THIRD AGE: TOTAL WAR.




-------The Lord of The Rings total conversion for Medieval 2: Total War.-------

Third Age Total War 4.0

Third Age Total War 4.0

CURRENT MOD DATA INFO:

15,8 GB
23.442 FILES
1.497 FOLDERS


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This is an unofficial CONTINUATION for Third Age Total War, the classical Lord of the Rings Medieval 2 mod discontinued many years ago. It adds lots of new features, changes some existing ones and add many bug fixes. This unofficial release has no link to the original TATW mod creator, its a independent project. Though it uses the original mod as basis, and all credits are given to its original creators.

This mod has been in development for more than 10 years! And yet, it was unknown for the gaming community, because it remained restricted to a single forum.

Now comming to MODDB, this latest release brings brand new stuff.

How is this mod different from other big Lord Of The Rings Mods like Divide and Conquer and TATW Reforged?

Thats because this mod is basically meant to be what the original Third Age Total War would turn into had developers continued working on it.

The main guidance of this mod is try to bring as much uniqueness as possible to each faction and more diversity to the strategical map.

No major change is made in the main balancing stats of the game.

Also, this is the mod where the majority of custom settlements ever made for Third Age Total War comes from, meaning that what you see in other mods are variations made using as basis the settlements created for this mod.

Different from other Lord of The Rings mods for Medieval 2: Kingdoms, this one is not arcadish style, meaning it remains a lore oriented turn based war game where the focus is in strategical planning.
Units, settlements and locations were created with a sense of reality and polishment, so players will not experience any sensation of incoherence or disarrangement like we see in other mods were the focus is on free fun rather than in realism.

No fancy units, no out of lore settlements, no freestyle terrain editing.

MAIN FEATURES:

- New factions.
- Lots of new lore accurate custom settlements and locations.
- New units and characters.
- A new feature called "Ruins", allowing the player to explore iconic places in search for treasure and artifacts.
- Tons of fixes for bugs from the original TATW 3.2. and the original Medieval 2.
- New mechanics for settlement upgrade of each faction.
- Improved geography in strategical map.- New unique features for units, map and scripts.
- New improved models and tetxures for units.
- And much, MUCH more.

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ANIMATIONS:

- BETTER ANIMATIONS FOR DWARF PIKEMEN/SPEARMEN
- REMOVE BUGGED/SLENDER FATALITY ANIMATIONS OF DWARVES
- FIX VANILLA HORSE ANIMATION FRAME GAP
- FIX ELEPHANT/CAVALRY ROTATING BEFORE THEY START WALKING
- IMPROVE BEAST ATTACK BEHAVIOR. MORE ACTIVE, LESS IDLE (ELEPHANT ANIMATIONS)
- NEW ANIMATIONS AND MODELS FOR ORC SIEGE ENGINES (TROLLS HOLDING LOGS (RAM), TROLLS CARRYING LADDERS, TROLLS PUSHING SIEGE TOWERS)

- ANIMATIONS FOR FLYING UNITS.

NEW FEATURES:

- ALLOW BOTH TEMPORARY AND PERMANENT FORTS. CURRENTLY WE HAVE PERMANENT FORTS SET BY THE CAMPAIGN START. HAVING TEMPORARY ONES BUILT BY GENERALS (FORTS THAT DISSAPEAR ONCE ABANDONED) WOULD ALLOW A NEW FEATURE WICH I CALL "FIELD FORTIFICATIONS", THAT FORTIFICATIONS WOULD BE NOTHING MORE THAN A TEMPORARY FORT WITH A VERY SIMPLE MODEL (TRENCHES, PLATFORMS, SOME TOWERS, BARRIERS ETC. NO WALL OR GATE)

- A STACK SPAM PREVENTER, ALLOWING THE AI TO RECRUIT A LIMITED NUMBER OF UNITS BASED ON HOW MANY SETTLEMENTS THEY HAVE. ONCE WE HAVE THAT, WE COULD ALSO REMOVE THE INFINITE MONEY BONUS THEY GET, SO MONEY WOULD BE AGAIN A THING FOR AI FACTIONS WICH MEANS ECOMONIC WARFARE FEATURES COULD BE IMPLEMENTED AS WELL AS THE CURRENT ONES WOULD MAKE SENSE TO BE USED (LIKE BLOCKING PORTS, ROADS ETC)

- MILITARY ACCESS SHOULD ALLOW ALLIED ARMIES TO PASS THROUGH ALLIED SETTLEMENTS

- MAKE SIEGE ENGINES FACTION SPECIFIC (VANILLA IS CULTURE SPECIFIC) (DESCR_ENGINES.TXT)

- A NEW INTERFACE BUTTON TO ACCESS DIPLOMATIC OPTIONS AT ANY TIME WITHOUT THE NEED OF DIPLOMATS. (A BUTTON IN THE ALREADY EXISTING DIPLOMACY MENU OF THE GAME, TO OPEN THE DIPLOMATIC OPTIONS.)

