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Thread: Divide and Conquer - The Original Thread

  1. #1

    Default Divide and Conquer - The Original Thread

    DaC Now has its own Subforum! This thread has been locked as it no longer serves a purpose. If you have been directed here from an old link then please click below:





    DaC Thread
    2013, 2014 & 2015 Most Popular Sub-Mod Winner!


    Latest Download - Patch 1.2


    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 seen before. Play any one of 26 factions, from the Dúnedain of the North to the Haven of Umbar. Patch 1.2 is our latest patch and was released on the 6th January 2017. It marks the most stable and polished build to date; every single potential crash is known to us and is entirely preventable (pc dependant). The modding team endures and we plan to continue honing the mod into the future. From all of us, enjoy!

    DaC Council
    Araeinior e-Hûdoll DaC
    (Council Leader): Arachîr Galudirithon

    Einior e-Hûdoll DaC
    (Council Members): Hummingbird, AWPScrape, TheEliteDwarf



    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
    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
    DaC features a completely new map that is much larger both physically and provincially:

    • 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 great Anduin have been made navigable, 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 area 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 integration - 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?
    • 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, 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 1
    Part 1:
    Mediafire - Mod DB

    Part 2:
    Mediafire - Mod DB

    Part 3:
    Mediafire - Mod DB

    Patch 1.2
    Mediafire - Mod DB

    Installation Guidelines:
    - You need a fresh (no mods present) Third Age Total War 3.2 installation (3.0 plus 3.2).
    - No other DaC files are required. Only Version 1 Parts 1, 2 and 3 and Patch 1.2.

    1) Please disable Windows UAC (User account control) - ElvenKind's Guide : AG's Guide
    2) Download each file.
    3) Run them as an administrator in numerical order.
    4) You shouldn't have to change the destination folder unless you have MOVED YOUR STEAM or you have the disc version, the installer defaults to the default med 2 steam location.
    5) When asked about overwriting files, always click 'yes'.
    6) When asked about 'read-only' files, click retry for all and it will work fine (about 15 times you have to click the button).
    7) Please read the final page of the installation process and act accordingly if you have the disc version. Or watch the videos below for full details.

    Installation Video Guide:
    Third Age Total War 3.2 - DaC Version 1 - DaC Patch 1.2


    Known Bugs & F.A.Q. (Extra Information)
    Known Bugs:
    • Hotseat is not supported
    • Dunland's hovering banner on the campaign map is Aztec.
    • Axethrowers might crash your game. - Manual Fix
    • Southron Fort battlemap has peculiar textures
    • Ents will frequently crash the game. Auto-resolve past them.


    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. Glorfindel rejoins Imladris after 30-50 turns.
    6. You cannot use custom settlements in custom battle.
    7. Mordor cannot adopt new generals. You must use your God-like Úlairi as they are immortal.
    8. The barracks event happens between turns 60-64.
    9. 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 1.1:
    Change-log

    Version 1.2:
    Change-log


    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
    New Town and Castles Strategy Map Models:
    http://imgur.com/a/U2xMz

    Ask if you don't know who is whom. The order is:
    Captain - General - Faction leader - Uniques - Diplomat - Spy


    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 - Campaign: V0.5 - Campaign V1
    New features of the battle map - Battle: V0.5 - Battle V1

    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 - Khazad-dûm

    Let's Play DaC:

    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
    MIKE GOLF - For many new region descriptions, provided to DaC.
    King Kong and team - For Third Age and permissions.
    AdmiralThrawn- Angmar unit models
    Marka Barded Horse project by the Ruisichi team and edited by AnthoniusII then by Paradamed.
    xHolyCrusader - Faction introduction videos
    T&D - 'Great Beasts of Gorgoroth' textures
    Araval - Custom portraits for Angmar and general help over the years

    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

    I thoroughly hope that you enjoy Divide and Conquer but should you have any questions or problems then don't hesitate to comment here and either myself, Hummingbird or one of the numerous friendly people here will respond. Good luck in your conquests!


    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; April 22, 2017 at 02:23 AM. Reason: Updated Patch 1.2 Download

  2. #2

    Default Re: Divide and Conquer - Version 0.52 Released

    Hi, first I want to thank everyone for the amazing work on this mod, as my wife has not seen me for the last couple of weeks since I discovered DAC.
    Second, the comments I will make in this post are intended to be helpful or questions not interrogatory, so please take them as such.

