It's not just a question of too much work right now, it's also a question of cultural limitations and keeping resources open for further expansion so that the whole thing does not need reworking.
I'll check the Rhovanion unit you mention.
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It's not just a question of too much work right now, it's also a question of cultural limitations and keeping resources open for further expansion so that the whole thing does not need reworking.
I'll check the Rhovanion unit you mention.
New patch (1.9) has been released, see this thread for more info!
I have downloaded and played 1.7 for a bit now. I noticed a problem with the Oliphants, tho. I have not seen anyone mention this as a bug yet, but anyway, here goes. I usually take an army from the area around Minas Tirith straight south to the bridge between what quickly becomes Harad territory and my own. I then await their attack. I have done this in 3 seperate campaigns, so it is reproducable. When the Haradrim attack me, they bring a unit of Oliphants and this is when the problem starts. The first time I played this battle, the Oliphants walked up to the bridge, and I THOUGHT blocked the other units from crossing. I killed the Oliphants with a ballista, and the other units just stood there, I sped it up and they lost due to timer. Now when one of the Oliphants fell, it looked like it blocked the bridge, but I couldn't tell for sure. The next 2 times I restarted the campaign and did the same thing, the Oliphants stayed back (were definitely NOT blocking the bridge) yet none of the Haradrim units attempted to cross this time either, and they lost due to timer running out. I also played the historical battle (misremember the name) and noticed some oddities when the Haradrim came across the ford. They eventually did make it across the ford, but it took awhile and there were some units kinda moving back and forth across the ford, mainly near the Oliphant unit. I was wondering, are these issues due to the size of the Oliphants? Has anyone else noticed this?
All in all, I have to say I thought the mod was great, and you folks have done a commendable job. I have not finished a campaign with the Reunited Kingdoms due to that bug I mentioned, but I did finish one with the Eorlingas and it was great fun riding over all opposition with the Riders. (I always pronounce Eorl as Earl in my head, I guess different strokes for different folks) Very well done, and I'm looking forward to downloading 1.9.
Thanks for your time,
B-Dog
Tolkien took the old Anglo-saxon word "Eorl" for his character that led the Eorlings, but it is indeed the word from which Earl originates.
As to the Mumak - no one has noted any insurmountable (if you'll excuse the pun) problems but you'll be glad to know that the Mumakil are being seriously reworked and improved for the 2.0 release (along with all units).
Glad you enjoyed the mod and hope you'll download 1.9!
OK, ya got me curious about this, so I checked up on it. The anglo-saxon word eorl is indeed pronounced differently than I thought, but is NOT pronounced AY-orl (although a few tolkien sites have mistakenly pronounced it this way). OK, this is hard to describe, but I'll try. There are 2 eo combinations, one with a tick over the e, one without. They are both anglo-saxon. The word eorl as it appears in Beowulf (supposedly the source for Tolkien's stuff on the Riders) does NOT have the tick above the e, nor does the name Eorl in LOTR. The eo with the tick above the e IS pronouced AY-o, however, the one without is pronounced like the e in let or met, so would be more like EH-o (as long as you do not pronounce eh like canadians do) so the Tolkien pronunciation would be more like EH-orl (saying the EH like the e in let or met). Note that the names Eomer and Eowyn DO have the tick mark above the E, and would therefore be pronounced AY-omer and AY-owyn, respectively. Oddly enough, an eored (group of Riders) ALSO has the tick mark, and would be pronounced AY-ored, but Eorlingas does not have the mark, and would therefore be EH-orlingas. Wild stuff, huh?
Please don't misunderstand me, it's y'alls mod and you pronounce it the way you want, you just got me curious about the pronunciation. Hey, because of your mod I learned something new, and that can't be bad, right? I just downloaded 1.9 and will give it a try soon. Since no one else has had trouble with the Oliphants, I'll give the RK another whirl, Thanks very much, Dol.
B-Dog
Well as for culture they would be barbarian like Rhun & Dunland, so I see no probs there. With keeping resources open I assume building complexes or something like that, since hidden resources which I assume you use for the areas is not the case since there already is a Khand area, but buildings, the factions seems to have different ones (haven't looked in that file but I assume this since with f.e. Harad when conquering Gondorian provinces I can't use the existing barracks like in vanilla but must build new ones).Quote:
Originally Posted by Dol Guldur
However why not then let Khand share with someone else? My suggestion would be Rohan, first thought of Rhun but they are infantry heavy and need upper level barracks for stables, while Khand in that aspect is more like Rohan and would be relatively cavalry heavy. The downside of that would be that if Rohan conquers Khandian provinces (or vice versa) they can immediately make use of the local barracks, however those two will generally not be each others main enemies. If it isn't obvious by now I really like Khand (I have even played a few custom battles only using Variag units, rather fun) ~;).
