Divide and Conquer - The Original Thread

Divide and Conquer - The Original Thread

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Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Installation errors usually manifest themselves right at the start of the game (crash at loading) - crashes during AI turns can have multiple reasons (the log helps here), but installation error isn't one of them.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

i have a problem with the submod. i downloaded and installed twice allready but i still have the same issue , it seems to be an icon problem or smth ,
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Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

You cannot link to pictures on your own computer :tongue: you need to upload them somewhere first, then link from there.

Or use the 'go advanced' option and attach them to the post.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

There will be an update before 2.0 to try the new beautiful resources ( http://imgur.com/a/xiDe9 )? Or we have to wait until next year?
Great work by the way!
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

There will be an update before 2.0 to try the new beautiful resources ( http://imgur.com/a/xiDe9 )? Or we have to wait until next year?
Great work by the way!
Could they perhaps be released as an offical sub mod, seeing as they are just model replacements and are save game compatible (I presume). It would be really nice to not to have to wait a year for them.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Hi Gigantus !!! Glad to see you taking interests in DaC's scripts so much ^^
By any chance, do you know that part of coding which rules the region highlighting thing in the faction selection screen which makes one faction's starting settlements to be highlighted ? I know DCI:LA managed to do it even though neither DaC nor PCP have found the solution to that, so maybe you'd know the answer ???

Apart from that, I know that I'm not the only one who had long wished for a sailable Harnen in DaC, so Galudirithon thank you for this ! OUR PRAYERS HAVE BEEN ANSWERED !
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

What is condition in DAC to rebuilt Osgiliath? Can Northern Dunedain rebuilt it?
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

There will be an update before 2.0 to try the new beautiful resources ( http://imgur.com/a/xiDe9 )? Or we have to wait until next year?
Great work by the way!

You will have to wait for DaC V2.0 in order to play with those new resource models. I personally want V2.0 to be as packed with content as possible since one of my goals for V2.0 is to re-do all of the CSM models that I hadn't updated prior to V1.2's release and since V2.0 will have so much content I want all of it to be 200% more worthwhile rather than release the models in parts.

I understand your desire for them but please understand our reasons.

Could they perhaps be released as an offical sub mod, seeing as they are just model replacements and are save game compatible (I presume). It would be really nice to not to have to wait a year for them.

I'm sorry but you'll have to wait for the resource models. Please read my reply above to Netheriel for more details. Also, I don't think the resource model update would be save-game compatible so that would be a major problem since I personally wouldn't want people's campaigns to have to be restarted. However, that is only a minor point whereas the main point is that the models won't be released prior to V2.0's release date. Hope you can understand.

Hi Gigantus !!! Glad to see you taking interests in DaC's scripts so much ^^
By any chance, do you know that part of coding which rules the region highlighting thing in the faction selection screen which makes one faction's starting settlements to be highlighted ? I know DCI:LA managed to do it even though neither DaC nor PCP have found the solution to that, so maybe you'd know the answer ???

Apart from that, I know that I'm not the only one who had long wished for a sailable Harnen in DaC, so Galudirithon thank you for this ! OUR PRAYERS HAVE BEEN ANSWERED !

Arachir said that when that feature is implemented it crashes the game. So, it's not a matter of not knowing how to implement the highlight feature but rather how to implement it AND prevent the game from crashing.

What is condition in DAC to rebuilt Osgiliath? Can Northern Dunedain rebuilt it?

To rebuild both Osgiliaths, you need both their populations to be at 3,000. Only Gondor and Dol Amroth can rebuild them, Northern Dunedain do not have the same in-game culture as Gondor or Dol Amroth so it's not able to rebuild them.
 
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Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Thanks for answer. But Northen DUNEDAIN have same culture as Gondor and Dol Amroth. So if that is only issue it is can be doable for Northern Dunedain to rebuilt it.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Thanks for answer. But Northen DUNEDAIN have same culture as Gondor and Dol Amroth. So if that is only issue it is can be doable for Northern Dunedain to rebuilt it.

