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This bug is around since TATW 1.1. it affects pretty much every game with installed submods. Luckily the game restarts quickly :)
Search for it in the vincinity of the player-built houses. They're mostly located on the rocky slopes somewhere close to the workbench. Just run around a little next to any rocky walls/slopes and you will find something. Clay can be found near ponds, brooks or rivers and wood has to be bought at the sawmills. If you already have a standing house and a steward, then he can order the stuff you need for you. The general goods merchants tend to have building materials too!
Medieval II + Kingdoms+ Kingdoms Patch (1.41? I can't recall the number). You also need the latest verstion of the Third Age Total War mod!
If it makes you feel better - in my case the One Ring script crashed the game too during one campaign and worked perfectly during some other one and it was the same, not-reinstalled copy of the game.
So the Vault Wardens are gone for good?
Innovative lead chemotherapy!
Please add some special Numenorran Unit for Reunited Kingdom!:)
I'm commited PC gamer since 1994 when I got into first contact with games like DOOM, Wolfenstein 3D or Duke Nukem 3D. I've played countless games and mods.
This is the best mod I've ever played and one of the very few games, that I'm always returning to after some time. This applies also to the truly wonderful TATW submods.
I really pity the fact, that this jewel will never be ported into newer TW game where it could fully unfold its wings.
Thank you for your reply! I know that the game's engine is sadly very limited when it comes to that, but I was thinking more in the category of adding some special structures, that do not have to be shown on battle/strat map. For example Dwarves could build the aforementioned Shrine (of the Seven ;)) in Gundabad, that would add for example increase in trade (pilgrims!) Isengard could build the lumber camps/windmills in Shire to reflect the "scouring" mentioned in the books. I was thinking about small changes like this, to add some more flavor. But anyway the mod is great and I wish you a lot of success with further development!
A small suggestion. I love the aspect of restoration of certain fractions to their old glory. What do you think about adding some more quirks like rebuilt Tharbad Bridge or restored Osgiliath? We could add cleansed Gundabad for Dwarves (some sanctuary bulding maybe?), rebuilt Amon Sul for Dunedain (maybe involing some palantir fished out from Forochel bay? There is a bit of potential for small quests in here), restored Minas Ithil for Gondor, cleansed southern parts of Mirkwood for the elves...
Or just go for the corruption. Scoured, industrialized Shire for the bad guys, gloomy Minas Tirith, razed Lothlorien... I remember some script that was changing the name of the Minas Tirith to Minas Anor and Minas Morgul to Minas Ithil once you were in charge of both of them;) It adds a nice touch to the game.
It's possible. I have played some submod where the good factions were never warring with each other. But it sucks on a long term, game gets quite boring, especially in the north, after Orcs there are gone, just nothing happens. One of the most intresting campaings for me was involving a full scale war between dwarves and elves!
Bro, just use an autowin-cheat if they bother you too much. It's your game! Or create an army with a lot of Uruk Pikemen + Archers that can deploy stakes and form your troops in square formation. The Ents are classified as heavy cavalry, so they should get killed by charging at the wooden stakes. Their assaults will last for some time, after several attacks they will be destroyed as a faction.
They are like a bulldozer. Or zamboni ice resurfacer (Deadpool anyone?). It takes them some time to gain momentum, but once this happens, everything in their path is doomed. The Dwarves of Moria and their cousins from Erebor are my all time favourite factions to play, because of their superheavy infantry, sheer amount of badassery and lately, grapeshot catapults.
The Third Age in Middle-Earth is dark. Why not include some Angmar raids to the peaceful lands of Lindon and Ered Luin? Hobbits had accounts of warg and goblin attacks in the troubled past times, so it would be justified to spawn there a mediocore raiding party made out of wargs and some goblins on top. Lindon Elves and Ered Luin Dwarves have way too few enemies and tend to dominate the north too quickly.
