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Thread: Submod Fall of Arnor Total War Version 2.4 released

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  1. #1

    Default Re: Sub-Mod Fall of Arnor Total War Version 1.2 Released

    Quote Originally Posted by ~Asukav~ View Post
    It was my mistake for uploading there [that page deletes all]
    Try with this:


    http://depositfiles.com/files/e5yptxfcw

    Or this:

    http://www.gamefront.com/files/22754...Version%5D.rar


    Not many changes TesalionLortus, startup screen and some others things but soon I will work to delete the Uruk-hai

    As for my nick, I disliked to put my name in the nick
    ok, i see. And thx for the rep, I can see it now ; ) Ohh... And i think your post about giving m a rep still is somewhere in this thread so you can always check if you doubt xD

    And i will see the little changes soon. Good luck with replacing uruk-hai and rewamping angmar faction

  2. #2

    Default Re: Sub-Mod Fall of Arnor Total War Version 1.2 Released

    Could I get some more instructions on how to have this and the original game. Thanks!

  3. #3

    Default Re: Sub-Mod Fall of Arnor Total War Version 1.2 Released

    Please save this submod guys it shouldn't be dead ..

  4. #4

    Default Re: Submod Fall of Arnor Total War Version 2.0 Released

    Version 2.0 released and edited a bit the thread.

    Cheers.

  5. #5

    Default Re: Submod Fall of Arnor Total War Version 2.0 Released

    Quote Originally Posted by ~Asukav of Epirus~ View Post
    Version 2.0 released and edited a bit the thread.

    Cheers.
    Niice! That's awesome!
    It looks like it's a very complete mod with lots of additional work. The reskins and subtle unit changes I also really like.
    There's basically no chance I'll be able to get around to playing this anytime soon though (much as I'd probably like to), but I'd love to see any sort of more pics or details about what seems like quite a lot of work that's gone into this.

  6. #6

    Default Re: Submod Fall of Arnor Total War Version 2.0 Released

    Quote Originally Posted by CapnDan View Post
    Niice! That's awesome!
    It looks like it's a very complete mod with lots of additional work. The reskins and subtle unit changes I also really like.
    There's basically no chance I'll be able to get around to playing this anytime soon though (much as I'd probably like to), but I'd love to see any sort of more pics or details about what seems like quite a lot of work that's gone into this.
    Thank you!, It was quite a work translating and making the submod compatible with the version 3.0 (And a headache included ) but totally worth it.

    I added new pics and will add even more in the future (about the pics of Minas Ithil; they are WIP atm but I will change them to look more gondorian as possible).

    Cheers.

    Edit: Added Optional Spanish Translation and fixed the instructions.
    Last edited by ~Asukav of Epirus~; May 02, 2018 at 07:38 PM.

  7. #7

    Default Re: Submod Fall of Arnor Total War Patch 2.1 Released

    Hi again, new patch released!

    Here is the changelog:

    Version 2.1
    -Over 340 unit cards and info cards resized, they now have a standard size.
    -Dwarf lord custom strat texture fixed
    -Changed the colour of noldor units
    -Added mercenaries to Arthedain
    -Fixed a ctd issue with Erebor
    -Fixed the ctd issue with Cardolan although the faction still is marked as unplayable but you can edit the descr_strat and make it playable (The reason of being unplayable its because this faction and rhovanion are pretty much WIP)
    -Arthedain units boostered


    Cheers.

  8. #8

    Default Re: Submod Fall of Arnor Total War Patch 2.1 Released

    It's looking great!
    Thank you for the new patch, and for the spanish translation.

    Just a couple of suggestions to simplify the installation instructions:
    1) Since your mod pack already includes its own map.rwm that will overwrite the old one, I think this part is not needed:
    °Delete map.rwm file from the folder C:\Program Files (x86)\The Creative Assembly\Rome Total War\Alexander\lotrtw\data\world\maps\campaign\Alexander
    2) If you include your desired descr_aerial_map_ground_types.txt (I suppose the vanilla RTW version) in your next patch, this part would not be needed either:
    °Delete descr_aerial_map_ground_types.txt from C:\Program Files (x86)\The Creative Assembly\Rome Total War\Alexander\lotrtw\data
    For people interested to play this submod (or any other) without overwriting the original files, it is possible to use the tool JSGME (included in lotrtw since v3.0). You just need to extract the whole "FoA 2.0" folder to ...\Rome Total War\Mods\, and then to enable it by executing JSGME.exe. This tool simply copies the submod files to the main folders, but keeping a copy of the previous files, so they can be restored when you decide to disable the submod.
    I have just tested it this way, and both campaign and custom battles loaded without problems.

    Keep the good work!
    Last edited by Bardo; May 07, 2018 at 06:43 PM.

  9. #9

    Default Re: Submod Fall of Arnor Total War Patch 2.1 Released

    Quote Originally Posted by Bardo View Post
    It's looking great!
    Thank you for the new patch, and for the spanish translation.

    Just a couple of suggestions to simplify the installation instructions:
    1) Since your mod pack already includes its own map.rwm that will overwrite the old one, I think this part is not needed:


    2) If you include your desired descr_aerial_map_ground_types.txt (I suppose the vanilla RTW version) in your next patch, this part would not be needed either:


    For people interested to play this submod (or any other) without overwriting the original files, it is possible to use the tool JSGME (included in lotrtw since v3.0). You just need to extract the whole "FoA 2.0" folder to ...\Rome Total War\Mods\, and then to enable it by executing JSGME.exe. This tool simply copies the submod files to the main folders, but keeping a copy of the previous files, so they can be restored when you decide to disable the submod.
    I have just tested it this way, and both campaign and custom battles loaded without problems.

