LOTR-TW is a Total Conversion for Alexander TW based on The Lord of the Rings trilogy, focused to recreate the epic battles seen in the movies. It has a complete Middle Earth map, fully customised cities like Minas Tirith and Helm's Deep on Battle and Campaign map, a set of Historical Battles where you can play all the major and minor battles that take place in the trilogy, and a quest line for the Free-People's campaign where, if the player succeeds, will take the Ring-Bearer from Hobbiton to the wasteland of Mordor in an attempt to save the world from its doom.
Map of the Middle Earth

Factions:


Gondor
Rohan
Isengard
Mordor
Easterlings
Haradrim
Galadhrim Elves
Noldor Elves
Silvan Elves
Dwarven Clans
Men of Dale
Orc Rabbles
Dunlendings
Free Peoples

Main Forum:

Lotr-tw.net 
Twcenter.net

French Forum: mundusbellicus.fr  

How to play:

.You ABSOLUTELY need Alexander Total War! , if you do not have it, you wont be able to play!!!!

. Install Patch 2.0  to your Rome Total War folder.
MIRROR 1: Moddb.com
MIRROR 2: Strategyinformer.com
MIRROR 3: Files.filefront.com


.Install Patch 3.0 (Current and possibly FINAL version) to the same Rome Total War folder, and a Shortcut will appear in your Desktop, execute it to play!

MIRROR 1: Moddb.com
MIRROR 2: 4shared.com
MIRROR 3: Gamefront.com



The Team:


Mod Leader, modeler, Skinner:                        Wlesmana

Second in lead, Scripter, Gameplay changes:      Bardo
New Cities and buldings:                                  Seth Krn3ll

Credits:

THANKS TO

- Wlesmana for this awesome Mod and most of the hard work, and Cyen for the forum support.
- Bardo
for putting it all together.
- Seth Krnell
for the buildings, the custom cities.
- Tranky
for the help with testing and balancing, and the leading of spanish community.
- Falcons1988
for the new sounds.
- Rhythalion
for the revised texts.
- mac89, messenger, crayon, hellenes, rumil, Lupus, Baza,
 Raphael, for being part of the team.
- Hopit, Nelduin, Wulfburk, for collaborating.
- People at multiplayer for many enjoyable games, specially Curro, Adrix, Mataputas, TheWitchKing.
-
 All the beta-testers that helped make 3.0 possible.

- Roma Surrectum 2 for the new environments:
Tone:
trees, vegetation, grass, ground textures, terrain generator, and campaign map textures.
dvk901:
water improvements, rivers, and a few textures here and there.

- TheLordz and NTW2 for the skies.

- METW for the campaign map, and Metal Storm for his professional improvements.

- Aradan, Dol Guldur and rest of FATW for all their researches and tutorials, and for sharing
with us the spreadsheet to calculate his unit costs.

- Darth_Vader, Sinuhet for the AI formations.

- Echolyn for the great intro video, and the setup of the Last Alliance historical battle.

- Mods like Europa Barbarorum, DarthMod, SPQR, RomaSurrectum, RomeTotalRealism, IberiaTW, ChivTW, Napoleonic Total War 2, ... for inspiration

- Modders of all time like Vercingetorix, Myrddraal, Epistolary Richard, Lord Adherbal's, SigniferOne, Simetrical, The_Mark...

And specially helpfull for every release:
- HouseOfHam - EDB validator, and his important discoveries on scripting
- RedFox - Zeus the Omnipotent EDB, DMB, DS Validator
- Squid - ATVTW - Trait/Ancillary Validator, descr_geography.db Editor
- MrHide - Trivium independant Map Editor (TiME)

All the people at Twcenter.net , Forums.totalwar.org forums. And of course, people who still keep coming to www.lotr-tw.net.

Image RSS Feed Latest Screens
New Units in the Upcoming Version New Units in the Upcoming Version New Units in the Upcoming Version
Blog RSS Feed Report abuse Latest News: v2.0-v3.0 Released!

18 comments by Wulfburk12 on Mar 20th, 2013

It has been more than 3 years since 2.08c, but now finally 3.0 has been released. WIth 16 custom settlements, half a dozen historical battles, many new units and tons of gameplay changes we release the final version of Lord of the Rings - Total War.


LATEST CHANGES
- New custom cities: including generic settlements, walls specific for each culture, models of buildings for each different city level, and unique models for 16 of the best known cities.

