Spice Master's Faction Enhancement Submod for TATW 3.2
DOWNLOAD LINK
The goal of this submod is to advance game play and roleplaying immersion for some of the "lesser"
factions, while staying reasonably within the bounds of the available lore, and to expand on world of
TATW to add new regions and factions in the large blank spaces areound the edges of the map. Includes
new units, generals, trait, ancillaries, and scripted quests to unlock them for factions such as OOG,
Rhun, Dale, Harad, OOTM, and Isengard, plus nonplayable subfactions including Dunland, the Hillmen of
Rhudaur, Khand, and the Corsairs of Umbar. I will also be adding totally new geography and factions
based on the material developed over theyears by pen and paper RPG's set in Middle Earth.
In this release (0.1):
- WORKS WITH UNMODDED VANILLA TATW 3.2 ONLY
- Angmar Rising expansion module for OOG w/new Rhudaur subfaction for OOG/Eriador/Arnor and enhanced
script line that allows the player as OOG to rebuild the realm of Angmar and bring back the Witchking
plus some new quests (to cleanse the Barrow Downs and libertate Rhudaur) for Eriador/Arnor as well.
- My new Dynamic Garrison Script that spawns temporary peasant garrison units for seige defense, which
vary by culture type and settlement level.
- Sixteen new units total representing the hillmen of Rhudaur, a new Veteran Ranger unit, Barrow Wights,
Uruks of Angmar, and peasant garrison levies for all factions.
- My expanded Middle Earth map from Third Age Expanded, covering parts east and south of the vanilla
TATW 3.2 map. (Not really playable yet, but the geography is there to refine and build on in future
modules. Let your imagination run and tell me if you have any good ideas.)
Credits for material created by others:
- JRR Tolkien for his awesomely imaginative base setting
- The authors and players of ICE's defunct MERP RPG, the publishers of fan modules, and the contributors
to the "Other Hands" and "Other Minds" MERP newsletters, all which I draw inspiration and quote from
throughout this work
- New Line Cinemas for their stunning visual depiction of the events of JRRT's books
- The Creative Assembly for their fun and engrossing base game engine and framework
- All the modders at TWC from or through whom I have learned various skills at modding
- KK and the rest of the TATW Team for a kick ass mod upon which to base my work
- Alpha Delta, Absinthia, the Rusichi Team, T&D, and Taro_M for their open source unit models
- Mank and Glamdringfh (?) for the scripts and text used in the Improved Barrow Downs quest
- Withwnar for his help developing the Dynamic Garrison Script
- ElvenKind and The Uruk for the unit icons and info cards
- All of the contributors to this submod thread on TWC and the previous threads on my various submods
that ar included
I think that's everyone. If you see something here that you think is yours that you have not recieved
credit for please contact me via PM.
To install:
- Download from the link in this thread
- BACK UP YOUR VANILLA TATW 3.2 INSTALL
- Unzip the downloaded file to your TATW folder and overwrite all
- Delete the file map.rwm from the folder Third_Age_3/data/world/maps/base