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 Third Age: Total War Mod, Now version 1.3!

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Imperator_Romulus
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PostSubject: 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.

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"You win battles by knowing the enemy's timing, and using a timing which the enemy does not expect."
Miyamoto Musashi


Last edited by Imperator_Romulus on Wed Oct 21, 2009 6:41 pm; edited 6 times in total (Reason for editing : updated patch info)
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Imperator_Romulus
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PostSubject: 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: Its 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: Ive 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. Well probably throw in a few other things too, but its 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).
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Imperator_Romulus
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PostSubject: Re: Third Age: Total War Mod, Now version 1.3!   Thu May 14, 2009 5:16 pm

Patch 1.1b has been released. Smile 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)
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Imperator_Boru
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PostSubject: 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 Cool It played flawlessly thus far.

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Imperator_BaronGrenfell
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PostSubject: 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!!!!
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Imperator_Romulus
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PostSubject: 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-dm
    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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"You win battles by knowing the enemy's timing, and using a timing which the enemy does not expect."
Miyamoto Musashi
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Imperator_Romulus
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PostSubject: 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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