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Common battle problems: There are two frequently encountered problems that are reported while fighting b attles

on the battlefield. The first is the battle crash during the battle. This can most times be fixed by deleting this file in the data folder (\...Third _Age_3\data\): descr_geography_new.txt The second problem is the 'white ui' occurance. This replaces the battle ui with white blocks, hiding the unit cards, commands, radar etc. To repair this, delete the battle.sd file found in this default location folder: C:\Program Files (x86)\SEGA\Medieval II Total War\mods\Third_Age_3\data\ui\battl e.sd MOS Script Descriptions The purpose of this file is to explain some of the features and mechanics of the scripts included in MOS. Warning: This should be considered a spoiler, so if you do not want to know exac tly how these scripts work, stop reading. Optional Scripts: (not all listed scripts are available to all factions) - Resurrect Allied Factions Overview: The resurrect allied factions-script allows you to revive defeated all ies by holding their former capital and by keeping your own starting capital. How it works: If this script is accepted and a faction that is allied to you is eliminated (has 0 settlements) the player can bring the faction back into the ga me by capturing its original capital. Note that you must have accepted the scrip t at the beginning of the game, must have been allied to the faction before they were eliminated and must own both your own original capital and starting capita l of the faction to be resurrected. At the start of the next turn after capturing the capital, an army of the resurr ected faction will spawn near the settlement and the player's faction will spawn a diplomat. Use the diplomat to open a diplomatic dialog scroll and gift the se ttlement to the original faction owners. Another army should spawn in the capita l, the gifting faction will receive 10000 money and relations between the two fa ctions will be perfect. Good factions can resurrect other good factions and the reverse applies to the e vil factions. - Garrison Script Overview: The Garrison-Script spawns additional troops in some AI settlements at the moment you besiege them with your forces to provide more challenge... How it works: Garrison troops will spawn when the ?maintain siege? or ?siege ass ault? button is pressed. No additional troops will spawn for 5 turns. The garrison will only appear if the settlement is owned by certain factions at the time it is besieged. The number of troops will vary, but should be between 4 and 8. This script applies to the AI vs. AI as well, with the exception that additional troops are spawned every 2 turns, should the siege continue. Settlements with a garrison are: Dol Amroth, Minas Tirith, Bree, Fornost, Gobel Ancalimon, Umbar, Mithlond, Rhomen, Hobbiton, Goblin town, Gundabad, Rh naer, Barad-d r, Minas Morgul, Duneard, Imladris, Thranduil's Halls, Eryn Dolen, Erebor, Dale, Dol Guldur, Hornburg, Gineard, Entwade, Aldburg, Adorn, Edoras, Isengard, Moria, Carn D m, Cerin Amroth, Caras Galadhon, Esgaroth, Grasgard, Black Gate, Ca ir Andros, Thorin's Halls, Mistrand, Pelargir, Linhir, W. Osgiliath, Arnach, Tar nost, Foldburg - Mysterious Documents (Isengard) Overview: This script allows Isengard to begin research on new 'super weapons'.

How it works: If this script is accepted, 50 turns later another event message w ill appear asking the player if Isengard should be allowed to build the 'super w eapons' it has successfully researched. This can be accepted or rejected. If ac cepted, Isengard will receive an army near Isengard consisting of a general, one unit of Uruk-Hai Infantry, two units of Uruk-Hai Bomb and three units of Rocket Launcher. This is a one-time event. - Mysterious Documents (Rhun) Overview: This script allows Rhun to begin research on new 'super weapons'. How it works: If this script is accepted, 80 turns later another event message w ill appear asking the player if Rhun should be allowed to build the 'super weapo ns' it has successfully researched. This can be accepted or rejected. If accept ed, Rhun will receive an army near Mistrand consisting of a general, one unit of Rhunnic Elite Infantry and four units of Rhunnic Flamethrower. This is a one-ti me event. - Sarumans Forces Overview: Allows Isengard to start with additional forces. How it works: If accepted this script will increase Isengard's king's purse by 5 0 every turn. Every 10 turns there is a 50% chance that Isengard will spawn an army conisting of a general (Uruk-Hai Bodyguards), three units of Uruk-Hai Infantry, three unit s of Wargs, two units of Uruk-Hai Crossbow and two units of Uruk-Hai Pikemen. Finally, Dunland will receive a one-time kings purse increment of 200. - Rhudaur Warriors Overview: Provides the Orcs of Gundabad (OoG) with Rhudaur unit reinforcements. How it works: If accepted this script will increase OoG king's purse by 30 every turn. Every 10 turns there is a 50% chance that OoG will spawn an army conisting of a general (Rhudaur Nobles), two units of Rhudaur Archers, two units of Rhudaur Swo rds, one unit of Axemen of Rhudaur and two units of Rhudaur Pikemen. Finally, the Orcs of the Misty Mountains will receive a one-time kings purse inc rement of 2000. - Immortal Heroes Overview: The Immortal Heroes script makes it possible that in case a Hero dies, he will respawn near the capital of his faction. How it works: If a hero character belonging to a player (not AI) should die eit her from old age or in battle, he will reappear at the beginning of the next pla yer turn, providing the original capital of that faction is held by the player. They will appear near the original capital of the faction of which they were par t of the roster. The heroes that may be respawned is this way are: Gandalf, Aragorn, Faramir, Bor omir, Denethor, Theoden, Eomer, Gimli, Dain, Balin, Elrond, Elladan, Glorfindel, Elrohir, Thranduil, Legolas, Celeborn, Haldir, Lurtz and finally Saruman. Note that ancillaries (if any) will be added at the end of the turn in which the hero es are spawned. - Death took us (Dunland Only) Overview: Provides Dunland with the opportunity to grow or weaken based on game progression. How it works: If this script is accepted, then several buildings and one unit wi ll be locked and unable to be built at the start. These are the armoury, siege, and port buildings as well as the Isenmach Axemen and Isenmach Raiders. Every turn Dunland's overall ranking is evaluated. If the overall ranking has re ached a high enough level then the buildings and unit will be unlocked. If Dunla nd's ranking is 4 the armoury will be unlocked, 3 the siege building, 2 the port , and 1 the Isenmach Axemen. Also each turn there is a percentage chance that th e population of Duneard, Byrig and Talsir will be reduced. At rank of 5 there is

a 75% chance that Duneard and Byrig will be reduced by 75 and Talsir by rank 4 the percentage drops to 70%. Rank 3, 65%. Rank 2, 50% and at rank will be no reduction. Finally, should Dunland be ranked 1 the kings purse will be increased by r the remainder of the campaign and a one-time reward of 5000 money will d.

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- Start with Arnor Overview: The player is allowed to start with the Arnor faction in place of Eria dor. How it works: To complete the transformation to Arnor, save the game, exit and r un the FAR.bat file in the mod root folder, normally 'Third_Age_3'. This will ch ange the descriptions of all settlements, watch towers, etc. to reflect ownershi p by Arnor. All messages will also refer to Arnor instead of FPoE. This bat file must be run again to reset the values to FPoE. - Restore the Ancient Elven Kingdom Overview: The High and Silvan Elves are given the opportunity to restore the anc ient kingdoms and gain benefits by achieving this goal. How it works: (High Elves) Open the scroll listing Elrond's ancillaries and traits. Hover your mouse pointer over the ancillary named Noss-en-Fingolfin. This contains the req uirements to reforge the Noldor Kingdom; repeated here: The following settlements must be conquered: Mithlond, Harlindon, Forlindon, Iml adris, Elostirion, Ost-in-Edhil, Lond Daer, and Eryn Vorn. Elrond must still be alive; and you must have constructed a History Guild in Iml adris and Jewel-Smith Guild in Ost-in-Edhil. If you reforge the Noldor Kingdom you will be rewarded with the ability to recru it Mithlond Nobles and Elven Smiths; the Lindon ancillary; +3 Authority, +3 Popu larity and the Ororan Noldoron ancillary; +3 Authority, +1 Popularity (Silvan Elves) Open the scroll listing Thranduil's ancillaries and traits. Hover your mouse pointer over the ancillary named King of the Silvan Elves. This cont ains the requirements to reforge the Sindar Kingdom; repeated here: The following settlements must be under your control: Thranduil's Halls, Eryn Do len, Emyn-hu-Fuin, Ost-in-Gil, Dol Guldur, Wrakyaburg, Beorn's Halls and Rhosgob el. You must also have constructed a Florester Guild in Dol Guldur and Great Dance G uild in Thranduil's Halls. If you reforge the Sindar Kingdom you will be rewarded with the option to constr uct an Ent House, allowing for the recruitment of Ents; the ability to recruit M irkwood Nobels; the Aran-en-Laiqua Taur ancillary, +2 Authority, +2 Popularity an d the Laiqua Taur ancillary, +3 Authority, +3 Popularity. - Passing of the Elves Overview: The High Elves are leaving Middle Earth and only by increasing the ove rall faction standing can this process be reversed and benefits gained. How it works: This script has a percentage chance, based on faction overall rank ing, of reducing the population levels of the following settlements each turn: M ithlond, Imladris, Forlond, Harlond and Elostirion. Overall ranking: 12-14, 70% chance, population decrease (varies for each settlem ent), -30 to -100 Overall ranking: 9-11, 60% chance, population decrease (varies for each settleme nt), -30 to -100 Overall ranking: 6-8, 50% chance, population decrease (varies for each settlemen t), -25 to -70 Overall ranking: 3-5, 40% chance, population decrease (varies for each settlemen t), -10 to -50 Overall ranking: 1-2, no more population decreases and kings purse increased by 2500 for remainder of campaign; one-time bonus of 10000 money

Once the overall campaign ranking of 1 or 2 is reached, the rewards will be give n and the population decreases will stop, even if the overall ranking should fal l below this level at a later time. - Captured messages Overview: In case an A.I. faction has lost its capital to another faction, you w ill be notified through a message if the capital in question was taken by a good or evil faction. How it works: The message will not specify which faction has captured the capita l, only if it is 'good' or 'evil'. This message will be the same even if the ori ginal owner of the capital recaptures the settlement. - Eastern Shadows Overview: Gives Mordor additional units and resources to increase overall streng th. How it works: Every turn the kings purse for Mordor will be increased by 50. Every turn there is a 50% chance that a counter will be increased by one. When t his counter reaches ten, an army will spawn consisting of the following units: a general with bodyguards (Uruk Bodyguards), three units of Orc Band, two units o f Mordor Orcs, two units of 2handed Orcs, two units of Mordor Archers, two units of Uruk Archers, two units of Mordor Uruks, two units of Morannon Guard, two un its of Mordor Halberd, one unit of Battle Trolls, one unit of Mumakil. If this army spawns the counter will be reset to zero and the procedure will beg in again. In addition Harad and Rhun will get a one-time kings purse increment of 2000 at the start of the campaign. - Beacons of Gondor Overview: The Beacons of Gondor-script makes it possible when playing as Gondor & Rohan, Dwarves & Dale, Orcs of Gundabad & Orcs of Misty Mountains to help your ally when one of its key cities is under attack. Furthermore it will also give you the possibility to receive help once you fulfill certain conditions. How it works: As the player you may send assistance to your ally if a key settle ment comes under siege. You may request assistance from an ally if certain uniqu e buildings are constructed. The unique buildings are as follow: Gondor - Beacon of Minas Tirith; Rohan - Beacon of Edoras; Dwarves and Dale - The Nest of the G reat Ravens of the Mountain; OoG and OotMM - The Drums of the Deep. The settlements which may be aided are: Minas Tirith, Dol Amroth, Edoras, Hornbu rg, Dale, Esgaroth, Erebor, Azanulimbar-Dum, Moria, Goblin town, Gram and Gundab ad. If assistance is provided or received a relief army is spawned near the settleme nt under siege, the siege must be lifted in two turns or the relief effort fails . Your armies must be the ones attacking. If you are not the first army listed i n a battle with allied armies then you will not fulfill the victory requirements . It will cost 5000 money to aid your ally. If you are successful, you will gain 2 500 money back and improve relations with your ally to perfect. If you refuse to aid your ally, your relations will substantially decrease. All relief armies ar e removed after two turns, regardless of outcome. There is a delay before aid ca n be requested. This delay varies based on the settlement. Minas Tirith and Dol Amroth - 30 turns; Edoras and Hornburg - 20 turns; Dale, Esgaroth, Erebor and Az anulimbar-Dum - 50 turns; Moria, Goblin town, Gram and Gundabad - 50 turns. - Immortal Nazgul Overview: The Immortal Nazg l-script makes it possible that in case a Nazg l dies, h e will respawn near Barad Dur. How it works: If Nazg l belonging to a player (not AI) should die either from old age or in battle, he will reappear at the beginning of the next player turn, pr oviding the original capital of that faction is held by the player. All nine of the Nazg l may be respawned is this way. They will appear near Barad D

ur. - Spawning Additional Units (SAUS) Overview: Certain factions will be given the option to accept units from other f actions. How it works: If this script is accepted by the eligible factions (Eriador, Dwar ves, Rohan, Dale) then units of another race will be spawned randomly for that f action. Eriador may receive Elven Rangers, the Dwarves get Riders of Dale, Rohan will be gifted Dwarves of the Glittering Caves and Dale shall be reinforced by Dwarves of the Oakenshield. A maximum of three units of each type may be held by the each faction, but no more will be available until all three original units have been eliminated. These units can not be recruited and they are not mercenaries. Rather, they are units sent by other factions to help you in your cause. They are not available t o the AI. The game spawns a fixed number of units throughout the campaign; one unit at a t ime. * Units are retrainable and can be replaced if they are destroyed. * They have a unique building which provides retraining. * These buildings can not be built by the player; they are built by the units an d only in some settlements. * Various traits, including bonus(es) applied to the army when it contains one o f these units. When the first unit spawns you will receive instructions on what to do with it f irst: namely, move it into a settlement so that they can construct their buildin g. Buildings are built by having the unit in a settlement during end of turn. The i n-game building info cards tell you which settlements they can be built in. NOTE: The Glittering Caves and their Dwarven Warriors work a little differently to this. They only have one building (in Helm's Deep) and it is built by you. For additional information, see this thread: http://www.twcenter.net/forums/show thread.php?p=9095988#post9095988 - Allied Aid Overview: The Allied Aid-script makes it possible to help your ally by recoverin g their lost settlements. Furthermore you will be rewarded for returning their s ettlements. How it works: You must be allied to the faction before the settlements are taken . This script is composed of three sections reflecting strong lore based ties be tween factions. The first section involves Gondor and Rohan. The included settlements are: Minas Tirith, Dol Amroth, Arnach, Linhir, Pelargir, Lond Galen, Calembel, Tarnost, Pi nnath Gelin, Erech, Edoras, Hornburg, Aldburg, Foldburg, Gineard, Entwade, Woldb erg, Dunharrow and Adorn. The second section involves the Dwarves and Dale. The included settlements are: Erebor, Azanulimbar-D m, Esgaroth, Dale, Grasgard and Ri verrun. The third section involves the Orcs of the Misty Mountains and the Orcs of Gundabad. The included settlements are: Gram, Carn D m, Gundabad, Litash, Gobli n town, Moria, Din's Halls, Mountain Fort and Orc Outpost. If these settlements a re recaptured by the player and gifted back to the original faction a reward of 5000 money will be given. -Counter Invasion Overview: The Counter Invasion script allows you to send an army to help repulse the invasion armies sent to conquer valid invasion targets. How it works: If you decide to accept this script you will receive an event noti ce when one of the target cities is the subject of an invasion by the forces of the Dark Lord. You will be presented with an opportunity to have an army spawn n ear the targeted settlement. The cost is 2500 and the reward is an instant incre ase in relations with the faction receiving your aid to 'perfect' as well as the ability to play an active role in the defense of the settlement. It may take se

veral turns for the army to be spawned, depending on the proximity of enemy armi es. The spawned army will remain until it is destroyed in combat or the invasion ends. The invasion ends when the settlement is captured or all of the generals leading the invasion are destroyed. The spawned army, if still alive, will be di spanded when the invasion ends, no matter the outcome. Factions offered the Counter Invasion script are: High Elves, Silvan Elves, Lori en Elves, Eriador, Gondor, Rohan, Dale and the Dwarves. All the possible target settlements for the Counter Invasion script are: Edoras, Dol Amroth, Pelargir, Cair Andros, W. Osgiliath, E. Osgiliath, Hornburg, Aldbur g, Bree, Mithlond, Imladris, Arnach, Azanulimbar-Dm, Thranduil's Halls, Dol Guldu r, Cerin Amroth, Dale and Emyn Arnen. The message informing you that the invasion has ended is as follows: "My Lord, the invasion launched by Sauron has ended. As a result our reinforceme nts were disbanded." -Corsair Invasions Overview: The Corsairs of Umbar will launch random attacks on key coastal settle ments controlled by Gondor. How it works: There are several considerations associated with this script: 1. Umbar must be controlled by Harad 2. Gondor and Harad must be at war. 3. Gondor must control the settlement for it to be eligible for the invasion. 4. Beginning on turn 30 and every 5 turns thereafter, there is a 4-5% chance tha t an invasion may be initiated per subject settlement. The settlements that may be assaulted are: Lond Galen Pelargir Dol Amroth Linhir Annulond Goben Tolfales During the first turn of the invasion a fleet will appear off the coast of the t argeted settlement. On the next turn an army will spawn adjacent to the settleme nt and begin the siege. - Diplomacy Script (Total Diplomacy) Overview: The Total Diplomacy submod provides five features: To view the in-game message concerning them all press SHIFT +D 1. Forced Diplomacy: Force the AI to accept any offer or demand. Activated via the Diplomacy scroll's advisor, this will force the other factio n to accept any offer or demand. They might not like it but they'll agree to it. For cheating? Well, yes, if that's what your into. But I wrote it so that I can get my allies involved a little more: Force your allies into attacking a certain faction. When this is in their ow n interest then it is especially frustrating that they want a massive amount of money for this "demand". "Good advice" I'd call it but if they agree at all then they want big bucks. Total Diplomacy lets you get it for little bucks. Allow region swapping. If Dale ends up with Erebor and the Dwarves own Dale then I would love the option of swapping them without it costing me piles of coi n. Buy both settlements for 100gp each then give them back to the rightful owner s. NOTE: a demand will only be accepted if you offer something in return, however s mall. It uses the force_diplomacy accept command; a very simple command but no way t o use it outside of script. Unfortunately this command does not work with Bribe but Total Diplomacy can help with this too... 2. Allied Fort Ownership: This part of Total Diplomacy spawns a single unit for the fort owner's faction

and moves them into the fort. They you can bribe and you get the fort in the pro cess. NOTE: they will not always accept the bribe but this will also temporarily 'leve l up' your diplomat to make it more likely. Plus there's the option to also acti vate Forced Diplomacy which adds all that money to your faction: this further in creases the chances of Bribery success. Also, they might not accept straight away. It might take a few tries - within that Diplomacy 'session'. If they aren't agreeing then try activating Forced Dip lomacy: your increased wealth might tip the balance in your favour. BEWARE: they tend to ask more money in return if they see that you're rich. So don't activat e Forced Diplomacy unless you need to and remember that the money boost is tempo rary! Here's how it works... 1) Move a spy and a diplomat to the fort. The diplomat needs to be within thre e tiles of it... 2) Send in the spy. If he's not killed then you will be given the option to ta ke the fort... 3) Once you have read the instructions click the Yes button. A unit is spawned ... 4) And it moves into the fort... 5) Send in the diplomat to negotiate. His Influence has been temporarily maxed out (plus he has a Bribery boost - not visible here).. 6) Bribe. They will want money for it... no getting around that... Once the allied unit has entered the fort you only have 5 seconds to send in the diplomat. If you are too slow then that unit will vanish and you will need to t ry again next turn (or this turn if you happen to have another spy nearby). The unit will also vanish if the bribe fails. If the bribe succeeds then the unit wi ll NOT be part of your faction. In short: the unit vanishes no matter what. This feature works for all forts and all factions. 3. Allied Allies: Form an alliance between two of your allies. SHIFT +A This will let you pursuade two of your allies to become allies with each other . It can be repeated for any number of factions but only one "pursuasion" can be attempted per turn. The chances of it succeeding are random; it is more likely to succeed than fail. Here's how to do it: 1. The factions must be your allies and not at war with each other. 2. Make sure that you have two diplomats handy: one near a character/settleme nt of each faction. 3. Press the "Total Diplomacy : Allied Allies" key (SHIFT+A). 4. A message appears asking if you wish to make an Allied Allies attempt. Cli ck Yes. 5. Now you will be using the diplomats to select the factions... 6. Enter Diplomacy with the first diplomat and faction. You need to make an o ffer where you are both offering and demanding something. They do not need to ac cept; the act of making the offer is all that is required. 7. Close the Diplomacy scroll. 8. A message appears saying that the first faction has been selected. If you accidentally did this using the wrong faction, then start again (go back to step 3). 9. Repeat step 6 for the second diplomat and faction. Same deal: make an offe r - they do not need to agree to it. 10. Close the Diplomacy scroll. 11. A message appears saying that the second faction has been selected and as ks if you would like to use these two for a new alliance. Click Yes. 12. During Turn End the two factions will 'discuss this amongst themselves'. You will see at the start of the next turn whether they agreed to it or not. This feature works for all factions. 4. Osgiliath Ferry:

The Ferry provides passage over the Anduin River at Osgiliath. It is available for all factions - player and AI - so be warned: it could provide your enemy or their allies with a crossing at Osgiliath. SHIFT +F A faction gets a Ferry when: - neither Osgiliath city is under siege, and - when both cities are owned by an ally, or - when one city is owned by an ally and the other is owned by another ally, or - when one city is owned by this faction and the other is owned by an ally If a faction owns both cities then that faction can already cross the river; t hey do not get the Ferry. The Ferry appears at the start of the faction's turn and disappears at the end o f their turn. i.e. They do not have access to a Ferry during another faction's t urn. If an army is aboard the Ferry at the end of their turn then they will auto matically disembark when the Ferry disappears: probably on the Eastern bank (the one closest to Mordor!) so it would be wise to avoid doing this. The Ferry is just a temporary ship. Any character or unit may use it so long as they can board ships (some units cannot). It can be switched on/off from that scroll (see the image above). The scroll is opened via the "Osgiliath Ferry" key (SHIFT+F). While playing Rohan I soon discovered that there was no way for me to get to It hilien to assist Gondor's assault unless I took ownership of either Cair Andros or both Osgiliaths, or took a very long way around via Pelargir or Dagorlad. Of course, one could always send a fleet up the river to achieve the same thing. Bu t hey, if your allies own both sides of the river then surely they'd be happy to ferry you across - and anybody else who happens to be allied to them. 5. Ally Invade: SHIFT +I This instructs an ally to invade another faction. The standard Diplomacy's "At tack Faction" option basically says "attack this faction sometime within 15 turn s" where one battle against a tiny army counts as "deal done". This doesn't cut it in my opinion. Ally Invade switches the campaign AI for that faction to just one rule: invade faction X. This simplistic solution is also dangerous: focusing solely on invad ing could easily disrupt the financial and infrastructural progress of the facti on, plus leave them exposed to attack themselves. In game this "command" is referred to as "sponsorship". But it costs nothing. I found that even despite this now being their sole focus, the faction didn't ex actly drop everything and carry out the command. It took some turns and the numb er seems to vary a fair bit. So I didn't wish to put a cost on something that mi ght not work too well. There can only be one sponsor per faction. e.g. You can't tell Gondor to invad e Harad and Mordor. But you can tell multiple allies to invade the same faction. Also, "good" factions can only invade "evil" factions and vice versa. e.g. You can't tell Gondor to invade Rohan, nor Mordor to invade Harad. A sponsorship can be cancelled at any time. Plus there is a rather interesting way of seeing what the current sponsorships are: see the right of the image abo ve. It spawns temporary diplomats named in such a way to tell you who is instruc ted to invade who. - Tol Acharn (DCI) Overview: T l Acharns are "Jihads" (as Invasions are "Crusades") which can be call ed by Gondor or Arnor*. They may be joined by Gondor, Arnor and any Northmen fac tion (Eridaor, Rohan & Dale) that is allied to the caller. They cannot be called until after Invasions first appear. How it works: If accepted then Gondor, after holding Cair Andros or E. Osgiliath 1 turn (using Early Invasions) or after 10 (not using Early Invasions), receive s a Journeyman character. When the Journeyman completes a multiple part quest he turns into a Loremaster. Five turns after the first Invasion is called by Sauro n, the Loremaster is given an ancillary and can then call T l Acharns [Jihads]. If accepted then Arnor will get a Loremaster after the first Invasion is called.

If killed, Loremasters respawn, they cannot be recruited. Armies that participat e in a T l Acharn get free upkeep, move faster, generals earn traits and in Eriado r/Arnor and Gondor unique mercenaries are avilable. * Later in the campaign, if it has been many turns since the last T l Acharn and i f allied to Gondor or Arnor, Northmen factions may be offered to call a T l Acharn , but this is scripted option; Northmen do not get Loremasters. For more info: http://www.twcenter.net/forums/showthread.php?t=497959 - Early Invasions Overview: Sauron returns earlier and therefore Invasions are possible sooner dur ing a campaign. How it works: Sauron returns at turn 30, not randomly after turn 46. Evil factio ns may then call Invasions at their and Sauron's will. - Diplomacy & Invasions Overview: This mod is composed of two parts, Diplomatic Meetings and Sauron's Co unter Attack. The Diplomatic Meetings gives you (when playing as a good faction) the option to call a Diplomatic Meeting (pressing F2 key) to try to persuade your allies (bas ed on your reputation) to temporally unite some of their forces with you against Sauron's Followers, you will be assigned as the commanding leader of this union , you and your persuaded allies will also declare war to all evil factions. The Sauron's Counter Attack will add some extra challenge to your game, allowin g you to fight some amazing battles at your starting capital (Minas Tirit, Edora s, Erebor, Bree, Imladris, Dale, Thranduils Halls and Caras Galadhon). How it works: Diplomatic Meetings: These are the conditions you need to met before summoning a Diplomatic Meeting: * Have at least one ally. * Own your starting capital (it doesn't matter if you move your capital somewher e else). * Wait more than 50 turns since the last called meeting to summon a new one. * Not be at war with a good faction. * Not be allied with any evil faction. * Be at war with at least one evil faction. If you meet the conditions, you'll be able to call a meeting or get a summary ab out the expectations for the next meeting (persuading chances % and allies that have the posibility to help you). You can call a Diplomatic Meeting every 50 turns starting form turn 5. Be aware that calling a Diplomatic Meeting with few allies and low reputation will most l ikely end in a total failure because you probably wont be able to persuade anyon e. The best way to have a very succesful Diplomatic Meeting is to raise your reputa tion and create as much alliances as you can (Gondor, Rohan, Eriador, Elves, etc ...) , doing this will end with you commanding a full stack of allied units. Once the Diplomatic Meeting starts you will have a chance to persuade your allie s based on this conditions. You allies will send reinforcements only if they own at least 5 regions includin g their starting capital. The more reputation your faction has, the more chances you will have to persuade them (15%, 35%, 55%, 75%, 100%) . If you doubt you'll be able to persuade your desired allies, you can END a start ed meeting (declining the event). Doing this will allow you to call a new meetin g in the next 10 turns. If you fail to persuade all of your allies, you'll have 2 extra attempts to conv ince them (if you have enough gold).

