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Thread: Divide and Conquer - Version 0.52 Released

  1. #1

    Default Divide and Conquer - Version 0.52 Released

    2013 & 2014 Most Popular Mod and Sub-mod winner!


    You cannot reforge Arnor in Divide and Conquer. The Northern Dúnedain faction have most of the Arnorian units plus a unique global recruitment system involving all human factions.



    Introduction

    Divide and Conquer is a massive submod for Third Age Total War focusing on new factions, plenty of new units and numerous new 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 has been brought to you. The release is still a beta as there are some known bugs and few active team members but the mod is almost splendidly polished and very much playable. From the entire DaC Modding Council, we hope you will all have lots of fun and experience things you have never seen in a Medieval II Total War mod before!



    Main Features
    Choose Your Allegiance
    Play as any one of the following:

    Dúnedain:
    Kingdom of Gondor
    Principality Of Dol Amroth
    Northern Dúnedain

    Northmen:
    Kingdom Of Rohan
    Bree-land and the Shire
    Kingdom of Dale
    Vale of Dorwinion

    Dwarves:
    Dwarves of Khazad-dûm (Incomplete)
    Dwarves of Erebor & Iron Hills
    Dwarves of Ered Luin

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

    Middlemen:
    Vale of Anduin
    Clans of Enedwaith
    Dunlendings

    Followers of Melkor:
    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
    Walk New Lands
    So follows a labour of love by FireFreak111:

    • 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.
    • 4.4 Unofficial Patch! - Enjoy the epic battles available within the new custom settlements provided by leo.civil.uefs!
    • and many more surprises throughout the map...

    Experience New Features


    • 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? (Incomplete)
    • 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 and Insomaniac. Modern, intuitive and immersive, it helps makes Divide and Conquer a unique experience.
    • New middlemen 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
    • It should be noted that the true challenge of DaC is to defeat all of your nearest enemies and to achieve each factions overall goal. Fighting against your immediate neighbour may not prove too challenging in some circumstances.
    • Dorwinion rises, but who leads them - Play as Dorwinion and decide upon the fate of your small realm; choose to side with the Avari and take advantage of their excellent smithing and heavy infantry and archers. With the Avari on your side you will field the finest warriors east of Mirkwood but they are few and your numbers will not be great! Choose to side with the humans and take advantage of their superior numbers and lucrative trading nature. The northmen will provide you with more troop battalions and many more warriors for training however they cannot hope to match up to the skill of the Avari.
    • United the wildmen stand - Play as either Dunland or Enedwaith and conquer all the clans of Enedwaith to unite your once scattered peoples under a strong chieftain. Reap the rewards of unity.
    • The Silvan and Nandor stand together - Leading either the Galadhrim or Thranduil's realm will give you the opportunity to forge a permanent alliance between your people. An alliance in which sharing is common place.
    • Join the Guild - Play with guilds as you have never seen them before, no longer are they standard Med2 guilds with outdated UI. Now you can rise to power with the Brotherhood of the Talon or pit your warriors against each other in the Brawler's Hall. Many more guilds for each faction are there to be yours!
    • The Glittering Caves - The Riddermark needs allies and if you can keep all three Dwarven nations happy they might just help you strengthen Helms-deep and, in time, your whole army.
    • Alliances are everything - As Dale, keep Thranduil and Erebor as allies and reap the rewards. As Mordor, keep Rhun, Khand and Harad under your thumb and bring the power of the east to bare. As Harad or Rhun, keep Khand allied and the vast hoofed hordes of the east will ride by your side, or conquer Khand and subdue their warriors to fight for you instead.
    • The free peoples will rise against the shadow - Command the small but mighty armies of the Dúnedain of the north and find that when you liberate lands of the free peoples, they will rise up and fight with you. Aragorn is a beacon of hope and all those who enjoy freedom will rally under his banner!
    • The Seven Families stand as one - Erebor is a majestic sight but it cannot win this war on its own but the clans of the Orocarni answer their brothers call. Construct grand halls for your eastern brothers and send the red tide of the dwarves across all of Middle-earth.


    Downloads and Instructions
    DaC version 0.5
    Part 1:
    Mediafire - Mod DB

    Part 2:
    Mediafire - Mod DB

    Part 3:
    Mediafire - Mod DB

    Patch 0.52:
    Mediafire - Mod DB

    Installation Guidelines:
    - You need a fresh Third Age Total War 3.2 installation (3.0 plus 3.2).
    - No other DaC files are required. Only Version 0.5 Parts 1, 2 and 3 and patch 0.52.

    1) Download each file.
    2) Run them as an administrator in numerical order.
    3) You shouldn't have to change the destination folder unless you have steam or you have moved it yourself, the installer defaults to where the game defaults its own installation.
    4) With Part 2, when asked about 'read-only' files, click retry for all and it will work fine.
    5) DO NOT RUN THE CLEANER AFTERWARDS. (IF SOMEHOW YOU STILL HAVE IT).
    6) Please disable Windows UAC (User account control) - ElvenKind's Guide : AG's Guide

    Patch 0.52 is partially save game compatible. It won't crash a save game but you won't get the campaign script fixes unless you start a new campaign.

    Videos:
    Installation Video Guide - Complete Guide for Steam, including moving steam, disabling UAC and Installing.

    Known Bugs & F.A.Q. (Extra Information)
    Known Bugs:
    • Moria campaign is not finished, we apologize for this. By this I mean that in most cases it does not work as intended. WE SUGGEST NOT PLAYING AS MORIA!
    • Hotseat is not supported
    • Dunland's hovering banner on the campaign map is Aztec.
    • Some settlements have odd siege bugs regarding movement through doors or ability to attack walls, there is always another way in though...
    • Axethrowers might crash your game. - Manual Fix
    • If you experience a battle crash upon installing 0.5, head to ...Medieval II Total War\mods\Third_Age_3\data and delete the 'descr_geography_new.txt' file.
    • The Dorwinion expands and diminishes messages will pop up every turn after the turn they are first achieved. (Fixed in V1)
    • There are two King of the Dead's, one has the right portrait and name but is not accesible and the other has the right unit and stats but the wrong portrait and name but is accesible. (Fixed in V1)


    F.A.Q. (Extra Information)
    :

    1. You cannot reforge Arnor in Divide and Conquer. The Northern Dúnedain faction have most of the Arnorian units plus a unique global recruitment system involving all human factions.
    2. To add the Date in the lower left corner, follow these instructions
    3. To play normal settlements in custom battle, follow these instructions
    4. You must use Notepadd++ to edit ANY DaC files - trust me
    5. Moria is now taken by the AI on turn 1 not turn 30.
    6. Glorfindel rejoins Imladris after 30-50 turns.
    7. You cannot use custom settlements in custom battle.
    8. Khazad-Dum are passive on purpose.
    9. Mordor cannot adopt new generals. You must use your God-like Úlairi as they are immortal.
    10. Khand have plans for the future but right now they are rarely seen.
    11. The barracks event happens between turns 60-64.
    12. Invasions can be called as early as 15 turns in, brace yourself.


    If you find any further bugs let us know and they will come to live here.


    Changelog, Media and Permissions
    Changelog
    Version 0.5:
    Changelog

    Version 0.51 & 0.52:
    Changelog
    Images

    Version 1 (Unreleased):
    Changelog


    Media: Pictures and Videos

    Preview Pictures
    All of the content covered in these pictures can be seen in the two 'feature videos' found in the videos content box.
    Strategy Models
    Ask if you don't know who is whom. The order is:
    Captain - General - Faction leader - Uniques - Diplomat - Spy


    Khand
    1) Household Cavalry (Zarathos)


    2) Variag Windriders (Zarathos) - Fastest unit in the game, sword is subject to change


    3) Variag Nobles (Zarathos)


    4) Ravagers (Zarathos)


    5) Household Axe (Zarathos)


    6) Household Warblade (Zarathos)


    Northern Dunedain
    1) Tharbad Royal Guard (Emperor of Hell for the upgrade) - Vanilla Arnor Pikemen retooled for Northedain, Dol Amroth and Gondor.


    2) Militia Captains - This unit and the one below are a more middle-tier 'available everywhere' unit for Northedain)


    3) Mounted Captains


    Mordor
    1) Orc Maulers (BUS submod, see link in the credits)


    2) Uruk Defenders (BUS submod, see link in the credits) - This is the upper unit that spawns under the garrison script for the Orc factions.


    3) Uruk Archers (BUS submod, see link in the credits)


    4) Uruks (BUS submod, see link in the credits)


    5) Uruk Halberds (BUS submod, see link in the credits)


    6) Orc Archers (BUS submod, see link in the credits)


    Erebor: Orocarni Units
    1) Blacklock Crossbowmen (Hummingbird) - Subject to minor alterations


    2) Stiffbeard Scouts (Hummingbird)


    3) Stonefoot Warriors (Hummingbird)


    4) Ironfist Axes (Hummingbird)


    5) Orocarni Nobles (Hummingbird)


    Dorwinion
    1) Thorn Riders (Hummingbird) - The Golden upgrade is only available if you choose Elves


    2) Thorn Guard (Hummingbird) - The Golden upgrade is only available if you choose Elves


    3) Thorn Crossbowmen (Hummingbird) - The Golden upgrade is only available if you choose Elves


    4) Thorn Bladesmen (Hummingbird) - The Golden upgrade is only available if you choose Elves


    5) Avari Shadows (Hummingbird) - Subject to change


    6) Avari Naharim (Hummingbird) - Subject to change


    7) Avari Elder Pikes (Hummingbird)


    8) Avari Elder Archers (Hummingbird)


    Lothlórien
    1) Lórien Scouts (Hummingbird)


    2) Lórien Lancers (Hummingbird)


    3) Galadhrim Marchwardens (Hummingbird) - Badass double bladed weapon now present.


    4) Rangers of Lothlórien (Hummingbird)


    5) Lórien Archers (Hummingbird)


    6) Lórien Sentries (Hummingbird)


    7) Lórien Spearmen (Hummingbird)


    8) Yavanna's Chosen (Hummingbird)


    9) Sentinels of Cerin Amroth (Hummingbird) - No longer AOR


    Anduin, Angmar, Ered Luin, Dale, Enedwaith
    1) Anduin Longbowmen (Hummingbird)


    2) Scourge Raiders (Hummingbird)


    3) Ered Luin Swords (Hummingbird)


    4) Dwarven Siege Crew (Hummingbird)


    5) Dale Longbowmen Upgrade (Hummingbird)


    6) Master's Marksmen (Hummingbird) - Generals unit for Dale


    7) Guardians of Enedwaith - Only available after 'uniting' Enedwaith, they are incredibly powerful Javelin throwers and can bring down ANY foe in seconds, engage in melee as fast as you can.


    8) Elder Guildsmen (Hummingbird) - Generals unit for Enedwaith

    Videos
    Features of DaC:
    New features of the campaign map for V0.5 - Campaign
    New features of the battle map for V0.5 - Battle

    Faction Overviews:
    Gondor - Dol Amroth - Northern Dúnedain - Angmar - Erebor - Enedwaith - Imladris - Dale - Dorwinion - Isengard - Thranduil - Lothlórien - Dol Guldur - Misty Mountains - Rohan - Bree - Umbar - Lindon - Khand - Harad - Mordor - Ered Luin -
    Easterlings - Dunland - Anduin - (Please see the Erebor video for the Dwarves of Khazad-Dum)

    Let's Play DaC 0.5:

    Arachîr Galudirithon - Dol Amroth - Northern Dúnedain - Dorwinion - Umbar (0.52) - Vale of Anduin (V1) - Enedwaith
    ButteryButters - Shadow of Mirkwood - Khand - Dale - Shadow of Mirkwood (0.52)
    Izzy - Dol Amroth
    TheDestroyer001 - Harad
    SaphirePhoenix08 - Dol Amroth - Angmar - Imladris
    AhTravesty's Let's Plays - Umbar - Misty Mountains (0.52)
    SurrealBeliefs - Dwarves of Erebor (0.52)
    Oseron Phaer - Thranduil's Realm (0.52)
    Snowhood42o - Galadhrim (0.52) - Northern Dúnedain
    Snowhood42o Vs Swifty - Dunland/Dol Amroth - Dol Guldur/Imladris - Rhûn/Dwarves
    i'm tukkel - Imladris (0.52)
    Captain Ralo Afro - Vale of Anduin (0.52)
    Platton Terror - Rohan (0.52)
    Lionheartx10 - Isengard
    Elite KryPtik - Rohan

    The Lore of Middle-earth:
    Arachîr Galudirithon:
    The Lost Realm of Arnor - Gondor: The Time of Kings - Gondor: The Time of the Stewards - The Dwarves - The Elves - The Horse-lords of Rohan - The Istari - Sauron

    Ngugi:
    Second Age Part 1 - Second Age Part 2

    If you have a video of DaC version 0.5 then let me know and I will add it to the list!

    Permissions and Credits

    Permissions and Contributions:
    Louis Lux - Base model and textures of Imladris Guards/Riders
    LU BU And Louis Lux - Half-orc faces and skin
    Devil's Advocate - Bree Custom Settlement
    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"
    Jox25 - Mordor unit model and Hobbit inspired Thranduil Elite Elven Weaponry
    Heiro de Bodemloze - Several descriptions
    Ngugi and MOS team - Many new voices on the battle and campaign map
    AdmiralThrawn- Angmar unit models
    Marka Barded Horse project by the Ruisichi team and edited by AnthoniusII then by Paradamed.
    Baz44331 - Hobbit inspired Thranduil Elite Elven model
    xHolyCrusader - Faction introduction videos
    T&D - 'Great Beasts of Gorgoroth' textures
    El_Bucle - Hobbit Dwarven armour

    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
    Spice Master and team - Dynamic Garrison Script
    leo.civil.uefs and team - 4.4 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
    T&D & Team and Lü Bu - Parts of Big Unit Submod (Mordor Uruks, Uruk Halberds, Uruk Archers, Archers of the Eye, Angmar Heavy Uruks, Barrow-Wights, Gothmog, Eomer)
    Wyruzzah - Orc Portraits
    Hero of the West - Small Projects Mod
    Dunland Rises and Aragorn RPG concept by Hero of the West, leader of the Massive Overhaul Submod
    Farmhand units taken from the Turtlemod
    Parts of the corsair units and others taken from a Mount & Blade mod 'The Last Days'
    Many unit bases taken from Ruisichi Total War
    Araval and El_Bucle for the Dwarven Officer

    If a contribution or credit has been missed or you feel DaC has breached usage terms of your mod or creation, do not hesitate to contact me, Arachír Galudirithon to resolve this.
    Old Council and Threads

    Many of these were active years ago with FireFreak being the latest to officially resign just after our first release in December 2013.
    Team leaders: Eöl, Squeaks, Baron Samedi, Renown, Archaon, Emperor of Hell
    Unit Creation: Eöl,, Squeaks, Saladin, Welshmandan, Zarathos
    Coders: Baron Samedi, skeleton of the west, Aramiteus, Archaon, Bela, Mhaedros Trailhog250, The Uruk, Flame_of_Anor
    Scripters: , cino, The Uruk, Kiliç Alì, Arandir Tur-Anion
    2D/Art: Cedriic 37, Grimbold, Erutaron, Master Necromancer, Squeaks, Tokus*Maximus, ElvenKind
    Video and audio: Warman, MasterbigAb, Rgex
    Mapping: FireFreak111
    Writing: Bregil, Banditks, Beregond, Commander Ruunu, CommanderTony, Jakev, Jean-a-Luc, JorisofHolland, Makrell, Nerva, Squeaks, Valandur, Glorious Gandalf, Poosticks7, cezarip

    Divide and Conquer, Campaign Map Remade for 3.2
    Divide and Conquer, First True Release for 3.2
    DaC on ModDB
    Preview thread
    Yes/No events thread
    Description thread
    Pre-release discussion thread
    Old Team thread
    Oldest Team thread


    DaC Council
    Araeinior e-Hûdoll DaC (Council Leader):
    Arachîr Galudirithon
    Einior e-Hûdoll DaC (Council Members):
    Hummingbird, Caledharoch, Meebleborp


    Do enjoy all that DaC has to offer and report any unknown bugs as you find them, suggestions are welcome but keep in mind our team is limited in number and ability and not all things are possible with this old game engine! As they say in the Grey Elven tongue in the heartlands of Dol Amroth:

    Berio i refn-en-alph len. (May the wings of the swan protect you)

    Regards
    Arachír Galudirithon
    Araeinior e-Hûdoll DaC

    Last edited by Arachir Galudirithon; July 11, 2016 at 08:22 AM. Reason: Updated Video Links

  2. #2

    Default Re: Divide and Conquer Public Beta Release - Patch 0.3

    Can't wait to download this! I hope it will finally let me play without CTD and with barracks event happening.

  3. #3
    paradamed's Avatar Praepositus
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    Default Re: Divide and Conquer Public Beta Release - Patch 0.3

    Cool! What about uploading it to mega?

  4. #4

    Default Re: Divide and Conquer Public Beta Release - Patch 0.3

    "Some settlements have odd siege bugs regarding movement through doors or ability to attack walls, there is always another way in though..."
    i remember someone saying in the main dac thread that terrain elevation caused some of these bugs, idk for sure tho

  5. #5

    Default Re: Divide and Conquer Public Beta Release - Patch 0.3

    In case I took Morannon and Mordor is now trying to take it back, let's say, 3 battalions at a time, 2 from front and 1 from behind. Only one of them could reach me right through the gate, as the other one perfectly stuck between those cliffs beside the walls, and another one running all the way around to join the first one. and besides, concerning Morannon, these siege towers and ladders are totally nullified.. so that's it for the bug report!

    couldn't wait to see it! little thanks for the developers always.


    p.s. and today I met THREE SAURON'S' before my fortress and got totally awed. anyone can tell me why do I have to kill 3 miserably strong saurons to take the one ring back?

  6. #6

    Default Re: Divide and Conquer Public Beta Release - Patch 0.3

    Mod DB has authorized the download, happy hunting!

    @Rusty887, we are aware of the cause, we just do not have the ability to fix.

    @Ash_and_Flame, given the time I can only presume your report is from patch 2, test 0.3 before reporting any bugs. Thank you.

  7. #7

    Default Re: Divide and Conquer Public Beta Release - Patch 0.3

    I'm not that active on the forums, but I have to say I've been LOVING your mod! Easily my favorite sub-mod for TATW! Very excited about the update! (:

  8. #8

    Default Re: Divide and Conquer Public Beta Release - Patch 0.3

    Excellent new. Thank you for this amazing work.

    Moria campaign is still unstable, we apologize for this.
    Does this mean the Mordor Campagin is unplayable after turn 50 ? What does it mean "unstable" ? Is that random and avoidable, or not ?

  9. #9

    Default Re: Divide and Conquer Public Beta Release - Patch 0.3

    Quote Originally Posted by Arachir Galudirithon View Post

    @Ash_and_Flame, given the time I can only presume your report is from patch 2, test 0.3 before reporting any bugs. Thank you.

    Oh my mistake. of course its from patch 2. I will try looking for one.

    btw its not save-compatible, is it? thanks.

  10. #10

    Default Re: Divide and Conquer Public Beta Release - Patch 0.3

    Quote Originally Posted by Kid Stein View Post
    I'm not that active on the forums, but I have to say I've been LOVING your mod! Easily my favorite sub-mod for TATW! Very excited about the update! (:
    Pleased to see your interest, always nice to see people are enjoying it.

    Quote Originally Posted by Koko_Fr View Post
    Excellent new. Thank you for this amazing work.
    Does this mean the Mordor Campagin is unplayable after turn 50 ? What does it mean "unstable" ? Is that random and avoidable, or not ?
    It says MORIA not MORDOR as in the Khazad-dum campaign is still not working completely as intended.

    Quote Originally Posted by Ash_and_Flame View Post
    Oh my mistake. of course its from patch 2. I will try looking for one.

    btw its not save-compatible, is it? thanks.
    It is not.

    For any who can't use ModDB, a Mediafire link is up as well.

  11. #11

    Default Re: Divide and Conquer Public Beta Release - Patch 0.3

    yes yes yes I love you guys.

  12. #12

    Default Re: Divide and Conquer Public Beta Release - Patch 0.3

    Oh ok. I made confusion beetwen Moria and Mordor, lol. Thank you.

  13. #13

    Default Re: Divide and Conquer Public Beta Release - Patch 0.3

    I get a ctd when I try to start a campaign

    never mind, after I used the cleaner, it works
    Last edited by Candy_Licker; September 23, 2014 at 04:55 AM.

  14. #14

    Default Re: Divide and Conquer Public Beta Release - Patch 0.3

    Is this somehow installable on the previous version from the previous thread?

    I mean on the:

    Beta 1.0
    Patch 2
    Patch 2 Hotfix

    I choose to die on my feet, rather than live on my knees!

  15. #15

    Default Re: Divide and Conquer Public Beta Release - Patch 0.3

    Quote Originally Posted by Funeh View Post
    Is this somehow installable on the previous version from the previous thread?

    I mean on the:

    Beta 1.0
    Patch 2
    Patch 2 Hotfix

    Presuming you have up to at least patch 0.2 installed correctly then you can have any order of previous mods installed. Patch 0.3 includes the hotfix for patch 0.2 and then further work beyond that. You do not need a fresh install but it is highly recommended.

  16. #16

    Default Re: Divide and Conquer Public Beta Release - Patch 0.3

    For clarification, patch 0.2 is just a reclassified Patch 2. They are the same. It is just that given we haven't released as a non beta it is better to call them 0.x rather than 1, 2, 3 et cetera.

  17. #17

    Default Re: Divide and Conquer Public Beta Release - Patch 0.3

    Does this mean the update is out?! I guess not yet though.

    Something I reckon would be amazing, but perhaps far to demanding, would be if the entire world was scrollable. Beyond the northern wastes, beyond far Harad etc. There doesn't need to be provinces there but just something so the map doesn't end on a line.

  18. #18

    Default Re: Divide and Conquer Public Beta Release - Patch 0.3

    Quote Originally Posted by Emu View Post
    Does this mean the update is out?! I guess not yet though.

    Something I reckon would be amazing, but perhaps far to demanding, would be if the entire world was scrollable. Beyond the northern wastes, beyond far Harad etc. There doesn't need to be provinces there but just something so the map doesn't end on a line.
    Yes patch 0.3 is out, the title of the thread should be clear enough...

  19. #19

    Default Re: Divide and Conquer Public Beta Release - Patch 0.3

    Congratulations to everyone involved and thank you for this great mod .

  20. #20

    Default Re: Divide and Conquer Public Beta Release - Patch 0.3

    thank you for this great mod it is awesome!!!

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