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  1. Replies
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    Re: Divide and Conquer Public Beta Release - Version 0.51 Released

    Timestamp bug apparently is the main reason this would happen. Medieval II is a very unstable engine, due to its file structure and age. It doesn't seem to handle time very well, especially when...
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    Re: Divide and Conquer Public Beta Release - Version 0.51 Released

    If you delete descr_geography_new.db, you will loose all battle-map changes from the campaign map overhaul. In this overhaul, all the climates are used and edited, and the generation of those...
  3. Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v3.0 previews on page 83!!

    @Drorin
    Well, if I moved the forest settlement up to the river and turned it into a fortress, it would have the the territory of the forest. Could just limit the Woses unit to that.

    AI can't...
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    Re: New map, instant crash on start

    Last post in the thread, all fixed. After map_regions was fixed, turned out map_features had some bugged rivers, fixed them and the game loads. Increased the max_land_height, heightmap looks great...
  5. Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v3.0 previews on page 83!!

    I've compiled a list of the region changes, opinions, feedback, disagreements, etc are welcome. Want to hear as many opinions as possible before I make my final changes for regions.

    Regions to be...
  6. Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v3.0 previews on page 83!!

    Thanks again everyone :).

    Well, by the looks of it, noone wants the battle-map removed. Will definitely reconsider adding it back in before the end, it's one pixel (1 min worth of work), and by...
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    Re: New map, instant crash on start

    Well, no luck. Fixed every pixel, 202 colors counted, exact same instant CTD. Checked map_features, climates, fog, and refilled the ocean with 0,0,253 in map_heights, no deal.
    ...
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    Re: New map, instant crash on start

    Thankyou so much, used GIMP for old map, used photoshop for the new one. Buggy fill tool it seems. Will fix this, as its probably the only reason its crashing.
  9. Re: Divide and Conquer: Campaign Map, Remade for 3.2 - new previews for next version on page 83!!

    Thanks everyone. :)

    The next version will be 3.0, focusing on a revamped heightmap based on changing battle-map generation to allow greater variation of height on the campaign-map. The terrain...
  10. Re: Divide and Conquer: Campaign Map, Remade for 3.2 - new preview on page 83!!

    Good to be back :)

    All settlements from the newest version will be included in the next version.

    Another preview, this time of the jagged, chaotic mountains of Mordor, re-imagined from its line...
  11. Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v2.1!

    I am back. :) Creating something new, with a full preview coming soon.

    http://i1292.photobucket.com/albums/b568/FireFreak111/Map%20v3/preview1_zps15a0a764.png~original
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    New map, instant crash on start

    So I have begun development of a new map, and after finishing the majority of the map_heights file and painting in the rivers, I painted in all the regions (all 199 of them) into the new map. I used...
  13. Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v2.1 released!!!

    With the release of 2.1, I am officially going to change the use policy of this map for Modders. It is now a free license, as long as credit is clearly given, and is distributed on the TWCenter (as...
  14. Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v2.1 released!!!

    The install order is 2.0 Full, then 2.1. The beta versions have differences with the 2.0 full version.
  15. Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v2.0 released!!!

    I'll upload 2.1 in ~8-9 hours, (which will be ~10am here), heres a full changelog (all below done).


    Unofficial/Alternate Patch 4.0 core integrated.
    New custom settlements, including...
  16. Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v2.0 released!!!

    There will be a cliff on the southern side of Harandor, to help chokepoint Harad's entry past the river.

    Minas Morgul is nearly fixed, I have found the cause. Patch will be out soon.
  17. Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v2.0 released!!!

    I've begun and nearly finished work on 2.1 for vanilla on the same day (today).

    So far contents include:

    The new settlement/settlement updates from the Alternate Patch 4.0
    4.0 middle-eastern...
  18. Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v2.0 released!!!

    I agree that the canyons were a great part of Harad. The main reason they weren't in 2.0 was because the terrain generator wasnt able to handle sharp cliffs, and it's a lot of work making the cliffs...
  19. Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v2.0 released!!!

    Hey, I've been taking a break this January, after more than ~1500 hours of work last year, early February will be when I return to release 2.1 of this map.
  20. Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v2.0 released!!!

    @CzechJack
    Cair Andros was removed because AI was completely broken with it, it would not attack, it gathered at the corners, it was terrible for the battle-map. It's been removed to the point where...
  21. Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v2.0 released!!!

