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Author Topic: Mount and Blade: The Third Age Mod [Steam Users Possible Solution]  (Read 93168 times)

RedKing

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Re: Mount and Blade: The Third Age Mod
« Reply #180 on: November 20, 2011, 09:20:54 am »

Key is to start up a side's momentum. If you're evil, you should be trying to crush Gondor, then Rohan, etc. As good, you want to be supporting Dale and the Dwarves at the start, then hit up the other sides once you've knocked off Dol Guldur and the like.

Yeah but I'm afraid if I ride north first, there's not going to be a Gondor to come back to. Rohan is taking it on the chin pretty hard too. They went from Strong to Fair in less than a week. The northlands seem to be handling themselves pretty well for the moment. It's also a big adjustment after playing an evil character first. My party cap is around 44, whereas with my evil character, it can be upwards of 120 if I use mostly orcs.
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Dakk

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Re: Mount and Blade: The Third Age Mod [Steam Users Possible Solution]
« Reply #181 on: November 20, 2011, 11:56:13 am »

I keep trying to get it to work but it just keeps giving me that "could not find: windy-flora" error alot of people get. I'm using m&b enhanced client and TLD's iron launcher, get the error every time :C
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Carrion

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Re: Mount and Blade: The Third Age Mod [Steam Users Possible Solution]
« Reply #182 on: November 20, 2011, 12:34:51 pm »

Iron Launcher didn't work properly for me either.  Try manually installing the files.

From the manual:

Way 2: manually copy the files. Go to M&B/Modules/TLD/data/ folder. Here are all the TLD files which must replace original M&B files, so that TLD can run. Specifically:
copy all five core_*.brf files to:  M&B/CommonRes/  (overwriting);
copy all three  *.txt and both *.xml files to:  M&B/Data/  (overwriting);
copy mb.fxo , all five *.pp, the *.exe and the *.bik files to: M&B/  (overwriting).
Be sure to follow the above instructions carefully!
Now you have all critical files in place to run TLD.
Be warned that M&B, after this, will work only with TLD. Native and other mods will not run.
Now launch M&B normally, choose TLD from module menu and enjoy.
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Dakk

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Re: Mount and Blade: The Third Age Mod [Steam Users Possible Solution]
« Reply #183 on: November 20, 2011, 01:09:10 pm »

I did that, it works now, thanks :D

Is there any way to get rid of the massive amounts of vegetation on battlefields tho? I can run it fine but sometimes the massive amount of trees and grass lags things up.
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NewsMuffin

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Re: Mount and Blade: The Third Age Mod [Steam Users Possible Solution]
« Reply #184 on: November 20, 2011, 02:01:54 pm »

Also, if you have the steam version, it helps to install the Enhanced update or whatever. It's supposed to fix some of the stuff, and make it run better, I think.
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Re: Mount and Blade: The Third Age Mod [Steam Users Possible Solution]
« Reply #185 on: November 20, 2011, 02:12:46 pm »

I did, it works fine now, altough all the lords disappeared after I got an error notice :o
Gonna restart m&b and see if it fixes itself or I might have to start another character.

Anyway this mod is great, the most well done mod I've seen for the original m&b, by far. The scenes and towns are all pretty awesome.
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Dsarker

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Re: Mount and Blade: The Third Age Mod [Steam Users Possible Solution]
« Reply #186 on: November 20, 2011, 04:11:09 pm »

Key is to start up a side's momentum. If you're evil, you should be trying to crush Gondor, then Rohan, etc. As good, you want to be supporting Dale and the Dwarves at the start, then hit up the other sides once you've knocked off Dol Guldur and the like.

Yeah but I'm afraid if I ride north first, there's not going to be a Gondor to come back to. Rohan is taking it on the chin pretty hard too. They went from Strong to Fair in less than a week. The northlands seem to be handling themselves pretty well for the moment. It's also a big adjustment after playing an evil character first. My party cap is around 44, whereas with my evil character, it can be upwards of 120 if I use mostly orcs.

That's why it's best to start up north. If you help them up north, it's about one or two day's ride to get back to Gondor, and if you keep on protecting Cair Andros or whatever it is, they don't attack anything but that. And you have several days warning before the battle starts, and even then you have a couple of days warning before they lose.
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Vactor

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Re: Mount and Blade: The Third Age Mod [Steam Users Possible Solution]
« Reply #187 on: November 20, 2011, 11:03:07 pm »

I just had a strange happening in my game,

I had been trying to help Rohan regain control of their territories with my army of lothlorien archers.  I had helped king Theoden in a 500 vs 150 fight, which we lost the second battle with 3 uruk-hai left,  after which I either disengaged or was knocked out.

I went back to my  home cities and recruited a new army, and headed back down.  I moved in to help a Rohan patrol against around 100 isengard soldiers, 60 archers vs 100 orcs, should be now problem.

I start the fight and see a massive wall of Rhorrim charging at my archers, they clear out the first few ranks, but the cavalry keep coming.  Eventually they drive us from the field as my archers aren't nearly effective fighting cavalry by hand. 

The only thing I can think is that all those prison caravans eventually become available for recruitment from isengard, with Saruman turning them to his side. (If this is indeed intended behavior).  Otherwise its an interesting bug.

After the battle, I looked and they did in fact have the Rhoan units listed in the army details.  I had to run away, and haven't seen them since.
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Dsarker

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Re: Mount and Blade: The Third Age Mod [Steam Users Possible Solution]
« Reply #188 on: November 20, 2011, 11:48:58 pm »

It is unintended behaviour from the main game, with a couple of reasons why it happens.