- ANY EFFORT TO ALLOW FLYING UNITS TO WORK BETTER. (IGNORING PATHFINDING BLOCKAGE WOULD ALREADY BE A LOT)

- ALLOW THE GENERALWITHANCKILLED TRIGGER. (SO A GENERAL WHO KILLS ANOTHER ONE WILL TAKE ITS RETINUES)

- A SURRENDER BUTTON FOR SIEGE BATTLES:


The "negotiate surrender" button should be in the pre-battle battle menu along with the fight in battlefield, autoresolve and flee buttons. Once clicked by the player (attacker or defender), a new menu pops up (not sure if the battle menu need to be minimized). this new menu will show the surrender conditions, explaining that the sieged army will leave with no casualties as well as the price of the deal (an amount of money calculated like 20 florins per unit and 200 florins per general and like 30 per agent). this new menu will have 'yes or no' buttons. if the yes one is clicked this means the player (wich can be the sieger or the sieged) makes the proposal, then the script will prepare an answer from the other side (THE AI), this answer could be something like "70% chance of accepting the deal if their chances of winning the battle is less than 30%, 50% if between 30% and 70%, and 30% if more than 70%. If the deal is done, the settlement is given to the attackers, the residents leave unharmed and the money is taken to the sieged ones and given to the siegers. If the AI says NO, then NOTHING HAPPENS, the menu is closed and you go back to the battle menu. The "negotiate surrender" button is greyed and disabled until the next turn when a new proposal can be made by any side. Now, this feature should also be available for the AI, exactly as for the player, meaning they could do it when attacking or when defending. the odds of the AI proposing the surrender deal could be totally random, since even with good chances of winning they could still be interested in the money or simply not losing units in a battle. or maybe their proposal could be triggered by some more complex conditions, likes chances of winning the battle, etc. they would then make the proposal and the menu would show up (preferably with the camera positionning over the settlement to avoid confusion), and it would be up to the player to acept or not. Thats all. PS: we can use the "advisor" button for this but preferably reposition it near the other three buttons ("fight", "auto resolve" and "white flag").

IMPOSSIBLE FEATURES I WOULD LIKE TO SEE IN MED2 ENGINE (ONE CAN DREAM):


-A SYSTEM TO ALLOW SPIES OR ASSASSINS TO STEAL ANCILLARIES FROM GENERALS AND GIVE THEM TO OTHER GENERALS OF HIS OWN FACTION

- UNIFYING SPIES AND ASSASSINS IN A SINGLE AGENTS WITH SKILLS FROM BOTH.

- AN ANCILLARY TRADE SYSTEM SO ONE COULD SEEL ANCILLARIES WHEN IN NEED OF MONEY

- THE POSSIBILITY OF OFFERING ANCILLARIES IN THE DIPLOMACY MENU.

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Post comment Comments  (0 - 10 of 82)
Guest
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sebi.costa
sebi.costa - - 195 comments

Incredible models
For Angmar, would it be possible to add some Rhudaur hillmen (from the same game as Aghandaur). Maybe some Rhudar shamans and move the chant ability to them instead of the goblin grenadiers.

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Guest
Guest - - 689,640 comments

Hi,

I get this error message at the begining of the 2 turn "encountered an unspecified error and will now exit"

Is there any fix for this?
I already running it with windows 7 compatibility.

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sebi.costa
sebi.costa - - 195 comments

dont know, never saw this error

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morbiuss
morbiuss - - 12 comments

Yo, a great mod, just wanted to share some bugs and stuff i've encountered while playing, not sure if the creator gonna see this, or is still active but still.

- When playing as Erebor, both the erebor and the iron hills have an elven settlement building icon for some reason, problem shared across numerous factions actually.

- Woodland realm units have the Rivendell banners in the battle for some reason (I doubt it's intended).

- When playing as Lothlórien, the faction is missing its elite archer unit, because the building they come from makes them into generals, weird thing.

- The Sauron's return event is definitely bugged, whenever he gets the ring a unit spawns, but the very next turn he loses the ring and the unit just stands in front of Barad-dûr and does nothing, this happend in every campaign i played.

- And as mentioned by many people already, the trolls and especially wargs need some tuning, the wargs as of now in the 4.8 are incredibly overpowered.

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CarlosImmortalHeroes
CarlosImmortalHeroes - - 10 comments

On 1942 mod we have the script population count to recruit. Maybe roads can pass and growth population to the area. Also social buildings help to attract population. Globins have large birthrates.

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Guest
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fenix02
fenix02 - - 319 comments

are Rhudar units op?
they the granadiers insta killing dunedain and the rhudar inf and cav mulching through dunedain as well.
i'm trying to create Arnor and i have to fight Angmar to before hand.

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piul
piul - - 43 comments

hello i have a question.

are trolls using infantry skeleton or elephant?

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