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Thread: [MULTIPLAYER SUBMOD] Equilibrium (FINISHED!!!)

  1. #1

    Default [MULTIPLAYER SUBMOD] Equilibrium (FINISHED!!!)

    Equilibrium Submod


    I am working on changing the battle system and preparing DaC for multiplayer.
    Each faction will have its own bonuses, and in some cases, handicaps.

    The system is around this, tho there are some differences.

    Battle Book: http://www.twcenter.net/forums/showt...s-and-Tactics)

    Faction Bonuses

    Humans (Good)

    Cavalry Charge (when using spears): +5
    Cavalry Morale: +5
    Cavalry Movement Speed: +0.1 (10%)

    Minimum General Armor: +1 (if it is not 0)

    Minimum Attack for Units that have Swords/Spears/Axes: +1


    Bree Land

    Hobbits Walk Speed -0.1 (10%)
    Hobbits One-handed Weapons Damage -2

    Dunedain Steelbowmen Ranged Attack +2
    Dunedain Steelbowmen Morale +5


    Vale of Dorwinion

    No bonuses or handicaps.


    Vale of Anduin

    Hobbits Walk Speed: -0.1 (10%)
    Hobbits attack with Bow -6

    Infantry with Armor < Medium Armor: Walk Speed +0.35 (35%)
    Infantry with Medium Armor< Heavy Armor: Melee Attack +2
    Infantry with Heavy Armor and better: Default Shield Armor: 2

    Two-handed melee units Attack Speed +0.1

    Beorning Warriors HP +1 and Morale +5 and Cost increased a bit.


    Dale

    Spearmen (not phalanx) walk speed: 1.2 (120%)
    Dale Swordmasters walk speed: 1.4 (140%)
    Athala Rangers walk speed: 1.3 (130%)

    Phalanx Helmet Armor: +3

    Minimum Attack for Spear Infantry: +2

    Units with Heavy Armor or better, attack: +2 (stacks with other bonuses)


    Haradrim Tribes

    Melee Infantry Attack Speed: +0.1 (10%)
    Archer Infantry Ranged Attack Speed: +0.1 (10%)
    Minimum Attack for units that have Two-Handed Sword: +5

    Melee (Chest) Armor: +3

    Assassins and Muhad Tribesmen Walk Speed: +0.35 (35%)


    Dunlendings

    Minimum Attack for Units that have Spears: +4
    Minimum Attack for Units that have Axes: +2
    Infantry Charge Bonus: +2

    Javelin ammo +1 (4=>5)

    Walk Speed for Melee Infantry and Hybrids: +0.35 (35%)

    Helmet Armor is transferred to Shield Armor

    Unit Cost -25% (in Campaign only)


    Easterlings of Rhun

    No bonuses or handicaps.


    Rohan

    Minimum Melee Attack for Cavalry: +5
    Minimum Charge for Cavalry with Spears: +10 (30 => 40)

    Cavalry Archers Ammo: +5

    Cavalry Walk Speed: +0.3 (30%)

    Melee Infantry: Maximum 2 points from Melee (Chest) Armor will go to Helmet Armor.


    Dwarves

    Minimum Helmet Armor +4
    (2) Points of Melee (Chest) Armor will be transferred to Shield Armor

    Melee Infantry Attack Speed -0.1 (10%)

    Minimum Attack for Units that have Two-handed Axes +5
    Minimum Attack for Units that have Spears +1

    Melee Infantry Morale: +10

    Bow Damage: -2
    Crossbow Damage: +2

    Walk Speed: -10% (does not affect mounted units)

    Obsidian Guard Attack +2
    Obsidian Guard All Melee (Chest) Armor is transferred to Shield Armor


    Dwarves or Erebor

    Attack Speed for Melee Infantry +0.1 (10%)
    Charge for Melee Infantry +10

    Walk Speed: -0.1 (10%)

    Crossbow Damage +2


    Dwarves or Khazad-Dum

    Walk Speed: -0.1 (10%)
    Zenith Guard attack +4


    Elves

    Minimum Bow Damage: +3
    Attack Speed with Ranged Weapons: +0.25 (25%)
    Minimum Bow Ammo Infantry: -5 (30 => 25)

    Minimum Bow Ammo Cavalry: +5 (20 => 25)
    Archer Cavalry Movement Speed: +0.1 (10%) (stacks with Walk Speed => total unit bonus: +0.35 (35%))

    Attack With Dual-Wielding/Special Weapons: +3
    Attack with Melee weapons: +2 (does not stack)
    Minium Shield Armor +2

