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Thread: Divide and Conquer: Campaign Map, Remade for 3.2 - v1.2 released!

  1. #901
    FrozenmenSS's Avatar Kabe difendā
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    Default Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v1.2 released!

    so its save compatible ?! a river crossing in East Emnet's southern marshes can help the AI moving from the Black Gate on its way to Minas Tirith passing Cair Andros and Osgiliath and gonna make the road in the Dead Marshes usabble for the movement speed of the armies .True ?
    Spoiler Alert, click show to read: 
    The Best Way to kill Sauron In Third Age Total War is to kill him with the Ents from Fangorn !!! Like a real
    Spoiler Alert, click show to read: 
    Troll !!! !!!One Dont Simply RUN over Sauron !!!

  2. #902
    FireFreak111's Avatar Shisai
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    Default Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v1.2 released!

    That road makes it easier to enter the Emyn Muil there. Adding a crossing there obsoletes the Argonath crossing and makes the already challenging campaign for Gondor harder. The crossing I talked of is north of the Emyn muil, at the first bend of the river.

    Anything that edits map files or the campaign script isnt save game compatible.

  3. #903
    Øctavia Yávëtil Theron's Avatar Sōkō no yari
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    Default Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v1.2 released!

    I would love to play in this Beautiful best map of Middle-Earth but I love MOS to much too . My wish would be to see this map + MOS after some time even If I have to wait for DaC to get out.
    Proudly Support:
    MOS DCI-LA EB W:TW
    If we have souls, they're made of the love we share. Undimmed by time, unbound by death. - Jack Harper (Tech 49/52).

  4. #904
    FireFreak111's Avatar Shisai
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    Default Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v1.2 released!

    Consider this a mini DaC preview and a 1.2.1 preview. Mirkwood with more paths, more ambushing. The north will have less, due to the care of the elves. The south however is now opened up, making it an unsafe region. Better AI plus better movement.

    Images below:
    Spoiler Alert, click show to read: 







  5. #905
    FrozenmenSS's Avatar Kabe difendā
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    Default Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v1.2 released!

    Quote Originally Posted by Øctavia Yávëtil Theron View Post
    I would love to play in this Beautiful best map of Middle-Earth but I love MOS to much too . My wish would be to see this map + MOS after some time even If I have to wait for DaC to get out.
    +1
    Spoiler Alert, click show to read: 
    The Best Way to kill Sauron In Third Age Total War is to kill him with the Ents from Fangorn !!! Like a real
    Spoiler Alert, click show to read: 
    Troll !!! !!!One Dont Simply RUN over Sauron !!!

  6. #906
    ThAgSp's Avatar Yari-hei
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    Default Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v1.2 released!

    Yeah this combined with MOS would be boss, but unfortunately this is too hard I fear.
    BTW does anyone know if this is compatible with Taro-M submod? I think its named NGU2.0 or something.

  7. #907
    Lord_Helmchen's Avatar Sukauto
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    Default Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v1.2 released!

    Congrats Firefreak! Your map is totally amazing!
    ~~~ German translation TA and MOS~~~


    Charlie: So what? You waltz in and make yourself at home whenever I'm out?
    Rose: That's not true. Sometimes you're upstairs asleep.

  8. #908
    Arachir Galudirithon's Avatar Shashu
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    Default Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v1.2 released!

    Quote Originally Posted by ThAgSp View Post
    Yeah this combined with MOS would be boss, but unfortunately this is too hard I fear.
    BTW does anyone know if this is compatible with Taro-M submod? I think its named NGU2.0 or something.
    Yes it is, but it requires a tiny bit of modding. You will need to manually remove the 'World' folder from Benox's mod of Taro_M's units. Then merge the two and finally head into the world/maps/base descr_regions and add the hidden resource 'minas_ithil' to the Morgul Vale province. Also you will need to add the same hidden resource to the hidden resource list found in the EDB. If that sounds crazy then pm me and I can help more.
    Pada ah i nae an-uir a dae i thaur beriale. Cuio mae!

  9. #909
    ThAgSp's Avatar Yari-hei
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    Default Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v1.2 released!

    Thats helpful thank you. But wouldnt it crash? Doesnt descr strat have to be modified in the gondor section because of the starting gondor units?
    BTW Do you know other compatible mods?

  10. #910
    knight of meh's Avatar Sōkō no yari
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    Default Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v1.2 released!

    Quote Originally Posted by ThAgSp View Post
    Thats helpful thank you. But wouldnt it crash? Doesnt descr strat have to be modified in the gondor section because of the starting gondor units?
    all Gondors starting units just get changed in the associated art files so it's fine


  11. #911
    ThAgSp's Avatar Yari-hei
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    Default Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v1.2 released!

    Well I did that now and it sorta works except that the units have no names. "Unlocalized placement text" it says.

  12. #912
    Arachir Galudirithon's Avatar Shashu
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    Default Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v1.2 released!

    Quote Originally Posted by ThAgSp View Post
    Well I did that now and it sorta works except that the units have no names. "Unlocalized placement text" it says.
    Make sure you deleted the 'map.rwm' in world maps base.
    Pada ah i nae an-uir a dae i thaur beriale. Cuio mae!

  13. #913
    FireFreak111's Avatar Shisai
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    Default Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v1.2 released!

    I'm proud to announce 1.2.1 will have a name overhaul throughout the map, dramatically improving immersion and creating standard naming conventions for the map. Sindarin names have been redone, based on the region they are in and what they represent. Khazdul has been used for the dwarven settlements in Ered Luin and the Iron Hills, again based on the location and their purpose. Many regions have been renamed to be far less generic, and far more meaningful. It's hard to describe in words how much of an improvement it is to immersion, but overall it should be a much nicer experience than 1.2.

    Combined with even more pathfinding optimization and general cosmetic improvements, it will be the most polished version of the map ever released.

    Give rep to Arachir Galudirithon, who has done amazing work with the naming of many of these settlements and regions.

  14. #914
    Ikko-Ikki
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    Default Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v1.2 released!

    Sounds great! could you maybe give a few examples?
    Also, this map is really good! :O

  15. #915
    ThAgSp's Avatar Yari-hei
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    Default Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v1.2 released!

    Quote Originally Posted by FrightfulBridge View Post
    Hey there, wonderful map you have made, I'm really enjoying this new map as Gondor however, I'm getting a CTD when West Osgiliath is attacked. The battle map loads fine. The crash precisely happens right after I click 'start deployment'. All my other siege battles are working perfectly though.

    Here's the log:

    Spoiler Alert, click show to read: 
    23:47:38.372 [system.io] [warning] open: mods/Third_Age_3/data/loading_screen/loading_bar.tga.dds is missing
    23:47:38.374 [system.io] [warning] open: mods/Third_Age_3/data/loading_screen/loading_logo.tga.dds is missing
    23:47:39.455 [system.io] [warning] open: data/models_effects/building_fire_glow.cas is missing
    23:47:39.455 [system.io] [warning] open: data/models_engine/heavy_onager_torches.cas is missing
    23:47:39.546 [system.io] [warning] open: data/models_effects/grape.CAS is missing
    23:47:39.584 [system.io] [warning] open: data/models_effects/textures/weapons_spears.texture is missing
    23:47:39.607 [system.io] [warning] open: mods/Third_Age_3/data/loading_screen/loading_bar.tga.dds is missing
    23:47:43.081 [system.io] [warning] open: data/descr_fire_texture_list.txt is missing
    23:47:46.838 [system.io] [warning] open: data/textures/#al_outline.tga.dds is missing
    23:47:46.846 [system.io] [warning] open: mods/Third_Age_3/data/text/prebattle_speeches_subtitles.txt.strings.bin is missing
    23:47:46.865 [system.io] [warning] open: mods/Third_Age_3/data/text/prebattle_speeches_subtitles.txt is missing
    23:47:46.869 [system.io] [warning] open: mods/Third_Age_3/data/text/battle_event_subtitles.txt.strings.bin is missing
    23:47:46.884 [system.io] [warning] open: mods/Third_Age_3/data/text/battle_event_subtitles.txt is missing
    23:47:46.887 [system.io] [warning] open: mods/Third_Age_3/data/text/historic_battles_subtitles.txt.strings.bin is missing
    23:47:46.889 [system.io] [warning] open: mods/Third_Age_3/data/text/historic_battles_subtitles.txt is missing
    23:47:49.444 [system.io] [warning] open: mods/Third_Age_3/data/textures/#green_circle.tga.dds is missing
    23:47:49.445 [system.io] [warning] open: data/textures/#arrow.tga.dds is missing
    23:47:49.445 [system.io] [warning] open: data/textures/#arrow_distance.tga.dds is missing
    23:47:49.446 [system.io] [warning] open: data/textures/#outline.tga.dds is missing
    23:47:49.446 [system.io] [warning] open: data/textures/#unit_indicator_arrow.tga.dds is missing
    23:47:49.466 [system.io] [warning] open: data/models/textures/weapon_phalanx_spear.tga.dds is missing
    23:47:49.513 [system.io] [warning] open: data/models/textures/arrow_red.tga.dds is missing
    23:47:49.514 [system.io] [warning] open: data/models/textures/vertex_pointer.tga.dds is missing
    23:47:49.514 [system.io] [warning] open: data/models/textures/waypoint_marker.tga.dds is missing
    23:47:49.515 [system.io] [warning] open: data/textures/battlefield_border.tga.dds is missing
    23:47:49.515 [system.io] [warning] open: data/textures/deployment_area_border.tga.dds is missing
    23:47:49.516 [system.io] [warning] open: data/textures/#splash_ring.tga.dds is missing
    23:47:49.516 [system.io] [warning] open: data/textures/#water_drop.tga.dds is missing
    23:47:49.516 [system.io] [warning] open: data/textures/#weather.tga.dds is missing
    23:47:54.757 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.



    Once again, marvelous work on the map
    I have the exact same problem. As soon as Mordor attacks me and i cklick deployment it crashes. This really needs a fix. And its not occasional with me also. No matter how often i reload it crashes.

  16. #916
    Arachir Galudirithon's Avatar Shashu
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    Default Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v1.2 released!

    Quote Originally Posted by ThAgSp View Post
    I have the exact same problem. As soon as Mordor attacks me and i cklick deployment it crashes. This really needs a fix. And its not occasional with me also. No matter how often i reload it crashes.
    This is most probably linked to the sporadic crashes that Leo mentioned would occur with osgiliath (quoted by FireFreak111 a few posts up) I would suggest asking him about it also.
    Pada ah i nae an-uir a dae i thaur beriale. Cuio mae!

  17. #917
    Ikko-Ikki
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    Default Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v1.2 released!

    Hi excellent job on the map. Have you considered using withnar forest trails??
    Also a do face the same problem when being attacked a w. Osgiliath

  18. #918
    ThAgSp's Avatar Yari-hei
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    Default Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v1.2 released!

    Quote Originally Posted by Arachir Galudirithon View Post
    This is most probably linked to the sporadic crashes that Leo mentioned would occur with osgiliath (quoted by FireFreak111 a few posts up) I would suggest asking him about it also.
    Well I asked and he said that it must be something with DaC as the crashes he mentions are sporadic while these are NOT. They ALWAYS occur when Mordor attacks W.O.

  19. #919
    Dutch-Balrog's Avatar Sōkō no yari
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    Default Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v1.2 released!

    It doesn't happen for everyone though. I guess ill test it another time.

  20. #920
    FireFreak111's Avatar Shisai
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    Default Re: Divide and Conquer: Campaign Map, Remade for 3.2 - v1.2 released!

    Here are some excellent examples of new names done by Arachir:
    Annon Baran - Dol Vorn (Black Peninsula)
    North Mithlond - Mithlond
    Enerond - Ost Gelon (River Town)
    Minas Malloth - Mengalen (Greenway)
    Lunelaith - Perth-en-Lhûn (Fields of the Lune)
    Szrel-Kain - Caras Sant (Garden City)
    Tirith Nindor - Ostithil (Moon Town)
    Minas Arthor - Carasast (City of the Axe)
    Emyn-nu-Fûin - Eryn Dholen (Hidden Forest)(Swapped)
    Rhúnost - Dor Naurhach (Burnt lands)
    Eryn Dolen - Emyn-nu-Fuin (Hills under the Gloom)(Swapped)
    Amon Gastal - Forodrain (Northern Border)
    Tirith Thoron - Ost-in-Ery (Town of the Wastes)
    Uldonavan - Sant Annui (Western Gardens)
    Ost-in-Gîl - Ost-in-Geil (Town of the Stars)
    Limlight Fort - Harnrain (Southern Border)
    Caras Lindai - Caras Orodselch (City of the Mountain Roots)
    Ost Helevorn - Gobel Orod (Mountain Village)
    Bar Morvegil - Nîndâd Estolad (Camp Two Waters)
    South Mithlond - Lond Artharan (Highking's harbour)
    Minas Girithlin - Caras Nûrneled (City of Three Races)
    Minas Falath - Caras Falathrim (City of the Coast)
    Filimer - Celoniach (River Crossing)
    Melkran - Garth Helegôf (Icebay Castle)
    Caras Celairnen - Caras Celairnen (City of Brilliant Water)
    Barad Eden - Brêgost (Wild Town)
    Fuin Harbour - Lond Nirneath (Harbour of Tears)
    Sigingund - Ost-in-Ly (Town of the Fens)
    Cor Angálaladh - Eryn Rhúnen (Eastern Forest)
    Ost Firnen - Dor Lhingvar (Spider Nests)
    Caras Amarth - Taur Philinn (Arrow Forest)
    West Gate - Annon Hollin (Hollin Gate)
    Caras Ninglor - Marsh Town
    Minas Brethil - Brethil

    For the Osgiliath crash, I am working directly with leo.civil.uefs and doing my own testing to find the cause and solution. If it continues to persist for too long, I might upload the older Osgiliath files as an option for some to temporarily remove CTD's there.

    For the next update, add dramatically improved transitions between different fertility levels (Wilderness, Medium) and better use of these levels throughout the map to the list.

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