Thread: Divide and Conquer - Version 0.52 Released

  1. #7781

    Default Re: Divide and Conquer - Version 0.52 Released

    Quote Originally Posted by Hummingbird View Post
    Alas, (crazy OP version of) Gleowine. You shall be missed.
    I really didn't want to remove them from him. He has done so much for me.

    He now has the dismounted variant but does have a unit of Eotheod cavalry with him in Framsburg but they no longer auto-heal.

    Everyone will be delighted to hear that whilst Adrahil now has Talon Knights, Imrahil still has Knights of the Silver Swan! Cair a Alph!

  2. #7782

    Default Re: Divide and Conquer - Version 0.52 Released

    Quote Originally Posted by Arachir Galudirithon View Post
    Just popping in to say the Changelog has been updated. There is a clear second section so you don't need to spool through. Feedback is welcome BUT we need reasons for your thinking. "I don't like it" is not a valid reason.

    Major changes are probably to the 'Pelennor Arena' as Harad has lost two regions and Gondor has more paved roads and a few different Custom BGs.
    Great that you added a port to Edhellond, always thought it was weird that a City called Elf-Haven wouldn't have a port

    Interesting to see how Harad´'s early game is going to play out, but I hope that you won't move An-Karagmir closer to Umbar.

    I also like the addition to Rohan's roster, they are in dire need of AP units against Isengard and these new cav might be the answer.

    I have to say I don't agree with adding the law bonus for the AI to farms, but since you removed some of their other bonuses maybe it will work out fine.

    AFAIK there are already Harad Troll Men in the game? And they are very strong in the early game cause Gondor has nearly no counter to them. I hope the new unit won't be OP since Javelins are usually even stronger against the "good" factions.

    Also I am a big fan of stronger Gondor garrisons (atleast for the AI.

  3. #7783

    Default Re: Divide and Conquer - Version 0.52 Released

    The removal of the Edoras bridge glitches is a real shame . I had so much fun with the existing version as a defender with small specialist catapult stacks.

    Because actually they were playable, just only in extremely limited spaces.

    Regards,
    Thorsten


  4. #7784

    Default Re: Divide and Conquer - Version 0.52 Released

    is there any way to remove bribing from the game?
    it is really frustating and mood breaking sometimes
    had two diplomats, an city and an elite misty mountains army bribed by filthy dwarves in my current campaign, im killing them of course but its still irritating
    i guess giving common traits the "+9999999% cost to bribe" would solve the problem (maybe), thats how other mods did it i think

  5. #7785
    El Monstero29's Avatar Semisalis
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    Default Re: Divide and Conquer - Version 0.52 Released

    "New Units:
    - New Dale unit added: Lake-town Pikemen
    - New Khand heavy foot archer unit added
    - New Rohan unit added: Riddermark Heavy Cavalry; AP heavy cavalry only available in Rohan's homelands.
    - New Northedain elite archer unit added; Steelbowmen
    - New Isengard unit added: Crossbow and dual-axe Orthanc Guards; Sentinels of the Orthanc
    - New Angmar and Misty unit added: Warg Skirmishers
    - New Gundabad Uruk spear+shield unit added
    - New unit added: Harondor Mercenaries
    - New unit added; Harad Troll Men, spear+javelin unit
    - New Dol Guldur unit added; Castellans"

    Ooooooooooooooooooh yeeeeeeeeeeeeeeeeah. This list makes me so happy

    I didn't see anything about adding Mountain Trolls to Misty. Did you decide against that?

  6. #7786

    Default Re: Divide and Conquer - Version 0.52 Released

    I've been watching Arachîr Galudirithon's Youtube Northern Dunedain playthrough, and I'm on episode 40 (the one where Gandalf fights Saruman), and there is talk of getting rid of the ranger's formation because it's not very popular. I get why it's not very popular, in fact I don't like it at all, but it is realistic, and I think it should be kept in there. It not being convenient shouldn't be a reason to remove it, much in the same way that a faction not having a certain unit doesn't mean that one should be added to make up for that gap. That's what rangers would do, so that's what they should be like. I can't stand it when I play Angmar and I have to rely on Snaga to do stuff. Doesn't mean Snaga should be stronger. Stick to it!

    I realise that this may have been addressed already somewhere, but I had a look and couldn't find anything.

  7. #7787

    Default Re: Divide and Conquer - Version 0.52 Released

    I must say, i am curious about mercenaries. In fact, i use them sometimes, i love a Privateer Axemens, on start they are a awesome, and even later, especialy after many fight which bust their experience they are dependable unit. 8 attack 17 defence and good morale, now i play Ered Luin and i found dwarves volunteers with even better defence. I must ask : how much mercenaries units and which type are in game, i would be delightful if Arachir Galudirithon made a video about mercenaries. I think , because many of them is accesable for different nations (i think, at least for good/bad factions, like orcs and dwarfs), and they may be not so useful, but at least funny.
    Arachîr Galudirithon


  8. #7788

    Default Re: Divide and Conquer - Version 0.52 Released

    can we please get a picture of some of theese units that are finished?
    oh and im so happy my proposal for dol guldur unit got through

  9. #7789

    Default Re: Divide and Conquer - Version 0.52 Released



    Lake-town Pikemen (Dalian Swordsmen, Longbowmen and Cavalry /w Lv4 armour have the same look)
    Spoiler Alert, click show to read: 


    And the rest. For now.