    Infantry (melee and missile) morale: +5
    Walk Speed: +0.25 (25%)


    Realm of Imladris

    Sword Damage +3

    Melee Infantry Sword attack speed +0.1 (10%)
    Melee Infantry Two-handed sword attack speed +0.25 (25%)
    Melee Infantry Spear attack speed +0.25 (25%)
    Bow attack speed +0.5 (50%)

    Noldorin Guard Walk Speed +0.25 (25%)
    Noldorin Guard Bow Damage +4
    Noldorin Guard Missile Attribute: Armor Piercing


    Grey Havens of Lindon

    Sword Damage +3
    Spear Damage +2
    Axe Damage +1

    Attack Speed +0.1 (10%)


    Orcs

    Minimum Damage with Two-Handed Weapons: +3
    General and Melee Armor: -1
    Shield Armor: -2
    Unit Price: -50% (in campaign only)

    Bow Damage: -2
    Javelin Damage: +2
    Cavalry Attack: +2


    Remnants of Angmar

    Infantry Move Speed +0.2 (20%)


    Uruk-Hai

    All Armor is transferred to Shield Armor (blocks front(100%) and flanks(50%))

    Javelin Damage +2
    Pilum Damage +5

    Sword (One/Two-handed) Attack: +2


    Important Information

    All Missiles (beside siege) have perfect accuracy (0).

    All Units have the same push, which gives an advantage to "Few but elite" when fighting "Weak but many", and to units in guard mode that hold.

    Pilum-users cannot skirmish.

    Minimum Range for Archers: 315 (Velocity: 50 240)
    Minimum Ammo for Bowmen: 30
    Minimum Ammo for Crossbowmen: 20
    Minimum Ammo for Mounted Archers: 20
    Minimum Ammo for Mounted Crossbows: 13
    Minimum Ammo for Hybrids (Infantry): 15

    Cavalry (that has 2 weapons) when using spear will have Minimum Charge: 30
    Cavalry when using other melee weapons will have Minimum Charge and New Weapon Attack = Shop Weapon Attack x2
    Cavalry with only one weapon, is Melee Cavalry and will have Minimum Charge and New Weapon Attack = Shop Weapon Attack x2
    Cavalry Armor is transferred to Helmet (General) Armor.

    Camels have melee attack (with prolong melee weapon): Shop Weapon Attack x 4 and Charge =0

    Phalanx and Missile Infantry Charge: 0 (Auto-Adjusts to 1)

    Unit with dual-wielding (e.g. 2 swords) melee attack speed +0.25 (25%) (stacks with other bonuses as a sum) & attack is weapon with greatest attack of them.

    All units have very high stamina.

    Trolls have a basic Shield Armor (10).
    Trolls armor is transferred to Shield Armor.

    Troll-Men have a basic Helmet Armor (5).

    Berserker armor is transferred to Helmet Armor.

    General Bodyguard is Standardised. Is not affected by faction perks, bonuses and handicaps.
    General Bodyguard Armor: 25 (Helmet Armor), 0, 0
    General Bodyguard has Armor Piercing on Melee and Ranged Weapon.
    General Bodyguard has 10 Attack and 30 Charge with Melee Weapon.
    General Bodyguard Infantry: 15 Soldiers
    General Bodyguard Infantry Hybrid: 12 Soldiers
    General Bodyguard Cavalry: 10 Soldiers
    General Bodyguard has 2 officers.
    Cavalry General has NO BONUS vs Mounted Units.
    Cavalry General has a Charge of 60 when using Spear.

    Upgrade Weapon Cost: 50
    Upgrade Armor Cost: 100

    Siege Equipment has 50 (Troll Catapult: 12) soldiers, each soldier has only a knife (1,0) and no armor (0,0,0).

    Hybrids are only soldiers with 3 HP and that have bow (not pilum!).
    Soldiers that have Pilum are Infantry (3HP).

    Some units have more morale based on unit's description.

    No unit will have "lock_morale" (infinite morale) !!!

    Mumakil stats (faction cannot add bonus/handicaps to it): Walk Speed 0.5 (50%), Bonus vs Mounted (+60/+60/+60), HP (15,15), Helmet Armor (50,50), Basic Bow with 10 Ammo, Tusk (60 attack, 60 charge, area, launching, armor piercing), Attack Speed: 1.5 (melee), Costs 3500 (In Campaign).

