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Comment History  (0 - 30 of 173)
CapnDan
CapnDan - - 173 comments @ Campaigns Addon V2.8.4

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)

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CapnDan
CapnDan - - 173 comments @ "Did somebody order a Warthog?"

It's..... beautiful..

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CapnDan
CapnDan - - 173 comments @ The Lord of the Rings - Total War

Detailed installation instructions (and various support posts) can be found on the forum here:

Twcenter.net (How-to-install-on-Steam-Mac-Windows-10)

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CapnDan
CapnDan - - 173 comments @ LOTRTW Pack v3.02

Detailed installation instructions (and various support posts below) can be found on the forum here:

Twcenter.net

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CapnDan
CapnDan - - 173 comments @ Campaigns Addon V2.8.4

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!

Good karma+1 vote
CapnDan
CapnDan - - 173 comments @ Stellar Sovereigns EA V0.94 Update

This is a Stellar Update!

The visual updates over the last few months have been truly remarkable and the game is starting to look very good indeed!

Good karma+1 vote
CapnDan
CapnDan - - 173 comments @ Ground skirmish release to stable

Nice update - so cool to see this still moving :D

And the family photos for ground units were also really well done!

Good karma+8 votes
CapnDan
CapnDan - - 173 comments @ Prometheus new model

Is the one on the left the new model?

Good karma+2 votes
CapnDan
CapnDan - - 173 comments @ The Lord of the Rings - Total War

Hi! 'Noldor's Return' is a scripted event which requires building a 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:
Twcenter.net(Eng-Fr-Es)-gt-gt-Read-it-before-playing-lt-lt

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CapnDan
CapnDan - - 173 comments @ Campaigns Addon V2.8.4

They're hiding away at the top level buildings only at Thranduil's Palace (Silvan Capital).

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CapnDan
CapnDan - - 173 comments @ The Lord of the Rings - Total War

Well it's a pretty old game at this point so possibly software and drivers need older versions or compatibility updates and/or game being run in specific compatibility modes.

There's a very good guide here with even more details and problems solved deeper into the thread:

Twcenter.net(How-to-install-on-Steam-Mac-Windows-10)

Lemme know if any of that sorts it out.

Good karma+1 vote
CapnDan
CapnDan - - 173 comments @ DevBlog 26 - Releasing The Game

Hey fantastic! It's been a real pleasure to passively tag along on the journey and I'm especially glad you made the summary video here at the end - it's an important reminder of how long it's been and how far it's come!

Great work and thanks for sharing the process with all of us passive viewers! Good luck on the next one! :)

Good karma+2 votes
CapnDan
CapnDan - - 173 comments @ The Lord of the Rings - Total War

Yea - so kind of like I'd said - this mod plays a little bit differently than the stock TW games. The limited areas of recruitment means that players need to make more strategic decisions about where/when to send troops and then will almost inevitably suffer attrition when campaigning - which keeps locally trained militia units useful and valuable even into the later game.

Another feature you might notice is that this mod has an asymmetrical balance system where, for example, the orcish factions can train very large armies of mostly relatively weak units whereas elves (just for example) have smaller armies which are quite costly but that are very powerful if used well.

Good karma+1 vote
CapnDan
CapnDan - - 173 comments @ The Lord of the Rings - Total War

I have heard of a couple of sub-mods that make the game a bit easier/faster (faster building and faster recruitment for example). I haven't tried either of these sub-mods so I can't endorse them outright but I expect they should work.

That being said, the limited areas of recruitment and relatively slow building speeds is there on purpose to make for a more strategic game overall and also one where tactical choices (and missteps!!) carry more weight. I'd totally recommend giving this mode a try at some point - but maybe after a first campaign or two on easy or with whatever cheats you might find useful. :)

Good karma+1 vote
CapnDan
CapnDan - - 173 comments @ Campaigns Addon V2.8.4

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

Good karma+1 vote
CapnDan
CapnDan - - 173 comments @ The Lord of the Rings - Total War

For various installation issues check this thread:
Twcenter.net(How-to-install-on-Steam-Mac-Windows-10)

Good karma+1 vote
CapnDan
CapnDan - - 173 comments @ Campaigns Addon V2.8.4

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).

Good karma+2 votes
CapnDan
CapnDan - - 173 comments @ Campaigns Addon V2.8.4

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.

Good karma+2 votes
CapnDan
CapnDan - - 173 comments @ The Lord of the Rings - Total War

Hi! So, first the bug - I am not familiar with this one and have never seen it myself. So my first questions would be which version of the mod in installed any are there any sub-mods also activated?

As to a separate release for RTW Remaster - there are not plans that I'm aware of at the moment - but who knows what the future holds.

Good karma+2 votes
CapnDan
CapnDan - - 173 comments @ The Lord of the Rings - Total War

Maybe try different resolution settings and see how that goes?

There's also this help thread - search for 'resolution' there's lots of solutions for different potential problems.

Twcenter.net(How-to-install-on-Steam-Mac-Windows-10)

Good karma+1 vote
CapnDan
CapnDan - - 173 comments @ Campaigns Addon V2.8.4

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.

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CapnDan
CapnDan - - 173 comments @ The Lord of the Rings - Total War

Install guide here might help:

Twcenter.net(How-to-install-on-Steam-Mac-Windows-10)

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CapnDan
CapnDan - - 173 comments @ The Lord of the Rings - Total War

The mod utilizes basically every trick available in the base game to do all the many novel things that it does, so it absolutely needs to run off of ALX.exe

Good karma+1 vote
CapnDan
CapnDan - - 173 comments @ The Lord of the Rings - Total War

Check out this thread:
Twcenter.net(Eng-Fr-Es)-gt-gt-Read-it-before-playing-lt-lt

It should answer all your questions and maybe several you didn't even know you had. :P

Good karma+1 vote
CapnDan
CapnDan - - 173 comments @ Campaigns Addon V2.8.4

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!

Good karma+1 vote
CapnDan
CapnDan - - 173 comments @ The Lord of the Rings - Total War

So, there`s this forum here where a few other sub-mods and things live:

Twcenter.net(LotRTW)-(ALX)

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CapnDan
CapnDan - - 173 comments @ The Lord of the Rings - Total War

How about adding to the 'addons and sub-mods' thread (or making a new one) over on the mod's home forum?

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CapnDan
CapnDan - - 173 comments @ CCS Cruiser "Sacred Promise" Walk Through

Even better than the last one! love the work with the lighting - that looks like it'll both look great AND be a ton of fun to play when crowded with characters.

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CapnDan
CapnDan - - 173 comments @ UNSC "Angler" Walk through

Well now that is ridiculous - like no kidding amazing. Nice work

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CapnDan
CapnDan - - 173 comments @ Take part in the closed Beta testing of Maritime Calling

Just wondering do you have anything set up for collecting feedback and bug reports from the Beta?

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