    Spoiler Alert, click show to read: 

  10. #7790

    Default Re: Divide and Conquer - Version 0.52 Released

    Quote Originally Posted by philipmikh View Post
    is there any way to remove bribing from the game?
    it is really frustating and mood breaking sometimes

    ROFLMAO. In a Dorwinion Campaign Harad started to have too much money (happens often after the player helps Gondor to concentrate on one front only) and a Harad diplomat around the Black gate started to steal one reinforcement mini-stack after the other, several times (always between 2 and 4 units), literally nothing I could do. I was so annoyed I first started to build bigger stacks, finally I move_charactered him onto the lone island west of Lindons coast.

    I think the whole ability should be removed altogether (if possible). Does not really fit into the TA theme at all. Same for assassins.

    Regards,
    Thorsten


  11. #7791
    Dutch-Balrog's Avatar Domesticus
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    Default Re: Divide and Conquer - Version 0.52 Released

    Bribery was a thing in Middle Earth tho. At least between humans, ofcourse not between orcs and other races.

  12. #7792

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

    On the note of the most recent Enedwaith let's play from Arachir https://www.youtube.com/watch?v=1mEUdV1FjUM, I admit that I actually changed Ugluk's bodyguard from Half-orc Spearguard to the generic Uruk-hai Bodyguards in my game, as I feel like this was the most appropriate change, seeing as Lurtz takes the role of the scout/raiding bodyguard, I consider Ugluk to being the more professional counterpart.
    Also, considering the Guards of The Orthanc ranged counterpart currently in consideration, I think that making them a crossbow unit is a great idea, but dual axes wouldn't fit in with Isengard's professional military type upper tier units, it's more of a wildman/orc trait, and although Guards of the Orthanc are wildmen, the upper tier units of Isengards roster have a "professionalised" theme to them. I know im being a stickler for lore-frendliness and I agree that more variety in terms of dual wielding units would be nice to see, but I don't think a duel wielding unit would be appropriate for the upper tier of Isengards roster.

  13. #7793

    Default Re: Divide and Conquer - Version 0.52 Released

    New Gundabad Uruk spear+shield unit added

    Ist this unit for Angmar or Misty Mountains?

  14. #7794

    Default Re: Divide and Conquer - Version 0.52 Released

    Mostly Misty Mountains because they start with Gundabad, but any Orc faction (Misty, Angmar, Mordor, Dol Guldur and Isengard) can train them out of Gundabad.

  15. #7795
    Gratzy2's Avatar Semisalis
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    Default Re: Divide and Conquer - Version 0.52 Released

    what are the "castellans"?

    The remnant of the King's Men who survived in Middle-earth after the destruction of Númenor were called the Black Númenóreans since they worshipped Sauron and were "enamoured of evil knowledge". They worshipped Darkness, and believed that Melkor and Sauron were its most powerful servants. At the end of the Second Age two of their number, Herumor and Fuinur, became lords among the Haradrim, though what became of them is unknown.

  16. #7796

    Default Re: Divide and Conquer - Version 0.52 Released

    Hey,
    i found this mods some days ago and really love it so far. I have a question, though (i have not the time to read all 300+ pages): Is there a way to build boats as the "river nations" (Dale, Dorwinion, Vale of Anduin)? Would be very nice to use those "shippable" rivers (and the inland sea of Rhun) not only for trade, but also for travel and war, and would give factions like Vale of Anduin nice new possibilities and greater flexibility. Maybe add a type of river boat that can only be used on rivers, not the open sea? I tried to add longboats to these factions in the export_unit and building file, but it crashed my game. Any idea why?

  17. #7797

    Default Re: Divide and Conquer - Version 0.52 Released

    thoughts for V1 Dac

    - perhaps an script for every faction that is killed, that they can resurrect with some stacks by random chance

    - can you raise the overall difficulty of game by choice? current dac difficulty is too easy for tw longtime players. (to make it harder for me i modded my dac, raised KP/turn and replenish rates of enemy factions dramatically)

    - are tol acharns possible?

    - can you add more ancillaries in V1?

    thanks

  18. #7798

    Default Re: Divide and Conquer - Version 0.52 Released

    I noticed a small text bug in the Dale diminishes anouncement: the message title says 'Dale wains' instead of 'Dale wanes'.

  19. #7799

    Default Re: Divide and Conquer - Version 0.52 Released

    Any chance of you thinking of putting some of these units in dac I personally think they look really good and would make lindon elites more varied then just imladris units re coloured http://www.twcenter.net/forums/showt...vens-of-lindon

  20. #7800

    Default Re: Divide and Conquer - Version 0.52 Released

    Quote Originally Posted by roman1994 View Post
    Any chance of you thinking of putting some of these units in dac I personally think they look really good and would make lindon elites more varied then just imladris units re coloured http://www.twcenter.net/forums/showt...vens-of-lindon
    Haha that's awesome. Personally I would love to see these units

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