    Great Beast stats (faction cannot add bonus/handicaps to it): Walk Speed 0.5 (50%), Bonus vs Mounted (+60/+60/+60), HP (15,15), Helmet Armor (40,40), Javelins with 8 Ammo, Tusk (60 attack, 60 charge, area, launching, armor piercing), Attack Speed: 1.5 (melee), Costs 3000 (In Campaign).

    Chariot stats (faction cannot add bonus/handicaps to it): Walk Speed 1.5 (150%), Attack Speed 1.5 , Arrow Damage: 14 (AP), 25 Melee Damage, 25 Charge, AP, 15, 15 Helmet Armor, 4 HP, Costs 2500 (In Campaign).


    Bonuses/Handicaps

    Missile Units (Not Hybrids, Not Cavalry, Not Pilum throwers) will have handicap vs mounted units: -45/-45/-45
    Trolls and Phalanx and Infantry Spearmen have a bonus against mounted units: +20/+20/+45
    Berserkers have a bonus against mounted units: +20/+20/+45
    General Bodyguard Infantry: horse +20, camel +20, elephant +45
    General Bodyguard Infantry: spear_bonus_12, spear
    General Bodyguard Missile Infantry: spear_bonus_12, spear
    Siege Engines Crew has a handicap against mounted units: -60/-60/-60


    Walk Speed(Minimum)

    General Bodyguard(Cavalry): 1.0
    General Bodyguard (Infantry/Hybrid): 1.25
    Phalanx: 0.9
    Crossbowmen: 0.9
    Siege Equipment: 1.0
    Berserker: 1.35 (Does not stack!)
    Troll-men: 1.35 (Does not stack!)
    Everyone Else: 1.0


    Attack Speed

    Infantry Spears: 1.0
    Infantry Melee (not spears/phalanx): 1.25
    Infantry Archers (missile and melee): 1.0
    Infantry Pilum (missile): 1.0
    Infantry Pilum (melee): 1.25
    Infantry javelin (missile and melee): 1.0
    Cavalry Spears: 1.0
    Cavalry Melee (not spears): 1.0
    Cavalry Archers (using missile): 1.5
    Cavalry Archers (using melee): 1.0
    Crossbowmen (missile): 1.0
    Crossbowmen (melee): 1.0
    Hybrids (missile and melee): 1.25
    General Bodyguard (melee & missile, min and max): 1.5 (does not stack)
    Troll: 1.5 (does not stack)
    Beast: 1.5 (does not stack)
    Siege Weapons: 1.0 (does not stack)
    Berserker: 1.5 (does not stack)
    Hobbit (thrown): 1.5
    Hobbit (melee): 1.0



    Hit Points

    Infantry (Pilum-throwing Units as well): 3HP
    Hybrids (Infantry Archers that excel at melee combat): 3HP
    Javelin-throwing units (4 ammo): 2 HP
    Cavalry: 2 HP
    Archers: 2 HP
    Chanters: +1 HP
    General Bodyguard: 4 HP
    Trolls: 15,15 HP
    Siege Equipment: 2,2 HP
    Berserker: 4 HP
    Troll-Men: 4 HP


    Morale

    Infantry: 25
    Hybrid: 25
    Pilum: 25
    Javelins: 15
    Foot Archers: 15
    Cavalry: 25
    Cataphract: 30
    General Bodyguard: 60
    Trolls and Beasts: 40
    Siege Equipment: 30
    Berserkers: 35
    Troll-men (melee): 30
    Troll-men (missiles): 20
    Mumakil: 60
    Chariot: 30
    Melee Units with full Epic Armor (in most cases): 30
    Melee Units with full Treasure Armor (in most cases): 35
    Melee Units with full Mithril Armor (in most cases): 40


    Special Abilities (Prices)

    Chanter: +10% cost.
    Shield Wall/Sheltron: 3 gold
    Spear Wall (Phalanx): 4 gold
    Armor Piercing (melee infantry and melee cavalry): 5 gold
    Horse: 15 gold
    Cataphract: 45 gold (+10 Shield Armor)
    Nazgul Horse: 45 gold (+1 HP)
    Warg: 20 gold (+3 melee attack)
    Troll: 25 gold
    Berserker: 10 gold
    Troll-men: 15 gold (+2 attack)



    Armors (Prices)

    Helmet
    (protects from all damage)
    Light: 4 gold/ 2 armor
    Medium: 8 gold/ 4 armor
    Heavy: 12 gold/ 6 armor
    Epic: 16 gold/ 8 armor
    Treasure: 20 gold/ 10 armor
    Mithril: 30 gold/ 12 armor