    Okay, the battlemap for Henneth Anun is maybe bugged; call it 75% of AI siege attacks with a ram, I will shoot the unit holding the ram to death, another orc unit will run forward next to the ram, but not pick it up and then eventually the battle times out. I have not had this error on any other map.

    Next, the orc building chain with 'slave camp'(? I think that was the name) does not work as written, I am not getting the free upkeep units from it.

    Balancing, this is where I have to be delicate, You have created a huge amount of work and no one wants to hear an outsider tear down that work but please take this as a question and comment not a 'what are you doing dumbass?'.
    I have played almost all of the factions and the thing that sticks out the most is how generally crappy the Rohan OOB is, they are worse at all tiers and almost all units then Dale. The Dale rider or yeoman or whatever cavalry, the one you can build at game start is better than the Rohan riders also available at game start! Dude.

    In Dale you have in the late tier a Bardian Marksmen and a Royal archer but there is almost no reason to recruit the Bardian marksmen, they are simply worse than the Royal archers.

    I had some others stuff as well but I have forgotten, when I run into stuff again I will write it down so I don't forget.

  3. #3

    Default Re: Divide and Conquer - Version 0.52 Released

    Quote Originally Posted by FengrAvUlver View Post
    All you´ve said here is correct except for the money thingy.

    If the AI is in the red, they get their balance zerod and then they get exactly 501 gold (via script), not the 20000 you mentioned.

    Spoiler Alert, click show to read: 

    monitor_event FactionTurnStart FactionType sicily
    and Treasury <= -1
    if I_LocalFaction sicily
    terminate_monitor
    end_if
    add_money sicily -2147483647
    add_money sicily 2147483647
    add_money sicily 501
    end_monitor



    As for 7 and the release date:

    Everyone that shows his skills in patience and only refreshes this thread once a day to look if version 1 is released already, will get a free lollypop from me upon the release of version 1!
    Just don´t waste your time, enjoy the summer, have yourselves a good time and stop thinking about when v1 will be released, only. Patience is a virtue and we all should prove our skills in it (or just do something else to distract us).
    Thank you for clarifying the money script, I thought AI was much more overpowered And about waiting for 1.0 I think the best way is Playing 0.52 non stop

  4. #4

    Default Re: Divide and Conquer - Version 0.52 Released

    Quote Originally Posted by Draco View Post
    Thank you for clarifying the money script, I thought AI was much more overpowered And about waiting for 1.0 I think the best way is Playing 0.52 non stop
    That is a very good idea, actually!

    0.52 can be considered the "training ground" or "tutorial mode" for v1 if you take into account how much more content and improved stuff is coming your way somewhat "soon-ish" now...
    - proud Divide & Conquer Testing Council member __ __


    And before you ask; I´m very confident that version 1.1 will be released before this millenium is over.

  5. #5
    Lord of Shadows's Avatar Campidoctor
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    Europe
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    Default Re: Divide and Conquer - Version 0.52 Released

    Southron Pikemen are classified as Light Infantry instead of Medium Infantry I think.

  6. #6

    Default

    As Archir Galuirithon has said in his umbar lets play he has a recurring crash at around turn 100, well so do i, anyone else?



    hmmm funnily enouth i tried to end the turn for a sixth turn with toggle fow off to see where it crashes and it didnt crash :L

  7. #7

    Default Re: Divide and Conquer - Version 0.52 Released

    coincidence. he modded his game to death

  8. #8

    Default Re: Divide and Conquer - Version 0.52 Released

    Quote Originally Posted by centurionA1 View Post
    hmmm funnily enouth i tried to end the turn for a sixth turn with toggle fow off to see where it crashes and it didnt crash :L
    Yes, that is always the first thing to try when you have a recurring crash. For some mysterious reason a strange bug that still hides under the radar (and has something to do with the scripted garrisons when AI attacks AI on their turn after having besieged a settlement with such a garrison) occures in some cases, in others it doesn´t. In most of the cases where that bug hits a player, toggleing FOW off helps the AIs to get their stuff done and the players to continue with their campaigns...
    - proud Divide & Conquer Testing Council member __ __


    And before you ask; I´m very confident that version 1.1 will be released before this millenium is over.

