Description

Full latest version! Now with tons of expanded features never seen before in MEDIEVAL 2 TOTAL WAR! Thanks to the M2TWEOP PROJECT! This latest version brings a HUGE quality improvement to the mod, making features once clumsy now look totally professional! The game is also faster and more enjoyable!

Preview
Third Age Total War Extended 4.8 - Full Standalone (Windows Only)
Post comment Comments  (0 - 50 of 91)
sinelyin
sinelyin - - 3 comments

Thanks Great Man!!! :)

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,636 comments

Hi, i can't make it run on medieval definitive edition. Haven't got kingdoms file there (At least it seems like that) Someone can give me an advice? Maybe you know why it fails :(. Thanks a lot.

Reply Good karma Bad karma0 votes
Aenarion_
Aenarion_ - - 1,633 comments

Bit late, but you can just copy and paste the Medieval 2.exe and select the keep both option, then rename one of them to Kingdoms.

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,636 comments

are some issues ofc so let me write them down i hope they will help you with your future updates.

Just to clarify, i have checked if the problem aint on my side i tried to reinstall and checked more than twice if have all the files in the antivirus exceptions and i do so lets get into it.

1. Sentinels of the woodland realm while in rebel army were pitch black
2. Some of the elven cavalry units will have no weapon displayed after charges or weapon swaps (lance to sword)
3. I am not sure if Avari elves should do this but at the start they captured a few settlements and settled in but after one singular turn all of them were kicked out and now they are just standing somewhere in the area doing nothing
4. Those angmar grenadeers are too op if they are able to demolish whole squad in seconds there should not be so many of them i would say about 20-30 so you at least have to protect them.
5. If you have a general unit as snow trolls the general is on top of the trolls head and it is really funny.
6. New elven lancers and elk riders are not having any picture inside of the game you press right button to see info and no icon
7. Gondor archers are not having an icon
8. Goblin wargs and warg riders seem too op not even spearmen csn deal with them if there are 4 or more units they can just demolish armies.
9. Elves all 3 factions, Goblins, Angmar and these factions need more unique units. Maybe more versatile units.
10. At the start of the campain there is a message that a faction was destroyed but what faction?
11. Beorns are too easy to kill and i think i have seen the same problem with more beast like units
12. Lothlorien elves seem to have no armor, even basic oricsh units can deal with them without a problem.

These are the units that you might consider adding

For elves - Try more versatile units maybe those beast hunters could also have an infantry variant, lothlorien elves need sword and board units, maybe one unit of lothlorien elite guards and they could look similar to generals with sword and shield. Also those beast hunters could have axe as a melee weapon to add another pelargir marines like unit. Cavalry should also have elk knights in my opinion.

Goblins need spearmen and maybe a two handed unit or dual wield also those wargs are nasty they are hard to deal with

Angmar definitely needs more units because when you fight them they just stack rhudaur infantry and angmar marauders and they are also pretty strong considering in my 3 campaigns they destroyed free peoples in like 60 turns every time. So angmar needs more balancing and more units

High elves would also be better with at least one versatile unit, something like knife throwers or javelinmen and make them spear or sword unit.

Silvan elves also need those elk lancers and versatile unit something like woodland orc hunters, make it smaller unit and let them throw poison like axes then you would also have a usable frontline vs orcs to support those spear units.

There are also sooo many good features and changes that i like

Troll men of harad look really scary and i love it.
I also love that you have separated dwarves and elves into 3 factions each really good job
Dwarven units are nicely done i love how do they look like.
Same with elven units but i wish there were more of them.
Angmar gundabad and mordor units are also well made + those gundabad battle trolls are sexy but i dislike wargs because they look more like just bigger wolves and are adorable rather than scary. Also, siege trolls are well made.
Also i like the changes for dale units a lot but i am now missing at least one or two heavy lookin units
One last thing, i love dwarven pikes as a unit in front line but now they are generals bodyguards in my personal opinion general should be placed into sword and board unit because his men should be the top notch of elite infantry.