Hey, Bdog - I like that sort of stuff (my ancestry and all) but I'm a bit busy on the mod right now. Maybe you have a point, I've not looked into it seriously enough - whatever the case you can be sure Tolkien - who even at a very yuoung age was very gifted in such things - is far more an authority than current scholars. Let me know if you find anything said by him - I have some old tapes of Tolkien talking and reading poems. Maybe I'll give them a listen and see if he mentions Eorl/Eorlingas ;)
Lofmann - appreciate your suggestions but it's not that simple. Take for example portraits: These are shared by culture so Khand would have to be a new culture as it has mongol-looking family members. Just trust me that it could not be done without a serious reworking of the whole and we have a ton of work to do for 2.0 and adding that to it would throw our next release to the back end of this year. Now, you woulnd't want that would you? ;)
I would not consider them having separate portraits that important, I rarely look that close on them myself. But, well I'm not doing this mod, and I would not want to delay it too much ~;)Quote:
Originally Posted by Dol Guldur
I still hope they will be in in 2.0 but if they still won't make it, I won't be too disappointed. Keep up the good work :2thumbsup:
Edit: Content irrelevant.
Edit: Content irrelevant.
Hey, I am just playing this mode for some weeks and I have to come around and say: It is realy great done and very good.
At the beginning I don't like the elephants, because they were very powerfull, but it seems that the Harad can't rebuild them and once you can bring them done. I play on highest level and it is not done yet although I conquerd with Reunited Kingdom Dunland and Rohan. I hope you bring up something as good as this soon, coz I need something to player after im done with Harad and Rhun. :D
BTW: Some pics dont work for me. These are some unit pics. What can I do?
Harad *can* recruit and retrain more Mumakil, but only in certain regions with the appropriate resource. I'm sure if you take a look, you'll figure out which ones are they.
There are still units that don't have their info cards ready, so they show a FATW WIP image instead. It's not a bug or sth, so what you can probably do is just wait for the artists to do them.
Enjoy the game!
Then I am just lucky that the AI don't uses them. :D
Well, it's not just a matter of luck. The AI uses some certain hardcoded crtiteria in order to choose what units to train. And while the mumakil can seem like a very appealing choice to the human player, the AI doesn't see them in that way. Their rather big recruitment and support cost and training time are the main cause of that, I believe.
When do you finish your next work? :)
I have to agree with lofman on that. The mod is great, one of the best if not the best. The only problem is the music...Quote:
Originally Posted by SirRethcir
What's the problem with the music? Do you too think that the Musicpack add-on is somewhat big?
Although one or two pieces need replacing I am very pleased with the music generally - and some pieces are outstanding and fit the cultures very well.
Please do tell us how we could improve the music. We do, after all, aim to be the best of our kind :)
Can anyone tell me what hoop you need to jump through to register on their forums? Apparently I need a forum admin to validate my account but in over a month nothing has happened.
If you can't tell me whats going on there, maybe you could help me with the problem that made me register their in the first place - I read in a guide by one of the team members on how to make all units available in custom battles you had to do an edit -> replace on the 'no_custom' attribute but that didn't work and I stupidly forgot to backup the file. Could someone post it? its just a word document so I'm sure it would be fine. Not here though, it would be a very big nuisance, but a pm would be great. Its the bi->ci->data->export_descr_unit
I just want the default one, not the modded one, since that apparently doesn't work. Many thanks!
Our main admin guy is out of action at the moment and we are struggling in that area. Apologies. I know absolutely nothing about it I'm afraid.
As a matter of policy we do not provide support for personal modifications to the mod, or even those suggested by or created by individuals on the forums. We have enough to do.
Always back up your files.
I will PM you the file this time only.
If I forget to back it up again I'm really too stupid to be messing with mods to begin with, so thats a perfectly fine policy. And thanks a ton!
LOL.
I hope they work!
What are you talking about???Quote:
Originally Posted by Kolaris
There shouldn't be any such thing. (You do mean the FATW forums???)
The music is great!
It looks like a great mod but I am having trouble loading it
Where is there a shortcut I can launch it from or how do I create one
A shortcut is included in the download and the instructions of what to do with it are also included. After you've installed the mod, the shortcut should be in the folder you got Rome installed into. If you can't find it, search your PC for "FE".
How do you launch it I have downloaded it and the 1.9 patch and cannot load t as there is no shortcut how ddo I create one
PM you with everything you need. Drop a line to let us know if everything is OK now. :)
I did it. Now I conquer the rest of the Map. :D
PS: I love the People of Dol Amroth!
I have the gold edition with RTW and BI together. Will that effect the mod in any way? Also, I've installed Europa Barbarorum and I was wondering if I have to uninstall EB to play it.
Thanks
FATW is fully modfoldered, it will not affect or be affected by other fully modfoldered mods (such as EB after 1.0) or vanilla. FATW needs BI 1.6; Gold Editions sometimes comes patched only up to BI 1.4 though, so make sure you have 1.6 before attempting to install.
I wonder why you posted in this thread, FE is over 1 year old, the new version is The New Shadow and te latest update for it can b found HERE.
Wait, you mean this version is old? Anyway,which is the latest version? The new Shadow 2.6 or the Wars of Men? And do I need to install any previous versions before installing one of these or are all previous editions included in these 2? My BI is patched to 1.6. But there won't be any problems with the gold edition apart from that? And this won't screw up EB? Sorry for all the question.
Thanks
We do ask that people visit our official forums. They contain all the answers ;)
http://www.thefourthage.org/forums/viewforum.php?f=29
See the Mod Info ReadMe First thread to begin with. Then the Latest Release and Latest Patch.
WOM is optional.
Though answered above, EB and FATW are both fully modfoldered and will not mess with each other (or with vanilla). I should know, I was the coder that modfoldered the both of them :laugh4: