'s Avatar dutch speaking
    Citizen

    Join Date
    Mar 2013
    Location
    France
    Posts
    4,059

    Default Re: Questions from a new TATW player

    Quote Originally Posted by AntonisTheGreek View Post
    And what about Gondor?Is it a faction for more advanced players,or for experts?
    for advanced TATW players In my opinon
    Rise of Mordor 3D Modelers Wanted
    Total War - Rise of Mordor
    Are you a 3D Environment and Character artist, or a Character Animator?

    If yes, then the Rise of Mordor team linked above is looking for you!
    Massive Overhaul Submod Units!
    D you want some units back in MOS 1.7? Install this mod http://www.twcenter.net/forums/showt...n-1-1-RELEASED
    It adds back units who were deleted from the campaign in MOS 1.7, namely the Winged Swordsmen, the Citadel Guard Archers and the Gondor Dismounted Bodyguard.

    Under the proud patronage of
    Frunk of the house of Siblesz

  11. #11
    Ngugi's Avatar TATW & Albion Local Mod
    Join Date
    Jan 2011
    Location
    Sweden
    Posts
    10,687

    Default Re: Questions from a new TATW player

    Aye, facing Mordor and Harad, and a big risk of having to take on also Isengard after a while, makes it one of TATWs, I would argue, hardest factions.

    Kingdom of Lindon preview video out





    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  12. #12
    AntonisTheGreek's Avatar Senator
    Join Date
    Dec 2013
    Location
    Athens, Greece
    Posts
    1,394

    Default Re: Questions from a new TATW player

    I see,how can someone build economy as Gondor when Mordor and Harad are mercilessly attacking its lands? It's difficult to defend your lands and build economy at the same time...

    Some more questions:How can the Palantiri of the High Elves view the Undying Lands without them being present in the map?
    Are arrows effective against creatures like trolls,the Balrog,the Dark Lord,ents etc.?

  13. #13
    ♔atthias♔'s Avatar dutch speaking
    Citizen

    Join Date
    Mar 2013
    Location
    France
    Posts
    4,059

    Default Re: Questions from a new TATW player

    Quote Originally Posted by AntonisTheGreek View Post
    I see,how can someone build economy as Gondor when Mordor and Harad are mercilessly attacking its lands? It's difficult to defend your lands and build economy at the same time...

    Some more questions:How can the Palantiri of the High Elves view the Undying Lands without them being present in the map?
    Are arrows effective against creatures like trolls,the Balrog,the Dark Lord,ents etc.?
    not possible
    yes
    Rise of Mordor 3D Modelers Wanted
    Total War - Rise of Mordor
    Are you a 3D Environment and Character artist, or a Character Animator?

    If yes, then the Rise of Mordor team linked above is looking for you!
    Massive Overhaul Submod Units!
    D you want some units back in MOS 1.7? Install this mod http://www.twcenter.net/forums/showt...n-1-1-RELEASED
    It adds back units who were deleted from the campaign in MOS 1.7, namely the Winged Swordsmen, the Citadel Guard Archers and the Gondor Dismounted Bodyguard.

    Under the proud patronage of
    Frunk of the house of Siblesz

  14. #14
    Ngugi's Avatar TATW & Albion Local Mod
    Join Date
    Jan 2011
    Location
    Sweden
    Posts
    10,687

    Default Re: Questions from a new TATW player

    Quote Originally Posted by AntonisTheGreek View Post
    I see,how can someone build economy as Gondor when Mordor and Harad are mercilessly attacking its lands? It's difficult to defend your lands and build economy at the same time...
    You can, it's hard but you can, which is the entire point

    Kingdom of Lindon preview video out





    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  15. #15
    AntonisTheGreek's Avatar Senator
    Join Date
    Dec 2013
    Location
    Athens, Greece
    Posts
    1,394

    Default Re: Questions from a new TATW player

    Well,I have some more questions:
    Why I can't play a siege in an elven or orcish city in custom battles?
    There are custom settlements like Imladris or Erebor,which do not require siege equipment in order to attack,but the game makes you build siege equipment anyway.Why does it happen?
    Do dwarves have any custom settlements for generic cities?

  16. #16
    Ngugi's Avatar TATW & Albion Local Mod
    Join Date
    Jan 2011
    Location
    Sweden
    Posts
    10,687

    Default Re: Questions from a new TATW player

    1) Dunno, some kind of limitations presumably
    2) Because technically they're big or huge settlements, that supposedly should have walls (the game don't understand the battlemap do not utilize walls, since that is not a feature in M2), so the engine require siege weapons to attack, just as with normal settlements above the size of villages.
    3) Nope; Alternative Patch added generic Dwarven settlements, which are also used in a couple of other submods, but that was after TATW 3.2 was released
    Last edited by Ngugi; May 01, 2016 at 10:17 AM.

    Kingdom of Lindon preview video out





    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  17. #17
    AntonisTheGreek's Avatar Senator
    Join Date
    Dec 2013
    Location
    Athens, Greece
    Posts
    1,394

    Default Re: Questions from a new TATW player

    Another question:Why the Balrogs unit has multiple Balrogs? The Balrog is supposed to be only one...

  18. #18
    Ngugi's Avatar TATW & Albion Local Mod
    Join Date
    Jan 2011
    Location
    Sweden
    Posts
    10,687

    Default Re: Questions from a new TATW player

    Engine limitations.

    Kingdom of Lindon preview video out





    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  19. #19
    AntonisTheGreek's Avatar Senator
    Join Date
    Dec 2013
    Location
    Athens, Greece
    Posts
    1,394

    Default Re: Questions from a new TATW player

    Then how there's an 1-man Sauron unit?

  20. #20
    ♔atthias♔'s Avatar dutch speaking
    Citizen

    Join Date
    Mar 2013
    Location
    France
    Posts
    4,059

    Default Re: Questions from a new TATW player

    Quote Originally Posted by AntonisTheGreek View Post
    Then how there's an 1-man Sauron unit?
    kind of hack which in campaign the game will override upon a reload

    Quote Originally Posted by H2OBeatZz View Post
    Thank you,
    I have been searching so much to find out weather I need it or not and finally I have the answer. Thank you again.
    One more question so I have to get medieval 2 and then get the kingdoms dlc also which is only like 13$?
    just buy the gold edition if disk
    if steam just buy the medieval 2 colection upon steam
    Rise of Mordor 3D Modelers Wanted
    Total War - Rise of Mordor
    Are you a 3D Environment and Character artist, or a Character Animator?

    If yes, then the Rise of Mordor team linked above is looking for you!
    Massive Overhaul Submod Units!
    D you want some units back in MOS 1.7? Install this mod http://www.twcenter.net/forums/showt...n-1-1-RELEASED
    It adds back units who were deleted from the campaign in MOS 1.7, namely the Winged Swordsmen, the Citadel Guard Archers and the Gondor Dismounted Bodyguard.

    Under the proud patronage of
    Frunk of the house of Siblesz

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •