Rise Of Mordor Attila
Welcome to!A subreddit for all of those who love the Total War series. This is one of the few things CA can go fuck themselves over, its that they've destroyed modability in their recent titles. Paradox Interactive's Crusader Kings 2 is a stunning example of what can be done with map modability. Overhaul mods have turned Europe into Middle Earth, Westeros and Essos, The World of Avatar The Last Airbender, Warhammer, Post-Apocalyptic North America, Tamriel, and at one time.outer fucking space (In Loving Memory of Crisis of The Confederation).Come on CA, Make Mods Great Again!. This is one of the few things CA can go fuck themselves over, its that they've destroyed modability in their recent titles.Fuck yes, exactly.
Rise Of Mordor Attila
I feel this way even on Warhammer, even if GW restricts them. But I ESPECIALLY feel it when it comes to their historical titles that have NO REASON they shouldn't be possible to mod legally.
There's literally a list I found somewhere of all the features Rome 1 and Medieval 2 had when it came to modding, and how utterly stripped down modding potential is in current titles. It's insane. While I agree that CA might be making decisions to restrict modding based on what they perceive to be smart economics, I strongly disagree it's actually smart economics. Not allowing robust modding because a company wants to sell DLC for said game is extremely short sighted and detrimental to that game. The company just can't cover all the venues that modders can, and an active modding community keeps the game relevant and in the gamer's eye long past it's shelf life. Additionally, there are so many case examples where mods actually drive sales of the game and it's DLC, not retard them. Take the one of the most beloved mod overhauls for Total War of all time, 'The Third Age'.

In order to run that mod, you MUST have bought the 'Medieval II Total War - Kingdoms' expansion in addition to Medieval II. Not only does that mod sell that expansion, but Medieval II is almost a 13 year old game it's still getting regular coverage on youtube, and sales, due in part to it's mods.While not proven, I think it'd be hard to dispute that if 'Rise of Mordor' had a great campaign, people who do not yet own Attila, would see videos on Youtube, or read about it, and then be inspired to buy Attila.especially if they like fantasy games more, and are not that enthusiastic about Thrones of Brittaina. A lot more users buying Attila to play another fantasy game via a mod, would in turn allow CA to have a bigger active install user base for Attila.

A larger base would in turn allow CA to sell more DLC for Attila, when said users tire of the mod. This is EXACTLY what happened with Rome II: Total War and the massive overhaul mod, Divide et Impera.In some cases, great mods can even create opportunities, such as what Team Fortress, Dota, Counter-Strike did for valve.all of which started as mods and then became widely popular games in their own right. Don't doubt for a moment if CA announced an official Divide et Impera expansion for Rome II driven in design by the DEI team, that it wouldn't sell wildly, despite the existence of the mod. We saw this with DayZ stand alone, that sold well even though it was pretty much worse, in every way to the mod, BECAUSE it was official. That makes no sense, they can sell DLC by just making it better than the opposition. Skyrim speech perks worth it. Also, they've used DLC to lock particular factions once they got popular through mods like the Desert Kingdoms in Rome 2 with DEI. They don't need to even make it better if they make it where to use something in a mod you need a DLC.For instance, Kingdoms still sells for Medieval 2 because the stuff they made available in that makes things far more mod-friendly than base Med 2.All CA has to do is add on more content that gets people to buy the DLC for the mods.
Yeah but by making not possible to make awesome mods which make people hook to them for years (like Third Age) they make sure buying DLC is only option to have some new gameplay possibilities.Imagine a situation when u can buy a new DLC or play some awesome mod. U choose mod and dont buy DLC cause u dont need it yet u might wait for some good sale.Or u have only DLC and cause u dont have any other option and want to play something new u buy it right at launch.I think thats the economic reason and there also might be the fact that engine used to be much simpler and making it accesible for modders was easier.
Look how hard is for them to implement Norsca into WH2 i think it the case of engine being to complicated. Yeah but by making not possible to make awesome mods which make people hook to them for years (like Third Age) they make sure buying DLC is only option to have some new gameplay possibilities.My point is that Medieval 2: Kingdoms (their expansion pack) is required for awesome mods like Third Age, meaning people have to buy the expansion for the awesome mods.So they can make DLC that just gives more features for mods or are required for more fidelity when it comes to modding by improving their game. That was the case even in Warhammer 1 where certain awesome mods required the mechanics from DLC. That's the case even now in Warhammer 2 with the addition of Dwarven crafting after the Tomb Kings DLC was released.
Another great example is Medieval 2. There are more total conversion mods for it than any other TW game, maybe even all others combined.Really loved Third Age: TW, and I vaguely remember playing a Song of Ice and Fire mod not too many years ago.I think the main reason is because after ditching the grid system after Medieval 2, it made modding continents impossible without dedicated modding tools. Conveniently enough, they get to keep you from playing the same game and endless mods and buying every new expansion instead.
Total War: Rise of Mordor is currently in development and is set to be a total conversion mod to recreate the world of Middle Earth in a Total War game. When Medieval 2 came out way back when, a group of developers created the Total War: Third Age mod.
This was hugely popular and still sees use today. In fact, fans have even been asking for an official Total War game in the Lord of the Rings universe. So, there is probably more than just a few people who have been hoping for this announcement. A new group has recently taken it upon themselves to create a more modern recreation of Middle Earth in the style of the immensely popular Third Age Mod. With the recent release of the for Total War: Attila it seems it’s now possible for this to be created; and the devs have transitioned their development to Attila to take advantage of the new modding tools.There are plans for Rise of Mordor to have a completely new world map, and they currently have four different races to be played: Humans, Elves, Dwarves, and Orcs. These four races are broken down further into sub races, as with Attila, allowing teams like Rohan, Gondor, Arnor, etc., to coexist under the Human branch. They’re hoping to include all seven of the Dwarven houses, as well as various elfish and orc/goblin/uruk-hai teams.
They are also even hoping to include four branching religions to be included into the game. Using the Terrain Raw Data pack they’re attempting to recreate various well known cities, like Minas Tirith, to include on the campaign map.

You can check out an overview of various unit models and the current plans for Rise of Mordor here.If you’re interested in further information the link to their forum page can be found.Total War: Rise of Mordor is obviously an incredibly ambitious project and is still currently under development. But fans of the Third Age mod, Lord of the Rings, or even those simply looking for something different before the release of TW: Warhammer may want to keep this project on their radar.