    Melee (Chest)
    (protects only from melee attacks and charges)
    Cloth: 1 gold/1 armor
    Light: 3 gold/ 3 armor
    Medium: 5 gold/ 5 armor
    Heavy: 7 gold/ 7 armor
    Epic: 10 gold/ 10 armor
    Treasure: 13 gold/ 13 armor
    Mithril: 20 gold/ 16 armor

    Shield
    (protects from frontal (with 1/1 armor) and flank (with 1/2 armor) damage)
    Light: 3 gold/ 3 armor
    Medium: 6 gold/ 6 armor
    Heavy: 10 gold/ 10 armor
    Epic: 12 gold/ 12 armor
    Treasure: 14 gold/ 14 armor
    Mithril: 21 gold/17 armor


    Weapons(Princes)

    Knife (1 gold/ 1 attack)
    Sword (3 gold/ 5 attack)
    Spear (3 gold/ 3 attack)
    Light Axe (3 gold/ 4 attack)
    Club/Mace (3 gold/ 4 attack)
    Nazgul Sword (15 gold/ 5 attack) (armor piercing)
    Two-handed Sword (7 gold/ 8 attack)
    Two-handed Axe (7 gold/ 8 attack)
    Two-handed Club (9 gold/ 10 attack)
    Berserker Weapon (7 gold/ 20 attack/ 20 charge, ap)
    Troll Weapon (10 gold/ 60 attack/ 60 charge/ area, launching, ap)
    Phalanx Long Spear/Halbert (9 gold/ 7 attack)
    Rock (2 gold/ 2 attack) (armor piercing, range: 100, ammo: 20) (velocity: 75)
    Javelin (6 gold/ 15 attack) (armor piercing, range: 100, ammo: 4) (velocity: 75)
    Pilum (6 gold/ 30 attack) (armor piercing, range: 100, ammo: 2) (velocity: 75)
    Hybrid Bow (10 gold/10 attack) (range: 315) (velocity: 50 240)
    Basic Bow (10 gold/ 12 attack) (range: 315) (velocity: 50 240)
    Superior Bow (15 gold/ 14 attack) (range: 315) (velocity: 50 240)
    Black Bow (30 gold /10 attack) (armor piercing) (range: 315) (velocity: 50 240)
    Hybrid Crossbow (10 gold/ 4 attack) (armor piercing, range: 315) (velocity: 50 240)
    Crossbow (13 gold/ 6 attack) (armor piercing, range: 315) (velocity: 50 240)
    Bomb (24 gold/ 25 attack) (range: 100) (velocity: 75) (ammo: 6) (armor piercing, area effect)


    Formulas

    Applied in Campaign Only:
    Unit Cost= Number of Soldiers in the Unit x (equipment cost+Animal Cost)x Faction Bonus.
    Trolls Cost: Unit Cost= Number of Soldiers in the Unit x (equipment cost+Troll Cost) x 10 x Faction Bonus.
    Upkeep=Unit Cost / 20
    Training Turns are the same as in Dac.
    (The Result will be more expensive soldiers with lower upkeep)

    In General:
    Attack= Basic_Weapon_Attack + Mount_Bonus + Faction Bonus
    Foot Units: Charge= Attack x 2
    Mounted: New_Attack=Charge=Attack x2
    Velocity =75% of weapon range.


    Unit Cost in Multiplayer/Custom

    General's Bodyguard: turns needed to recruit, 2000, 100, 50, 100, 100, 1, 10000
    Missile Infantry (& archer hybrid (infantry with bow) and javelins (4 ammo)): After 2 units, Cost increases with 20%
    Melee Infantry (&pilum infantry (2 ammo)): After 3 units, Cost increases with 10%
    Cavalry: After 1 units, Cost increases with 10%
    Trolls: After 2 units, Cost increases with 100%
    Beasts: After 1 units, Cost increases with 100%
    Ballistas: 350. After 1 unit, Cost increases with 150
    Catapult: 750. After 1 unit, Cost increases with 150
    Trebuchet: 750. After 1 unit, Cost increases with 150
    Mumakil: 3500. After 1 unit, Cost increases with 1750
    Great Beasts: 3000. After 1 unit, Cost increases with 1500
    Chariot: 2000. After 1 unit, Cost increases with 25%
    Bomber: 1000. After 1 unit, Cost increases with 25%



    Last edited by Shield; October 25, 2018 at 12:06 PM.

    "There's something comforting about subjectivity. You can never be wrong."
    -Ben Shapiro (explaining to a progressive about why the media prefers lies over truth)


    My submod for DaC 2.2:

    http://www.twcenter.net/forums/showt...-(FINISHED!!!)

  2. #2

    Default Re: Equilibrium (DaC)

    I am definitely interested, though I don't know anything about the submod, 'cause your introduction wasn't the longest one ever seen. But sadly I am not on discord, so I would prefer, if you could share something with us here.

  3. #3

    Default Re: Equilibrium (DaC)

    I may be interested, but I would need to know a little more than what you've given here. Which is nothing. Might be a good idea to post at least a little bit of a description on here so that people know what they are getting into before wasting your time or theirs.

  4. #4

    Default Re: Equilibrium (DaC) (Multiplayer Mod, Faction Balance and New Battle System. Need Testers!)

    Demo Version (only 2 factions are completed: first 2). You can play vs computer to see the new battle system.
    Download link: https://www.dropbox.com/s/urf7rwrt24...00008.rar?dl=0
    Install: Copy the Files from "Install" and paste in Third_Age_3/data
    Uninstall: Copy the Files from "Uninstall" and paste in Third_Age_3/data

    WARNING: You must have Divide and Conquer installed in order for it to work.


    Join the team. Need testers (multiplayer or vs AI). I also accept suggestions.
    Also will need videos with battles using the mod If you make any, PM me Screenshots are also good.
    If you want to help with unit editing, to speed up the process, pm me.
    Last edited by Shield; September 24, 2018 at 04:52 PM.

    "There's something comforting about subjectivity. You can never be wrong."
    -Ben Shapiro (explaining to a progressive about why the media prefers lies over truth)


    My submod for DaC 2.2:

    http://www.twcenter.net/forums/showt...-(FINISHED!!!)

  5. #5
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician Moderator Emeritus Administrator Emeritus

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    Default Re: [SUBMOD] Equilibrium (Multiplayer Mod, Faction Balance and New Battle System. Need Testers!)

    Right, shall we start again without getting personal?










  6. #6

    Default Re: [SUBMOD] Equilibrium (Multiplayer Mod, Faction Balance and New Battle System. Need Testers!)

    Quote Originally Posted by Arachir Galudirithon View Post
    With every ranged unit having a minimum of 420 range; every ranged unit having perfect accuracy and; every ranged unit having a minimum of 33 missiles that your battles will be over before they have begun. It will simply be a case of "who has more archers: B team does, B team win then."

    Perfect accuracy is insanely powerful and turns even the most low damage snaga unit into a lethal killing machine.
    Tested, you were right. Nerfed archers damage.

    "There's something comforting about subjectivity. You can never be wrong."
    -Ben Shapiro (explaining to a progressive about why the media prefers lies over truth)


    My submod for DaC 2.2:

    http://www.twcenter.net/forums/showt...-(FINISHED!!!)

  7. #7

    Default Re: [SUBMOD] Equilibrium (Work in progress.)

    Need help!
    If I work alone on this, it will take me a very long time. (3-4 months maybe).
    I would give you a faction that you edit and put in another notepad which you will send me.
    I will check the notepad and apply the changes to the main file.
    This will speed up the process by a lot.
    If you are interested in helping me out, please PM me.

    P.S. Mods, if cannot have 2 consecutive messages, then delete the previous one, not the most current one! Thank you.
    Last edited by Shield; September 26, 2018 at 11:04 AM.

    "There's something comforting about subjectivity. You can never be wrong."
    -Ben Shapiro (explaining to a progressive about why the media prefers lies over truth)


    My submod for DaC 2.2:

    http://www.twcenter.net/forums/showt...-(FINISHED!!!)

  8. #8

    Default Re: [SUBMOD] Equilibrium (Work in progress.) Need help!

    Demo Version (only 3 faction are completed). You can play vs computer or in multiplayer, to see the new battle system.
    Download link: https://www.dropbox.com/s/g83r1rb3lv...00016.rar?dl=0
    Install: Copy the Files from "Install" and paste in Third_Age_3/data
    Uninstall: Copy the Files from "Uninstall" and paste in Third_Age_3/data


    WARNING: You must have Divide and Conquer installed in order for it to work.

    Playable factions:
    Kingdom of Gondor
    Principality of Dol Amroth
    Shadow of Mirkwood

    As you can see, development goes very slow. If you want to help with the file editing, PM me
    Last edited by Shield; September 28, 2018 at 05:58 AM.

