Достаточно любопытная модификация, странно что тут про нее молчат.
Тема на ТВЦентре:
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Переводить, простите, не буду.
Perillicious Compilation Pack (PCP) List
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Extended Campaign - Greatly expanded, unique and challenging campaign for each faction, based on lore and realism. Campaign begins in the year 2941, prior to the Battle of Five Armies.
Unique Faction Campaign Overhaul - This modification provides each faction with a unique and challenging start and gameplay in the campaign based on lore and realism.
Realistic Recruitment Overhaul - This modification essentially circumvents the barracks event up until it happens, allowing factions to recruit better units from specific settlements from the start. Based on lore and realism.
Realistic Replenishment Overhaul - This modification overhauls all unit replenishment rates, generally making them slower and battles more important. Additional units have also been added to each faction for more variety (especially Orc factions). Based on lore and realism.
Added Factions - Adds SEVENTEEN completely new and playable factions + 32 rebel factions, as well as new and unique units for each added faction. Based on lore.
Perillicious Creature Pack - Adds over one hundred unique creature units of all different types, sizes, and abilities. Based on lore and realism.
Additional Rebels and Mercs - This modification adds hundreds of different region specific rebels and mercs all over the map. Some mercs are recruitable from certain buildings. Based on lore.
Expanded and Tweaked Map - Expands the campaign map to the Far North and Far East. Many changes to climates, heights, terrain, regions, and features have been included as well for the vanilla sections of the map.
Navigable Rivers - Adds rivers that are traversable by ships, also removes many bridges and replaces them with land crossings in lore accurate places.
Additional Regions - Adds new regions and settlements to appropriate areas of the map in the form of natural landmarks and ruined cities of old. Based on lore and gameplay.
Super Awesome-O Ambush Script - The name says it all. I don’t want to ruin the surprise(s) with details but this really makes Middle-Earth come alive, literally. Based on lore and realism.
Faction Standings and Diplomacy Overhaul - Based on lore.
Enhanced Campaign AI - Makes the campaign AI more active in offensive and defensive scenarios, as well as help out their allies more. The garrison script has also been removed. Based on lore and gameplay.
"A Scattered People" AKA Kingdom of the Northmen - This feature allows Dale or the Beornings (as the player) to reclaim the lands of Rhovanion and unite the scattered descendants. Basically, you retake certain settlements and then you can choose to unite the peoples. This gives you all the other factions stuff, but instead of the other faction ceasing to exist, some go their own way so both factions still survive separately. As a further reward, you will now be able to recruit both Dale and Beorning units from buildings (once the new ones replenish/migrate) regardless of which faction you are playing as.
Logistics Supply System Script - The longer your army stays in enemy lands the more depleted your army’s supplies (and morale) will become. You resupply your army with full rations (+1 morale) by moving it back to friendly lands or capturing new ones. If you spend over two turns in enemy lands, you get half rations (-1 morale). Three turns, quarter rations(-3 morale). Four turns, meager rations (-5 morale). You may also maintain your current supply status for a longer time by moving on to fresh enemy lands to rape and pillage.
Random Village Raids Script - Villages are prone to random raids by various enemies, so garrison your villages with more than just one unit and hurry up and get that palisade wall up (which is when the raids stop).
Random Corsair Raids Script - Corsairs randomly invade Gondor’s coastal settlements. The size of the raiding army is dependent on the size of the garrison in the settlement, so don’t leave your settlements poorly garrisoned. These raids continue until Umbar and the island to the North of it are captured.
Building an Empire - Adds a poop load of new buildings, each with unique effects. Higher tier buildings give various trait and ancillary bonuses as well depending on their function. Now you will actually have to make choices and manage your kingdom instead of just build everything. The AI population growth and happiness bonuses have also been removed. Based on lore and realism.
All Factions “Hordes” Script - Factions live on to fight another day after losing all their regions. Horde CAI has also been improved.
All Factions Emerge/Re-Emerge Script - When factions lose their capital/die, the may re-emerge from their starting capital if the settlement population is unhappy. The Creations of Eru faction will also emerge from Fangorn if its population is unhappy.
Fourth Age Campaign Historical Battles v1 - Fight the Battle for Helm’s Deep when playing Rohan, or the Battle for Minas Tirith when playing Reunited Kingdom. More historical battles for TA and FA campaigns to come later on.
Rebalanced campaign trade, income, farming, health, population growth, happiness, and order stats.