First attempt is free. Second attempt cost's 5000 gold. Third attempt cost's 15000 gold. If you manage to persuade at least one of your allies, you will be able to chose a Gathering Point. This is going to be the place where you are going to receive your ally's units when they arrive. There are 5 options to chose as a gathering point: Center, near Wold in a centered position of Middle Earth, close to Anduin River and the town of Tirith Anduin (Default). North, near Anduin Vale, between the town of Beorn's Halls and the castle Wrakya burg. South, South Ithilienh, between the towns of Pelargir and Tir Ethraid. East, East Rhovanion, between towns of Dorwinion and Uldonavan. West, South Cardolan to the west, between the town of Barrow-Downs and the caste l Argond. Every faction will send a different amount of units, depending on how close is t he selected gathering point from their own interests. Once you chose a gathering point, your allies will send some units at the reques ted location, 4 turns after the Diplomatic Meeting ended. Once the units arrive, you will be able to freely command them for some time. Ea ch ally will pay their own wages (no upkeep for you). Take these conditions into consideration when in command of allied units, they w ill leave your army if you don't. * Do not loose your starting capital. * Do not go at war with good factions. * Always keep war active against Sauron's followers. * Allied units will fight by your side for some turns (chances from 15 to 20 tur ns), after some time any remaining units will return home. Once they leave your army you will have to wait some turns before you can call a new meeting again. Sauron's Counter Attacks: After the first succesfull meeting is called, Sauron will consider you a threat from that on, and will target your first capital for continous attacks (1 every 50 turns). As long as you own your starting capital and Mordor exists, Sauron will assign a general from one of his evil factions to make preparations for an invasive atta ck. After succesfully defending your kingdom from the invasion, you'll have some tur ns of peace before Sauron assings the next attacking faction. Each wave of attacks will increase in quantity and quality of troops. The are several ways to stop this: * Weakening the invasive faction (leaving them with 3 or less regions) * Conquering their base of operations (you'll receive a message showing you wher e). * Destroying Mordor. You'll always be warned about the status of each attack. Meaning that, an event will show when: * The attacking faction is assigned by Sauron: * An evil faction will be assigned randomly. * The assigned faction must own more than 4 regions, including its starting capi tal. * The event will point the settlement at where war preparations are being made (

base of operations). * At this point you'll have 20 to 30 turns before the army arrives to your capit al. You can either prepare your defence or try to weaken the assigned faction. * The starting faction is ready to make the invasion. * At this point you'll have 10 turns before the army arrives to your capital. * The attacking army is close to your capital. The attacking faction has been weakened. Knowing this, when calling a diplomatic meeting, plan it very carefully. Embedded scripts: - One ring The one ring will not appear before turn 25. For further information please read the FAQ thread regarding the one ring. This topic has been discussed in great detail in the TATW forum as well. (http://www. twcenter.net/forums/showthread.php?p=10780781#post10780781) - Arnor reunification If starting with Arnor is not selected, Eriador can become Arnor by acquiring se ttlements, building the Hall of Kings building in Annminas and forging an allianc e with Gondor. By hovering the mouse pointer over the Elendilmir ancillary posse ssed by Aragorn, the requirements for the reunification can be seen. The settlem ents required are: Hobbiton, Michel Delving, Longbottom, Bree, Staddle, Barrow-D owns, Amon Sul, Annuminas, Fornost, Hoarwell, Tharbad and Coldfells. For the AI, beginning on turn 90 there is a 10% chance each turn that Arnor will be reunified as long as Annminas is still controlled. To complete the transformation to Arnor, save the game, exit and run the FAR.bat file in the mod root folder, normally 'Third_Age_3'. This will change the descr iptions of all settlements, watch towers, etc. to reflect ownership by Arnor. Al l messages will also refer to Arnor instead of FPoE. This bat file must be run a gain to reset the values to FPoE. - Aragorn RPG (role playing game) If playing as Eriador (only), Aragorn is given a series of missions to complete and is rewarded along the way with the addition of new ancillaries. The missions must be completed before Arnor is reformed. - Balrog resurrection For the AI player: The moment you siege Moria, you will disturb the Balrog. The Balrog will be a regular unit that can leave Moria and move freely around on the campaign map once he is resurrected. For the Human player: Only possible when you play as the Orcs of the Misty Mount ains. You need to construct Mithril Mines in Moria. This is only possible if you have upgraded Moria to a huge city. Furthermore it is not possible to resurrect the Balrog before turn 90. - Last stand This script will spawn an army for the AI if the number of settlements controlle d falls below three. Factions which will receive an army are: Gondor, Rohan, Dal e, Eriador, Dwarves, High Elves, Isengard, Harad and Rhun. This army can only be spawned once in every campaign. - Help weakened factions Support for the AI factions when key settlements are lost or if number of settle ments controlled drops below a fixed level. Gondor, Rohan, Silvan Elves, Lorien Elves, Mordor, Isengard and Orcs of the Mist y Mountains are aided. This aid takes the form of a spawned army and a boost in the kings purse (300-1000 money, depending on faction). This is a singular event per faction.

-Rebuild Osgiliath Osgiliath can be rebuilt to its former glory by Gondor if East Osgiliath reaches Huge City size and West Osgiliath becomes a citadel.

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