Total War Clan |
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| Third Age: Total War Mod, Now version 1.3! | |
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Imperator_Romulus Consul
Number of posts : 2273 Age : 46 Localisation : Asheville, North Carolina Registration date : 2007-02-26
| Subject: Third Age: Total War Mod, Now version 1.3! Sun Apr 26, 2009 11:16 pm | |
| Its for M2TW:Kingdoms. I've been following this forever, not really into fantasy and all that, but you guys have to get this so we can try it online. Alot of this was done by King Kong, the same guy who did Stainless Steel, so nuff said. Heres a link: http://www.twcenter.net/forums/forumdisplay.php?f=654
You should add this submod too. http://www.twcenter.net/forums/showthread.php?t=259833
If some of you guys like it maybe we can do some hotseat? Heehee.
Last edited by Imperator_Romulus on Wed Oct 21, 2009 6:41 pm; edited 6 times in total (Reason for editing : updated patch info) | |
| | | Imperator_Romulus Consul
Number of posts : 2273 Age : 46 Localisation : Asheville, North Carolina Registration date : 2007-02-26
| Subject: Re: Third Age: Total War Mod, Now version 1.3! Sun Apr 26, 2009 11:39 pm | |
| Heres the FAQ
Q: Will I still be able to play the original Medieval 2? A: Yes, the Third Age will be 100% mod-foldered.
Q: Will there be a beta of the mod? A: No.
Q: Is this mod for Kingdoms? A: Yes.
Q: What will you do about the different lifespans of the races in Middle-Earth? A: Unfortunately, all factions have the same average lifespan. We'll solve this by altering the text message you recieve when a general dies of old age. Elves "Sail West", dwarves "Retire" and so on.
Q: Will dwarves have recruitable cavalry of some type? A: No, but they will have unique cavalry mercenaries.
Q: Do you want this mod to focus mainly on the books, or the films? A: It’s not really one or the other, we use both, it seems that we are going with the movies on most of the armor because it provides our modelers with a visual aid.
Q: Are you going to imply the Fellowship/destroying of the Ring in some way? A: Not in this release, we may not even do it at all, not really a purpose of the tw series to have little quests like that.
Q: I’ve seen you are focussing on the movies for the unit looks, are you going to do the same with portraits of generals/heroes like Theoden/Eomer/Elrond/etc? A: Yes, it will give a photoreal look to the portraits and just improve overall look and feel.
Q: Will this mod focus only on the War of the Ring? if so how long will one turn take? And will one be able to continue after the WotR? A: No it will start about fifty years before.
Q: What would be the goal in the campaign?, conquer x settlements?, destroy x enemy factions?, destroy the Ring? A: Yes, Yes, and No. We’ll probably throw in a few other things too, but it’s still too early in development right now.
Q: Will there be custom battle map settlements? A: No, not for the first release, but they are planed for the second release.
Q: Will you implement religion in the mod? A: No, we're having the culture system from the Britannia campaign.
Q: Will Sauron be in the mod? A: Yes, he'll act as a "pope" for the evil factions. He'll have his own faction and sit in an unreachable settlement.
Q: So if one of the evil factions turns agains another, Sauron might "excommunicate" that faction? A: Yes. It's unwise to betray Sauron...
Q: Will there be a hotseat feature included? A: Yes.
Q: What is AoR? A: Area of Recruitment, which means that a unit can only be recruited in (a) specific region(s).
Q: Will there be interracial marriages in the mod? A: No, princesses have been removed.
Q: Okay, which agents are in the mod, then? A: Spies, Assassins (not for all factions), Diplomats and Servants of Sauron (Inquisitors). | |
| | | Imperator_Romulus Consul
Number of posts : 2273 Age : 46 Localisation : Asheville, North Carolina Registration date : 2007-02-26
| Subject: Re: Third Age: Total War Mod, Now version 1.3! Thu May 14, 2009 5:16 pm | |
| Patch 1.1b has been released. http://www.twcenter.net/forums/showthread.php?t=260637 - FIXES
- white battle map interface (hotfix included) - Dunedain Knights missing their melee weapon fixed - wrong faction banners disabled - missing rebels and mercenary unit cards fixed - diplomatic text refers to wrong factions fixed - Dale freeland archers' bows float in the air fixed - Beorings javelins float on the air around them fixed - snaga skirmishers weapon fixed - new meshes for Isengard heavy Uruk-Hai units - Breeland riders have invisible weapons fixed - Uruk Halberdiers missing secondary weapon fixed - Goblin Halberdiers missing secondary weapon fixed - warg sprites added - Troll Cage descriptions fixed - Henneth Annun "object on battle map bug" fixed - Horse Guard animation fixed - rebel generals/captains with silver textures fixed - Harad "invasion" mercenaries with silver textures fixed - all floating cities and castles fixed - hardly/unplayable bridge and river issues fixed - new orcish diplomat/spy/assassin cards - eryn dolen stuck at village fixed - minor 2d symbols fixed - 2hhanded orc error fixed
NEW FEATURES
- New and huge sound package (a huge thanks to Smirk )
all medieval phrases deleted and replaced. No more sultans, gods and piety... all wrong voice references to the vanilla factions fixed new and reworked speeches for all factions and orcs reworked all voices for campaign map dwarves have own scottish accent New troll sounds and orcish voices for battle map fixed missing catapult impact sound and more! New unit and battle map balance
new animations for better unit cohesion missile units weakened, ammunition varied, new elven arrow type mumakil costs decreased, increased morale trolls more vulnerbale to missiles, slower, more expensive throw units into the air, availability decreased raised morale for all troops improved cavalry and charges improved stamina for dwarves and other units halberds and spear units improved arrow/ballista towers weakened, walls and gateways improved, more logical stats many other little unit stats changes Other
new loading bar several map improvements, like smoother and realistic rivers new event pics for the orcish factions northmen portraits added events for advanced units are earlier Eriador - High Elves alliance no more witches servants of Sauron slightly weakend Generals can get older More logical character traits at campaign start garrison script slightly nerfed good factions will survive longer new fire textures and sound for burning men and burning buildings Included Sub-Mods
non breakable alliances without a diplomat (Thanks to Archaon) smoother coastlines (Thanks to Nevada) improved Eldar models (Thanks to Razor) Germanicu5 Battle AI (Thanks to Germanicu5) Germanicu5 stakes script (Thanks to Germanicu5) Witchking model (Thanks to Devils_Advocate) spelling mistakes fixed (Thanks to Krazy Krook)
Last edited by Imperator_Romulus on Wed Sep 16, 2009 9:24 pm; edited 1 time in total (Reason for editing : Added list) | |
| | | Imperator_Boru Consul
Number of posts : 3305 Age : 47 Localisation : Northern California, USA Registration date : 2006-10-22
| Subject: Re: Third Age: Total War Mod, Now version 1.3! Thu May 14, 2009 10:37 pm | |
| wow this game rocks ! Cool graphics and very unique units, I would like to play some inner clan battles It played flawlessly thus far. | |
| | | Imperator_BaronGrenfell Guest
Number of posts : 29 Age : 29 Localisation : Glasgow, Scotland Registration date : 2009-06-27
| Subject: Re: Third Age: Total War Mod, Now version 1.3! Mon Aug 03, 2009 6:54 pm | |
| anyone still playing this ? if so I'm installing kingdoms and getting this mod!!!! | |
| | | Imperator_Romulus Consul
Number of posts : 2273 Age : 46 Localisation : Asheville, North Carolina Registration date : 2007-02-26
| Subject: 1.2 patch released Wed Sep 16, 2009 9:23 pm | |
| The 1.2 patch was released a few days ago. Download or just check it out here: http://www.twcenter.net/forums/showthread.php?t=253976 - NEW HEROES & UNITS
Aragorn Legoals Gandalf Gimli Blackroot Vale Archers Guards of Khazad-dûm Warg Riders for OoMM Ents
- NEW FEATURES/CHANGES
Animated Bows, bowstrings and arrows New battle AI and formations Generals are aging correctly More generals with hero abilities Hero Biographies 3 summer turns, one winter turn better autoresolve & faction balance New victory videos (Thanks to MasterBigAb) Armor upgrades for all units No penalty for executing evil prisoners as a good faction and vice versa New building icons for evil factions Notification for the one ring Two new river custom battle maps Unit stat changes Recruitment changes Slightly changed win conditions More notification texts Trolls only in mountain areas available AI morale bonus Assassins weakened Money reduction end-game Better ancillary/character traits triggers Deletion of (almost) all wrong/medieval text references
FIXES
Evil factions not recognized as destroyed fixed Snaga archers weapons fixed Wrong strat map buildings fixed dwarven axes texture on pikemen fixed axethrowers get tall while running fixed many trait and ancillary fixes missing witchking trait fixed more river crossings fixed Crusade banners fixed evil ransom/execution sounds fixed pelargir marines & rangers model fixed Rhun horse guard textures fixed Dain's hall fortress upper level floating fixed Missing unit descriptions fixed
INCLUDED SUB-MODS
Visual Enhancement (Thanks to Louis Lux & maxmazi) Reworked Gondor Militia (Thanks to matko) Unique Buildings (Thanks to axnsan) Smoother Coastlines 1.0 (Thanks to Nevada) Retextures Elf Sentinels for armor upgrade (Thanks to bilwit)
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| | | Imperator_Romulus Consul
Number of posts : 2273 Age : 46 Localisation : Asheville, North Carolina Registration date : 2007-02-26
| Subject: 1.3 Tue Oct 20, 2009 8:34 pm | |
| The new 1.3 patch was released yesterday and already has over 2000 downloads. Check it out: http://www.twcenter.net/forums/showthread.php?t=304742 | |
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