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Thread: The Fourth Age: Total War - Corsair Invasion v1.0 Released!

  1. #61

    Default Re: The Fourth Age: Total War - Corsair Invasion v1.0 Released!

    plz T_T

    Bi 1.6 T_T

  2. #62

    Default Re: The Fourth Age: Total War - Corsair Invasion v1.0 Released!

    Quote Originally Posted by PeaceMan
    plz T_T

    Bi 1.6 T_T

  3. #63
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: The Fourth Age: Total War - Corsair Invasion v1.0 Released!

    A few people have had that error - they installed it wrongly in every case. Please tell us what you did so that we can track down which part of the instructions you misunderstood...
    "One of the most sophisticated Total War mods ever developed..."

  4. #64
    Asia ton Barbaron mapper Member Pharnakes's Avatar
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    Smile Re: The Fourth Age: Total War - Corsair Invasion v1.0 Released!

    Hello I am working for the new Narnia mod and I was wondering if I could humbly beg a few words of wisdom form your lips. Having seen your briliant idea in your brilliant mod for trade=growth I was wondering if you could prehaps see your way to telling us how you managed it

    Thank you very much.


    P.S. Please either PM me or post at the NarniaTW forums (Or just ignore this enteirly if you want to (but please don't.))
    Asia ton Barbaron The new eastern mod for eb!

    Laziest member of the team My red balloons, as red as the blood of he who mentioned Galatians.
    Roma Victor!

    Yous ee gishes?

  5. #65
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: The Fourth Age: Total War - Corsair Invasion v1.0 Released!

    If you look at the files in our mod you will see how it is done. Essentially the farm value is removed from the DR file (i.e. set to 0) and all regions assigned a hidden resource of great_fert, mod_fert, poor_fert or non_fert. Then regional buildings (prebuilt and indestructible) are coded containing applications - along with other buildings - of farming and population growth levels based on faction. Its purpose existed more for the non-Mannish factions so the current version may offer little divergence, but thatis the basics for you. Again, review the code for more details.

    GL with your mod - and you'll need it if it's a full-conversion fantasy ;)
    "One of the most sophisticated Total War mods ever developed..."

  6. #66

    Default Re: The Fourth Age: Total War - Corsair Invasion v1.0 Released!

    I think this mod is both a blessing and a curse. LOTR is a huge empire and maybe get lashed out at by some, no offence but no orc's. Still like this and will support it but thats how i see it

  7. #67
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: The Fourth Age: Total War - Corsair Invasion v1.0 Released!

    This is *not* a LOTR mod, it is a Middle-earth mod (there is no Lord or Ring as they have both passed away); further, it is set in the Fourth Age - the "Dominion of Men" where the Mannish nations and tribes are expanding and the other races failing...

    Large Orkish, Elven and Dwarven factions will be released in LOTR:TW (based on the films) and ME:TW (based on the books) - which are "LOTR mods". FATW is, and has always been, aiming for a yet different angle.
    "One of the most sophisticated Total War mods ever developed..."

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