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Wow, you really dont need to go spamming, those settlements are for the next version.
I don't know about all those rings. I just know that if you report it @ TWcenter it might be fixed in 3.0.
that's just a text bug, might be fixed in 3.0
Haha well TWcenter is the main forum for TATW, almost every day new things to see.
Don't worry man, it's really easy, i think the way to install 3.0 will be the same as that of 20 and 2.1. ;) But 1 thing is certain, for 3.0 you need to remove 2.1 as 3.0 is a whole new version and not a patch.
I think just as simple as 2.0 and 2.1. Why would it be harder?
download patch 2.1, that should fix it
Here are M2TW cheats if this is what you meant. Gamespot.com
learn how to search, here's a good tutorial Youtube.com
I dont think that there is a trainer for M2TW, there are cheatcodes however wich you can type in the console. If you only want to have unlimited money, then you should use this. Cheatengine.org
There are tutorials on Youtube for how to use it, it works for ALOT of games.
hmmm, could you please upload your log file? that would make things much easyer
there are submods with lotr music
Yes there are ALOT of diffrent types of orc units in the mod. Download and install it and you'll see it for yourself how many there are. ;)
You should test it all out yourself man, because i have no idea, and i bet that legolose doesn't know it either.
And before you've changed the EDU, you should've made a backup, now you can't play the game anymore untill you've fixed it.
re-install, all i can say
indeed, almost every day some new things to check, like submods and other things
The team is working very hard on the mod, that's what's happening.
same as the 1 you can play vanilla M2TW on ofcourse lol if you can handle a normal huge city, then you can handle these settlements
there are submods for that, Forgotten Realms of Middle Earth split's up the silvian elves into 2 seperate faction with new units and all.
the Massive Overhaul Submod does not split them up, but it adds alot to that faction, in lorien regions you can only recruit lorien troops, and in mirkwood regions you can only recruit mirkwood troops, outside of those regions you can choose between them by building 1 of the 2 barrackses. It also changes and add's alot of new units.
you can unlock them for custom battle, go to 'export_descr_unit' and search for them, all units are sorted out by faction so it won't be that hard, if you found them, just simply search for 'no_custom' and remove it.
for getting them into the campagin i don't really know how it work's
Trebuchades on MT's walls should be possible, but they must be units for it, and it ALOT of work.
New designs for gondor won't happen for 3.0, as they have been changed once already. But don't worry, there is a submod for new gondor units and it also changes the vanilla tatw gondor units: Twcenter.net
But if you want his newest units then you should download the MOS submod wich has that mod in it, along with over 30-40 other submods wich make the game more fun. Twcenter.net
Yes, it will be in 3.0. For more units in a group, go to the Data folder and open 'export_descr_unit'.
Each unit will look like this in it:
type Dale Longbowmen
dictionary Dale_Longbowmen ; Dale Longbowmen, Superior
banner faction main_missile
banner holy crusade
soldier dale_longbowmen, 60, 0, 0.7
attributes sea_faring, hide_forest, extreme_range, can_withdraw, free_upkeep_unit, stakes, stakes
formation 1.2, 1.2, 2.4, 2.4, 4, square
stat_health 1, 2
stat_pri 5, 2, quality_mass_bodkin_arrow, 190, 30, missile, missile_mechanical, piercing, none, 0, 1
stat_sec 3, 1, no, 0, 0, melee, melee_blade, slashing, axe, 60, 1
stat_pri_armour 0, 4, 0, leather
stat_sec_armour 0, 0, flesh
stat_ground 1, -1, 3, 1
stat_mental 11, normal, trained
stat_food 60, 300
stat_cost 1, 575, 140, 60, 60, 575, 4, 100
armour_ug_levels 0, 1
armour_ug_models dale_longbowmen, dale_longbowmen_upg
era 0 scotland
era 1 scotland
era 2 scotland
Look for this line: soldier dale_longbowmen, 60, 0, 0.7.
And change it for example to: soldier dale_longbowmen, ''100'', 0, 0.7.
That's all about it, but keep in mind that 100 is the max, or the game will crash. 100 is 250 in the game if you play on huge unit scale.
no, the team will stay true to the books.
This is not something of the mod, i've had that in vanilla M2TW too, nothing to do about that. :(
In the books there were no elves at the battle for Helms Deep, so there will be no elves there in TATW, as the team want's to stay true to the books. Only the settlements are taken from the films so that they had a good idea of how to make them.
No, this had been discussed for 2.0 with the community and the outcome was the name Orcs of Gundabad. The team tries to stay as much true to the lore as possible, and in the lore, Angmar was destroyed.
would be better if you do indeed
it will be changed i think, the normal battlefields will change too i've readed somewhere
Just install kingdoms, wich will patch the game to 1.4, and then install the 1.5 patch and install TATW again.
do you have the 2.1 patch installed?
if not, then that will solve it.