This member has provided no bio about themself...
Reforged Team, greetings.
1. Campaign seems very unstable. I tried playing as Gondor and Mirkwood and repeatedly got CTDs after 1 or 2 turns after starting the campaign. I am aware that campaign is a WIP, I am not looking for help, just bringing this to your attention. Is there any possible way to tell me when can we expect a decently stable campaign?
2. I have to say, though not really fan of Evil factions, unit design and overall look for Umbar is excellent. I really like Umbar units and I like their general style is relatively close to Gondor as well as Numenor as it emphasizes ancient links between the three factions and the fact they were once polity way back. I recently saw that guys over at DaC have created a feature where player, if leading Umbar, can get Gondor Infantry and Archers (in Umbar colors) once Minas Tirith is taken. I am not quite sure do you need to defeat Gondor completely or just taken some of their core territories but playing as Umbar you can have "umbarised" versions of Gondor units. Are you guys planning of doing something similar? I was hoping you might do an opposite feature and give some of Umbar units to Gondor players under certain conditions. My personal favorites and candidates would be Beleketh Shieldbearers and Beleketh Axeguard. I would love to see these units in Gondor white and blue.
Prerequisites for getting, in my opinion, could be:
-Capture of Umbar by Gondor
-Destruction of Umbar as faction
-Increase of Dunedain culture in Umbar and starting Umbar cities over 50%
3. Besides everything else, I have to offer my praise on general unit design. I really liked heavy dwarf units like Mirrormere Crosbows and Erebor Legionaries, but liked even more design for later Mirkwood elven units, especially units that have their faces covered in combination with trademark Mirkwood elf helm from the movies. There are some really cool units I liked in every faction, which could not be said for DaC. All in all, excellent work. Keep it up and all the best.
EliteDwarf, hi. I tried what you suggested. DLed V4 again, reinstalled M2TW, followed instructions video and finished with the first error again. Medieval2.exe - application error. I am dead sure I followed everything to the letter. Anyway, thank you for provided help, I will try my luck with Reforged and wait for V5.
Thank you for the help, but it would seem I am plagued by one issue after the other. I was able to create kingdoms.exe easily enough. Trouble started when I tried to remove "read only" from Medieval 2 folder. At first I thought it was just a simple issue of unchecking the box, but as soon as I would apply it and open properties again, lo and behold, "read only" was still active. Tried googling, found decent number of solutions and tried those that I could and nothing worked. Had a talk with a friend who works in IT and he said it was "notoriously" hard to remove "read only" from folders on Win 10. He even tried it on his PC and was unable to do it. Either way, thanks for your help. I presume there is no way around this "read only" issue?
EliteDwarf, first of, thanks for your response. Regarding the issue of applying LAA to kingdoms.exe, the issue is that I dont have a kingdom.exe in the medieval 2 folder. Only exe I have is medieva2. I did run online across a potential method to create kingdoms.exe but not quite sure is that applicable. Simply, you copy medieval2.exe and rename it kingdoms.exe. Any comments on this, can you verify this works?
Thing is, during my initial installation (before I went to the net for answers) after seeing I only had medieval2.exe I applied LAA to that exe and the installer window for LAA reported successful completion of the operation.
Part of your response is somewhat confusing for me "You can confirm this yourself by going to Medieval II Total War\mods\Third_Age_3 and then right-clicking and edit/open with Notepad the DaC.bat file." I was under impression one simply does not need TATW to play DaC.
I tried googling the issue, and closest I came to similar event was the one from TW Center thread I attached in my first comment. Thats where I found the "kingdoms.exe" solution. Other results where not really related with my issue, some results going back to the version V1 so I presumed they were outdated.
Hello, this is not a question, just a report on an error of sorts.
After installing MTW2 two times and going through the instructed procedure for installation of DaC V4 I have run into an error "the application was unable to start correctly (0xc0000142)" after trying to launch the mod through desktop icon.
For the purpose of LAA I was able to locate only medieval2.exe but as far as I can gather, not doing LAA for kingdoms expansion is not supposed to be a problem.
It would appear this error was present in V3 as well.
I have 8GB of RAM and my system is 64 so I'm covered in that regard.
Sounds brutal, but at least you got to play. I have been trying all day to start it and always get "the application was unable to start correctly (0xc0000142)" error. Anyway, thanks for your help once again.
Thank you. I watched the installation guide video and part about steam had me confused. It seemed having steam installed was a "must have" to be able to play V4. How did end your Mordor campaign in the end. From what you wrote previously it seemed you gave up on it.
Oh, my bad. I was under the impression that you were playing Gondor. That seems to be rather unbalanced. I have not played DAC in a while, but I remember my experience with the Gondor was that I was for first 40-50 turns dugg in Osgiliath and Cair Andros, just repulsing one Mordor army after the next. Let me ask you, if you know, do I need Steam installed to play the mod. I never use Steam and if there is a way to go around this requirement I would be grateful for the instruction.
I have noticed in YT playthroughs that you can recruit Fountain Guard at turn one from Minas Tirith. Maybe its a balancing thing, as I know Mordor AI has tendency to spam stack after stack of units that just stream from its territories.
How did you like playing as Gondor? Im just dl V4 now and was planning to play as Gondor as well.
Does one need to have Steam installed to play the mod. I had no reason so far to install steam on my pc and would like it to remain that way unless it is critical for mod to run?
Thanks Kek :) Have fun. Its somewhat simple, but fun to play. Have to say, brother Arphenior did awesome job with his stealth cover fix.
No problem brother. I see the reasoning behind your idea, its on point. My mistake was in actually seeing a Vanquisher cannon where there was none :).
And do send the good stuff if you would, I dont have any of these tanks. If you could pack them up with the previous SM stuff I asked of you earlier, that would be great.
Thank you brother.
Brother Kek, excellent work. If you don't mind, I might have a suggestion for your consideration.
From what I can see, you used Vanquisher cannons for the main gun.
If I am not mistaken, standard Vanquisher cannon is smaller in size then those on the model you made. What do you think of actually placing two turrets on the Deathhammer, and equipping each turret with either two standard Vanquisher cannons or maybe even 4 Vanquisher cannons for each turret?
Either way, excellent work man :)
Good work brother, always good to have a tutorial at hand. I do hope this will become an extensive tutorial.
Yeah, I see, its an awesome improvement over the vanilla mate, exceedingly good work. I guess there is a lot of things you can do with a model small as helmet when its texture size is 1024x1024.
Once again, excellent work :)
Right, good luck then :)
Also, what size was the texture you used for this helmet?
Eranthis, did you plan on modeling all of your helmets? If you want, I am willing to provide you with models of helmets I made for my mod.
these are actually files for 3ds Max and can be opened in modding software 3DSMax. You will not be able to open files in any of the SS mod tools, as far as I know. Sorry for such a late answer, I have just seen your question.
Hi there, thanks for the complements on the map :) I to try. Regarding the missing textures, I have finally figured out what was the issue. When I started making maps, I already had a lot of custom maps in my game and as I was extracting vanilla textures so that I can use them I probably extracted some custom textures as well. These missing textures are from map pack called Community map pack 1-4
Install these maps and I think your problem with textures should be resolved. I know the answer to you questions came way to late, sorry about that, I just saw your comment.
All the best En1gmah.
Now, were would be the fun in that :D
And thank you, I hope the final thing, with invisibility zones, teleports and heavily armed fortress will be a lot of fun.
You hear this boys? It seems Tragicvision is up for another SCAR :) My requests where always in the realm of possible :D
How does Legion recruit work in this mod? Can you recruit particular Clone Legions straight from the start and can you recruit more than one unit of, for example here shown, 212th. I mean can you recruit specific clone units the same way you recruit "shinies", multiple times so to create an invasion force from, for example, 212th?
I think I see what you are going for but not really into modding or modeling that much anymore. Tried with my own mod, it died.
If you change your mind, you can find the assets here
Good luck with the future updates :)
Sure thing Seregruth.
Zaha, hi. Just saw your announcement and wanted to say my offer regarding the models is still on the table.
Good to see you are working still on Tyranids. All the best.
Good luck my friend, with your book and writing career :D
I always thought that free upkeep works for all units, without regard for their status (low, medium, elite), as long as you have the actual building which provides free upkeep. And these are actually two of my cities that are among those most developed currently, but I will check this out. Thanks.
I would support this motion, if it ever came to that. Opening Anduin for sale in its entire length would create more interesting strategical options and, in my opinion, would outweigh awkward detail of falls of Rauros not being salable. We could pretend fleets were "moved" by land by their crews and soldiers. Historically speaking, there is more than one example of this tactics.
Just a report on what seems like a bug. I'm playing as Remnants of Angmar and in both Shedun and Litash I have buildings which provide free upkeep for units. In Shedun its 1 unit, in Litash its 3 units with free upkeep. Thing is, not one unit in both cities has free upkeep. Just though you might find this info useful.
Yes, I would like to turn them back on. How do I proceed? I was unable to find option for it in the settings.
Thanks. Mod looks awesome.