Greetings, fellow conquerors! Northern Dunedain are a very interesting faction to play. They are quite hard due to lack of money and units in the beginning, but, unfortunately, they become too easy when you destroy either Angmar or Dunland. To make ND campaign much more interesting and hardcore we decided to add a little script to the game that will allow you to unite the Two Kingdoms of the Dunedain and form the Reunited Kingdom of Arnor and Gondor. It should work. Blah, blah, blah.
Instructions can be found here: www.twcenter.net/forums/showthread.php?752787-Gollum-s-Reunited-Kingdom-submod-for-DaC-1-2
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I don't understand where I have to put the grk folder?
Into your Third_Age_3 folder
I see in some screenshots you control both Arnor and Gondor, in only turn two, which option on the grk.bat will allow this?
None. I made this screenshots just to show faction symbols and models. Don't pay attention to the turn number, I reached this by using cheats.
When I try to play the campaign the game freeze after I choose the faction.Whan can I do?
Does the 'time until more units available' for units reduce once factions can train all of their units? Great mod, but I want to be able to recruit large armies, and right now have 36 turns until a new unit is available. Again, I truly mean it this is a fantastic mod, I just want to know if I'll be able to recruit faster or if I need to edit some values so myself and the ai can get more troops.
I'm using this mod. Successfully completed all the necessary steps to for the RK, used the bat file and everything went off without a hitch. I have reached the barracks event and am noticing that I can only build elite Dunedain units in the northern part of my kingdom (Eriador). I cannot build any stardard units aside from militia in my southern kingdoms (Dol Amroth and Gondor). Is this on purpose, I was under the impression I would be able to train standard Gondor and Dol Amroth troops in their regions, or at the least build Dunedain troops everywhere that has Dunedain culture.