Blood N’ Guts Battlefield Blood and Dirt Textures
Inflation Scripts (Replaces TATW money script) - The more money you have saved up, the less you make. It also limits the AI’s income when they have too much money without making them instantly go broke.
Additional Traits and Ancillaries – Adds new ones and reshuffles old ones.
Additional Free-Upkeep Slots - This adds additional free upkeep slots depending on the settlement size to better represent the importance of larger settlements in terms of population and production. Based on lore and realism.
Improved immersion by renaming many settlements, and by having many settlements automatically rename themselves when captured.
Increased size and detail of mini-maps and radar maps.
Rohan Textures Revamp
Visual Armor Upgrades for high tier (gold) Rhun units.
Dead Men of Dunharrow Script Aragorn can travel to Dunharrow and demand the cursed dead men fulfill their broken oaths of service.
Scripting Odds and Ends - A collection of scripting tweaks I have made to TATW which restructure the entire campaign. Based on lore.
Optional Diplomacy Script (Lore Accurate or Good vs. Evil) - It is what it sounds like it is.
Insurrections Script - If any of a faction’s home regions (starting regions) are captured its loyal inhabitants rise up in arms to fight against the aggressor, or join up with friendly forces for a counter attack. Replaces all Help Weakened Factions Scripts.
Custom Settlements - Eight unique village level custom settlements (caves and ruins) used all over the map multiple times, and more to come.
...and a lot more features/additions/crap that I am simply too lazy to talk about.
Included submods not made by me;
Most recent G5 BAI, Traveling Merchants Mini-Mod, Spoils of War Mini-Mod, and Achievements Mini-Mod, by Germanicu5. With minor tweaks from myself.
Elves and Dwarves Units from FROME, by Koultouras and Beorn of Carrock.
Hero Abilities and Battle UI Buttons, by Noobas.
High Quality Sky Texture Project, by Hereje.
Free Ancillary Resource, by Small Projects Mods. With minor tweaks from myself.
Axe Projectiles, by Griffin 795.
General Information
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~Main Objective: Add more obstacles to the campaign map, more difficulty and balance (primarily in the North, West, and Far East), more diversity for the player throughout the game, and more vivaciously luscious peril-liciousness overall (try saying that fast ten times). Hundreds of new and unique units have been added to the game. Dozens of new settlements and landmarks (along with custom battle maps) have been added to the map as well. As well as 17 new and unique factions with full rosters + 32 rebel factions. Well over a hundred new buildings, of all sorts, have also been added.
~Details: There is no "rebel settlement rush" in the beginning; it is something you have to earn. All factions have unique rebels to deal with. The beginning of the game consists of making your own lands safe and then capturing new rebel lands. It will be unsafe to travel until your lands are cleared of rebels, after that your trading will prosper. There are also certain parts of the map you will not want to explore until later in the game, when you have an effective fighting force. Military campaigns are costly, so save up money and make sure they are worth it.
Mod difficulty: Very challenging and little breathing room throughout the game. Armies must travel in force, spies or cavalry scouts are a necessity. Tis' perilous to do otherwise...
Custom Campaigns
Third Age Main Campaign - Begins before the Battle of Five Armies.
Dawn of the Fourth Age - This campaign begins right before the fall of Sauron.
Third Age No Creature Factions Campaign - Everything is the same except the creature factions have been removed.
Dawn of the Fourth Age No Creature Factions Campaign - Everything is the same except the creature factions have been removed.
For installation on an unmodified version of TATW 3.2.
Download PCP File Cleaner and Part 1, Part 2 and Part 3. If you already have Part 1 and 2 of PCP Beta 08 downloaded/installed you only need Part 3.
First install the PCP File Cleaner into "Sega/M2TW/Mods/" folder, then find the PCP FILE CLEANER file in your Third_Age_3/data folder and run it (double-click it).
After that install Part 1 and Part 2 and Part 3 (in order) into "Sega/M2TW/Mods/" folder. Then install Beta 09 Patch 1. Then Patch 2. And the Bugfix for Patch 2. Everyone download it, it fixes a nasty recruitment bug and adds a few new things. It IS save game compatible so download it now! That is it, read below.
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http://www.gamefront...ta_08_part1.exe
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http://www.gamefront...ta_08_part2.exe
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http://www.gamefront...PCP Beta 09.exe
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Я пробовал запустить на 3.1, у меня тогда игра за Мордор сглючила и в причинах я не разбирался. Но даже того, что успел увидеть - проект весьма любопытен, и концепцией, и компиляцией сабов.