RC+RR Lore Edition for TATW 1.1 (June 9 Update)--------------------------------------------------***Recommend to start new campaign***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_LORE_June_9.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) IF YOU WISH TO USE THE LORE EDITION, NOW COPY THE CONTENTS OF THE LORE EDITION FOLDER INTO THE DATA FOLDER. NOTE THAT THE ADDITIONAL UNITS ARE NOT AVAILABLE5) 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
6) Rename whichever file you want to use to export_descr_unit.txt7) 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 2.0 by axnsan-
Immortal Nazgul by kai-Some excellent animation tweaks by Banzai! (especially cohesion improvement) and Niko
Lore Edition also includes:
-
Good Vs Evil Campaign AI by ZZZZ-
Be Evil faction standings by papio
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.
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. 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
Recommended submods:
LIST OF CHANGES IN THIS UPDATE: ------------------------------ -Lore Edition includes comprehensive dynamic AOR for every unit in the game, based upon faction, preferred land type, culture/religion level, unit type and tier. All factions recruit best in their initial areas, then in their preferred type of land (eg forests for Elves, Mountains for Dwarves), with further reductions for less suitable land types. Higher culture/religion levels can offset this somewhat
-Dynamic settlement growth rates based upon region population growth value, faction/race, preferred land type and quality of settlement site
-Updates to some settlement start levels, starting forces and types
-Changes to some unit sizes
-Increased AI morale bonus at Hard/Very Hard difficulty
-Small reduction to AI King's Purse
-High-quality spear unit attack value slightly reduced
-Elven arrow load reduced
-Note that a lot of the changes that were only going to be included in the Lore Edition were incorporated into the non-Lore Edition files
LIST OF CHANGES IN PREVIOUS 3 UPDATES: -------------------------------Dwarves more expensive to recruit but less to upkeep
-Rohan 'warrior'-type units less expensive to recruit but more to upkeep, also slower to recruit but larger pool size
-Other human 'warrior' (untrained) units less expensive to recruit but more to upkeep, these units are more like mercenaries and expect war booty etc
-Rohan King's purse lowered; Isengard's increased (new campaign start required to see this)
-Most 'evil' units cost less and have larger pool sizes
-Some larger 'evil' settlements have an extra recruitment slot
-all upkeep costs increased by 20%
-some unit costs adjusted
-AI gets slightly more cash bonus from each settlement
-updated Unique Buildings by axnsan to version 2.0-updated BAI by Germanicu5
-updates to siege and crusade setttings by xaldin
-smiths no longer required for higher-tier barracks
-small stats changes
-more units are AOR
-reduces some mission rewards
-Nazgul, Warriors of Mithlond and Grey Company given 'command' attribute
-smiths temporarily disabled, except for Isengard Forge and Mithril Forge
-geography file by Lusted that smooths mountain battlefields
-new AI cash script with variable bonus for settlements depending on settlement size and type
-reworked costs.
-PB
이젠 에디션을 통해서 인물 등장, 장군생성 외에는 수정할게 없을 정도로 많은 진전이 있네요 후 이사람들 게임은 하면서 만드는 건지 모르겠네. 로한이 기병위주로 병력을 뽑게 하기 위해 팩션 성향을 balanced henry 로 맞추는 것을 고려중입니다
삭제된 댓글 입니다.
음...그랬나요? 예전에 포럼에서 본 글을 보고 쓴거라 ㅋㅋㅋ 징기스로 맞추면 궁기병을 뽑을텐데 ㅋㅋㅋ 온리 학살에다
이것만 받으면 반지모드 할 수 있는거에요?
반지모드 깔고 1.1 패치 깐 다음에 적용해야 합니다.
님들 질문^^;; 3.4.5.6.7. 은무슨뜻인지 간단히 해석좀 부탁여*^^* 영어는좀 ㅋㅋㅋ