RC+RR for TATW 1.1 (May 25 Update)--------------------------------------------------*Recommended to start new campaign. Old campaign will start, but there might be some problems*Note that the install process is now a little different. The default configuration is now without the units from Agostinos Additional Units mod. They are available to install as an option however, as explained below.STEPS TO INSTALL:1) Ensure you have downloaded and installed TATW and TATW patch 1.12) Install the contents of the following download into your TATW folder.
TATW_RC_RR_May_25_Update_2.rar3) IF YOU WISH TO USE THE NEW UNITS IN AGOSTINOS ADDITIONAL UNITS MOD, OR HAVE BEEN RUNNING A CAMPAIGN WITH THAT MOD INSTALLED, NOW COPY THE CONTENTS OF THE ADDITIONAL UNITS FOLDER INTO THE DATA FOLDER. IT WILL THEN BE SAVE-GAME COMPATIBLE WITH YOUR PREVIOUS CAMPAIGN4) Open the data folder. Note that there are 3 export_descr_unit.txt files included:
- export_descr_unit.txt: best visual charge result, slightly reduced cohesion - KK's preference
- export_descr_unit_COHESION_AND_VISUAL.txt: compromise between visual charge effect and cohesion
- export_descr_unit_BEST_COHESION.txt: best cohesion but charges don't look as good
5) Rename whichever file you want to use to export_descr_unit.txt6) In the data/world/maps/campaign/imperial campaign/ folder there is a file called campaign_script_DIFFICLTY_BASED.txt
This adds +1 morale to all recruited AI units at Hard difficulty, and +2 at Very Hard.
If you wish to use it, rename the file to campaign_script.txtYou will need to start a new campaign for this to work.
7) If you want
more accurate missile weapons, delete TATW/data/descr_projectile, and rename TATW/data/descr_projectile_MORE_ACCURATE to TATW/data/descr_projectile
Includes the following submods by the kind permission of their authors, or hopefully they will say its OK, some haven't responded yet!
-TATW Additional Units mod by Agostinos-Battle AI by Germanicu5-New Corsairs by Bucefalo-Generals Age Correctly by Sohn des Khaine-Unique Buildings by axnsan-Some excellent animation tweaks by Banzai! (especially cohesion improvement) and Niko
Isengard can build ISENGARD FORGE at about turn 24-32, to upgrade heavy Uruk-hai armor.
Dwarves can build MITHRIL FORGE in Moria at about turn 48-56, but must have maximum-sized mines there first. Only Elite Dwarven warriors will have access to mithril armor.
Note: COSTS HAVE NOT YET BEEN ALTERED. CAMPAIGN MAP BALANCE WILL HAVE BEEN AFFECTED BECAUSE OF THE STATS CHANGES, BUT SHOULD NOW BE IMPROVED BECAUSE OF UPDATED 'RR' RECRUITMENT.Detailed notes on racial bonuses are at the top of the export_descr_unit.txt file.
Very huge thanks to KK and Mithrandir for invaluable and ongoing input, and everyone else who has provided comment along the way. Let me also state that Darth has sent some files through, which I haven't yet had time to test, since I wanted to get this released. Big thanks to KK also for so quickly updating all the recruitment data for RR
Please report any bugs, I am always paranoid when I release something that it will immediately CTD the user's system
And yes I realise that Berserkers still need some further work - still.
Recommended submods:
LIST OF CHANGES UP TO DATE:------------------------------To many to count, will fill in this list when I have time.
-PB
첫댓글 유니크 빌딩 시스템이 적용되었다면...미나스 티리스에서 파운테인 가드를 생산하기 위해선 흰나무를 심어야 한다는 이야기군요
그나무 설정상 그세계에서 찾기 힘든 나무인걸로 아는데요? 게임에선 어딘가에서 주문할수 있나 보군요?
소설에서는 모든것이 다끝난후에(그러니까 프로도가 반지파괴 성공하고 등등). 간달프가 아라곤을 곤도르의 성산...(머더라... 이름이)에 안내해서 묘목을 가져옵니다.(...) 의외로 널려있을수도(먼산)
나무를 새로 심는다기 보다는 원래 있던 나무 주변을 정비(보호 시설도 설치하고 호위병도 모집하고...)한다고 보면 되지 않을까요 ^^;;