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Thread: Divide and Conquer (Looking for unit balancers and experienced scripters!)

  1. #1
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Divide and Conquer (Looking for unit balancers and experienced scripters!)


    Divide and Conquer is a massive submod with many new factions, hundreds of units and numerous events, depicting Middle-earth like it never has been before. Play any one of 29 factions, from the Dúnedain of the North to the Haven of Umbar.

    Features
    Choose your faction!
    Gondorian
    • Kingdom of Gondor
    • Principality Of Dol Amroth

    Northmen
    • Kingdom Of Rohan
    • Bree-land and the Shire
    • Northern Dúnedain
    • Kingdom of Dale
    • Vale of Dorwinion

    Dwarves
    • Dwarves of Khazad-dûm
    • Dwarves of Erebor & Iron Hills
    • Dwarves of Ered Luin

    Elves
    • Grey Havens of Lindon
    • Realm of Imladris
    • Thranduil's Realm
    • Galadhrim's Realm

    Wildmen
    • Vale of Anduin
    • Clans of Enedwaith
    • Dunlendings

    Orcish
    • Shadow of Mordor
    • Shadow of Mirkwood
    • Dominion of Isengard
    • Orcs of the Misty Mountains
    • Remnants of Angmar

    Men of the East
    • Haven of Umbar
    • Haradrim Tribes
    • Easterlings of Rhûn
    • Variags of Khand

    For the second release:
    • Ents of Fangorn
    • The White Council
    • The Reunited Kingdom


    Whats new
    • World Events - No matter what faction you play, stay in the loop with key happenings in the world with the World Events system.
    • Khazad-dûm - Balin has set out to restore Moria to its former glory. Will you lead his forces through dangerous lands and reclaim it? And can you hold it when the depths reveal its secrets?
    • Enedwaith Clan-moot - It is time for Enedwaith to reveal itself to the world as a force of your choosing. The clans have their own aims, their own goals. Keep Enedwaith united, or it may very well collapse.
    • Real Combat - An advanced unit balancing system makes sure that battles flow and units feel real. Enjoy realistic combat.
    • Excellent new UI - A brand new UI with a unique style, designed by Tokus*Maximus. Modern, intuitive and immersive, it helps makes Divide and Conquer a unique experience.
    • New Wildmen Culture - A new culture for new factions, with custom settlements, strat-map models and will soon include new UI to boot.
    • Loads of new content - Hundreds of units, far more scripts then have been mentioned, new buildings and new functionality, Divide and Conquer is massive

    Map
    • Remade to the Core! - The map has been made from scratch, with a completely new heightmap based on the official map of Middle-earth. Hundreds of hours have been spent making sure this map works and looks like the world its based in.
    • Lore Accurate! - The geography of Middle-earth has never been so accurately represented in a game! From the shape of the world to the heights of mountains, from the trees in Lorien to the climate of Middle-earth, experience the world like it should be.
    • Strategic Chokepoints! - Hold down Isengard at the Gap of Rohan, securing the Fords of Isen and protecting Foldburg. Prevent Mordor from crossing the Anduin by holding Cair Andros and Osgiliath, keeping the lands of the west safe. Prevent enemies crossing the Misty Mountains, holding the High Pass, or protecting the caverns of Moria.
    • Improved Graphics! - The map has never looked so good. Terrain textures have depth, the seas are smooth and detailed, forests are diverse and the rivers and shoreline is as smooth as ever. A modern map for modern times.
    • Remade Climates! - The climates of Middle-earth have been re-imagined, with improved weather, new climates, realistic snow and diverse regions. Golden-trees in Lorien, the Brown Lands north of Mordor, the fertile ashen lands of Nurnen and the creepy Dead Marshes are just some of the new climate work present in this mod.
    • Expanded map with more regions! - There are numerous new regions present in this mod, expanding many areas such as Eriador, Enedwaith and lands east of the Celduin. No larger region of Middle-earth was spared an expanded treatment.
    • Improved AI pathfinding - The campaign AI of Medieval II needs the best performance it can get. The map has been designed around keeping the AI moving and making sure the player is challenged. The world was designed with pathfinding performance in mind.
    • Sailable rivers! - Many rivers such as the Gwathlo or the Celduin, or even the center stretch of the Anduin have been made sailable, making naval invasions a new experience in many parts of Middle-earth. Defending the Celduin will never be the same.
    • Fixed vanilla bugs! - Issues present in vanilla have been fixed, such as the black terrain beyond the playable are in Battle-maps, bugged icons in higher leveled settlements or incorrect textures in certain climates. The trait and ancillary descriptions have been overhauled and cleaned up as well
    • Ensured Battle Stability! - As part of the climate overhaul, the culprit file for Battle CTD's was overhauled. Combined with a new method of loading these files, battle CTD's have been killed off, ensuring stability during your best moments.
    • 3.3 Unofficial Patch! - Enjoy the epic battles available within the new custom settlements provided by leo.civil.uefs! Enjoy improved immersion through bug-killing in the 3.2 settlements. Further enhancements have been included in this map, including an improved Erebor and a custom settlement for Gundabad.
    • and many more surprises throughout the map...


    Progress Report

    • Writing - 100%

    Done. We have written every one of our 1.0 events, we have done all the unit descriptions, any new buildings and all the other text throughout the mod.

    • Balancing - 100%

    All units have been balanced and campaign balance is close to perfect.

    • Scripting - 95%

    The scripts will need to be recoordinated for the 2.0 map, and it appears there are some bugs with the Palantiri script, but other then that the scripts are there and done and functional, as well as optimized. (20-25 second turn time on a test machine)

    • Coding - 100%

    All done

    • Mapping - 75%

    2.0 of the map is deep underway, with the map files almost complete. Reecoordinating and minor balance tweaking will ensure soon.

    • Modelling/Texturing - 100%

    All done

    • UI - 85%

    Some of our most major UI bugs have been fixed, but there is still some work to be done. The battlefield faction flags still need an update, and the cultural GUI's need some fixes.
    Credits and Team Members
    Active Team
    Team Leader: Emperor of Hell
    Coders: Emperor of Hell, FireFreak111,
    Arachir Galudirithon
    Scripters: Arandir Tur-Anion, FireFreak111

    2D/Art: Tokus*Maximus, Elvenkind
    Mapper: FireFreak111
    Writers: Glorious Gandalf, Poosticks7, FireFreak111, cezarip, Arachir Galudirithon

    Old/Inactive Team
    Team leaders: Eöl, Squeaks, Baron Samedi
    Unit Creation:
    Eöl,, Squeaks, Saladin, Welshmandan
    Coders: Baron Samedi, skeleton of the west, Aramiteus, Archaon, Bela, Mhaedros/Mhaedros Frey/Captain Carrot, Trailhog250, The Uruk, Flame_of_Anor
    Scripters: , cino, The Uruk, Kiliç Alì
    2D/Art: Cedriic 37, Grimbold, Erutaron, Master Necromancer, Squeaks
    Video and audio: Warman, MasterbigAb, Rgex
    Writing: Bregil, Banditks, Beregond, Commander Ruunu, CommanderTony, Jakev, Jean-a-Luc, JorisofHolland, Makrell, Nerva, Squeaks, Valandur

    Contributions
    alreadyded - Terrain textures used, base Campaign AI and menu files for 31 factions.
    MIKE GOLF - For many new region descriptions, provided to DaC.
    ArÇ*mÄ“z - An informative map with great suggestions for regions and their names..
    King Kong and team - For Third Age and permissions..

    Included Sub-Mods Credits
    Elphir of Dol Amroth and team - Vale of Anduin Faction
    koultouras and team - Forgotten Realms of Middle-earth
    alleycat - Parts of Turtle Mod Revolution
    Taro_M - Parts of New Units for Gondor
    Point Blank - Real Combat stat system
    Spice Master and team - Dynamic Garrison Script
    leo.civil.uefs and team - 3.3 Unofficial Patch
    Chainsaw Schmalz - Trait and Ancillary description fixes
    Ngugi - Tolkien Quotes Submod
    Occhi Di Davide - BETTER STRATWATER
    Spice Master and Mike Golf - New general name lists

    Other Divide and Conquer threads
    Divide and Conquer, Campaign Map Remade for 3.2
    ModDB Portal (WIP)
    Preview thread
    Yes/No events thread
    Description thread
    Tokien Immersion thread
    Developer forum (inactive)
    Previous Team thread
    Oldest Team thread
    Last edited by Emperor of Hell; November 01, 2013 at 09:37 AM. Reason: Sexy new layout by FireFreak, new team members and progress update

  2. #2
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: Divide and Conquer

    Faction Previews:
    Dol Guldur:

    Faction Symbol:
    Units:

    Goblins:




    Goblin Archers:




    Dol Guldur Heavy Host:




    Dol Guldur Heavy Host Archers:




    Khamul the Easterling Shadowguard:




    Khamul the Easterling Mounted Shadowguard:




    Khamul the Easterling Shadowarchers:




    Dol Guldur trolls:




    Credits:
    Faction symbol: Tokus*Maximus
    Units: Squeaks

    Make sure to rep them!


    Lindon:

    Faction Symbol:
    Units:

    Lindon Sword militia:



    Light Elven Archers:



    Lindon Mounted militia:



    Falathrim Spearmen:



    Falathrim Archers:



    Falathrim Guards (WIP name):



    Eldar spearmen:



    Eldar swordsmen:



    Eldar archers:



    Eldar Cavalry:



    Lindon Swordmasters:



    Mithlond Nobles (no changes):



    Lindon longspears (no changes):



    Falas Lords (bodyguard unit):




    Credits:
    Faction symbol: Tokus*Maximus
    Units: Most units by Squeaks ( rep), based on SHREDDER's work. Recolors of light units and eldar units by Emperor of Hell.

    Make sure to rep them!



    Enedwaith:

    Faction Symbol:


    Description:

    Stretching from the River Isen to the Baranduin, from the Sea to the ruins of Tharbad, the regions of Enedwaith and Minhiriath are largely ignored by the peoples of Middle Earth. This is not to say they are uninhabited however.

    Though not well organized, there is a notable population of men in these desolate lands. Those on the coast are fishermen while those inland are mostly hunters and woodsmen. While distantly related to the people of Dunland, they do not acknowledge the authority of the Dunlendish chieftains and consider themselves to be a separate people. The only unifying factor between these people is their distrust of outsiders and an ancestral resentment of the Númenóreans and their descendents. This dates from the widespread deforestation that fueled Númenórean shipbuilding in the Second Age. To this day the land has never truly recovered and the woodsmen have not forgotten or forgiven.

    The Shadow is now growing and the dominion of men is weaker than ever. Could this be the sign these folk were waiting for? Should they finally reveal themselves? Sauron could be a powerful ally against the descendents of Númenór but will he leave his allies in peace once victory is achieved? The people of Dunland also hate the so-called Men of the West and are, additionally, related by blood. Could an alliance of convenience be forged? What will they ultimately decide?
    Units:
















    Credits:
    Faction symbol: Tokus*Maximus
    Most units of this faction have been borrowed from the turtle mod. Credits and rep should go to alleycat. The Enedwaith stalkers are from FRoME




    Khazad-Dum:

    Faction Symbol:


    Description:

    There are many tales about the wealth of the great heart of the dwarven culture, Khazad-Dûm. There are many tales of its might, it's splendour, and its majesty. But those days are long gone. Durin's Bane saw to that. Leading hordes of goblins against the kingdom from the dark depths of the mines, it slew many dwarf kings and drove them from Khazad-Dûm itself.

    Recently, a new opportunity has arisen. After the death of the Great Goblin, the hordes are scattered, and leaderless. Durin's Bane sleeps, and now it is time for the dwarves to reclaim what is theirs! Lord Balin has amassed a host of dwarves near Erebor to free Khazad-Dûm from the goblins. They shall march to reclaim what is rightfully theirs.