- New battlemap enviroments: including terrain generator, ground textures, trees, grass, light conditions.
Based on RS2 impressive work, but adjusted to LOTRTW with new unique climates and terrains.

- New units: including Ents, retextured uruks and haradrims, enhanced projectile models, and more than 10 additional units.

- Improved campaign map: terrain textures, regional borders, new climatic map, relocation of cities and obstacles to enhance AI behavior, and added some new regions.

- Rebalanced campaign: readjusted the effect of most buildings, the population growth and trade system, the recruitment trees, and the areas to recruit special units.

- Rebalanced unit stats for Multiplayer games, after all these years testing them in online battles.
Readjusted also the results of autoresolve battles in campaign.

- Fixed several bugs from previous versions.


DOWNLOAD 3.0


MIRROR 1: Moddb.com
MIRROR 2: 4shared.com
MIRROR 3: Gamefront.com

=================================================

INSTALLATION INSTRUCTIONS


1) You need LOTR-TW Open Beta v2.0 already installed (Mod for Alexander TW, expansion of Rome TW).

2) Install "LOTRTW_v2.0b_OB" in the main RTW folder where RomeTW-ALX.exe is placed.
You do not need to follow the other instructions included in this 2.0 version (shortcut, video intro, etc), the patch 3.0 will do it automatically.

3) Install this patch "LOTRTW_PATCH_v2.0_to_v3.0.exe" in the same folder where RomeTW-ALX.exe is placed.
It will copy one file into main Data folder, but it will not overwrite any original file.

4) A shortcut with the name "Lord of The Rings - Total War" will be created in your Desktop, to launch the mod.
You may also use the file "lotr-tw launcher.bat" placed in the main RTW folder. Or to create your own shortcut.

===========================================

GAMEPLAY INFO


1) LAUNCHING THE SCRIPTS

The campaign of lotr-tw 3.0 uses a script file that is automatically executed when the campaign starts and it runs all the time in the background. To play the campaign properly, the script should be relaunched every time you load a savegame, just by clicking the advisor portrait when it pop ups.

To launch the script:
- If you started the campaign (not from a saved game), then it's automatically loaded up.
- If you just loaded a savegame:
CLICK ANY BUTTON or select anyone of your settlement or officer, and then CLICK ON THE ADVISOR WHEN IT POPS UP.

If you want to start a new campaign, better exit the game first, because the scripts of the old campaign could prevent the scripts of the new one from being launched. Also, try to choose the lower ADVICE LEVEL (NO ADVICES) when you start a new campaign because the game's advices could mask some script messages.

To verify that scripts are working properly, you can check there is no winter season. If you see snowy terrain every 2 turns, then the scripts are not active. Try reloading the savegame again and this time click the advisor when it appears.
If you have played some turns with scripts inactive, there should not be mayor problems, but you would have alter the gameplay balance, and some scripts could not work properly when you reactivate them.

-------------------------------------
2) SPECIAL VnVs

Some traits introduce in the game new rules that you should know to play properly:

-WOUNDS: When your general is wounded, you should send him to a settlement and keep him there until the wounds are healed. If the injured character moves or stays out of a city there is a chance that the wounds get worse (so he lose command and hit points). If the wounds reach the 3th level (seriously injured), he has a chance to gain the permanent trait "scarred" that reduces his influence progressively until the wounds are healed.
Wounds are better healed in big cities (core building>= imperial palace), and better if the city has healing houses.
The reason of this rule is mainly that you don't use always the same character for all battles.

There is an special wound produced when you fight against a Nazgul. Dark wounds are harder to heal, and they can completely remove all the movement points of the character if he doesn't reach a settlement soon.

-CORRUPTION: The other important rule introduced by traits is the burden points:
When your character carry items which sum more than 25 burden points, he has a chance to gain a demoralized trait. The chance is higher if the burden points are more than 50 or 100.
To counter this trait, the character must rest in a happy settlement or to reduce his burden points under 0.
This rule tries to avoid that players give all the ancillaries to the same character.

The One Ring also causes a special corruption trait that has no going back. If the corruption of the Ring bearer reaches level 3 (Entranced by the Ring), all the other factions start declaring war on you (except if the Ring bearer is a hobbit).

--------------------------------
3) UNIT BALANCE

In lotr-tw, each unit type has his own characteristics, and sometimes they are hidden, I'll try to list the hidden parameters here so people can evaluate them properly:

Spearmen:
- They use to have more mass or closer formations to stand better against charges.
- 2 handed spearmen get the "spear" attribute: a big bonus to defense against cavalry and similar penalty against other infantry.
- Spearmen with shield get only bonus to attack against cavalry. They are vulnerable to cavalry charges, but they do not get penalties against other infantry.
Kill ratio ~ 0.6

2 Handed
- They do not have "armour piercing", but 2 handed animations are fastest than anyone else, so they kill quicker than other units, even if his attack is lower.
- They use to have higher charge and mass values than standard swordsmen, and at the same time looser formations.
Kill ratio ~ 0.8

Infantry
- They use to have the better balance between attack, defence/shield and killing speed
- Swordsmen: Kill ratio ~ 0.7
- Daggermen: Kill ratio ~ 0.6

Cavalry
- Heavier cavalry has more mass and charge, but lower speed.
Heavy or medium cavalry can not catch scouts or mounted archers. You need light cavalry (like Wargs) to eliminate them.
- The mass is not enough to break close formations, so do not try to charge frontally. They are better used to surround the enemy, and to attack missile units, taking advantage of his speed.
- Rohan cavalry is the only one with wedge formation, that can be used to attack the 2nd line of a formation, causing huge damage to the 1st line when they charge through them.

-----------------------------
4) DIFFICULTY LEVELS

We have tried to balance the mod so it is well balanced for any difficulty level, though I would like to explain the main differences:

CAMPAIGN: I like to play VH/VH, but most of the testing for the mod was made at M/M.
It seems the main effect of higher levels is to make AI more aggresive against the human player at VH, but I think the probability of allies attacking you is similar in all levels.

BATTLE: It seems the effect of battle difficulty is just a bonus to attack: +4 at hard and +8 at very hard.
In battle, I suggest MEDIUM if this is your first campaign, because the mod already gives some bonuses to all AI units (+2 to experience).

An useful tip to choose difficulty level is to start a custom battle, 12.000 gold, flat land, choosing the same faction you are going to play in campaign, with a balanced army.
Then choose a 12.000 gold balanced army of unexperienced units for the Computer, and then rise the experience level of all AI units to +2 (2 chevron, no matter the final cost of the army).
Play some battles in Medium, High and Very high (or Easy) until you see the forces are even.

-----------------------
5) BLIND ALLIANCES

 The Blind Alliances SCRIPT forces every good faction to become allied, in case the AI broke those alliances, at the end of every turn. For example if the Dale AI attacks the Dwarven Clans, they may win a few field battles, and even siege one of the Dwarven cities, BUT they can only do that on the turn they declared the war, because when the turn passes PEACE will be restored between the two factions. The script is good for immersion and realism since no one wants to see such wars.

 To Activate the Script:
-Open file "/alexander/lotrtw/data/scripts/show_me/background_script.txt.
  -Modify line "set_counter blindalliances 0" to "set_counter blindalliances 1"

-------------------
6) PREFERENCES.TXT

 Not exactly "gameplay" per say, but usefull nonetheless.

For Immersion i personally prefer to play without banners, arrow markers and with minimal UI. And since 3.0 the Background Menu video was deactivated, you can activate it in the Preferences.txt as well. To activate them:

 -Open file "/alexander/lotrtw/preferences/Preferences.txt
Change lines:
"SHOW_BANNERS:TRUE" to "SHOW_BANNERS:FALSE"
"MINIMAL_UI:FALSE" to "MINIMAL_UI:TRUE"
"DISABLE_BACKGROUND_FMV:TRUE" to "DISABLE_BACKGROUND_FMV:FALSE"

(Arrow markers are disable as default as of 3.0, so no need to change)
 -Save your changes and play the game.

----------------------
7) HOTSEAT MOD

 The Hotseat mod allows several factions being played at the same campaign, beware that this is NOT multiplayer per say, all players are going to have to be on the same computer OR trade the save files through EMAILS to play the game. There is also a bug, at every turn your cities will start as AI-managed, so you gotta bring it back every time.

 -Open file "alexander/lotrtw/data/scripts/show_me/background_script.txt"
Change "set_counter hotseatmod 0" to

"set_counter hotseatmod 1" for Isengard-Dunland
"set_counter hotseatmod 2" for Mordor-Easterlings-Haradrim
"set_counter hotseatmod 3" for Gondor-Rohan
"set_counter hotseatmod 4" for Dwarves-Dale 
"set_counter hotseatmod 5" for Noldor-Galadhrim-Silvan


======================================

BUG/CRASH REPORT


1) Please use this thread to make any reports on crashes you had and bugs you found!

---------------------------
Current list of known Crash To Desktop (CTD) causes, and suggested solution:

1) CTD at the start of a new campaign, just when the campaign map appears. Caused by a corrupted "advice" file.
It is fixed by removing these two files:
...\alexander\lotrtw\data\world\maps\campaign\Alexander\map.rwm
...\alexander\lotrtw\preferences\advice
(don't worry, the game will generate a new one)

2) Trolls may cause a CTD at the start of a night battle.
If there are units of those trolls in the battle preview, do not try a night attack.

3) CTDs during battles use to be related to sound settings.
Set sounds in options to Miles 2D Audio, and problem should be fixed.

4) CTDs just after a battle (while loading the campaign map again) use to be caused by wrong video resolution settings.
If you delete the preferences file, the game will create a new one based on your computer specs:
...\alexander\lotrtw\preferences\preferences.txt

====================================

CREDITS


THANKS TO

- Wlesmana for this awesome Mod and most of the hard work, and Cyen for the forum support.
- Seth Krnell for the custom cities, the buildings, and all the research to make them possible.
- Bardo for putting it all together, and for keep releasing patches.
- Tranky for the help with testing and balancing, and the management of the spanish translation and the forums.
- Falcons1988 for the new sounds and music.
- mac89, messenger, crayon, hellenes, rumil, Lupus, Baza, Raphael, and Rhythalion, for being part of the team.

- Roma Surrectum 2 team for the new battlemap environments:
Tone: trees, vegetation, grass, ground textures, terrain generator, and campaign map textures.
dvk901: water improvements, rivers, and a few textures here and there.
- TheLordz and NTW2 team for the skies, and some ground textures.
- METW team for the campaign map, and Metal Storm for his professional improvements.
- Aradan, Dol Guldur, Eorl and rest of FATW team for all their researches and tutorials, and for sharing with us the spreadsheet to calculate his unit costs, the base of our unit balancing system.
- Darth_Vader and Sinuhet for the AI formations.
- Echolyn for the great intro video, and the setup of the Last Alliance historical battle.

- Mods like Europa Barbarorum, DarthMod, SPQR, Roma Surrectum, Rome Total Realism, Iberia TW, ChivTW, Napoleonic Total War 2, ... for inspiration
- Modders of all time like Vercingetorix, Myrddraal, Epistolary Richard, Lord Adherbal's, SigniferOne, Simetrical, The_Mark, Makanyane, Red Spot's, khelvan, Thor the Bassist, Monkwarrior, Athenogoras...

- People at multiplayer for many enjoyable games, in special to Curro, Adrix, Mataputas, and TheWitchKing.
- Collaborators: Wulfburk, Hopit, Nelduin.
- Betatesters: paradamed, Metallistic, zedestroyer, Vicious the Conqueror, Freelancer Tex, godofruin, Prdo, Maverick, Codename_V, SHaDoWxCrUsAd3r, Blacktemplar221, niko21, Miszel, CapnDan, Primo, Smasher 282, Clagius, masterslay, drdans41, Johnny12, cc7734, anchoret, Falconwatch, Xerdun, Arrow2daknee, Predator1994...

And specially helpfull for every release:
- HouseOfHam - EDB validator, and his important discoveries on scripting
- RedFox - Zeus the Omnipotent EDB, DMB, DS Validator
- Squid - ATVTW - Trait/Ancillary Validator, descr_geography.db Editor
- MrHide - Trivium independant Map Editor (TiME)

All the people at twcenter.net, totalwar.org forums. And of course, people who still keep coming to www.lotr-tw.net 
 
                 

==================================

WHAT'S NEXT?

 So now what is next?  I'll just quote Bardo's post on Total War Center today:
  
 "I'm glad to see it finally released. After all these years i'm starting to feel a bit tired, and i'm afraid the latest months i have not enjoyed much the modding work. I'll be around and i'll try to keep supporting the mod, but i do not think i will handle a new release again. Next one will be fore someone else... I'm glad to see players still interested in a mod for such old game, and i hope this v3.0 can be the final version this mod deserved."