    "There's something comforting about subjectivity. You can never be wrong."
    -Ben Shapiro (explaining to a progressive about why the media prefers lies over truth)


    My submod for DaC 2.2:

    http://www.twcenter.net/forums/showt...-(FINISHED!!!)

  9. #9

    Default Re: [SUBMOD] Equilibrium (Work in progress.) Need help!

    Anyone wanna 1v1 me? Remember, there are only 3 edited factions currently
    (Kingdom of Gondor
    Principality of Dol Amroth
    Shadow of Mirkwood)

    "There's something comforting about subjectivity. You can never be wrong."
    -Ben Shapiro (explaining to a progressive about why the media prefers lies over truth)


    My submod for DaC 2.2:

    http://www.twcenter.net/forums/showt...-(FINISHED!!!)

  10. #10

    Default Re: [SUBMOD] Equilibrium (Work in progress.)

    Demo Version (only 4 faction are completed). You can play vs computer or in multiplayer
    Download link: https://www.dropbox.com/s/vizccwosxh...00025.rar?dl=0
    Install: Copy the Files from "Install" and paste in Third_Age_3/data
    Uninstall: Copy the Files from "Uninstall" and paste in Third_Age_3/data


    WARNING: You must have Divide and Conquer installed in order for it to work.

    Playable factions:
    Kingdom of Gondor
    Principality of Dol Amroth
    Shadow of Mirkwood
    Woodland Realm

    Join the Discord: https://discord.gg/BC2jNzX
    Last edited by Shield; October 05, 2018 at 08:12 AM.

    "There's something comforting about subjectivity. You can never be wrong."
    -Ben Shapiro (explaining to a progressive about why the media prefers lies over truth)


    My submod for DaC 2.2:

    http://www.twcenter.net/forums/showt...-(FINISHED!!!)

  11. #11

    Default Re: [MULTIPLAYER SUBMOD] Equilibrium (Work in progress.)

    Demo Version (only 5 faction are completed). You can play vs computer or in multiplayer
    Download link: https://www.dropbox.com/s/jwkgm7wdl4...00027.rar?dl=0
    Install: Copy the Files from "Install" and paste in Third_Age_3/data
    Uninstall: Copy the Files from "Uninstall" and paste in Third_Age_3/data


    WARNING: You must have Divide and Conquer installed in order for it to work.

    Playable factions:
    Kingdom of Gondor
    Principality of Dol Amroth
    Shadow of Mirkwood
    Woodland Realm
    Realm of Lothorien

    Join the Discord: https://discord.gg/BC2jNzX

    "There's something comforting about subjectivity. You can never be wrong."
    -Ben Shapiro (explaining to a progressive about why the media prefers lies over truth)


    My submod for DaC 2.2:

    http://www.twcenter.net/forums/showt...-(FINISHED!!!)

  12. #12

    Default Re: [MULTIPLAYER SUBMOD] Equilibrium (Work in progress.)

    Demo Version (only 6 faction are completed). You can play vs computer or in multiplayer
    Download link: http://bit.ly/2Cuj19q
    Install: Copy the Files from "Install" and paste in Third_Age_3/data
    Uninstall: Copy the Files from "Uninstall" and paste in Third_Age_3/data


    WARNING: You must have Divide and Conquer installed in order for it to work.

    Playable factions:
    Kingdom of Gondor
    Principality of Dol Amroth
    Shadow of Mirkwood
    Woodland Realm
    Realm of Lothlorien
    Dunlendings

    Join the Discord: https://discord.gg/BC2jNzX

    This mod is compatible with all mods that change skins or texts.
    Last edited by Shield; October 08, 2018 at 11:14 AM.

    "There's something comforting about subjectivity. You can never be wrong."
    -Ben Shapiro (explaining to a progressive about why the media prefers lies over truth)


    My submod for DaC 2.2:

    http://www.twcenter.net/forums/showt...-(FINISHED!!!)

  13. #13

    Default Re: [MULTIPLAYER SUBMOD] Equilibrium (Work in progress.)

    Isengard conquered most of west Rohan. The elves, being wise, sent a full army to stop Saruman. And so, the uruks and the Lothlorien elves deployed their troops on the field.
    While the elves were very skilled at ranged combat and at close combat, the uruks had a lot of armor in the front, making the elvish arrows useless.
    So the elves devised a plan meant to counter the uruk strength.
    They set their archers in a loose formation on the flanks, put their infantry, as stretched as possible in the middle in a very long line, and the cavalry was on the flanks as well.

    The battle has begun.

