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.
Major expansion for Lord of the Rings: Total War. Includes hundreds of improvements both large and small as well as three additional full-fledged campaign maps.
Thank you so much for this update, and here I thought this was done. I really like this addition!
Thanks! Glad you like it! ^_^
Great Job i like the Numenorian Campaign.But i cant build any roads as numenor is there a way to fix this :)?
The lack of road building for the numenor faction was on purpose both to fit the theme of the campaign and (maybe more importantly) for the sake of strategic-level gameplay.
It's meant to be a major feature of the campaign that the relatively long distances and very limited units early on means that some level of longer-term strategic planning (and living with and adapting to consequences of those plans!) becomes necessary in a way that I'm not sure is replicated in any other TW game.
Anyway, if that's not your cup of tea, add the faction (numidia) to the 'roads' category in 'export_descr_buildings.txt'. This implementation may lead to some missing UI features in the build menus particularly, but it should be all that's required to get roads going for numenor.
Happy campaigning!
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OK, so I take off the HD graphics mod and it works. So something with that, I guess this is technically the wrong place to post this? Maybe you can help me anyway though, you are the only one who's working on this, I believe I saw.
So simple answer is the various sub-mods are mostly incompatible as they modify the same sets of files but in different ways.
And unfortunately the JSGME mod manager only acts as an easier way to mount/unmount mods and has no capability to check for or resolve conflicts.
So, simple answer is only one sub-mod at a time - more complicated answer is look into whether or not it might be compatible with other sub-mods - and third is exactly the trial and error process that you used to get things working.
Still LOTR TW is by far greater for me than Third Age. Because of very Tolkienish (and therefore movie-like too) balance of the game. You can feel superiority of elves or Numenorians over other nations but it also comes at cost.
But one thing I would like to point out - would it be possible to add in CUSTOM BATTLE MODE Dol Amroth and Pelargir units to Gondor selection of units? As formally and practically they all served under Gondorian banner.
And I feel strange that I have to choose Free People to use them. Of course these units can also stay in Free People nation but it would be nice to have them in Gondor also.
Yes! This is precisely why I like this mod too!
It seems very very rare to find a game with a genuine and actually functional asymmetrical balance system - even in many cases where the lore suggests that there probably should be one. It's one of the main reasons that I keep on coming back to LotR-TW - even after having sunk long long hours into it.
I didn't play Third Age for years now (TBH I installed LOTR TW after many years too, just because I saw LOTR film trylogy again last week), but honestly I didn't feel the same climax in 3rd Age. Moreover as a used-to-be Tolkien die-hard it irritated me a lot that many nations were underpowered and some overpowered. It felt to me like a standard RTS game with LOTR graphics and a little shade, a little tint of Tolkien's lore. While LOTR TW was just a full scale LOTR mod deeply rooted in Tolkien's universum, despite being based on LOTR movies (which I adore - certainly Jackon's passion for Tolkien's books helped him made these epic movies).
You just felt that if a group of wandering Mordor Orcs would lost their way somewhere in Ithilien and would met Ithilien Rangers in 3rd Age they would give them a pretty proper fight, while in LOTR TW they would just get slaughtered as it would happened in Tolkien's world.
This asymmetrical balance system you wrote about is just a masterpiece.
And many thanks to you for fine-tuning this work of art! Hopefully you can even more refine it! (you know, I always liked night battles ;) and Nazguls are just perfect nightfighters ;) )
As to the Dol Amroth units - they were added to the Free Peoples roster mainly to balance multiplayer games as, at the time of the initial balancing, the faction was not really meant to be completely viable on its own - instead its main purpose was to be the desperately weak faction that provides the baseline to play through the scripted Fellowship of the Ring story campaign.
Anyway - I've just done a quick check and you can make these changes yourself via the export_descr_unit.txt file in your mod folder - just find the units in question and remove the 'no_custom' traits (the first few lines in export_descr_unit.txt has a brief description of how the file works).
Ohh, that's better! Now I can use all Gondor dependant territories under Gondorian banner! Good. Time to hunt some orcs!
As Noldor, in the main campaign I reached the highest level of forge so I was expecting to recruit "High Noldor" troops but nothing happened... I was wondering if this is a bug or these troops are recruitable only in specific region.
Hi! So short answer is that the 'Noldor's Return' is a scripted event which requires the Foundry of Manwe at Mithlond, Forlindon and Harlindon - once these are built a script will pop up indicating the Noldor are returning and then the High Noldor units can be trained at those Western port settlements.
Here's a page from the mod's home forum with an outline of the important scripts if you'd like to know more.
Twcenter.net(Eng-Fr-Es)-gt-gt-Read-it-before-playing-lt-lt
is it possible to get the red high noldor soldiers for the silvan elves? i see them in custom battle but don’t know how to get them. i took a few major noldor elf cities and couldn’t get them still
They're hiding away at the top level buildings only at Thranduil's Palace (Silvan Capital).
Amigos pregunta, este paquete es mas actualizado que el que esta en la misma pagina llamado Paquete LOTRTW v3.02??? o cual es el ultimo archivo que contiene todo?
This file is an Addon for v3.02 - it makes several small improvements, fixes some errors, and adds the option for a few additional campaigns. So, the most updated version of the mod would probably be v3.02 plus this addon.
However, the Addon is mostly not compatible with other v3.02 sub-mods which is why it's still separate.
Hope that helps!
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I tried adding the -show_err to the launch options in steam, but I can't seem to see anything anyway. Running win10 if that helps. Crashes seem to happen somewhat randomly, in battle, out of battle, with sound, without sound. Usually it's in a battle, or right after battle, sometimes when campaign map has loaded.
Any advice would be much appreciated.
The main things that causes this for most people is errors in installation process. So, double-checking that the correct files and folders are installed in the correct places is a main one.
Your particular error reminds me a lot of the conflict with the 'improved trees' addon. Unfortunately the various sub-mods for LotR-TW mostly do not play nice together. So if, for example, the Campaigns Addon is installed then it should be the *only* sub-mod applied.
Otherwise, detailed installation instructions (and various support posts below) can be found on the forum here:
Twcenter.net(How-to-install-on-Steam-Mac-Windows-10)