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Thread: Divide and Conquer - Public Beta Release - Preview in post #3249 - page 163

  1. #1
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    Default Divide and Conquer - Public Beta Release - Preview in post #3249 - page 163

    This is an outdated thread, for our most up to date version, please follow this link:
    Divide and Conquer Version 0.4 and beyond




    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 26 factions, from the Dúnedain of the North to the Haven of Umbar.

    After years of hard work, dozens of team members and hundreds of hours of work, it is finally brought to you. The release right now is still called a beta, but unlike some other betas (and not beta versions ROME II!) very much playable. We do not expect many real bugs but for the balance of the game we just need a lot of feedback to optimize the balance of the mod. I hope you will all have lots of fun and experience things you have never seen in a Medieval II Total War mod before. Enjoy!


    Download Links:

    Beta 1.0:

    Moddb:
    http://www.moddb.com/mods/divide-and...ll-public-beta

    Mega:
    https://mega.co.nz/#!YE1FDLjA!TTeyIU...lgFnAaqfRya0gM

    Torrent:

    http://killerkittens.guildeprotecteu...ta.exe.torrent



    Patch 2:

    Moddb:
    http://www.moddb.com/mods/divide-and...-beta-patch-12

    Mediafire:
    http://www.mediafire.com/download/18...0Patch%202.exe

    Patch 2 Hotfix (REUPLOADED 30/1 8PM GMT):

    Moddb:
    http://www.moddb.com/mods/divide-and...x-for-patch-12

    Mediafire:
    http://www.mediafire.com/download/ua...2%20Hotfix.exe


    Spoiler Alert, click show to read: 


    Installation Instructions:


    Basic installation instructions:
    1. Download the mod from the provided link. Right click and select Run as Administrator before you run the installer if you are using Vista, Windows 7 or Windows 8.

    • If you want a secondary mod folder, so you can keep playing the original Third Age Total War, read this
    • Download takes a long time? Spend the time reading the new faction bios by Arachir Galudirithon.

    2. Run the installer provided, making sure that the installer installs to the ..Medieval II Total War/mods/Third_Age_3 folder.
    3. Download the Patch 2 from the provided link. Again, run as administrator and install it to the ..Medieval II Total War/mods/Third_Age_3 folder.
    4. Download the Hotfix from the provided link. IF YOU DOWNLOADED IT BEFORE 30/1 8PM GMT, PLEASE REDOWNLOAD. OUR APOLOGIES FOR THE INCONVENIENCE!!! Again, run as administrator and install it to the ..Medieval II Total War/mods/Third_Age_3 folder.
    5. Enjoy the DaC!

    Detailed installation instructions:

    Steam and Non Steam:
    http://www.twcenter.net/forums/showt...1#post12777400

    Video:
    http://www.youtube.com/watch?v=4-bERU6_fCk



    Bug reports:

    FOR THE MOST UP TO DATE INFO AND KNOWN BUGS, READ THIS FILE: https://www.dropbox.com/s/qo2h0kk7xtvuwx3/Info.htm

    Crashing when you launch the game are caused by a faulty installation or bugged download. Make sure to follow the exact instructions linked above.

    Download this cleaner.bat file and put it into your main Third_Age_3 folder (this is the same cleaner from MOS). Run (double-click) the cleaner and see if that takes care of your crashes.

    When testing for a possible UAC problem, please look at this link: http://www.twcenter.net/forums/showt...Store-Problems

    When you are asking about CTDs you need to minimally provide the system.log file. Otherwise there is very little chance a modder can figure out what happened. Make sure you post them inside spoilers [!] and code [#] tags, though. http://www.twcenter.net/forums/showt...ow-to-fix-them

    Known bugs and issues:

    • Axethrowers could cause crashes for some users. See note below
    • Khazad Dum AI doesn't work as intended.
    • Dale Family Tree - (Bard should be dead already)
    • Isengard is too weak
    • One missing Nazgul
    • There is a conflicting Eregion script - Imladris get it and then it gets given straight to Misty when they lose Moria
    • Bree is too rich
    • Possible bug with the second gate of Minas Tirith
    • Several problems with the One Ring ancillary.
    • There are some spelling errors in the garrison script meaning that Rhosgobel and a few other places don't get it ever.
    • When Moria turns rebel before Balin takes it, everyone gets a message that the Palantir faction has been destroyed.
    • Generals getting traits like 'fears Easterlings' even though they have never lost a battle with the Easterlings.




    Fix for crashing axethrowers:

    Spoiler Alert, click show to read: 
    Axethrower fix is easy: download this file, extract it using Winrar or WinZip, and copy//paste it in your M2TW/data folder. Merge FOLDERS if asked, and for FILES Copy and Replace option. NOTE! Copy paste whole models_missile folder, not just francisca.high.CAS file.
    If that doesn`t work, try this then:
    1. Download Notepad++ and install it if you haven`t already.

    2. Locate a file called descr_projectiles.txt inside your M2TW/ mods/ Folder where TATW + DaC is installed/ data folder. ( First, make a backup of this file somewhere in case you screw up)

    3. Then, Right mouse click on descr_projectiles.txt file, Edit with Notepad++, and, press CTRL+F on your keyboard, type "francisca" in ˝Find What˝ window, and then just locate this line:
    Code:
    ;##########################################################################
    ;################################# AXES ###################################
    ;##########################################################################
     
    projectile quality_thrown_axe
     
    damage                        0
    radius                           0.05
    mass                             0.15
    accuracy_vs_units                        0.05
    min_angle                   -75
    max_angle                  60
    velocity     30
    display                          aimed spin 4
    ;model                         mods/Third_Age_3/data/models_missile/francisca_high.cas, 40
    model                           data/models_missile/francisca_high.cas, 40
    model                           data/models_missile/francisca_high.cas, max
     
    ;##########################################################################
    How to fix it? Delete two ˝model˝ lines WHICH ARE UNDER THE RED PART, and, Remove this sign ; from THE RED PART so that it looks like this:
    Code:
    ;##########################################################################
    ;################################# AXES ###################################
    ;##########################################################################
     
    projectile quality_thrown_axe
     
    damage                        0
    radius                           0.05
    mass                             0.15
    accuracy_vs_units                        0.05
    min_angle                   -75
    max_angle                  60
    velocity     30
    display                          aimed spin 4
    model                           mods/Third_Age_3/data/models_missile/francisca_high.cas, 40
    
     
    ;##########################################################################
    Also, if the folder where you have installed DAC IS NOT named Third_Age_3, but for example: Third_Age_DAC.. Then , just replace the red highlighted Third_Age_3 with the name of your folder, for example replace it with Third_Age_DAC.

    Note! Do not name your folder with spaces between words, like, Third Age DAC, it needs to be named: Third_Age_DAC

    Code:
    ;##########################################################################
    ;################################# AXES ###################################
    ;##########################################################################
     
    projectile quality_thrown_axe
     
    damage                        0
    radius                           0.05
    mass                             0.15
    accuracy_vs_units                        0.05
    min_angle                   -75
    max_angle                  60
    velocity     30
    display                          aimed spin 4
    model                           mods/Third_Age_DAC/data/models_missile/francisca_high.cas, 40
    
     
    ;##########################################################################
    Delete map.rwm file in your M2TW/ mods/ Folder where DAC is installed/ data/ world/ maps/ base folder. Test do your axethrowers crash again.


    Frequently Asked Questions:


    When is the next release?
    A new release, like a wizard, arrives precisely when it means to.

    How do you zoom on the map?
    F2 and F3 keys.

    What is your policy towards submods?
    You can release any submods adding new content, as long as it only includes the edited files. If you want to edit any DaC content (like units, or 2d art), pm Emperor of Hell.

    Arnor and Reunited Kingdom
    Arnor cannot be reforged. In future, thee ReUK will take their place but until then, the Dúnedain have the ability to train Dalian, Rohirric, Gondorian and Valesmen units in those factions home regions. ReUK troops won’t be available until then.

    Resurrect Sauron
    Sauron is returned to the field of play as your general as soon as you get the ring back to Mordor.

    Editing DaC file causes crashes
    use notepad ++ to edit files

    What is the status of the ring script?
    Arandir Tur-Anion is currently working on a new version.

    Mordor isn’t destroyed when all their settlements are captured.
    Mordor can be defeated only by destroying the ring.
    When is the Barracks event?
    The barracks event triggers around turn 60.

    How many Nazgul does Mordor get?
    As of the current version, Mordor only have 3 I believe however under scrutiny from the community, they will have the full complement minus the three that Dol Guldur will have have. They are only present in the game as high ranking generals and their bodyguard units are Black Númenorians.

    The One Ring script has been altered by Arandir for the next release but it has no bearing on Nazgul, however I think there is some sort of mini-game involved with the ring if you play as Mordor.

    Where can I get help modding DaC?
    http://www.twcenter.net/forums/forum...I-Mod-Workshop

    Will the palantir and the mirror of Galadriel be usable in a future patch?
    The palantir, I fear, will never return.

    What are the Sculptor's Workshops
    Sorry, they are a building that only has a function for the AI. We may well talk about adding bonuses to these AI only buildings so they have some sort of benefit for Humans too.

    Factions won’t cross other faction’s settlements to fight enemies
    This is a known Medieval 2 issue, sorry.

    What's the deal with not being able to play custom settlements in custom battles?
    We removed it intentionally. It wasted one entire culture slot which we could better use as Wildmen culture for a few of our new factions.

    What do I need to do to repair or receive the Gwaith i Mirdain? I have Ost-in-Edhil and it is all built up etc.
    Keep building smiths, if this is a new campaign after the patch.


    Changelog:


    Spoiler Alert, click show to read: 

    Hotfix:

    • Hotfix Installer now cleans up the remaining files the main installer should have, fixing some model issues, fixing random custom settlements loading in generic settlements and a possible CTD with the Gondor Motte & Bailey.
    • The console has now been reenabled for use.
    • Missing event pic art is added, 228 new event pictures are available for your enjoyment!
    • Khazad-dum campaign has been repaired, the Dimril Dale is selectable on the Anduin route, the Mirkwood route no longer crashes, the Beorning siege is now optional and functions correctly, spiders have been replaced with a less CTDy unit for an ambush and the Balrog count has been reduced from 13 to 3.
    • The Khamul silver surfer has been fixed.
    • Cair Andros now uses a generic model (which suits the now generic settlement better) and now wont override the osgiliath repaired model with its own.
    • Recruitment capabilites across the map have been balanced.
    • Khand's Leader now has a portrait.
    • Gifted elven units are no longer silver surfers in the Balin campaign.
    • Frodo is no longer a silver surfer.
    • Possible battle load ctd's have been fixed on the campaign.
    • Additional generals are now given to Dol Guldur to prevent easy family tree wipeout.



    Patch 1:

    • Balance has been addressed


    • Umbar has 4 new units
    • Dorwinion has 3 new units
    • Enedwaith has 1 new unit
    • Every faction now has a 'unique' variant of the garrison script in their capital and major settlements
    • All factions now have siege equipment based off of their culture
    • A tonne of bugfixing



    Patch 2:
    - Map was redone with better pathfinding for Orcs of the Misty Mountains and Dol Amroth.
    - Replaced money script to remove stack spam.
    - Rebalanced factions.
    - Implemented new unit costs and ranks based on quality of man not weapon.
    - Simplified military buildings tree.
    - AI prioritizes quality over cheaper units.
    - Lower numbers of arrows, stronger mental health, lesser number of bodyguards.
    - Elves prices match their superior abilities.
    - Added reveal tiles to rumor scrolls
    - Added new Bree hybrid unit.
    - New Dwarven Armor upgrades.
    - New Dwarven merc unit in Misty Mountains for Dwarves and good factions.

    Bug Fixes
    - Cardolan Sentinels missing the sword in their texture.
    - Some cities have populations too small to grow.
    - Small family trees cause factions to be destroyed too easily.
    - When faction is destroyed units become silver surfer as slaves.
    - Carn Dum message when Angmar Capital is attacked.
    - Too many spies and Diplomats are recruited by the AI
    - Kamul's Shadow Archers being shown as peasants
    - AI Dwarves don’t attack Moria.
    - Ballista and Catapults require wrong cultures.

    Patch 2 Hotfix:
    Blacksmiths are constructable again; apologies for this oversight.
    The first level farm now has a recruitment slot so villages can train units if they have units to train.
    Half-Orc Axes, Yavanna's Chosen and Mariner Pikemen have been removed.
    Territorial Guardsmen have been added to Gondor
    Hin e-Daur have an updated description and a new armour upgrade model.
    Many unit stat changes across the game




    Features

    Choose your faction!

    Spoiler Alert, click show to read: 

    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

    Spoiler Alert, click show to read: 

    • 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

    Spoiler Alert, click show to read: 

    • 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. Including several settlements never released to the public, till now...
    • and many more surprises throughout the map...


    Fan made videos

    Spoiler Alert, click show to read: 
    Introduction to the mod:


    Let's play by SoulGamesInc


    Make sure to subscribe to their channels to thank them!

    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 - 99%

    All units have been balanced and campaign balance is close to perfect. Right now we just need some feedback from you, our fans, to make the experience even better.

    • Scripting - 100%

    Scripts are finished, unless you guys can find any bugs.

    • Coding - 100%

    All done

    • Mapping - 99%

    The map is finished after months of development. It is right now the most accurate and most balanced map available for Third Age Total War. The 1% that isn't finished is the small bugs that will obviously occur when a small team has to check all 10000000 pixels.

    • Modelling/Texturing - 100%

    All done

    • UI - 90%

    The UI is mainly done but we could still get some last updates from 2d Master Tokus*Maximus, who is unfortunately absent. It does not affect gameplay except for the one known bug, you can't drag unit cards to merge units. Using the shortcut "M" however, does work.

    Credits and Team Members


    Active Team
    Team Leaders: Emperor of Hell, Arachir Galudirithon
    Coders: Emperor of Hell, FireFreak111, Arachir Galudirithon, Deceneus
    Scripters: Arandir Tur-Anion, FireFreak111
    2D/Art: Tokus*Maximus, ElvenKind
    Mapper: FireFreak111
    Writers: FireFreak111, Arachir Galudirithon
    Unit Creation: Emperor of Hell, Zarathos, Jox25


    Old/Inactive Team
    Team leaders: Eöl, Squeaks, Baron Samedi, Renown, Archaon
    Unit Creation: Eöl,, Squeaks, Saladin, Welshmandan
    Coders: Baron Samedi, skeleton of the west, Aramiteus, Archaon, Bela, Mhaedros 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, Glorious Gandalf, Poosticks7, cezarip

    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..
    Gorthaur the Cruel - for portraits from "The Hobbit"
    dIRECTOR - for his Silvan Elves models
    Jox25 - Mordor unit model
    Heiro de Bodemloze - Several descriptions
    Ngugi and MOS team - Many new voices on the battle and campaign map
    Mhaedros - Introducing me to the DaC team
    AdmiralThrawn- Angmar unit models


    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)
    Pre-release discussion thread
    Old Team thread
    Oldest Team thread
    Last edited by Arachir Galudirithon; April 14, 2015 at 09:49 AM. Reason: Updated age of thread

  2. #2

    Default Re: Divide and Conquer - Full Public Beta Release

    Excitement doesn't quite sum up the feeling.

    A full bio will be provided on each new faction over on our Moddb page under the features tab. Giving you some hints and teasers about all the new factions (Not complete yet though: WIP). :
    http://www.moddb.com/mods/divide-and-conquer/features
    Last edited by Arachir Galudirithon; December 07, 2013 at 01:31 PM.

  3. #3

    Default Re: Divide and Conquer - Full Public Beta Release

    BOOYAH!!!!!!!! (Cue the Elephants on parade)

  4. #4
    Senator
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    Default Re: Divide and Conquer - Full Public Beta Release

    Is this a dream?

  5. #5
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: Divide and Conquer - Full Public Beta Release

    loooooooooool. My great congratulations for DaC team, well done guys!