    Orcish arrows flew fast, aiming for the elvish archers. But the elvish armor was not to be taken lightly either. Few elves fell tho.
    The elvish cavalry charged out, aiming to kill the wargs, with the archer support. Wargs charged as well in the elvish cavalry, resulting in a bloody melee.
    The uruks started their advance, first in a slow pace then they begun to run. Eventually they clashed into the elven infantry.
    The elvish archers advanced and aimed at the backs of the uruks. Their back had no armor on it, as Saruman envisioned an army that only attacks and is never flanked.
    The uruks fell like flies, and their numbers did not help, as the elven infantry managed to hold their ground.
    Seeing this, the uruk general, disengaged his wargs and rushed towards the elven archers, silencing them. But the elves were skilled in the melee as well, which was a very nasty surprise for the wargs. Still, the wargs were dealing massive damage, tho many of their own fell as well to the elven blades.
    The uruk general, mad, charged himself at the elven infantry, which, started to crumble because of the massive numbers of the uruks.
    The elven general saw that and rushed, in melee, where he was needed the most. His troops received a morale boost, strengthening their spirit.

    -We will fight until the last man! the general shouted. And the soldiers obeyed. They were ready for death ever since they put their armor on.

    The elven cavalry, or what was left of it, turned around and seeing their brothers in distress, charged towards the backs of the uruks.
    The orc archers saw that and started aiming for the cavalry.
    A few horses fell with their riders, but most of the soldiers managed to charge deep in the uruks back, killing many.

    The uruk general fell as well, in the melee, and his troops got discouraged.
    A massive rout followed, many orcs and uruks being slain by the elves.
    But the elven army was depleted as well.
    And Saruman was working on a new army to send towards Rohan.

    Next faction that will be completed: Isengard





    Last edited by Shield; October 22, 2018 at 01:13 PM.

    "There's something comforting about subjectivity. You can never be wrong."
    -Ben Shapiro (explaining to a progressive about why the media prefers lies over truth)


    My submod for DaC 2.2:

    http://www.twcenter.net/forums/showt...-(FINISHED!!!)

  14. #14

    Default Re: [MULTIPLAYER SUBMOD] Equilibrium (Work in progress.)

    Demo Version (only 7 faction are completed). You can play vs computer or in multiplayer
    Download link: https://www.dropbox.com/s/kvtiimk5u0...00035.rar?dl=0
    Install: Copy the Files from "Install" and paste in Third_Age_3/data
    Uninstall: Copy the Files from "Uninstall" and paste in Third_Age_3/data


    WARNING: You must have Divide and Conquer installed in order for it to work.

    Playable factions:
    Kingdom of Gondor
    Principality of Dol Amroth
    Shadow of Mirkwood
    Woodland Realm
    Realm of Lothlorien
    Dunlendings
    Isengard

    Join the Discord: https://discord.gg/BC2jNzX

    This mod is compatible with all mods that change skins or texts.

    "There's something comforting about subjectivity. You can never be wrong."
    -Ben Shapiro (explaining to a progressive about why the media prefers lies over truth)


    My submod for DaC 2.2:

    http://www.twcenter.net/forums/showt...-(FINISHED!!!)

  15. #15

    Default Re: [MULTIPLAYER SUBMOD] Equilibrium (Work in progress.)

    Demo Version (only 8 faction are completed). You can play vs computer or in multiplayer
    Download link: https://www.dropbox.com/s/yf973wi082...00039.rar?dl=0
    Install: Copy the Files from "Install" and paste in Third_Age_3/data
    Uninstall: Copy the Files from "Uninstall" and paste in Third_Age_3/data


    WARNING: You must have Divide and Conquer installed in order for it to work.

    Playable factions:
    Kingdom of Gondor
    Principality of Dol Amroth
    Shadow of Mirkwood
    Woodland Realm
    Realm of Lothlorien
    Dunlendings
    Isengard
    Haradrim Tribes

    Join the Discord: https://discord.gg/BC2jNzX

    This mod is compatible with all mods that do not add/subtract soldiers.
    Last edited by Shield; October 11, 2018 at 07:59 AM.

    "There's something comforting about subjectivity. You can never be wrong."
    -Ben Shapiro (explaining to a progressive about why the media prefers lies over truth)


    My submod for DaC 2.2:

    http://www.twcenter.net/forums/showt...-(FINISHED!!!)

  16. #16

    Default Re: [MULTIPLAYER SUBMOD] Equilibrium (Work in progress.)

