The crew for the recently released “Third Age: Total War” modification have released a brand new patch for their project, which fixes numerous bugs, adds some fan-made submods, has balance fixes as well as a rework of many ingame sounds.
The patch is available via FileFront, you can check their forums for more info. If you don’t have the modification yet, you can grab it here. You need Medieval 2: Total War as well as the Kingdoms expansion to play the mod.
FIXES
- white battle map interface (hotfix included)
- Dunedain Knights missing their melee weapon fixed
- wrong faction banners disabled
- missing rebels and mercenary unit cards fixed
- diplomatic text refers to wrong factions fixed
- Dale freeland archers’ bows float in the air fixed
- Beorings javelins float on the air around them fixed
- snaga skirmishers weapon fixed
- new meshes for Isengard heavy Uruk-Hai units
- Breeland riders have invisible weapons fixed
- Uruk Halberdiers missing secondary weapon fixed
- Goblin Halberdiers missing secondary weapon fixed
- warg sprites added
- Troll Cage descriptions fixed
- Henneth Annun “object on battle map bug” fixed
- Horse Guard animation fixed
- rebel generals/captains with silver textures fixed
- Harad “invasion” mercenaries with silver textures fixed
- all floating cities and castles fixed
- hardly/unplayable bridge and river issues fixed
- new orcish diplomat/spy/assassin cards
- eryn dolen stuck at village fixed
- minor 2d symbols fixed
- 2hhanded orc error fixedNEW FEATURES
- New and huge sound package (a huge thanks to Smirk
)
- all medieval phrases deleted and replaced. No more sultans, gods and piety…
- all wrong voice references to the vanilla factions fixed
- new and reworked speeches for all factions and orcs
- reworked all voices for campaign map
- dwarves have own scottish accent
- New troll sounds and orcish voices for battle map
- fixed missing catapult impact sound
- and more!
New unit and battle map balance
- new animations for better unit cohesion
- missile units weakened, ammunition varied, new elven arrow type
- mumakil costs decreased, increased morale
- trolls more vulnerbale to missiles, slower, more expensive throw units into the air, availability decreased
- raised morale for all troops
- improved cavalry and charges
- improved stamina for dwarves and other units
- halberds and spear units improved
- arrow/ballista towers weakened, walls and gateways improved, more logical stats
- many other little unit stats changes
Other
- new loading bar
- several map improvements, like smoother and realistic rivers
- new event pics for the orcish factions
- northmen portraits added
- events for advanced units are earlier
- Eriador – High Elves alliance
- no more witches
- servants of Sauron slightly weakend
- Generals can get older
- More logical character traits at campaign start
- garrison script slightly nerfed
- good factions will survive longer
- new fire textures and sound for burning men and burning buildings
Included Sub-Mods
- non breakable alliances without a diplomat (Thanks to Archaon)
- smoother coastlines (Thanks to Nevada)
- improved Eldar models (Thanks to Razor)
- Germanicu5 Battle AI (Thanks to Germanicu5)
- Germanicu5 stakes script (Thanks to Germanicu5)
- Witchking model (Thanks to Devils_Advocate)
- spelling mistakes fixed (Thanks to Krazy Krook)

Comments:
ChasePig:
I may sound stupid and this probably is stupid but what game is this a modification for? Its not for The Third Age Obviously but I have no other idea of what it could be based on the title.
Ilaras of The Dunedain:
Yes! Thanks Freek!^^
Ilaras of The Dunedain:
EDIT: Sorry for double post!
Freek:
If you had read the article you'd know ;)
krapyl:
This is just so awesome:D It is a bit sad that this mod is better than any LotR game ever made by a company:P
Kessadir:
Sad that my PC cant handle Medieval II ;]
Freek:
Regardless, its a fair assessment. I still have hopes that CA would one day make a LotR: TW game which could then include the actual cities as seen in the movies ;)
krapyl:
Regardless, its a fair assessment. I still have hopes that CA would one day make a LotR: TW game which could then include the actual cities as seen in the movies ;)
Ilaras of The Dunedain:
Pietrak:
On the current Total War engine making custom cities is simply impossible.
Freek:
Yup, the most I've seen done is that in Fourth Age; TW (for Rome) they made the Roman cities for Gondor white instead of simple brick colours.
Although I would think its possible to at least change the models/textures used for buildings and walls to make it look more like LotR. But I'm afraid no real cities from the movies/books :(
BTW, I highly recommend all to install this submod:
http://www.twcenter.net/forums/showthread.php?t=259833
Ilaras of The Dunedain:
I know, thats the only bad thing. But its not their fault, they didn't have a choice, like you said it's impossible.:(
But even without custom cities the game is still marvelous.
krapyl:
Well....it is possible, but it's not very easy :P
I saw cities that looked like helms deep and isengard that was made through the Rome: Total war game
They didn't look that nice, but it was better than nothing:P