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Wątek: Second Age - Total War - Version 2.2 (completely reworked)

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  1. #1
    Chłop
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    Second Age - Total War - Version 2.2 (completely reworked)

    Jeśli znudziła się wam już Trzecia Era, zapraszam do Drugiej. Szczególnie polecam miłosnikom Elfów Wysokich.

    Second Age - Total War - Version 2.1 (completely reworked) (based on TATW 3.1)

    Second Age - Total War 2.1

    I will not list up every change, i made. But there wont be something (except for the loading screens & quotes; and perhaps some sounds) that reminds you to the Third Age

    Patch 2.1 changelog:

    - added a script: If a non-orcish faction conquers an orcish settlement, most of the population will be removed; it is realistic, because orcs living in the Misty Mountains or in Mordor will not serve any good faction and it is a balance act -> good factions do not become to strong, if you they conquer some orcish settlements
    - fixed the bug, that Osgiliath looks like Edoras (I just forget to copy some files to the archive (Version 2.0), I released )
    - this bug should not occur if you have downloaded the submod on the 10th of march or later

    - savegame-compatibility: the bug should be fixed in your savegame, but the new script will not take effect (the old script should still work)

    Future features:

    - rename Framsburg
    - the rings of power for the Dwarves (only three, which belonged to the leader of Durin's folk, to the leader of the Broadbeams and to the leader of the Firebeards)
    - two other dwarven clans besides of Durin's folk: Broadbeams and Firebeards (in the Ered Luin)
    - make Gilraen's Memorial unbuildable in Imladris (DONE)
    - Iron Hills -> Dwarves (Durin's folk)
    - rename Iron Hills (settlement) to its origin name (DONE)
    - add eventpicture for Dúnedain culture (faction troubled; capture building; lost building; faction most advanced; mission expired; mission failed) (DONE)
    - fix bug, which makes it unpossible to send to troops to east nurn and south nurn (DONE)
    - fix bug, which makes it unpossible to upgrade troll-cages (DONE)
    - unite Dale and Rhovanion (DONE)
    - script for last alliance if Sauron took big parts of Gondor
    - fix the bug, that you cannot recruit Arnor Militia in the latest castle barracks (DONE)
    - add Taro_M's Minas Ithil Guard as new Citadel Guard (former Citadel Guard will become Dismounted Knights of Armenelos) (DONE)
    - add Agostinos' Arnor units as new Dúnadan high-tier units (DONE)
    - add some Lorien units (6 units) of FROME, created by koultouras (DONE)
    - add Mirkwood units of FROME, created by koultouras
    - move Silvan Elves' capital to southern Greenwood
    - add usual units also as general units (if they are used as general units of course)
    - Misty Mountains -> OoMM (script adjustment, population script, garrison script)
    - rename Misty Mountains settlement (DONE)
    - make Ents unrecruitable in custom battles (DONE)
    - rename regions/settlements of Mordor based on these sources (http://www.twcenter.net/forums/showthre ... st11193918)
    - adjust description of Sauron-event
    - readd custom settlement of Minas Morgul (with edited textures) to Minas Ithil (DONE)
    - add Lorien as faction
    - make Ents only spawn if Fangorn is owned by Elves (DONE)

    Progress: 54% (14/26)

    Gamenotes:

    - Mordor got at the beginning all of the 9 Nazgûl; A Nazgûl will be respawned, if he dies and Mordor owns Gorgoroth.

    - be prepared: Sauron is very strong, do not wait to long with attacking him. And the Orcs are strong as well; they are able to defend themselves against Arnor, the High Elves and the Dwarves.

    - I have also added a script for correct heirs, to make sure, that only decided characters inherit special ancillaries; here is a list:

    Quote:
    Arnor:
    King of Arnor, Sceptre of Annûminas, Elendilmir & Ring of Barahir: Elendil -> Isildur (spawned on event) -> Elendur (spawned on event) -> Aratan (spawned on event) -> Ciryon (spawned on event) -> Valandil (spawned on event)

    Gondor:
    King of Arnor, Sceptre of Annûminas & Elendilmir: Elendil (Arnor's Elendil) -> Isildur -> Elendur -> Aratan -> Ciryon -> Valandil
    King of Gondor & Ring of Barahir: Elendil (Arnor's Elendil) -> Anárion -> Meneldil

    High Elves:
    High-king/queen: Gil-galad -> Galadriel (if player agrees) -> Amroth -> Elrond (if player agress)
    Lord of Imladris: Elrond -> Glorfindel -> Erestor
    Lord of Mithlond: Cirdan (ancillary will not spawn again)

    Silvan Elves:
    Silvan King: Oropher -> Thranduil -> Legolas

    Dwarves:
    King of the Longbeards: Durin IV. -> Durin V. (spawned on event)


    Installation

    - You need a clean version of Third Age (3.1).
    - Extract the file and put the "data"-folder into your modfolder of Third Age (version 3.1); overwrite everything.

    Known bugs and issues:

    Quote:
    - If you attack Osgiliath from the west-side of the Anduin, the attacker will deploy inside the city.
    - I removed the palantiri and their functions, because the functions are totally senseless, because all palantiri were owned by the Dúnedain
    - There is no ring-script left, because I could not manage to create a new one (I do not know, how to give the ring to Sauron's slayer, even if the slayer already got 8 ancillaries )

    Screeny i linki tu:
    http://www.twcenter.net/forums/showthread.php?t=277931

  2. #2
    Szambelan Awatar Araven
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    Third_Age_3 to nazwa moda, tak dla TATW 3.2 jak i MOS.
    Nalezało zmienić nazwę MOS z Third_Age_3 na Third_Age_3MOS np. i dopiero ponownie zainstalować czyste angielskie TATW 3.2.

    Installation

    - You need a clean version of Third Age (3.2)
    - Download Second Age 2.3 (it's a complete version including 2.0, 2.1 & 2.2) http://www.gamefront.com/files/23951...nd+Age+2.3.zip or http://www.adrive.com/public/FubDrU/...0Age%202.3.zip

    - Extract the files and put the "data"-folder into your modfolder of Third Age (version 3.2); overwrite everything
    - Delete map.rwm at mods\Third_Age_3\data\world\maps\base

    Czyli masz mieć czyste TATW 3.2, pobierasz SA 2.3 wypakowujesz i wrzucasz to do datat TATW 3.2 nadpisujesz i usuwasz plik map.rwm z katalogu base.

  3. #3
    Chłop
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    Ok, czyli plik bat z tego nowego TATW 3.2 będzie plikiem uruchamiającym mod Second Age i ikona będzie z pierścieniem.

  4. #4
    Szambelan Awatar Araven
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    Nieważne jak będzie ikona wyglądać. Po zainstalowaniu prawidłowym powinien to być pierścień, jak w czystym Tatw (jako skrót do pliku bat).
    Podstawa to prawidłowa instalacja, a nie instalacja Second Age na katalog Third_Age_3 z Mosem.

  5. #5
    Chłop
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    Dzięki, już działa.
    Wygląd ikony też ważny, z daleka widać czy to TA czy SA .
    Szkoda, że tylko 400 tur (na razie wrzuciłem Arnor). Czy będzie to zmienione czy to taka krótka modyfikacja ?
    Na dodatek twórcy nie zmienili nazwy Third Age w tle menu.

  6. #6
    Szambelan Awatar Araven
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    I jak wrażenia z rozgrywki w Second Age 2.3 ?

  7. #7
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    Czy można by było odnowić linki z tego submoda?

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