Northern Dunedain do not have the same culture as Gondor or Dol Amroth in the game. Northern Dunedain in the game's files have the Wildmen culture because they're rangers who patrol the old lands of Arnor and they are mainly based in their camps and in the "ruins" of ancient Arnorian settlements. Gondor and Dol Amroth have the in-game Gondor culture thus allowing them to rebuild both Osgiliaths.

Trust me, I know since I'm part of the mod team and I work with the game's files so I know how things work, especially regarding the settlements.

However, if you do not believe me then feel free to test it yourself by starting a new game as Northern Dunedain, take Halbarad's army and move it down to East Osgiliath using cheats and then auto-resolve a battle and then increase the settlement's population and build all the buildings and you'll see that it doesn't work.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Well thanks for clarifying. I was thinking that culture (religion) was the issue not the hidden in game files culture. So in future only way to rebuild Osgiliath for Dunedain is through Reunited kingdom... if it will be someday implemented.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

You will have to wait for DaC V2.0 in order to play with those new resource models. I personally want V2.0 to be as packed with content as possible since one of my goals for V2.0 is to re-do all of the CSM models that I hadn't updated prior to V1.2's release and since V2.0 will have so much content I want all of it to be 200% more worthwhile rather than release the models in parts.

I understand your desire for them but please understand our reasons.


I understand perfectly, no problem at all. Thanks for the answer!
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Just wondering if anybody can give me some tips for how to work around a CTD i'm having at the same point during end turn in my save game. I've enabled traces (see below), and watched AI moves with FoW off. Seems to be that Mordor attacks Gondor at Cair Andros, and then after the battle is resolved the game crashes. Its miles away from any of my units so I don't think I can intervene with my own army to change what is about to happen that way; so any other ideas for how to get past whatever the game isn't liking?