    The strength of Khazad-Dûm's armies, like all dwarven armies, heavy infantry. Dwarven soldiers are the finest heavy infantry in Middle Earth and will be essential in reclaiming the ancestral home of the dwarves. However, Balin will be hard pressed to find allies for his quest. The Dwarves of Erebor are already beginning to enter the War of the Ring, and the elves are fighting marauding orcs from Dol Guldur. Instead, he must rely on the strength of his followers to reclaim the ancient halls. The dwarves will be hard pressed to defend Khazad-Dûm once it is captured, but it is not impossible. This may be the last chance at returning Khazad-Dûm to its rightful owners and it is not one to be squandered. Choose your options carefully, and you will lead the dwarves into a new age of glory!
    Units:
















    The rest of the units will be vanilla dwarven units

    Credits:
    Faction symbol: Tokus*Maximus
    Units: Squeaks
    Description: Glorious Gandalf




    Dol Amroth:

    Faction Symbol:


    Description:

    Dol Amroth. An ancient, proud nation, ruled by princes born of elf and man, it is now chief of the vassals of Gondor.

    A major trading center, Dol Amroth has fostered a bitter rivalry with the raiding Corsairs of Umbar. In fact, the fifteenth Prince of Amroth was killed in a battle with Corsairs. The Black Ships of Umbar must be dealt with sooner or later, and the Prince must be ever watchful to make sure these cursed fools do not run rampant across his kingdom.

    Nearly synonymous with its famed swan knights, the city is also a famous center of culture with harpists to rival the great Elf Bards. Dol Amroth is in a fortuitous position; as it is now the rival of Minas Tirith itself in wealth and might. Prince Imrahil, the twenty-second prince, is a brave man, who will not shirk from his duty; to protect the great Kingdom of Gondor, and to lead the famous Swan Knights into battle against the shadow!

    Units:










































    Credits:
    Faction symbol:

    Tokus*Maximus

    Units:
    • Militia: Retextured vanilla by Emperor of Hell
    • Standard troops (MAA, Archers, Pikemen, Squires) by Taro_M
    • AoR and DaC unique by Squeaks


    Description:
    Glorious Gandalf




    Dunedain of the North
    Northern Dúnedain WIP Preview


    Faction Symbol:



    The Rangers of the North are no ordinary men. They are the last remnant of the Dúnedain. They came from a continent in the west called Numenor. Blessed with gifts from powers higher than all, they were a proud nation. Over time though the Hearts of Men failed, and through the treachery of Sauron their land was sunk beneath the seas.

    Those who's hearts were still Faithful survived Numenor's destruction, and sailed to Middle-Earth where the realms of Gondor and Arnor were established, with Arnor the seat of this joined Kingdom. Gondor was a vast land throughout the south, and Arnor encompassed nearly all of Eriador. Sauron has survived the destruction of Numenor, and returned to Mordor. He invaded Gondor, igniting war throughout Middle-Earth. To defeat him an alliance of Elves, Men and Dwarves called the Last Alliance was formed. They defeated Sauron, cutting the Ring of Power from his finger.

    After King Elendill and his son Isildur died, Arnor and Gondor became separate Kingdoms. Arnor prospered for over 800 years under the rule of Isildur's descendants. However, after Eärendur, the last King of Arnor, died his three sons split Arnor between themselves. The realms of Arthedain, Cardolan, and Rhudar were established. Arthedain was the only realm to stay true to Isildur's line. Unfortunatly, the forces of evil still roamed the wilderness. The Lord of the Nazgul established Angmar in the north, and through a massive invasion destroyed all the realms of Arnor. Although he was defeated in the end, Arnor had been annihilated.

    Not all the Dúnedain were killed though. Though their cities were destroyed and their forts broken, their perseverance and heart survived. The last Dúnedain have kept the line of Kings alive through the Chieftain of the Dúnedain. For nearly 2000 years the Dúnedain have endured. They have not been idle though. The majority of the Dúnedain took up the bow, becoming Rangers. The Bree folk do not know that the Dúnedain are the reason they still live.

    The Orcs are stirring. Sauron will soon strike. Gundabad is mobilizing. Goblins crawl throughout the Misty Mountains. It is time for the Rangers to embrace their Dúnedain Heritage and drive these Orcs back into the foul pits they once can from.

    Campaign Map:
    Spoiler Alert, click show to read: 
    Capital of the Dúnedain and Last Bridge (under protection of the Dúnedain)








    Position Assessment:
    The Dúnedain have a responsibility, and that is to protect the Breeland. They must also keep the line of Isildur alive. They protect and man the cities, castles and watchtowers of old shattered by Angmar. The population in these places is deadly low. They are powerful places, and are the lifeline of recruitment for the Dúnedain. However, the economy, the breadbasket lies in the Angle and the Middle-Men province of Mitheithel. The Dúnedain can only be recruited in the lands of Arnor, of the Dúnedain. Elsewhere, they must rely on local Militia recruited from provinces they hold anywhere in Middle-Earth.

    New Units (aside from Vanilla units):
    Spoiler Alert, click show to read: 










    Khand
    VARIAGS OF KHAND


    Wrath of Khand
    The charging horsemen, the mounted archers...

    The Hordes of Khand have come! Like a cracking whip, the horsemen of Khand have thundered into the West, smashing through all obstacles,
    decimating and destroying, burning and pillaging.

    We are the Variags and we do not bow before anyone.

    Spoiler Alert, click show to read: 



































    Credits for most of the units go to Squeaks, if you like her work, show your appreciation and hit a little green button under her avatar.

    Pictures of the units made by Elvenkind.




  3. #3
    Kiliç Alì's Avatar Domesticus
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    Default Re: Divide and Conquer

    Emperor, when the WTW matter is done, I'd like to help this out as a scripter.
    Hundreds of exiting scripted events with unique event pictures and description!
    since this is exactly what I love to do
    EDIT not the pics of course

    Member of the Imperial House of Hader, proud client of The only and sole Ferrit

  4. #4
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: Divide and Conquer

    Thanks Kiliç. Let me know when you have time.

  5. #5
    Araval's Avatar Protector Domesticus
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    Default Re: Divide and Conquer

    Good luck to you as a new leader!
    What factions do you include from Turtle mod?

  6. #6
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: Divide and Conquer

    Thanks

    We use the Gwathlo barbarians units for the Enedwaith and Miniraith faction .

  7. #7
    sanderman2's Avatar Centenarius
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    Default Re: Divide and Conquer

    Amazing !

  8. #8
    Dutch-Balrog's Avatar Domesticus
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    Default Re: Divide and Conquer

    AWSOME!
    I see that there will be a Dol Amroth faction. Would be awsome if you would get Taro's units for it, wich are the best i've ever seen.

  9. #9

    Default Re: Divide and Conquer

    Nice!

  10. #10

    Default Re: Divide and Conquer

    Tot's amaze balls:B

  11. #11
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: Divide and Conquer

    Quote Originally Posted by Dutch-Balrog View Post
    AWSOME!
    I see that there will be a Dol Amroth faction. Would be awsome if you would get Taro's units for it, wich are the best i've ever seen.
    Check the special thanks...

  12. #12
    Dutch-Balrog's Avatar Domesticus
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    Default Re: Divide and Conquer

    Quote Originally Posted by Emperor of Hell View Post
    Check the special thanks...

  13. #13

    Default Re: Divide and Conquer

    looking forward to this. good luck

    i also hope baron is alright

  14. #14

    Default Re: Divide and Conquer

    Good luck guys, it was an adventure.

    (Oh and before anyone freaks out about the Gondorian horses in the Dol Guldur preview, they're placeholders that will eventually be replaced. )

  15. #15
    francis86's Avatar Decanus
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    Default Re: Divide and Conquer

    Wow look really nice can't wait to see umbar faction preview too XD

  16. #16
    sanderman2's Avatar Centenarius
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    Default Re: Divide and Conquer

    Shame there are so few people working on this mod , since there were allot more

    But i hope the hardest part or longest is done .

    Gl guys looking forward to it , already since end 2011 / begin 2012 so >)

  17. #17

    Default Re: Divide and Conquer

    In fact no. We lack of scripters, and nothing is done for this at the moment.

  18. #18

    Default Re: Divide and Conquer

    Why don't you guys ask AD(alreadyded) for help finishing this amazing submod, as that guy is a one man modding army?

  19. #19

    Default Re: Divide and Conquer

    Good luck to you as a new leader!

  20. #20

    Default Re: Divide and Conquer

    i think AD would rather devote his time to his own submod and who could blame him hes done so much work already

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