But over all this mod is a pleasure for my soul so thank you a lot.

Keep it up.

Reply Good karma Bad karma+4 votes
4brkfast
4brkfast - - 8 comments

I think I can answer the Avari elves question: I remember this from TW Med2, it was super rare but I remember it, I believe if the king/lord/leader of a faction defects(many of the avari generals have SUPER low loyalty and eventually vanish as per lore) then the entire kingdom is reset.

Some of the weird unit behavior and generals and stuff is a limitation of the old Med2 engine and is why certain units would seem impossible to kill under normal circumstances.

Some of them simply require armor piercing weapons to kill - which where if you ever manage to get Eriador to convert to Arnor again you'll realize is one of their prime weaknesses, no AP unit. For this reason in my view the Dale unit roster for men is probably the most complete and well rounded.

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,636 comments

My previous comment was too long so the start of the message was cut out
I was just saying that i love this mod and i love your work but there are some things that might be updated or changed. I am a lotr mad lad so if i could at least help with a feedback or ideas i would be glad to help anytime.

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,636 comments

Everytime i recruit sindar archers a new family member arrives too, should that happen or nah?

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,636 comments

"Cannot Select exe file! Need correct medieval2 or kingdoms"

Anyone else get this error or know how to fix it?

Reply Good karma Bad karma+2 votes
Timi1994
Timi1994 - - 2 comments

I Have the same! it dont work

Reply Good karma Bad karma+3 votes
Guest
Guest - - 689,636 comments

This comment is currently awaiting admin approval, join now to view.

Guest
Guest - - 689,636 comments

This comment is currently awaiting admin approval, join now to view.

acerug123
acerug123 - - 1 comments

To fix this issue you need to move out the Third age 4 file out of the file created when you extracted it.

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,636 comments

This comment is currently awaiting admin approval, join now to view.

Guest
Guest - - 689,636 comments

This comment is currently awaiting admin approval, join now to view.

Pacman99!
Pacman99! - - 1 comments

I had this problem when i extracted the contents of the Third Age folder to the Mod folder of Medieval II, so that the Third Age folder contents went into the mod folder. However I then extracted it so that the Mod folder instead contains a Third_Age folder which then contains everything in it. Hope that makes sense.

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,636 comments

This comment is currently awaiting admin approval, join now to view.

Guest
Guest - - 689,636 comments

game just crashes randomely, after a battle, "try turning down the graphs", still get plenty of crashes

Reply Good karma Bad karma0 votes
4brkfast
4brkfast - - 8 comments

The description has some helpful stuff.

I was getting CTD's during my initial play throughs. Try restarting a whole new campaign - say, if you tried Gondor first, try another Gondor playthrough. My 2nd attempts were all butter.

It was only the Ents I had issues with. The Ents consistently crashed, 9/10 times! With no fix for this particular mod, at least that I can find. Everything else worked.

Reply Good karma Bad karma+2 votes
Guest
Guest - - 689,636 comments

This comment is currently awaiting admin approval, join now to view.

4brkfast
4brkfast - - 8 comments

Love the mod and the update. Cool stuff added for Ered Luin, I appreciate the new mountain castles!

I'm not sure if it's possible or not, but if there is a way to adjust AI behavior, I would recommend Eriador's behavior to be changed a little and perhaps some others.

Some of the good nation are slow in taking action(high elves, lothlorien, mirkwood, ered luin, Eriador) particularly Eriador who is in prime location to reclaim Annuminas and Fornost. Consistently Angmar beats them there! And the shire is often filled with full armies usually, although this play though it's less so, at least the forces are moving around in the shire!

I have yet to see Eriador claim Annuminas or Fornost, or even try to before Angmar arrives or claims one or both themselves. The changes to the Misty Mountain Orcs was really helpful in slowing them down though! They have other places to set up their core. But Annuminas has sat with 5 units and Eriador has a good 3 full armies, yet to take anything!

