Features:

- 2 New factions (Dunland and Lorien)
- Additonal custom settlements
- Additional units
- Additional heroes
- Additional unique buildings
- New 2D artwork
- New ancillaries and traits
- New in-game movies
- Game experience enhancing scripts
- Role play scripts
- Unique AOR system for Gondor's fiefdoms
- As lore accurate and gameplay friendly as possible
- RealRecruitment/RealCombat system implemented
- Optional superweapons such as flamethrowers and grenade throwers
- Heroes in custom battles

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Submods and patches added

News

Dear MOS players,

Due to various real life happenings, the MOS team is currently unable to work on developing the mod. At this point we don't know when or if we can get back to doing so.

We will try to keep some support going however and may add some new content here, thanks to the work of other modders who made their own submods for MOS 1.7. This is exactly what we are doing now.


Before telling you about what we added, here are two action shots from a MOS custom battle, recreating the first battle of the Fords of Isen where the forces of Isengard killed Théodred the son of King Théoden. Click on them and see them in HD and their original size if you can

Battle of the Fords of Isen

Battle of the Fords of Isen

And now to the content we added to the download section.

The "Marka" barded horses for Gondor submod for MOS 1.7 by Roma_Victrix

This mod will change the look of many of the horse units from the Gondor faction. How does that look? Well, this example will show you. For more pictures and install instructions go to the download page of this mod: Moddb.com

Marka barded horses 08


The Hobbit Dwarf unit submod by King Brian

The aim of this mod is to introduce the Dwarf armour we know from the Hobbit movies to MOS 1.7. As a picture tells more than a thousand words, we will use one to give you an idea of how that looks. Further info and instructions can be found on the mod's download page: Moddb.com

Iron foot Pikemen

The Enhanced submods for MOS 1.7 by rafmc1989

As many of you probably know, these mods have been hosted on our download page for some time now. For those of you who don't know about them, it is definitely worthwhile to check them out. These huge mods change a lot of things, too much to tell about here really. So check them out here: Moddb.com and here: Moddb.com

Remember that all the mods listed here are not made by the "official" MOS team. We will not provide support for them, but are quite happy to be able to present them here. After all, more choice on how your game will look, sound and play is always good.

Note: The mods listed here are most likely not compatible with each other. It is not recommended to install more than one of them at the same time.

Have fun playing!

The MOS team

MOS 1.70  RELEASED!

MOS 1.70 RELEASED!

News 6 comments

We are happy to announce that MOS 1.70 has been released. You can download the mod from the Moddb download section. The two files you need are MOS Full...

The Unite the Clans script

The Unite the Clans script

News 2 comments

This is a little preview of one of the scripts that MOS is famous for. It is the Unite the Clans script which is a new addition to our mod. The script...

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MOS 1.7 for TATW part 1 of 2

MOS 1.7 for TATW part 1 of 2

Full Version 10 comments

This is part 1 of 2 of the new Installer files for MOS 1.7. This installer includes all the files necessary to install MOS 1.7. Installing the 'All inclusive...

MOS 1.7 for TATW part 2 of 2

MOS 1.7 for TATW part 2 of 2

Full Version 2 comments

This is part 2 of 2 of the new Installer files for MOS 1.7. This installer includes all the files necessary to install MOS 1.7. Installing the 'All inclusive...

MOS Creatures Fix

MOS Creatures Fix

Patch 5 comments

Dear MOS 1.7 players, After some intensive work, Im happy to announce that a MOS_Creatures_Fix patch is now available. This fix should dramatically reduce...

Elven armour Silver and Gold switch files

Elven armour Silver and Gold switch files

Patch 7 comments

This is a package that contains the patches with which you can switch between Silver and Gold armour for the High elves and Lothlorién elves factions...

MOS 1 7 Hobbit Trilogy Dwarves submod

MOS 1 7 Hobbit Trilogy Dwarves submod

Full Version 7 comments

Patched December 30th 2016! (see text below) A new version (May 8th 2016) of the MOS 1.7 Hobbit Trilogy Dwarves_Units submod (previously named: MOS 1.7-The...

Gondor "Marka" barded horses submod for MOS 1.7

Gondor "Marka" barded horses submod for MOS 1.7

Patch

What we have here is a simple miniature submod for TATW MOS v. 1.7. In addition to very aesthetically pleasing barded "marka" horses for several cavalry...

Post comment Comments  (0 - 10 of 677)
CarlosImmortalHeroes
CarlosImmortalHeroes - - 10 comments

Common we have 1200 turns, can put population counted to recruit like already script on 1942 mod. Maybe roads are costs and can improve population pass and growth to the area in 5%,7,5%,10% and 12% each level, also social and greatness buildings can actract 0,5/1/1,5%. Globbins have large birthrates. Other Idea 12 turns per year not 13. Frodo can be imortal too or you Will be affraid to use him in campainha and he have viewpoints ability. Bilbo Baggins as governos and renamed portrait of other caracteres to current names.

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adonisstanleyceron
adonisstanleyceron - - 1 comments

Someone can help me install the correct mod because I install it on my part and if I leave but when I try to have a battle the game closes me and that did not happen to me with the original game.

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Alphacobra10
Alphacobra10 - - 1 comments

Can anyone help me? I tried to install the submod MOS but when I enter in the game, the game automatically gives me an "unspecified error" and I don't how resolve this.

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nathanael737
nathanael737 - - 19 comments

How did y’all keep allies from betraying you in this mod? In the vanilla game and all other mods I’ve played allies will always betray you.

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sadpanda101
sadpanda101 - - 403 comments

I think it's something in the coding whereby you have to send a diplomat to cancel an alliance before attacking, the AI don't know how to do this/can't do this and so don't. Once you have an alliance annoy them as much as you like and they cannot attack you

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