

They were allies in lore and the only reason we had them as enemies was that we thought Scourge needed an enemy - but the Drakari is the one in need of a stronger enemy alliance.ġ0. The Scourge and the Vrykul are now allies in both campaigns - as the Drakari Trolls are the most powerful faction in Northrend and always wins it would seem. These factions have been made weaker to make things a bit more fair to the Scourge AI.ĩ. Lordaeron, Quel'Thalas and Stromgarde starting army numbers in the RoC-campaign cut in half - with their best units replaced with weaker units. They no longer have elite armies entirely made up of elites.Ĩ. Blood Elves and Scarlet Crusade starting armies nerfed - they've been remade into basic/medium with very few elite infantry units. The unit is a mercenary unit for all the factions int he game in certain areas on the map - and it's one of the Trade Coalition factional units as well.ħ. I had then to edit the model in MS3D and add a secondary weapon to it - the unit will now use axes in melee against any enemy unit and will no longer be worthless.

Bandit Raiders fixed - they used to not be able to attack any other unit in melee, something I found out a few months back while playing the Goblins/Trade Coalition - I had to fix the animations in use for th emodel by changing things around in one of the files for the unit to start attacking enemy cavalry and infantry - but then another issue showed up - the unit had no weapon in melee. I therefore deleted said garrison script for the Alliance of Lordaeron-factions.Ħ. Lordaeron needs to be down to 3 cities left - for Death Knight Arthas to spawn in this campaign - So I didn't want the Scourge to face too many armies which made the spawns impossible. The Scourge would never stand a chance otherwise and in order for the Blood Elves to spawn, or the Forsaken (both of which spawn at the same time) Quel'Thalas needs to be down to 1 city and Silvermoon needs to be held by the Scourge. Garrison Script remade in both campaigns - First off all the mages/casters have been removed so there won't be spawning mages out of nowhere when you attack an important settlement, and second Lordaeron, Quel'Thalas & Stromgarde won't get garrisons in the Reign of Chaos-campaign except for Stromgarde in its capital. They're as powerful as the Blademasters and the Trollslayers in this regard but with different stats of course.ĥ. Given a bunch of units the "berserker" mental state & the "Warcry"-attribute - these units include the Sandfury Blood Drinkers of the Farraki Trolls, the Gurubashi Bloodslayers of the Gurubashi Trolls, the Amanishi Warmongers of the Amani Trolls, the God Hunter Slayers of the Drakari Trolls, the Naga Brutes of the Naga & the Dragonflayer Ironhelms of the Vrykul - all of them can now go berserk in battle which gives the unit a heroic attribute. I've removed Najentus as a general in battle and made him an officer there, while the Anub'Shatterer-unit is no longer available for Ahn'Qiraj and is the unique bodyguard of the Kingdom of Azjol'Nerub.Ĥ. All generals are forced to use the same animations. Fixing of bugs, including the Ahn'Qhiraj general and the Naga general Najentus who would both cause a crash to desktop in melee due to incompatible animations for the unit as compared to the generic general of the faction - so the generic general is a ranged unit for both the Naga and the Ahn'Qiraj factions - and a infantry unit can't be used without crashing as it is lacking the secondary animations used by the generic general. Many new traits & ancillaries by Thrugg - for many additional family members.Ģ.Over 70 new unit_info-cards by Abeam - for mostly mercenaries and every Troll unit of the mod.ģ. Thrugg added new family members, traits and ancillaries, Abeam made new unit_info cards for 70+ units & I have fixed and improved stuff.ġ.
#Total war three kingdoms beta mod
I've re-uploaded the mod - and it's been updated with too many gameplay changes to count, as it includes stuff from last year - it also has fixing and gameplay improvements.