The only evil faction that shows consistent stagnation is Gundabad. They tend to just not do much or usually would bicker with the Misty Mountain Orcs while Angmar is always the aggressive one in the west. MMO tries stuff, but are cautious or just get whipped a lot! Probably the latter lol.

Perhaps it's how the AI is calculating it's relative military strength? Example being: Rohan, every battle I won with them was a sweeping victory and also 'historic' and heroic. Haha. Because of how it calculated their cav before the fight, not taking into account the devastating charge potential which actually works in this mod. I appreciate this may be difficult or impossible to change, all good, just sharing my thoughts, but I hope Eriador can be tweaked so they at least claim their Dunedain forces.

Love your work, I've been hooked on this mod for a while now, look forward to see what comes next. <3

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,636 comments

This comment is currently awaiting admin approval, join now to view.

Guest
Guest - - 689,636 comments

This comment is currently awaiting admin approval, join now to view.

zachman1201
zachman1201 - - 329 comments

Reply Good karma Bad karma+2 votes
Guest
Guest - - 689,636 comments

This comment is currently awaiting admin approval, join now to view.

Harioum
Harioum - - 6 comments

I have played 4.8 a week!
it is fantastic :)
a work of love to this game.
blessings.

Reply Good karma Bad karma+1 vote
ale96
ale96 - - 21 comments

when you say "This mod IS NOT COMPATIBLE with other mods like DAC." it means that I have to have it installed on a clean installation? they are not separated?

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,636 comments

This comment is currently awaiting admin approval, join now to view.

Guest
Guest - - 689,636 comments

This comment is currently awaiting admin approval, join now to view.

Guest
Guest - - 689,636 comments

This comment is currently awaiting admin approval, join now to view.

Guest
Guest - - 689,636 comments

I play for Lotlorien, I can say that wargs, trolls are unkillable, as for goblins. So are the beasts of Mordor. It's terribly annoying when a full army of archers cannot kill 1 troop of trolls.

Reply Good karma Bad karma0 votes
ale96
ale96 - - 21 comments

For that you can simply modify the damage done by elven archer by yourself, I have done it too as I found them to be too much nerfed, the elves are supposed to be strongest factions in all middle earth with archers that can kill everything with superb precision even miles away, so this is what I have done:

-1 Go to where is located your mod, usually, if you have not installed the whole Medieval II game in different hard drive then C, is located here C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War\mods\Third_Age_4

-2 open the data folder and search for export_descr_unit.txt

-3 open it, possibly, if you have it, with notepad++, is far more better then the windows notepad and is more simple to find what you need in txt files, and the program is completely free with no ads, so I personally recommend it rather then windows notepad.

Reply Good karma Bad karma+1 vote
ale96
ale96 - - 21 comments

-4 In the file search (ctrl+f) for the SILVAN ELVES exactly as I wrote it it will direct you to the silvan elves unit aka Lothlorien Units. The first 3 are the one you are searching for the archers, they should be:

-Elf_Archer

type Elf Archer
dictionary Elf_Archer ; Elven Archers
category infantry
class missile
voice_type Heavy
banner faction main_missile
banner holy crusade
soldier Elf_Archer, 48, 0, 1
attributes sea_faring, hide_forest, extreme_range, very_hardy, can_withdraw, free_upkeep_unit
move_speed_mod 1.1
formation 1.2, 1.2, 2.4, 2.4, 4, square
stat_health 1, 3
stat_pri 9, 2, elven_arrow, 170, 35, missile, missile_mechanical, piercing, none, 0, 1
stat_pri_attr no
stat_sec 7, 2, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1
stat_sec_attr no
stat_pri_armour 2, 6, 0, leather
stat_sec_armour 0, 0, flesh
stat_heat 2
stat_ground 0, -1, 0, -1
stat_mental 11, normal, highly_trained
stat_charge_dist 15
stat_fire_delay 0
stat_food 60, 300
stat_cost 2, 500, 210, 75, 75, 500, 4, 100
armour_ug_levels 0, 1
armour_ug_models Elf_Archer, Elf_Archer_upg
ownership slave, norway, mongols, normans
era 0 slave, norway, mongols, normans
era 1 slave, norway, mongols, normans
era 2 slave, norway, mongols, normans
recruit_priority_offset 0