Firstly, one can, in the main game, 'recruit' prisoners. While as far as I know that has been mostly taken out, leaders still do it sometimes automatically. Maybe.

Secondly, one of the definite reasons. Bandits attack rohan caravan, autowin, get prisoners. Bandits get attacked by Saruman forces. Saruman's guys win, and free the prisoners, getting them on their side (as in standard game). It doesn't happen for you, but you can get those units by reinforcing an ally city which has them.
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You do not convince me. You rationalize your actions and because the result is favorable you become right.
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Flare

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Re: Mount and Blade: The Third Age Mod [Steam Users Possible Solution]
« Reply #189 on: November 21, 2011, 12:38:45 am »

You can't pay them though, enemy units require enemy resource points to stay in your party.
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Dsarker

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Re: Mount and Blade: The Third Age Mod [Steam Users Possible Solution]
« Reply #190 on: November 21, 2011, 12:41:05 am »

But you can disband them for resource points!
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justinlee999

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Re: Mount and Blade: The Third Age Mod [Steam Users Possible Solution]
« Reply #191 on: November 21, 2011, 01:08:17 am »

Hmm, I used Steam and got the windy_flora and garbled text problem, however, I just recopied everything again and it worked fine, you sure you guys missed a file like me?

By the way, IronLauncher does not work for me, and I did not follow the solution the OP posted, but I haven't installed the enhanced .exe yet, so I'm going to try it.
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Flare

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Re: Mount and Blade: The Third Age Mod [Steam Users Possible Solution]
« Reply #192 on: November 21, 2011, 01:19:29 am »

But you can disband them for resource points!

It's a temporary fix to keep enemy troops in the party. I have have found a bug that helps however, in that if you disband a certain type of troop, you will receive the resource points for returning them, but they won't really leave! This allows you to keep on disbanding them over and over again!
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justinlee999

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Re: Mount and Blade: The Third Age Mod [Steam Users Possible Solution]
« Reply #193 on: November 21, 2011, 01:38:04 am »

Hmm, after installing the enhanced executable the windy_flora problem returned, BUT:

I recopied the files again, and everything is back to normal.
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Duuvian

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Re: Mount and Blade: The Third Age Mod [Steam Users Possible Solution]
« Reply #194 on: November 21, 2011, 07:02:03 am »

You can't pay them though, enemy units require enemy resource points to stay in your party.

That's why I hand them off to the nearest friendly group. If you see a friendly vs enemy battle, and the enemy is holding prisoners or is human or at least able to be taken prisoner, then join that battle (knock out a few enemies if you have to) and in the rescue prisoners/captured enemies screen leave the enemy troops you can't support behind as that will cause the friendly troops to claim them as they take whatever you leave.

Key is to start up a side's momentum. If you're evil, you should be trying to crush Gondor, then Rohan, etc. As good, you want to be supporting Dale and the Dwarves at the start, then hit up the other sides once you've knocked off Dol Guldur and the like.

Yeah but I'm afraid if I ride north first, there's not going to be a Gondor to come back to. Rohan is taking it on the chin pretty hard too. They went from Strong to Fair in less than a week. The northlands seem to be handling themselves pretty well for the moment. It's also a big adjustment after playing an evil character first. My party cap is around 44, whereas with my evil character, it can be upwards of 120 if I use mostly orcs.

In my game I started in the North. Gondor lost Caer Andros and Rohan was down to Fair and three cities  before I rode south to start training them some reinforcements with a squad of 15 Mirkwood infantry and 5 Iron Hills dwarves. I only took so few so I could focus on local troops to hand off as a garrison at Rohan's remaining cities while still having a hardened backbone for my army.

By the time I had gone north again I was down to 1 Iron Hills dwarf and 12 Mirkwood infantry, but Rohan has garrisons with about twice as many men as before and many of them are veterans due to me having focused on training and leadership skills on the main character and giving all the companions I've recruited so far (5 companions) as much training skill as I can after they have the physical stats to manage to kill stuff now and again for more leveling.

Also I should add that Iron Hills Dwarves' final upgrade is really, really good but have high upkeep. They are called Gror's Guards, and the one that I still have is the only one who made it to that rank from Iron Hills Miner out of the five originals. They work very well in tandem with Mirkwood Swordsmen, as the Swordsmen are taller and carry shields and have better armor, while Gror's Guards have ridiculous power strike and a gigantic axe to chop orcs while the Swordsmen do some blocking of both arrows and melee (the Gror's Guard ax looks cool but I'd recommend changing the model's axehead to be slightly smaller)

Also, something interesting in my game is that I failed a quest for Erebor (dwarves) and now they are neutral to my wood elf character. That means I get the attack/disengage screen rather than dialogue for all their armies. At the same time though I can still do quests, which netted me a dwarven caravan to escort to Dale or something. However, since you finish the escort quest by talking to the caravan next to the destination, I can't finish that quest and had a caravan of dwarves following me until I outran them and orcs ate them.

One thing I learned though is that deliver caravan quests have no time limit. Effectively, you will have a caravan filled with reinforcements behind you, as long as you allow an enemy party to attack them (bonus are the rank and influence points you get for saving them). They also work wonderfully as a distraction when you want to run away from a Host. I recommend an elven caravan, with Mirkwood seeming to have the best equiptment.
« Last Edit: November 21, 2011, 07:08:38 am by Duuvian »
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