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Might I just ask to which existing first age mod are you exactly refering? After the "death" of war of the Silmarills, I was left to believe there is none.
Is there any working first age submod?
Yes well I am one of those who got to know about this mod solely because it is focused on LotR. That being said, I have seen your Gondor armors, and their quality was so stunning that I should now keep an open eye on athas.
Are Gondor settlement-specific buildings (such as dome of stars or minas ithil tower) at all buildable? I also can't seem to be able to upgrade Cair Andros, which I deem fair, but this way I can get onli militia from there, which seems not to be entirely lore accurate (and is utterly useless). Oh yeah and playing 100th round for gondor, I guess Aragorn is not going to appear.
It kind of makes sense, but I had to ask :-)
Is the patch savegame compatible?
Playing Gondor I am getting every second turn brand new mordor army besieging ithilien. It is a bit too much. Settlements are often acting strangely (particularily osgiliath) and in the Minas morgul/ithil enemy soliders are walking under water.
Hey, can I just quickly how is it with re-uniting the kingdom and re-uniting elves. I somehow cannot het much of info on these, (what do they actuallu do). Can someone please pop in the link?
Also sometimes units act really strangely. I have once lost a city and enemy huge army had some sort of victory parade walking to the square (where my general was avaiting the innevitable) when a tower arrow shot down enemy general, and the whole lot of enemy army, all 3000 men have fled.
OK i have spent like five hours playing as Gondor (by far my favourite faction). Since it is beta I will make a little bit les generous remarks that I would normaly do (we all know that this mod is awsome). My campain for Gondor was absolutely hardcore, Gondor is quite tricky to play even in vanila game, but this game on medium difficulty makes TATW brutal difficulty look like a joke. I got pounded from every side: Mordor, Harad, Corsairs and later even the blasted Endewaith kept spamming army after army. Keeping up with them was bluttly impossible: the waiting times for "better units" are too long, so most of the battles are fought by militia. The population (as I have remarked) in some cities is outrageously small, so there won't be any growth taking place in them putting your economy, and your already limitted military options to ice.
I have to reply that growth by 1 or 2 percent will not result in increase by single inhabitant since it rounds to 0. There might be a mathemathical chance of population increase (very very slow) if the growth rate is 3% or above, such growth rates are impossible with settlement of this size.
Why did you not concider mod revolving arround the first age? WB does not have any rights there, it would still be more than any Tolkien fan had dreamed of and you could (probably) use a lot of work you have already created. Yes it would have been exeptionaly difficult for the lore reasons, it would probably **** off many fans, it would be incredibly difficult when it comes to mechanics, but again so was the conception of MERP. Also if I recall correctly you have stumbled across the problem of the map size, that would not allow you to create middle earth, but Beleriard was smaller.
No it wasn't, it is mathemathically impossible to get an increase of population by 1 given any rate of growth possible in the game if your pop. is 19.
I have just finished playing this extraordinary mod. I must say I am quite impressed by the general feel of the mod. It is quite something to behold. Unfortunately it crashes a lot, in the intro video (the war beggins) it is almost as if someone flips the coin. Once I got myself to the river (on the world map), and it was and still is impossibe to get out of there. I would also suggest adding a little bit more variety to the armours and weapons in general. I am quite avare, of what you say about plate armor (though i have to point out, that whoever can make the sholder plates as sophisticated as are those of gondor soliders, necessarily posess technology sufficient to make just about anything.) yet I still believe that the elvish armor portrayed in LotR moovies might be good choice.
So how do I recognise all the old files? are they all packed in one folder, or is it going to be so tedious work, that I'd better reinstall NtW as a whole?
The patch is comming tonight... in which time zone?
Can I install this campain to the "vanilla" TATW with Leo's settlements (V2) without of Leos's settlements causing problems? Also: when you release, would I have to re install the whole lot of TATW, in order to Be able to use this submod given that I will have the newest version of your map installed?
Okay, so judging from the post above, I do not need to go through the elaborate and complicated process of fixing the game launcher via mond manager (which is explained in the comments bellow), all I have to do is to quietly wait for few hours for a patch. Did i miss anything?
Is it possible to pop Leo's settlements into MOS?
Hey anyone, I know, I should not ask about submodes, but since there is little developement in the "vanilla" mod, i might just as well ask: Do you know of any larger submod, (like MOS) that incorporates Leo's settlements v2, and is actually released (unlike D&C)? Thanks.
I think we should all thank warner Bros. nicely on their facebook page.
It is rather quiet lately, can you at least keep us updated about developement of the sub-mods (I know this page is not about submods, but what else can you write about) there are few pages on the actual forums, that deal with informations throughout submods. This does not mean, that you should write everything about everyone, but just post some comment, if some submod worth downloading is released. Anyway, is there any currently available submod that features Leo's setttlements (and prefferably bunch of other stuff)?
Do you plan to incorporate Leos Settlements?
It is beautifully done, just one think... the physics of the chains in the chain hood... because of the physics and historically speaking, the rows of the chains in that lossarnach helmet should be vertical and not horisontal, otherwice, it would not do what it does on the picture, and offer no protection. I am sorry for being this picky, but since most of other armors are nicely correct, it would be shame to have this kind of helmet.
This mod crashes right at the start as if I was using the ingame mod selection, exept that I don't (I can't actually get into opening the game at all).
In the principle I have nothing against the fortresses IFF they are smartly done (and very different for each faction) but I also kind of liked the upgrades for the castles and walls from the BftME II (like numenor stonework) and I would not be happy to see them removed.
I have already solved it, you nead to paste the whole SSW folder to mods folder as opposed to just data.
but I have some other modes (is it incompatible?)
Yes on one pc, no on the other.