  9. #9
    Vifarc's Avatar Senator
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    Default Re: Divide and Conquer - Version 0.52 Released

    Quote Originally Posted by decourcy View Post
    In Dale you have in the late tier a Bardian Marksmen and a Royal archer but there is almost no reason to recruit the Bardian marksmen, they are simply worse than the Royal archers.
    Yes, like for all bodyguards in every faction. RA are bg, rarer, and BM have 3 times the men so BM may win a duel of units vs RA.
    > > Divide&Conquer submod user, playing RealmOfLothlõrien (ThirdAge mod). < <
    My small products here.

  10. #10

    Default Re: Divide and Conquer - Version 0.52 Released

    Hi all,

    I was just curious about the ND's Steel Bowmen, are these AOR units and available after the before or after barracks event?

  11. #11

    Default Re: Divide and Conquer - Version 0.52 Released

    Arachir did mention in his last video that v.1 will be "unlikely" released in July so no prophesy with number 7 ^^

  12. #12

    Default Re: Divide and Conquer - Version 0.52 Released

    Arachir did mention in his last video that v.1 will be "unlikely" released in July so no prophesy with number 7 ^^






  13. #13

    Default Re: Divide and Conquer - Version 0.52 Released

    I warned you all that "7" didn't mean anything and Arachir only did that to watch you all drive yourselves mad with speculation and impatience.

    But noooooooo.

  14. #14

    Default Re: Divide and Conquer - Version 0.52 Released

    And I remembered a few other things.
    Is it for game play purposes that Anduin Vale are Middlemen? Lore wise they are Northmen.
    If you change your capital you can still only recruit bodyguards in your original capital.

    Pikemen may be bugged; I was swatting away a force of Haradrim with Gondor, they had a couple of pike units, I managed to largely kill one with two archer units but the other pike finished off one of my militia. So I engaged it's front with a peacekeeper, he was still marching forward and my peacekeeper was marching towards him. I redeployed a bodyguard heavy cav to his rear and as his front engaged the peacekeepers I had the remnants of a Dor en Ernil lancer hit his flank while my bodyguard hit his rear. The Lancers died almost to a man the second I impacted and the bodyguards barely touched him.
    It was a 'Southron Pikemen' if I remember correctly, and I don't think they have schiltron and they certainly did not look like they were in schiltron.

    The number '7' is in a set with '3019', if you solve this set the solution will tell you what day the new version releases.

  15. #15

    Default Re: Divide and Conquer - Version 0.52 Released

    My bad, I new better but just did not notice the Royal archers were bodyguards. Doh. Nevermind.

  16. #16
    Aszrayel's Avatar Semisalis
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    Default Re: Divide and Conquer - Version 0.52 Released

    Are gates intended to be so weak? It hardly takes any effort to break them down. For example, I'm defending Fornost Erain, which is supposed to be a fortress, and the enemy literally breaks it down in a mere minute or so once it reaches it. And is oil not working also? I'm also wondering if I may have screwed up something during installation maybe.

  17. #17
    Dutch-Balrog's Avatar Domesticus
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    2,184

    Default Re: Divide and Conquer - Version 0.52 Released

    Well tbf Fornost is supposed to be a ruin without walls or gate anyways, so having one is a major luxury.

  18. #18

    Default Re: Divide and Conquer - Version 0.52 Released

    Quote Originally Posted by Aszrayel View Post
    Are gates intended to be so weak? It hardly takes any effort to break them down. For example, I'm defending Fornost Erain, which is supposed to be a fortress, and the enemy literally breaks it down in a mere minute or so once it reaches it. And is oil not working also? I'm also wondering if I may have screwed up something during installation maybe.
    Oil is not present in the mod no. Gates have been weak since the BASE game. Have you not played Medieval 2 before?

  19. #19

    Default Re: Divide and Conquer - Version 0.52 Released

    I have played in Cair Andros Defending and First Of all i got a Standard Fortress Map with Gondorian Buildins, secondly I retreated to second lvl and AI couldnt use the ram to destroy the second tower, so stayed out the fortress till the time ended.

    Cair Andros is supposed to be exactly the same as vanilla isnt it?

  20. #20

    Default Re: Divide and Conquer - Version 0.52 Released

    Cair Andros is as it's intended to be. This is something that's been asked at least a dozen times by now.

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