    @jedi7000nathan
    Second post on this page has the 2.1 plans, that issue is directly addressed in the post :).
  22. Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v2.0 released!!!

    @paradamed
    For 2.0, I fixed up Fangorn, Minas Tirith, Durthang, Edoras, Cirith Ungol and Caras Galadhon. For 2.1, I will fix up Carn Dum, end the farm spawning, Rivendell (better performance with...
  23. Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v2.0 released!!!

    I will investigate Minas Morgul, but the ambient buildings should be gone with 2.0 final, is this still from the beta?
  24. Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v2.0 released!!!

    Well, Christmas is over, my break is over, and we now have the Unofficial Patch 4.0. This will be integrated into this map for 2.1 with a release likely just after New Years, as DaC atm has to take...
  25. Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v2.0 released!!!

    @Tankbustaz
    I will only have to add the new custom settlements/patches for older ones, it won't require too much work.

    @Drorin
    Its now a generic settlement + model, as the 3.2 one was completely...
  26. Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v2.0 released!!!

    The beta bugs should be fixed in 2.0 final, and by bugfixing I mean bugs the community will eventually discover that I couldn't, not any actual bugs I purposely haven't fixed :P
  27. Re: Divide and Conquer - Full Public Beta Release (Hotfix on Page 8!!!)

    It is highly recommended to have a new campaign, as possible crashes may emerge, and the massive balance overhaul, new garrison units and more wont be present in old saves.
  28. Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v2.0 released!!!

    2.0 final is out, at long last, after ~3-4 months, the promised version is here. The only future plans are a 2.1 with the new unofficial patch settlements and various bug-fixes and a 2.2 with any...
  29. Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v2.0 beta released!!!

    Every custom settlement issue reported except Cirith Ungol (thats next) has been fixed, and the ambient farms have been removed, once the bugged character placements are repaired too 2.0 final will...
  30. Re: Divide and Conquer - Full Public Beta Release (Hotfix on Page 8!!!)

    If your going to seed the torrent on the previous page after downloading it from moddb (we would really appreciate it if you seeded this torrent :)), place the 2gb exe you downloaded wherever...
  31. Re: Divide and Conquer - Full Public Beta Release

    @NejkoPejko
    Go to Medieval II Total War, and it will be there (system.log) or in the logs folder there (again system.log)

    @c.ryo
    The one on this page is a slightly fixed installer for Hotfix 1...
  32. Re: Divide and Conquer - Full Public Beta Release

    Can you send the last 10-20 lines of your log wrapped in a

    log here, remove space above when you wrap it

    ?
  33. Re: Divide and Conquer - Full Public Beta Release

    Top of page has updated hotfix (old one was available from moddb), anyone who downloaded the old one or the one from moddb will loose the Fennas Drunin model (we will restore it for you with the next...
  34. Re: Divide and Conquer - Full Public Beta Release

    Hotfix 1 has arrived, fixing the major issues currently present in the public beta build.

    Changelog:


    Hotfix Installer now cleans up the remaining files the main installer should have, fixing...
  35. Re: Divide and Conquer - Full Public Beta Release

    In Lore the King died at 2980, so farewell Thengel :P.

    Gondor motte & bailey CTD fixed with the incoming hotfix.
  36. Re: Divide and Conquer - Full Public Beta Release

    If you pointed the installer to m2tw, then reinstall m2tw, as that would ruin the install. Point it to Third_Age_3, instructions added to clarify this (even though by default the installer points to...
  37. Re: Divide and Conquer - Full Public Beta Release

    (Reposting to reduce the amount of duplicate reports).

    Going to give a run down on the progress of different errors, as there are general patterns here, please read.

    Download Issues
    At the...
  38. Re: Divide and Conquer - Full Public Beta Release

    Going to give a run down on the progress of different errors, as there are general patterns here, please read.

    Download Issues
    At the moment we only have ModDB as a source to download from, we...
  39. Re: Divide and Conquer - Full Public Beta Release

    To all those having download issues, we are looking into alternative sources, such as mega and torrents (especially torrents) :)
  40. Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v2.0 beta released!!!

    @Arkay
    Thanks for the report, I will be fixing these issues once the major DaC launch bugs are squashed.

    If you could check the custom_settlements for issues it would help both this and DaC :)....
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