收藏 分享(赏)

MOS Script Descriptions.doc

上传人:fmgc7290 文档编号:7445338 上传时间:2019-05-18 格式:DOC 页数:8 大小:32.49KB
下载 相关 举报
MOS Script Descriptions.doc_第1页
第1页 / 共8页
MOS Script Descriptions.doc_第2页
第2页 / 共8页
MOS Script Descriptions.doc_第3页
第3页 / 共8页
MOS Script Descriptions.doc_第4页
第4页 / 共8页
MOS Script Descriptions.doc_第5页
第5页 / 共8页
点击查看更多>>
资源描述

1、MOS Script DescriptionsThe 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 exactly how these scripts work, stop reading.Optional Scripts: (not all listed scripts are avail

2、able to all factions)- Resurrect Allied FactionsOverview: The resurrect allied factions-script allows you to revive defeated allies 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

3、 0 settlements) the player can bring the faction back into the game by capturing its original capital. Note that you must have accepted the script 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 c

4、apital of the faction to be resurrected.At the start of the next turn after capturing the capital, an army of the resurrected faction will spawn near the settlement and the players faction will spawn a diplomat. Use the diplomat to open a diplomatic dialog scroll and gift the settlement to the origi

5、nal faction owners. Another army should spawn in the capital, the gifting faction will receive 10000 money and relations between the two factions will be perfect.Good factions can resurrect other good factions and the reverse applies to the evil factions.- Garrison ScriptOverview: The Garrison-Scrip

6、t 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 assault” button is pressed. No additional troops will spawn for 5 turns. The garrison will only app

7、ear 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

8、 garrison are: Dol Amroth, Minas Tirith, Bree, Fornost, Gobel Ancalimon, Umbar, Mithlond, Rhomen, Hobbiton, Goblin town, Gundabad, Rhnaer, Barad-dr, Minas Morgul, Duneard, Imladris, Thranduils Halls, Eryn Dolen, Erebor, Dale, Dol Guldur, Hornburg, Gineard, Entwade, Aldburg, Adorn, Edoras, Isengard,

9、Moria, Carn Dm, Cerin Amroth, Caras Galadhon, Esgaroth, Grasgard, Black Gate, Cair Andros, Thorins Halls, Mistrand, Pelargir, Linhir, W. Osgiliath, Arnach, Tarnost, Foldburg- Mysterious Documents (Isengard)Overview: This script allows Isengard to begin research on new super weapons.How it works: If

10、this script is accepted, 50 turns later another event message will appear asking the player if Isengard should be allowed to build the super weapons it has successfully researched. This can be accepted or rejected. If accepted, Isengard will receive an army near Isengard consisting of a general, one

11、 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 wil

12、l appear asking the player if Rhun should be allowed to build the super weapons it has successfully researched. This can be accepted or rejected. If accepted, Rhun will receive an army near Mistrand consisting of a general, one unit of Rhunnic Elite Infantry and four units of Rhunnic Flamethrower. T

13、his is a one-time event.- Boromir Battle ModelOverview: This will allow the player to choose between Boromir in plate armor or in his vanilla travel gear as his battle model.How it works: Self-explanatory. This only determines the type of armor Boromir will be wearing when involved in a tactical bat

14、tle.- Sarumans ForcesOverview: Allows Isengard to start with additional forces.How it works: If accepted this script will increase Isengards kings purse by 50 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 o

15、f Uruk-Hai Infantry, three units 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 2000.- Trial and RegencyOverview: The Trial and Regency Mod makes life of weak faction leaders harder, but may help in getting

16、 rid of them. It also provides ever-pleasing feature that enables executing chosen characters.Features:It includes the possibility of king being put on trial and executed if a conspiracy is formed. Repressing chosen characters for suspected disobedience, introducing an informal regency if leader is

17、thought to be inappropriate and a chance to appoint a regent manually.- Rhudaur WarriorsOverview: Provides the Orcs of Gundabad (OoG) with Rhudaur unit reinforcements.How it works: If accepted this script will increase OoG kings purse by 30 every turn. Every 10 turns there is a 50% chance that OoG w

18、ill spawn an army conisting of a general (Rhudaur Nobles), two units of Rhudaur Archers, two units of Rhudaur Swords, 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 increment of 2000.- Immortal HeroesOvervie

19、w: 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 either from old age or in battle, he will reappear at the beginning of the next player turn, providing

20、 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 part of the roster.The heroes that may be respawned is this way are: Gandalf, Aragorn, Faramir, Boromir, Denethor, Theoden, Gimli, Dain, Elrond, Elladan, Glorfind

21、el, Elrohir, Thranduil, Legolas, Celeborn, Haldir and finally Saruman.- 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 will be locked and unable to b

22、e built at the start. These are the armoury, siege, and port buildings as well as the Isenmach Axemen.Every turn Dunlands overall ranking is evaluated. If the overall ranking has reached a high enough level then the buildings and unit will be unlocked. If Dunlands ranking is 4 the armoury will be un

23、locked, 3 the siege building, 2 the port, and 1 the Isenmach Axemen. Also each turn there is a percentage chance that the 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 50. At rank 4 the percentag

24、e drops to 70%. Rank 3, 65%. Rank 2, 50% and at rank 1 there will be no reduction.Finally, should Dunland be ranked 1 the kings purse will be increased by 1500 for the remainder of the campaign and a one-time reward of 5000 money will be added.- Start with ArnorOverview: The player is allowed to sta

25、rt with the Arnor faction in place of Eriador.How it works: 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 descriptions of all settlements, watch towers, etc. to reflect ownership by Arnor. All

26、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 KingdomOverview: The High and Silvan Elves are given the opportunity to restore the ancient kingdoms and gain benefits by achieving this goal.How it works:(High

27、Elves) Open the scroll listing Elronds ancillaries and traits. Hover your mouse pointer over the ancillary named Noss-en-Fingolfin. This contains the requirements to reforge the Noldor Kingdom; repeated here: The following settlements must be conquered: Mithlond, Harlindon, Forlindon, Imladris, Elos

28、tirion, Ost-in-Edhil, Lond Daer, and Eryn Vorn. Elrond must still be alive; and you must have constructed a History Guild in Imladris and Jewel-Smith Guild in Ost-in-Edhil.If you reforge the Noldor Kingdom you will be rewarded with the ability to recruit Mithlond Nobels and Elven Smiths; the Lindon

29、ancillary; +3 Authority, +3 Popularity and the Ororan Noldoron ancillary; +3 Authority, +1 Popularity(Silvan Elves) Open the scroll listing Thranduils ancillaries and traits. Hover your mouse pointer over the ancillary named King of the Silvan Elves. This contains the requirements to reforge the Sin

30、dar Kingdom; repeated here: The following settlements must be under your control: Thranduils Halls, Eryn Dolen, Emyn-hu-Fin, Ost-in-Gil, Dol Guldur, Wrakyaburg, Beorns Halls and Rhosgobel. You must also have constructed a Florester Guild in Dol Guldur and Great Dance Guild in Thranduils Halls.If you

31、 reforge the Sindar Kingdom you will be rewarded with the option to construct an Ent House, allowing for the recruitment of Ents and the ability to recruit Mirkwood Nobels; the Aran-en-Laiqua Taur ancillary, +2 Authority, +2 Popularity and the Laiqua Taur ancillary, +3 Authority, +3 Popularity.- Pas

32、sing of the ElvesOverview: The High Elves are leaving Middle Earth and only by increasing the overall faction standing can this process be reversed and benefits gained.How it works: This script has a percentage chance, based on faction overall ranking, of reducing the population levels of the follow

33、ing settlements each turn: Mithlond, Imladris, Forlond, Harlond and Elostirion.Overall ranking: 12-14, 70% chance, population decrease (varies for each settlement), -30 to -100Overall ranking: 9-11, 60% chance, population decrease (varies for each settlement), -30 to -100Overall ranking: 6-8, 50% ch

34、ance, population decrease (varies for each settlement), -25 to -70Overall ranking: 3-5, 40% chance, population decrease (varies for each settlement), -10 to -50Overall ranking: 1-2, no more population decreases and kings purse increased by 2500 for remainder of campaign; one-time bonus of 10000 mone

35、yOnce the overall campaign ranking of 1 or 2 is reached, the rewards will be given and the population decreases will stop, even if the overall ranking should fall below this level at a later time.- Captured messagesOverview: In case an A.I. faction has lost its capital to another faction, you will b

36、e 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 capital, only if it is good or evil. This message will be the same even if the original owner of the capital recaptures the settlement

37、.- Eastern ShadowsOverview: Gives Mordor additional units and resources to increase overall strength.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 this counter reaches ten, an army will spawn

38、 consisting of the following units: a general with bodyguards (Mordor Uruks), three units of Orc Band, two units of 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 units of Mordor Halberd, one

39、 unit of Battle Trolls, one unit of Mumakil.If this army spawns the counter will be reset to zero and the procedure will begin again.In addition Harad and Rhun will get a one-time kings purse increment of 2000 at the start of the campaign.- Beacons of GondorOverview: The Beacons of Gondor-script mak

40、es it possible when playing as Gondor Rohan - Beacon of Edoras; Dwarves and Dale - The Nest of the Great Ravens of the Mountain; OoG and OotMM - The Drums of the Deep.The settlements which may be aided are: Minas Tirith, Dol Amroth, Edoras, Hornburg, Dale, Esgaroth, Erebor, Azanulimbar-Dum, Moria, G

41、oblin town, Gram and Gundabad.If assistance is provided or received a relief army is spawned near the settlement under siege, the siege must be lifted in two turns or the relief effort fails.It will cost 5000 money to aid your ally. If you are successful, you will gain 2500 money back and improve re

42、lations with your ally to perfect. If you refuse to aid your ally, your relations will substantially decrease. All relief armies are removed after two turns, regardless of outcome. There is a delay before aid can be requested. This delay varies based on the settlement. Minas Tirith and Dol Amroth -

43、30 turns; Edoras and Dunharrow - 20 turns; Dale, Esgaroth, Erebor and Azanulimbar-Dum - 50 turns; Moria, Goblin town, Gram and Gundabad - 50 turns.- Centralised AdministrationOverview: Playing with Central Administration will enable manual recruitment and construction in presence of a governor only.

44、 How it works: The script only applies to human players, the AI is uneffected, it can always manage its settlements. By moving a general into a settlement he becomes a governor. Only with the presence of a governor in a settlement can construction, recruitment and tax level adjustments be made.- Imm

45、ortal NazgulOverview: The Immortal Nazgl-script makes it possible that in case a Nazgl dies, he will respawn near Barad Dur.How it works: If Nazgl 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, providing the orig

46、inal capital of that faction is held by the player.All nine of the Nazgl may be respawned is this way. They will appear near Barad Dur.- Spawning Additional Units (SAUS)Overview: Certain factions will be given the option to accept units from other factions.How it works: If this script is accepted by

47、 the eligible factions (Eriador, Dwarves, Rohan, Dale) then units of another race will be spawned randomly for that faction. 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 Oakenshi

48、eld. 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 cannot be recruited and they are not mercenaries. Rather, they are units sent by other factions to help you in your cause. They a

49、re not available to the AI.The game spawns a fixed number of units throughout the campaign; one unit at a time. Units are retrainable and can be replaced if they are destroyed. They have a unique building which provides retraining. These buildings cannot be built by the player; they are built by the units and only in some settlements. Various traits, including bonus(es) applied to the army when it contains one of these units. When the first unit spawns you will receive instructions on what to do with it first: namely, move it into a settlement so t

展开阅读全文
相关资源
猜你喜欢
相关搜索

当前位置:首页 > 企业管理 > 管理学资料

本站链接:文库   一言   我酷   合作


客服QQ:2549714901微博号:道客多多官方知乎号:道客多多

经营许可证编号: 粤ICP备2021046453号世界地图

道客多多©版权所有2020-2025营业执照举报