    Keep the good work!
    Thanks a lot, it means a lot.

    Thanks also for the advice I will remove the descr_aerial_map... step next patch and will include it in the lotrtw folder.

    The new patch will include new portraits, fix for some faction/cities names and last but not least Cardolan will be fully playable.

    Cheers.
    Last edited by ~Asukav of Epirus~; May 09, 2018 at 02:59 AM.

  10. #10
    Thg170's Avatar Libertus
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    Default Re: Submod Fall of Arnor Total War Patch 2.1 Released

    Shouldnt the Iron Hills settlement be in Dwarven hands instead of bandits?

  11. #11

    Default Re: Submod Fall of Arnor Total War Patch 2.1 Released

    Quote Originally Posted by Thg170 View Post
    Shouldnt the Iron Hills settlement be in Dwarven hands instead of bandits?
    If I remember correctly the Iron Hills are in hands of dwarves in this timeframe, so yes it was a mistake that never got fixed as a lot others but in the next patch should be addressed more because of balance than lore to be honest.

    But then again the submod isn't 100% lore friendly and they are some things that I will keep like Castamir heirs ruling Umbar 40 or so years before.

    Cheers.

  12. #12
    Thg170's Avatar Libertus
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    Default Re: Submod Fall of Arnor Total War Patch 2.1 Released

    The Castamir/Umbar faction also has Dalian/Northmen names, i fixed this myself in my own folder by changing the dalian names to adunaic or sindarin ones
    Would also be interesting to explore Rhun, maybe Rhun could be split up into Balchoth and Khand as seperate factions if the mod hasnt hit the faction limit.

  13. #13

    Default Re: Submod Fall of Arnor Total War Patch 2.1 Released

    Quote Originally Posted by Thg170 View Post
    The Castamir/Umbar faction also has Dalian/Northmen names, i fixed this myself in my own folder by changing the dalian names to adunaic or sindarin ones
    Would also be interesting to explore Rhun, maybe Rhun could be split up into Balchoth and Khand as seperate factions if the mod hasnt hit the faction limit.

    Thanks for the heads up on the Umbar names, they will be fixed later as well for some other stuff that still needs changes, as for Rhun I will be honest and tell that Isn't in my plans to invest time in a new faction since that would take a lot more time than I can spent in the mod.

    Also the version 2.2 has been released as well the translation.

    Cheers.

  14. #14
    Thg170's Avatar Libertus
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    Default Re: Submod Fall of Arnor Total War Patch 2.2 Released

    Really love the new portraits!

    I would like to learn how to add a background like your portraits have as i have done some work on making generals portraits for my own use in mods.

  15. #15
    Thg170's Avatar Libertus
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    Default Re: Submod Fall of Arnor Total War Patch 2.2 Released

    Why was the Black Gate unique battlemap removed ?
    I also think according to the lore, large parts of Mordor were occupied by Gondorian troops during this period.

  16. #16

    Default Re: Submod Fall of Arnor Total War Patch 2.2 Released

    Quote Originally Posted by Thg170 View Post
    Really love the new portraits!

    I would like to learn how to add a background like your portraits have as i have done some work on making generals portraits for my own use in mods.
    Thank you, they are quite easy once you get used, my tip its to play a bit with the layers and the effects on photoshop. When I have time I can pm you the things done in photoshop, they can be improved too!

    Quote Originally Posted by Thg170 View Post
    Why was the Black Gate unique battlemap removed ?
    I also think according to the lore, large parts of Mordor were occupied by Gondorian troops during this period.
    As for the battlemap, that was really my mistake... now fixed should look like:

    Battlemap


    Strategy Map



    As for what regions are owned by Gondor I had to remove some from Gondor because balance as always, they were really OP at the start and I think that its far better if they dont own as many regions than making the regions bigger so they have the lore friendly area without being OP.

    Thank you, with this one should be three things fixed because you mentioned them.


    Cheers.
    Last edited by ~Asukav of Epirus~; May 15, 2018 at 09:46 PM. Reason: Typo

  17. #17
    Thg170's Avatar Libertus
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    Default Re: Submod Fall of Arnor Total War Patch 2.2 Released

    Thank you very much !

    Could Isengard be re added and modified to look more like before Saruman took it over?

  18. #18

    Default Re: Submod Fall of Arnor Total War Patch 2.2 Released

    Quote Originally Posted by Thg170 View Post
    Thank you very much !

    Could Isengard be re added and modified to look more like before Saruman took it over?
    Sadly I can't re add the Orthanc tower and I just don't know why, would love any help in that regard if possible if anyone knows why.

    In the other hand I managed to change some of the slots in the buildings of Minas Ithil.

    Minas Ithil, Angrenost and Morannon will always have an evil look remaining since I can't edit the models though.

    Cheers.

  19. #19

    Default Re: Submod Fall of Arnor Total War Patch 2.3 Released

    Added patch 2.3 and this one will be the last patch with the exception of any bug I get with any feedback.
    Enjoy!

    Cheers and see you next time all, hope anyone will have fun with this submod.

  20. #20
    Thg170's Avatar Libertus
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    Default Re: Submod Fall of Arnor Total War Patch 2.3 Released

    The link for patch 2.3 is actually a link for 2.2
    Could you fix this?

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