  6. #6
    Ministry's Avatar Tiro
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    Default Re: Divide and Conquer - Full Public Beta Release

    Wow, I really never thought I'd see this I have to admit! Was hard to keep my anticipation in check because there is so much here that wasn't available! Until now. Congratulations and thanks for all the work gents!

  7. #7
    Redgrave's Avatar Civis
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    Default Re: Divide and Conquer - Full Public Beta Release

    You hear that? That is the sound of my cry of happiness. It is so loud, it can be heard in over 1000 countries. Over 1000, you say? But there aren't that many on Earth... That's because the sound waves I emit can even go through a vacuum, to reach other planets with life on, and inform them of my excitement. Thanks so much!
    One does not desire the power of a nation,
    So much as one treasures reputation.
    This poem is not a 'trap', nor a 'trep',
    It is simply a device for the collection of rep.

  8. #8

    Default Re: Divide and Conquer - Full Public Beta Release

    Fantastic stuff guys! You just made a lot of forum goers really happy.

  9. #9
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: Divide and Conquer - Full Public Beta Release

    Hm.. are there any else links to download this? It is downloading too long for me.

  10. #10
    Civis
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    Default Re: Divide and Conquer - Full Public Beta Release

    Thanks for that DaC-Team It's finally here,I'm happy.....

  11. #11

    Default Re: Divide and Conquer - Full Public Beta Release

    Incredible, it has been released! Congratulations to the entire team!

  12. #12

    Default Re: Divide and Conquer - Full Public Beta Release

    Looks great! Somehow the console doesn't work on the campaign map. Any idea? (I've restarted several times already.) Also I can't begin a hotseat-game with more than 5 factions. It just crashes to desktop after I pick more.

  13. #13
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: Divide and Conquer - Full Public Beta Release

    Looks great! Somehow the console doesn't work on the campaign map. Any idea? (I've restarted several times already.) Also I can't begin a hotseat-game with more than 5 factions. It just crashes to desktop after I pick more.
    I don't know what causes the console problem, I don't have that problem

    About the hotseat, this mod isn't intended for hotseats (yet?) so there is a good possibility scripts are a bit weird. If you want to select many factions, go to Third_Age_3\data\world\maps\campaign\imperial_campaign\ and delete all files called "map_faction.tga" (NOT map_FE.tga). This will be fixed in a hotfix within a few days. For now, try to decide which faction you want to play before selecting them all.

  14. #14

    Default Re: Divide and Conquer - Full Public Beta Release

    Quote Originally Posted by QiDrucil View Post
    Looks great! Somehow the console doesn't work on the campaign map. Any idea? (I've restarted several times already.) Also I can't begin a hotseat-game with more than 5 factions. It just crashes to desktop after I pick more.
    Ninja'd by a ghost.

  15. #15
    Kindjal83's Avatar Tiro
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    Default Re: Divide and Conquer - Full Public Beta Release

    Downloading!! Congrats to all the team!

  16. #16

    Default Re: Divide and Conquer - Full Public Beta Release

    Niceeeee job guys)

  17. #17

    Default Re: Divide and Conquer - Full Public Beta Release

    crash on starting the Khazad-dum campaign what gives

  18. #18
    T&D's Avatar Vicarius
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    Default Re: Divide and Conquer - Full Public Beta Release

    Redownload???
    The files are 1,8GB +you must have base TATW i think.
    Somebody could upload it to torrent sites??

  19. #19

    Default Re: Divide and Conquer - Full Public Beta Release

    Quote Originally Posted by jedi7000nathan View Post
    crash on starting the Khazad-dum campaign what gives
    I am afraid that possibly a re-download is in order. I have tested the beta as if I had never been a part of DaC on a completely new vanilla installation and I have no problem with KD. However, do keep in mind this is a beta! (not just you Jedi but everyone). It is a beta as we need plenty of feedback as the mod is just so big that it would take our small beta team ages to find all the bugs and imbalances.

  20. #20

    Default Re: Divide and Conquer - Full Public Beta Release

    1 question. Is the balance done good? MOS had a pretty good balance. Tnx for answer.

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