Hi all!
I had many ideas for submods,and instead of releasing them separately,I decided to put them all in a collection.Let me present you what is included:
Unit Enabling Submod for TATW 3.2:This was originally released separately.This submods enables 2 unused units,one for Rohan,and one for Isengard.More information here.
Last March of the Ents:This submods expands the ent script from vanilla TATW.As you may know,in vanilla TATW,if you play as Isengard,Mordor or Orcs of the Misty Mountains and you capture Fangorn,2 turns after you capture it,Treebeard spawns.But this is not how the last march of the Ents should be! That's why I made this submod. This submod adds an Entish faction in the game,which appears after holding Fangorn as Mordor,Isengard or Orcs of the Misty Mountains for 2 turns.Then,the ents,led by Treebeard and Quickbeam,will try to take Fangorn from you.Afterwards,they may try to attack you outside their forest. The ent faction comes with its own religion/culture for more immersion and realism.Treebeard's and Quickbeam's armies include Ents,Huorns and a catapult for attacking cities. Also,the borders of the Fangorn region have been expanded so they cover the entire forest of Fangorn. That's a more accurate representation of the Last March of the Ents,and the Entish people in general.
Sail West:By their nature,Elves are immortal.Elves in TATW are not supposed to die by natural causes,but this is not possible to be represented in Total War,so I decided to edit notifications like "faction leader dies" in order to make them say that the person who dies "sails" to Valinor.This means that if you play High Elves or Silvan Elves and your FL/general/agent/noble female dies,the notification will say that they sail to Valinor.The notification's title and the family tree will say that they died,but that's not something I can fix.
Orc Agents fix:For some reason,the model of the assassin for the orc factions is that of the European assassin from vanilla M2TW.Now they use the same model as the orc spy.Also,the orc spies now use the spy animations,instead of those of the diplomat.
Orc growth building description fix:The descriptions of the orcish growth buildings are essentially those of the farms,but with the names of the buildings changed.I changed their descriptions so they suit the buildings better.Now a Hunting Hut will not "help establishing agriculture in the countryside"!
Dwarven diplomat voice fix:If you have ever played as the Dwarves,you may have noticed that sometimes the diplomat mentions Scotland in his speech. This thing somehow ruins the immersion of the Dwarven player,and after all,talking about Scotland in Middle-earth is a bit odd. This small submod fixes that.
Credits:
AntonisTheGreek - Coding,scripting,2D art,text editing,mapping
alreadyded - Huorns' models,textures and EDU entry
Download link:http://www.twcenter.net/forums/downl...o=file&id=4272
Installation:Extract in Medieval II Total War/mods/Third_Age_3.Accept to replace everything.
Note:This is for TATW 3.2 vanilla.
Enjoy!




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