I modified my strategy a bit using your hint. I started to lure enemy units down the ramp with my archers, saving the elites for the final push. It worked, thank you very much and catch a + ;)
How? Even If I lure the enemies unit by unit down the ramp near the plaza, they mostly win. Barely, but still, won is won, the Black Orcs are slaughtering the majority of my units. My journey to Moria went quite smooth, I did all the quests, hired all mercs and my army is in a good condition (I went through Mirkwood). I'm seasoned TATW player and have finished almost all campaings on vh/vh, but in here I'm seriously clueless. P.s after you conquer Moria, the King's Purse isn't an issue:) The 40k you get from the beginning are good for 16 turns (starving Moria takes around 11), then you go bust..
Hey guys. I have a question: why is the King's Purse from Khazad-Dûm negative? Is it planned? It's a huge obstacle in the beginning, I was always conquering the east gate of Moria by simply starving the Orcs (you have 7 years to conquer Moria IIRC), since it is nigh impossible to conquer it via direct assault (Garrison script will spawn a f*ckton of defenders during assault and Orcs will stay in central plaza, where their morale can't be broken). Thanks in advance for answer!
Skyrim belongs to the swords!
Search the moddb or nexus, you will find something for your liking!
(Checks the wikipedia)
Remember: No Preorders!
So, how is my favourite Stalker mod of all time doing? :)
I'm looking forward to the next release! I've played countless Stalker mods, but Misery is certainly the most challenging, rewarding and immersive one!
You can have one active miscellaneous quest of every type active at the same time i.e. if a random stalker gives you a quest to obtain some artifact, you won't get next artifact hunt quest from random npc beforeyou finish the active task, but you may get a quest to obtain some weapon or supplies unless you're already pursuing such objective. Once you finish a miscellanous quest you need to wait some time (around 24h) to get a next one. It seems, that it's also tied to the faction, since you can get a weapon hunt quest from a loner and a dutier/merc at the same time.
Is this one of the mysterious military stalkers clad in mysterious black armor and doing mysterious deals with mysterious duty members?
Hey there guys, I would have a small suggestion.
I love playing with dynamic hud mask on (i.e. with a view like from inside a helmet), it gives the immersion a really nice boost. What bothers me is the exoskeleton helmet, you can't see s..nork through it.
My suggestion would be the following
1. Separate Exo from the helmet (like in Misery), it would also give some customisation options like Exo and SEVA helmet and so on. Actually I would split the 99% of the suits from their helmets
2. Rework the Exo HUD mask to make it more transparent:)
Regards from Rostok!
Thanks for the answer!
Are you planning to tweak the guns a bit too? In this case the more the merrier;)
I would sheet my pants!
Soooo, is it true, that some of the popular addons are going to be incorporated into the next CoC or is it just some Controller lurking in the comments?
Do you remember Beorn the Skinchanger from the Hobbit movie? It was his kinsfolk. They're hardy people living between the Mirkwood and Misty Mountains, fighting constantly with the goblins and keeping safe passage throught the mountains. The're rather simple and not so fancy like Gondorian or Elves, but they're strong, brave and always short on f*cks to give.
I would restrict the RPG and Bulldogs to the certain levels and make them rare. AI combines the all-seeing eyes with an aimbot and some degree of stupidity and the result is volatile, during CQC you can expect a military expert to fire an RPG at you at point blank range with his collegues still on the firing line. It may cause some hilarious fails though, I can imagine running through Pripyat and hearing random explosions from nearby buildings, coupled with bodies flying out of the windows :D
When it comes to the equipment of stalkers then I would stay at the current system, where the experienced stalkers can lay their hands at shinier stuff and rooks use whatever scraps they could find. It would be seriously annoying if during the endgame the rookie bandits would be chasing you around with a sausage, a bandage and a FT2000 in their backpacks. Certain level od advancement would be an option, but it's IMHO easy to take it too far. The other way would be allright, it would be logical to see sometimes veteran stalkers using their trusty, if albeit a bit outdated shooting sticks.