 Nevertheless, i (Wulfburk) will continue monitoring the ModDB page and providing assistance to anyone who needs, and dont forget to check out the main forum, which is quite active. I as a fan of this mod since it started cannot say how happy i am that it is done! So thank you Wlesmana, Bardo and Seth Krn3ll for making this wonderfull mod!

Media RSS Feed Latest Video
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v3.02 Bugfix patch

v3.02 Bugfix patch

Aug 28, 2013 Patch 17 comments

Install this small patch over the v3.0 version. INSTALLATION INSTRUCTIONS: Extract the files in your rome total war main folder, where the file RomeTW-ALX.exe...

v3.0 Final Patch

v3.0 Final Patch

Mar 20, 2013 Patch 75 comments

It has been more than 3 years since 2.08c, but now finally 3.0 has been released. WIth 16 custom settlements, half a dozen historical battles, many new...

Download patch 2.08c (OBSOLETE)

Download patch 2.08c (OBSOLETE)

Jan 5, 2011 Patch 93 comments

This is the 2.08c (NOW OBSOLETE) Patch for Lord of the Rings Total War, patch 2.08c, instructions are on the description. Mod team : Wlesmana and Bardo

LotR: TW 2.0 Open Beta

LotR: TW 2.0 Open Beta

Oct 13, 2007 Full Version 133 comments

This is the 2.0 vesion which features a fully fledged campaign map. To experience the full game please install 3.0 after installing 2.0.

Post comment Comments  (0 - 10 of 1,034)
Guest
Guest Jul 9 2014, 11:06pm says:

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ayichenw
ayichenw Jul 3 2014, 1:59am says:

I was wondering if you are going to implement some of the visuals from the hobbit trilogy, especially with the woodland realm, dale/esgaroth and erebor? Thanks!

+1 vote     reply to comment
ayichenw
ayichenw Jul 3 2014, 2:21am replied:

Also I seem to be getting a Win32: Dropper.gen warning when I download the 2.0 to 3.0 .exe file. I'm using avast.

+1 vote     reply to comment
Guest
Guest Jun 3 2014, 11:56am says:

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Wulfburk12
Wulfburk12 Jun 7 2014, 1:12am replied:

Well the first 1 from what you said is basically the unit scale, in which you can change in the option settings in game, put it at Huge.

2nd one from what i understand it seems your script is not running, since when it is all fine in the mod the generals do not age. The voices being roman when you click at them and move them in the campaign map is normal, since IIRC they were hardcoded and the devs did not managed to change it i believe.

And the 3rd i never noticed that bug, the music always ran normally with me, sometimes in battle you get a few minutes without hearing any music but its normal.

I suggest you post these problems here Twcenter.net(LotRTW)-(ALX)

Bardo (one of the devs) is still there constantly answering questions and stuff.

+1 vote     reply to comment
Wulfburk12
Wulfburk12 May 19 2014, 12:41am says:

For Steam, check out this post: Twcenter.net(How-to-install-on-Mac-and-Steam)

Im sorry i cant give first hand advice since my copy isnt from Steam.

+1 vote     reply to comment
Frost235
Frost235 May 14 2014, 1:08pm says:

Why dont you make a 3.0 version where i dont need to download 2.08 and then update to 3.0??

+1 vote     reply to comment
Wulfburk12
Wulfburk12 May 19 2014, 12:44am replied:

You dont need to download 2.08, as you can see there is a (obsolete) by its name in the download tab. BUT you DO need to download 2.0, and then 3.0

+1 vote     reply to comment
Frost235
Frost235 May 21 2014, 9:57am replied:

i know that, i mean, why dont you make a 3.0 full version instead of download first this and thatn that and then you might play it, or not, if you did not install it corectly, all that i wanna say is that not everybody knows how to install it properly, i for myself know how to install it, it it still does not work, because of something...

+2 votes     reply to comment
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Guest May 1 2014, 8:50am says:

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Release Date
Released Nov 6, 2007
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Highest Rated (19 agree) 10/10

This is a great mod that accurately portrays the greatness of the lord of the rings world. 100 thumbs up. Greek_hoplite, you suck.

Jan 9 2011, 3:32pm by nademan12111

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