    Demo Version (only 9 factions are completed). You can play vs computer or in multiplayer
    Download link: https://www.dropbox.com/s/b5zdkotetj...00043.rar?dl=0
    Install: Copy the Files from "Install" and paste in Third_Age_3/data
    Uninstall: Copy the Files from "Uninstall" and paste in Third_Age_3/data


    WARNING: You must have Divide and Conquer installed in order for it to work.

    Playable factions:
    Kingdom of Gondor
    Principality of Dol Amroth
    Shadow of Mirkwood
    Woodland Realm
    Realm of Lothlorien
    Dunlendings
    Isengard
    Haradrim Tribes
    Dale

    Join the Discord: https://discord.gg/BC2jNzX

    This mod is compatible with all mods that do not add/subtract soldiers.

    "There's something comforting about subjectivity. You can never be wrong."
    -Ben Shapiro (explaining to a progressive about why the media prefers lies over truth)


    My submod for DaC 2.2:

    http://www.twcenter.net/forums/showt...-(FINISHED!!!)

  17. #17

    Default Re: [MULTIPLAYER SUBMOD] Equilibrium (Work in progress.)

    Demo Version (only 10 factions are completed). You can play vs computer or in multiplayer
    Download link: https://www.dropbox.com/s/xth1jrirhj...00049.rar?dl=0
    Install: Copy the Files from "Install" and paste in Third_Age_3/data
    Uninstall: Copy the Files from "Uninstall" and paste in Third_Age_3/data


    WARNING: You must have Divide and Conquer installed in order for it to work.

    Playable factions:
    Kingdom of Gondor
    Principality of Dol Amroth
    Shadow of Mirkwood
    Woodland Realm
    Realm of Lothlorien
    Dunlendings
    Isengard
    Haradrim Tribes
    Dale
    Dwarves or Ered Luin

    Join the Discord: https://discord.gg/BC2jNzX

    This mod is compatible with all mods that do not add/subtract soldiers.

    "There's something comforting about subjectivity. You can never be wrong."
    -Ben Shapiro (explaining to a progressive about why the media prefers lies over truth)


    My submod for DaC 2.2:

    http://www.twcenter.net/forums/showt...-(FINISHED!!!)

  18. #18

    Default Re: [MULTIPLAYER SUBMOD] Equilibrium (Work in progress.)

    I have tried an earlier version of DAC in multiplayer, maybe two years ago (before Reforged was released), but it was unfortunately unplayable for me, due to sync issues. At that time the consensus -among the ppl playing TATW in multi- seemed to be that DAC is not designed for multiplayer, and it is better to avoid, since nothing guarantees you can finish a battle. I did not try since, so I cannot say anything about the current version, but If the main goal is to play MP, I suggest you to verify that you can properly do MP, before investing too much energy into the project. Good luck either way!

  19. #19

    Default Re: [MULTIPLAYER SUBMOD] Equilibrium (Work in progress.)

    Would you like to help me test it in multiplayer? It should work fine. Also be sure to apply LAA/4gb patch to your medieval2 and kingdoms launchers.

    "There's something comforting about subjectivity. You can never be wrong."
    -Ben Shapiro (explaining to a progressive about why the media prefers lies over truth)


    My submod for DaC 2.2:

    http://www.twcenter.net/forums/showt...-(FINISHED!!!)

  20. #20

    Default Re: [MULTIPLAYER SUBMOD] Equilibrium (Work in progress.)

    Demo Version (only 11 factions are completed). You can play vs computer or in multiplayer
    Download link: https://www.dropbox.com/s/q77x6wj6ia...00054.rar?dl=0
    Install: Copy the Files from "Install" and paste in Third_Age_3/data
    Uninstall: Copy the Files from "Uninstall" and paste in Third_Age_3/data


    WARNING: You must have Divide and Conquer installed in order for it to work.

    Playable factions:
    Kingdom of Gondor
    Principality of Dol Amroth
    Shadow of Mirkwood
    Woodland Realm
    Realm of Lothlorien
    Dunlendings
    Isengard
    Haradrim Tribes
    Dale
    Dwarves or Ered Luin
    Clans of Enedwaith

    Join the Discord: https://discord.gg/BC2jNzX

    This mod is compatible with all mods that do not add/subtract soldiers.

    "There's something comforting about subjectivity. You can never be wrong."
    -Ben Shapiro (explaining to a progressive about why the media prefers lies over truth)


    My submod for DaC 2.2:

    http://www.twcenter.net/forums/showt...-(FINISHED!!!)

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