13:08:07.149 [game.script.trigger] [trace] Trigger <0072_T_Undeclared_Attack> fired
13:08:07.149 [data.transgression] [info] Applied transgression TC_UNDECLARED_ATTACK from transgressor faction 1694688E against faction 1694B59E
13:08:07.311 [system.io] [trace] file open,,22FA5148,3703669
13:08:07.311 [system.io] [info] open: found temp/campaign_battle.rpy (from: F:\Steam\steamapps\common\Medieval II Total War)
13:08:07.349 [game.script.exec] [trace] exec <destroy_units> at line 35030 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
13:08:07.349 [game.script.exec] [trace] exec <destroy_units> at line 35031 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
13:08:07.349 [game.script.exec] [trace] exec <destroy_units> at line 35032 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
13:08:07.349 [game.script.exec] [trace] exec <destroy_units> at line 35033 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
13:08:07.350 [game.script.exec] [trace] exec <destroy_units> at line 35034 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
13:08:07.350 [game.script.exec] [trace] exec <destroy_units> at line 35035 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
13:08:07.350 [game.script.exec] [trace] exec <destroy_units> at line 35036 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
13:08:07.350 [game.script.exec] [trace] exec <destroy_units> at line 35037 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
13:08:07.350 [game.script.exec] [trace] exec <destroy_units> at line 35038 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
13:08:07.350 [game.script.exec] [trace] exec <destroy_units> at line 35039 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
13:08:07.351 [game.script.exec] [trace] exec <destroy_units> at line 35040 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
13:08:07.351 [game.script.exec] [trace] exec <destroy_units> at line 35041 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
13:08:07.357 [game.script.exec] [trace] exec <destroy_units> at line 35042 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
13:08:07.357 [game.script.exec] [trace] exec <destroy_units> at line 35043 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
13:08:07.357 [game.script.exec] [trace] exec <destroy_units> at line 35044 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
13:08:07.358 [game.script.exec] [trace] exec <destroy_units> at line 35045 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
13:08:07.358 [game.script.exec] [trace] exec <destroy_units> at line 35046 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
13:08:07.358 [game.script.exec] [trace] exec <destroy_units> at line 35047 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
13:08:07.358 [game.script.exec] [trace] exec <destroy_units> at line 35048 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
13:08:07.358 [game.script.exec] [trace] exec <destroy_units> at line 35049 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
13:08:07.359 [game.script.exec] [trace] exec <destroy_units> at line 35050 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
13:08:07.359 [game.script.exec] [trace] exec <destroy_units> at line 35051 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
13:08:07.359 [game.script.exec] [trace] exec <destroy_units> at line 35052 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
13:08:07.359 [game.script.exec] [trace] exec <destroy_units> at line 35053 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
13:08:07.359 [game.script.exec] [trace] exec <destroy_units> at line 35054 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
13:08:07.359 [game.script.exec] [trace] exec <destroy_units> at line 35055 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
13:08:07.359 [game.script.exec] [trace] exec <destroy_units> at line 35056 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
13:08:07.360 [game.script.exec] [trace] exec <destroy_units> at line 35057 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
13:08:07.360 [game.script.exec] [trace] exec <set_counter> at line 35058 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
13:08:07.360 [game.script.counter] [trace] counter <garrison> = 0
13:08:07.360 [game.script.trigger] [trace] Trigger <Battle_General_Took_Hits> fired
13:08:07.360 [game.script.trigger] [trace] Trigger <battle2> fired
13:08:07.360 [game.script.trigger] [trace] Trigger <battle2a> fired
13:08:07.360 [game.script.trigger] [trace] Trigger <battle6a> fired
13:08:07.360 [game.script.trigger] [trace] Trigger <BattleDread_Add_Orcs2> fired
13:08:07.360 [game.script.trigger] [trace] Trigger <Bloodthirsty_Add_Orcs2> fired
13:08:07.360 [game.script.trigger] [trace] Trigger <Brave_Add1> fired
13:08:07.405 [bink] [debug] [data/fmv/faction/minor_lose.bik]Pause on
13:08:07.406 [bink] [debug] [data/fmv/faction/minor_lose.bik]Pause on
13:08:07.695 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Well thanks for clarifying. I was thinking that culture (religion) was the issue not the hidden in game files culture. So in future only way to rebuild Osgiliath for Dunedain is through Reunited kingdom... if it will be someday implemented.

Just thought I'd put it out there, with a little bit of editing here and there you can make Osgiliath rebuildable by ND. If you want the proper battlemap to show up you will have go through a few more steps however. But I just learned how to do all of this and that in about 30-45mins(Them loading times) thanks to all the tutorials everywhere. So it is possible to change if you desire it.
BdwMYZq.jpg
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

In one of Arachir's video, it was said that the team is looking into ways to make version 2.0 harder for the player, at least for some campaigns. Have you considered removing the city garrison for human players?

I understand that the spawning garrison troops are vital for AI, who are notoriously bad at defending their cities, but for a player they tend to make defending home cities trivial, as enemy armies cannot take the spawning troops into account and usually siege with armies that are too small. This is especially noticable in the Umbar raids for a Gondor player, where the Gondor Defenders alone can pretty much defend against the whole Umbar raid when properly used by the player. This trivializes the impact of the raids and I think it would make the game quite a bit harder for the player, especially in the early phase, when you never get garrison defenders as a human player.

I Agree about garrison scripts not being needed for most if not all settlements when human controlled, but rather than remove it completely how about making it so VH campaign difficulty its not available but anything lower it is. The script is probably fair enough for new players.

I too would also like to see Northern Dunedain have ability to rebuild and utilize features of Gondor and for the reverse to also be true should Gondor decide to go north. Its such a long way across the map there needs to be something of interest to do other than just kill Mordor and it could serve as a reunification of sorts. Perhaps if ND take Minas Tirith they should loose some of their Ranger qualities and become a more main stream Dunedain faction, with some of their roster becoming obsolete but gaining part of the Gondor roster. Anyway its just a wish/suggestion and assumes the Culture issue isn't insurmountable and that there aren't more interesting features to add.

On a slightly different topic. Would it be possible to compile a minor bug fix patch with just fixes for various scripts that have been reported. Especially as its likely to be 12 months plus for Version 2.0 which is a long time between drinks.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

I too would also like to see Northern Dunedain have ability to rebuild and utilize features of Gondor and for the reverse to also be true should Gondor decide to go north. Its such a long way across the map there needs to be something of interest to do other than just kill Mordor and it could serve as a reunification of sorts. Perhaps if ND take Minas Tirith they should loose some of their Ranger qualities and become a more main stream Dunedain faction, with some of their roster becoming obsolete but gaining part of the Gondor roster. Anyway its just a wish/suggestion and assumes the Culture issue isn't insurmountable and that there aren't more interesting features to add.
Isn't this atleast partially reflected in the Becon of hope recruitment system though, where ND can train some units of all the other human factions in their respective regions?
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Isn't this at least partially reflected in the Beacon of hope recruitment system though, where ND can train some units of all the other human factions in their respective regions?

Yes it is and it's probably more than enough. Honestly, I don't really see anything that you could utilize or rebuild in Gondor other than Osgiliath and their units as ND. Though, in the files I noticed there are hints?? Or maybe something leading to the gondorian units getting reskinned when recruited by ND in the future. Kinda like when Umbar recruits them. I even started to copy and paste a bit to try and edit the textures myself since I'm in the middle of a ND campaign anyways and have way too much free time, only to realize I don't have the talent for this. I edited some of the shields though they look meh now, but hey good enough for me.
ZkSP64p.jpg
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

I've seen this asked a few times and it's never been answered... but I've always been curious as to why it's been this way.

During the Last Alliance, the armies of Lindon wear gold.

Imladris in the Hobbit wears silver.

Why are they switched in the original mod?
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

I've seen this asked a few times and it's never been answered... but I've always been curious as to why it's been this way.

During the Last Alliance, the armies of Lindon wear gold.

Imladris in the Hobbit wears silver.

Why are they switched in the original mod?
I'm no authority on this matter, but before a more official one is eventually made, I think it has to do with Imladris being the thematic continuation of the Kingdom of the Noldor, of which Gil-Galad, the High King of the Noldor, whom lead the Elves of the Last Alliance, ruled. Following his death, Cirdan would rule over Lindon, but he was a Sindarin Elf, and indeed there was quite a bit of Sindarin influence within Lindon, whereas Imladris is much more a Noldor stronghold.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

waswar is correct. Also Imladris is the continuation of the High Elf nation from the base TATW. Although it is relatively moot because the Imladris Guards, Riders and Rangers all have the Hobbit armour anyway. Lindon's blueish hue matches up with their sea theme and the colouring of the Sindar units as well.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Just thought I'd put it out there, with a little bit of editing here and there you can make Osgiliath rebuildable by ND. If you want the proper battlemap to show up you will have go through a few more steps however. But I just learned how to do all of this and that in about 30-45mins(Them loading times) thanks to all the tutorials everywhere. So it is possible to change if you desire it.

So it is possible to make it! Well time for some editing... Can you give me some tips where to start?
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

So it is possible to make it! Well time for some editing... Can you give me some tips where to start?

I can try. You also will need Notepad++


  1. export_descr_buildings.txt - citadel castle and huge_stone_wall city need to be buildable by turks. Then copy one of the Osgiliath Pikemen recruit_pool lines and paste it in the dunedain_military_camp section somewhere.
  2. export_descr_units.txt - Add turks to the ownership list for Gondor Osgiliath Pikemen.
  3. descr_cultures.txt - In the mesoamerican section change the citadel to gondor_fortress.cas and the huge city to gondor_huge_city.cas
  4. Go to data/models_strat/residences/faction_variants/turks/ and delete the gondor_large_city.cas
  5. Campaign_script.txt = Search for "set_counter local_plays_osgiliath_rebuild 1" copy from if to end_if and paste it right below, changing denmark to turks. Then search for "osgiliath_rebuilt_status" and like previously copy the if to the end_if and paste it right below again changing denmark into turks for both lines.
  6. That should be it! Do a test with cheats and check to see if you can rebuild Osgiliath and that the events pop up correctly. Then leave one unit inside it and go to war with Mordor and see if the battlemap appears when they siege you, if not, I'll gladly tell you how to fix that. Though, I think you should be fine.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

I feel I should point out that whilst the 'PureXenon' method works it removes a custom settlement from elsewhere on the map: Cirith Ungol in fact.

In order to implement it without removing something else you would need to copy the existing version of Cirith Ungol and paste it into an unused faction creation slot: Aztecs for example.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Thank you for pointing that out. I did a once over on the map to see if anything changed or if I removed something on accident but didn't notice anything. Until now... But for me it's also Barad-Dur and Morannon that are gone. I must be blind.:doh:
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

An interesting idea i had the other day about Dorwinion, how about an Easterling auxilia system that allows Dorwinion to recruit some Rhunnic units via an AOR structure like the ND beacon of hope system, there are many diffirent easterling tribes and not all would fight for Sauron, in fact the Blue wizards went east to try and sway some tribes away to begin with, and it is likely they to some extent succeeded as Sauron didn't bring forth all his Rhunnic forces with the majority dying at Pellenor fields and the rest at the Black Gate, also an important thing to consider is the money Dorwinion has and while the Easterlings are wicked men who worship Sauron they are only men and can be swayed by money, this system would give Dorwinion a buff to their campaign roster which i feel leaves some major holes depending on the choice between men and elves which i think weakens their roster late game vs Morder, Shadow of Mirkwood and if you aren't able to wipe them out before the barracks event Rhun. I make this as a suggestion and would like to hear some opinions on it. Also thanks for the Sentries of Orthanc they look the way i imagined them, and also I think Athala rangers should be AOR because they would be the best choice for their stake unit and I do not want the stake unit to be locked behind the either choice of men or Elves
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

An interesting idea i had the other day about Dorwinion, how about an Easterling auxilia system that allows Dorwinion to recruit some Rhunnic units via an AOR structure like the ND beacon of hope system, there are many diffirent easterling tribes and not all would fight for Sauron, in fact the Blue wizards went east to try and sway some tribes away to begin with, and it is likely they to some extent succeeded as Sauron didn't bring forth all his Rhunnic forces with the majority dying at Pellenor fields and the rest at the Black Gate, also an important thing to consider is the money Dorwinion has and while the Easterlings are wicked men who worship Sauron they are only men and can be swayed by money, this system would give Dorwinion a buff to their campaign roster which i feel leaves some major holes depending on the choice between men and elves which i think weakens their roster late game vs Morder, Shadow of Mirkwood and if you aren't able to wipe them out before the barracks event Rhun. I make this as a suggestion and would like to hear some opinions on it. Also thanks for the Sentries of Orthanc they look the way i imagined them, and also I think Athala rangers should be AOR because they would be the best choice for their stake unit and I do not want the stake unit to be locked behind the either choice of men or Elves


Like your idea :thumbsup2
I second this.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

An interesting idea i had the other day about Dorwinion, how about an Easterling auxilia system that allows Dorwinion to recruit some Rhunnic units via an AOR structure like the ND beacon of hope system, there are many diffirent easterling tribes and not all would fight for Sauron, in fact the Blue wizards went east to try and sway some tribes away to begin with, and it is likely they to some extent succeeded as Sauron didn't bring forth all his Rhunnic forces with the majority dying at Pellenor fields and the rest at the Black Gate, also an important thing to consider is the money Dorwinion has and while the Easterlings are wicked men who worship Sauron they are only men and can be swayed by money, this system would give Dorwinion a buff to their campaign roster which i feel leaves some major holes depending on the choice between men and elves which i think weakens their roster late game vs Morder, Shadow of Mirkwood and if you aren't able to wipe them out before the barracks event Rhun. I make this as a suggestion and would like to hear some opinions on it. Also thanks for the Sentries of Orthanc they look the way i imagined them, and also I think Athala rangers should be AOR because they would be the best choice for their stake unit and I do not want the stake unit to be locked behind the either choice of men or Elves

An interesting idea indeed. However that might tip the balance too much in Dorwinion's favour, especially since they aren't supposed to win this war - Rhûn's forces weren't only focused on the Pelennor Fields, a large part of their armies also marched north, ransacked Dale (again), and ended up besieging Erebor, killing Brand of Dale and king Dain, before they dispersed after news of the defeat at the Black Gate reached them. In that scenario there is no room for Dorwinion surviving as a military power, they most likely were subdued or destroyed altogether by the Easterlings.
I mean, Dorwinion's already a fanmade faction (Galudirithon's own words, not mine), and Rhûn should not lose unless as a good faction you manage to even the odds with what you have.

Plus AFAIK the Athala Rangers already are AOR.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

I do not believe I can edit my earlier post or delete it, so if anyone can delete that please do so for me. That way someone doesn't accidentally delete the large_city.cas. I really should've said to change it's extension instead. However, for Kaldusar and whoever else wants Osgiliath to be able to be rebuilt by ND, here are the hopefully proper instructions. Just note. 1. Make backups or have the installers nearby in case you make a mistake and don't know where or I missed something yet again. It's also not save game compatible anymore, if you don't start a new campaign you will have to settle with Cirith Ungol looking different.


  1. export_descr_buildings.txt - citadel castle and huge_stone_wall city need to be buildable by turks. Then copy one of the Osgiliath Pikemen recruit_pool lines and paste it in the dunedain_military_camp section somewhere.
  2. export_descr_units.txt - Add turks to the ownership list for Gondor Osgiliath Pikemen.
  3. descr_strat.txt - Search "Cirith_Province" and change the faction_creator to aztecs
  4. campaign_script.txt = Search for "set_counter local_plays_osgiliath_rebuild 1" copy from if to end_if and paste it right below, changing denmark to turks. Then search for "osgiliath_rebuilt_status" and like previously copy the if to the end_if and paste it right below again changing denmark into turks for both lines.
  5. descr_cultures.txt - In the mesoamerican section change the citadel to gondor_fortress.cas and the huge city to gondor_huge_city.cas
  6. Go to data/models_strat/residences/faction_variants/turks/ and change the extension on gondor_large_city.cas to gondor_large_city.cas.bak
  7. Then copy the textures folder and northern_european_fortress.cas into data/models_strat/residences/faction_variants/aztecs/
  8. Rename the new northern_european_fortress.cas into gondor_fortress.cas
  9. Lastly go into the timurids and teutonic_order faction_variants folders and rename both "northern_european_" files into "gondor_" files. Just like in Step 8.
  10. That should be it! If after rebuilding Osgiliath your map looks like the picture below, then congrats you did it.
    1A3dtSW.jpg
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

New visual upgrade for Dorwinion's "Regent's" units (middle-tier Northmen path units).

Regent.jpg

I like to think they now look the part of Dorwinion's heaviest 'non-elite' units.

Edit: Also the keen-eyed among you might notice the Thorn trooper with the banner now has a purple tabbard instead of red. This goes for all Thorn units unless they're upgraded via the Elven path (it's still red for the Elves for uniformity alongside the Avari Elder units).
 
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