-Silvan Archer

type Silvan Archer
dictionary Silvan_Archer ; Silvan Archers
category infantry
class missile
voice_type Heavy
banner faction main_missile
banner holy crusade
soldier Silvan_Archer, 48, 0, 1
attributes sea_faring, hide_improved_forest, extreme_range, very_hardy, can_withdraw, stakes, free_upkeep_unit
move_speed_mod 1.1
formation 1.2, 1.2, 2.4, 2.4, 4, square
stat_health 1, 3
stat_pri 11, 2, grape_arrow, 200, 35, missile, missile_mechanical, piercing, none, 0, 1
stat_pri_attr no
stat_sec 9, 3, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1
stat_sec_attr no
stat_pri_armour 3, 6, 0, leather
stat_sec_armour 0, 0, flesh
stat_heat 2
stat_ground 0, -1, 0, -1
stat_mental 12, normal, highly_trained
stat_charge_dist 15
stat_fire_delay 0
stat_food 60, 300
stat_cost 2, 620, 250, 65, 65, 620, 3, 150
armour_ug_levels 0, 1
armour_ug_models Silvan_Archer, Silvan_Archer_upg
ownership mongols, normans, slave
era 0 mongols, normans, slave
era 1 mongols, normans, slave
era 2 mongols, normans, slave
recruit_priority_offset 5

-Elf Guard

type Elf Guard
dictionary Elf_Guard ; Silvan Heavy Archers
category infantry
class missile
voice_type Heavy
banner faction main_missile
banner holy crusade
soldier Elf_Guard, 48, 0, 1.2
officer silvan_captain_early_flag
attributes sea_faring, hide_forest, extreme_range, very_hardy, can_withdraw, free_upkeep_unit, start_not_skirmishing
move_speed_mod 1.1
formation 1.2, 1.2, 2.4, 2.4, 4, square
stat_health 1, 3
stat_pri 12, 2, elven_arrow, 210, 35, missile, missile_mechanical, piercing, none, 0, 1
stat_pri_attr no
stat_sec 12, 7, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1
stat_sec_attr no
stat_pri_armour 8, 5, 0, metal
stat_sec_armour 0, 0, flesh
stat_heat 6
stat_ground 0, -2, 0, -1
stat_mental 14, disciplined, highly_trained
stat_charge_dist 15
stat_fire_delay 0
stat_food 60, 300
stat_cost 2, 780, 300, 100, 100, 780, 2, 250
armour_ug_levels 3, 4
armour_ug_models Elf_Guard, Elf_Guard_upg
ownership mongols
era 0 mongols
era 1 mongols
era 2 mongols
recruit_priority_offset 10

In those section you must modify stat_pri line, in particular the 1st number (the damage done by every missile shot by the archers), the 4th number (which indicate the max range for the unit, it is directly dependent on descr_projectile.txt and the max-min angle and the velocity of each projectile, you can try to modify them too if you want, the projectile that the unit use is in the 3rd space of stat_pri line), and finally the 5th number (which indicate the ammunitions avviabile to the unit).

And that is all to for modify damage output of the archers, if you want to modify other aspects there is a full guide of every single number and value of the units at the top of export_descr_unit.txt.

Reply Good karma Bad karma+1 vote
4brkfast
4brkfast - - 8 comments

The high elves are in a ****** situation really. Wargs and trolls in my experience required a lot of focus and arrows and a willingness to put the sentinels and or other light archers in the front line. Fire arrows make up for a lack of AP.

Wait until you fight Harad and their Mumakil, Rohan has an AP jav cav unit that is required for them. And the Rhun chariots REQUIRE AP, IE, Rivermen if you are Dale.

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,636 comments

This comment is currently awaiting admin approval, join now to view.

Lawh
Lawh - - 2 comments

Some Bug:

-The introduction message for the Goblins has "n" instead of "\n", so that their cavalry stats are on the same line as another unit's stats.

-Silvan Elves have an extra space in the line where it lists their allies.

- Sentinels of the wood land realm were missing textures in battle when they were on the Bandit side.

- Claiming ruins has the word "prisionier" in it.

- Invisible cave trolls in the Goblins faction.

I also noticed that English might not be your first language. If you need any help with any text in the game, I will be more than happy to help you out! It would be an honor to play even a small part in the fine tuning of this mod. You can leave all the text to me if you wish and focus on the important stuff.

Thanks for reviving this mod!

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,636 comments

This comment is currently awaiting admin approval, join now to view.

Guest
Guest - - 689,636 comments

This comment is currently awaiting admin approval, join now to view.

Guest
Guest - - 689,636 comments

This comment is currently awaiting admin approval, join now to view.

flyhidra
flyhidra - - 1 comments

hello I installed the game but while playing the game, the game gives an error and closes every now and then, help me how can I fix it acill error: !!!medieval 2 total war encountered an unspecified error and will now exit!!!

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,636 comments

This comment is currently awaiting admin approval, join now to view.

pmserafimb
pmserafimb - - 3 comments

I cannot recruit Gondor Archers, they do not appear to me as an icon even after reaching all the requirements to do so. Is there anyone with the same issue?

Reply Good karma Bad karma+1 vote
z33330
z33330 - - 19 comments

thanks for what you do

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,636 comments

This comment is currently awaiting admin approval, join now to view.

Guest
Guest - - 689,636 comments

This comment is currently awaiting admin approval, join now to view.

dysastervii
dysastervii - - 1 comments

Will there be russian language support?

Reply Good karma Bad karma0 votes
z33330
z33330 - - 19 comments

NORTON,AVG, and my windoes defender said this link is compromised. i just downloaded it a year a ago had all the same stuff (anti virus wise) and it has never popped up. only time it says this stuff is if the link really is corrupted and has a virus can anyone look into this would love to download it again on my new pc.

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,636 comments

it keeps saying need correct medieval 2 or kingdoms

Reply Good karma Bad karma+1 vote
Arafinwe
Arafinwe - - 2 comments

WTF is going on with the Avari Elves?!

So I selected the Free People of Eriador as my faction, which I have not done before. I play on "medium" as I haven't played the game in a while. Everything goes smooth: I take the surrounding settlements from the rebels. I develop my diplomatic relationships and build up my settlements.

Then the Avari Elves appear. Out of nothing they declare war on me. Mind you, that at this point, I am still playing with light hobbit troops simply because I am at round 10 and don't have any better soldiers. At this point, I am "supposed" to go against rebel settlements that match my strength (at least that's what I thought).

The Avari Elves have several hosts of massive heavy infantry and archers. It's laughable: Even if you are a grand maester in this game you CANNOT win against these hosts (I challenge you!).

The Avari Elves take my settlements. The go against my main army, which they beat like it's nothing because they have absurd infantry and archers. Aragorn dead. Gandalf dead. Game over (at round 17 on medium difficulty).

WTF is this? What's the purpose of dropping an absolutely overpowered faction next to your first settlements that just beats you like that? BTW, any diplomatic attempts at convincing them to leave me alone fail, no matter what I offer.

Reply Good karma Bad karma+2 votes
Guest
Guest - - 689,636 comments

This comment is currently awaiting admin approval, join now to view.

Guest
Guest - - 689,636 comments

This comment is currently awaiting admin approval, join now to view.

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: