DCI: Last Alliance - Open Beta released, NEW: 10 October 2020 new patch released, contains Ents - Wolves - Spiders crashes fix! (and more)
DCI: Last Alliance is a TATW submod and the independent sequel to Dúnedain Counter Invasions: Tôl Acharn Take the role as Gil-galad, last High-king of the Noldor, or Elendil, High-king of the Númenóreans in exile, as they rally Elves and honourable Men into the League which is called the Last Alliance.
The counter-invasion Tôl Acharn, 'Vengeance Comes', allows you to move mighty hosts against the Dark Lord.
Strengthen the cause of the League if you wish to, as the indomitable Durin IV of Khazad-dûm, or as the brave riders of Rhovanion (using the DCI mechanic).
Unless you wish instead to fulfill the will of Sauron? Unleash the hunger of Orcs and wolves, be the warlord over the Easterlings, command the savage natives of Eriador to recapture their homelands,
or reign as a Black Númenórean lord at the head of the grim Haradrim, in the Invasion of the West.
Will the Men of the Mountains be loyal to the Númenóreans, or will they become the Oathbreakers instead? The choice is yours.
DCI: Last Alliance Public Beta Requirements:
'DCI:Last Alliance Public Beta' requires the 'Medieval II Total War Kingdoms Expansion' and the mod 'Third Age Total War 3.2'
A fresh working installation of 'Third Age Total War 3.2' is recommended Download and Instructions for TATW 3.2 If you can't start DCI:LA after you installed it, try the Submod fix HERE.
Alternatively, there is a simple "quick and dirty" TATW 3.2 install option with a smaller file size, located directly below the "Installation Guide Video"
For setting up multiple installations of 'Third Age Total War 3.2' please follow this Guide by Emperor of Hell
DCI Last Alliance Public Beta installer instructions:
DCI: Last Alliance Patch content: updated October 9th 2020
Changelog:
Ents, Spiders and Wolves no longer cause crashes during battles
Replaced Ents' shoving attack with a ground slam attack
Ents can attack and kill Mumakils
Great spiders can be recruited in Cirith Duath by Mordor and Orcs of the Misty Mountains
Great forest spiders can be recruited in Amon Lanc by Mordor and Orcs of the Misty Mountains
Hunter spiders added as very rare mercenaries in Greenwood area
Great Spiders added as very rare mercenaries in Cirith Duath and Minas Ithil regions
Changed spider stats
Added strat map model and portrait to ambushing spiders
Added rebel garrison to Thoronburg
Added rebel garrison to Erelond when playing as Harad
Added rebel garrison to Dalathails
Added gate to Kibil Dum and Goblin town allowing garrisons to sally out
Mordor orc units have been revamped: optimized and given visual armor upgrades.
DcilaReference.pdf updated with more info
Sicca province can be upgraded to next level settlement
Harondor aor units can be recruited from Harondor, East Harondor, Harfalas and Barad Ethir
More sprites added to mordor units
Spawned Nazgul are no longer silver surfers
Anduin Marhdrauht Lancers and Anduin Marh Archers are available as mercenary units and as Tol Acharn mercenaries in the regions of Rhosgobel, Imathrad, Langhaims and Grarhaims
Anduin Marhdrauht Lancers have armor piercing attribute when using axes
Chieftain's Haladin unit no longer has ap attribute
Numenorean Guardians vambraces have correct texture placement
Numenorean generals under Mordor rule have correct title when mousing over them in the strategy map
Updated descriptions for orc mercenary units
Unit descriptions for Galadriel's Guard, Lórinand Bodyguards and Archers refer to the correct secondary weapon
'Roquen' (knight) units have correct name spelling
Tol Acharn tooltip refers to tradition instead of obedience
Elven heralds for Lothlorien and Eryn Galen spawn with correct strategy map model
Rhudaur Reavers use correct animation
Lindon captain model in mercenary units display the correct texture
Miner militia have correct description and battle ui for their ability "dwarven bellow"
Khazad Spearmen unit has been given spearmen animations
Reshuffled elven portraits for added variety and some other 2d fixes
Mention of the Osgiliath Ferry has been removed
Credits:
Arkay for the updated Goblin Town and Kibil Dum custom settlements, further fixes and implementation by Araval
Alreadyded for Spider units and animations (spider textures by Louis Lux)
Jojo00182 for fixed skeletons
2. DCI_LA_BETA_Part1of2.exe and DCI_LA_BETA_Part2of2.exe have to be installed into the default installation path: "...\SEGA\Medieval II Total War"
or "...Steam\steamapps\common\Medieval II Total War" for Steam users. (If you have installed Medieval II into another folder, please check if the installation path is correct.)
The installation process will overwrite your TATW files, meaning that you will not be able to play TATW.
3. At the end of the installation for DCI_LA_BETA_Part2of2.exe a cleaner will delete files that need to be auto-generated at game launch, you'll be prompted to 'press any key to continue...'
Spoiler Alert, click show to read:
4. After exiting the installer, a launcher for 'DCI: Last Alliance' will be created and added as a shortcut to your desktop, you will be prompted to 'press any key to continue...'
Spoiler Alert, click show to read:
5. Install the any patches when applicable.
6. Once both parts are installed, double click the 'DCI Last Alliance' icon on your desktop to launch the mod. Alternatively double click the DCILA.bat file in your mod folder.
(DCILA_NoBaiSwitcher.bat will run DCI:LA without the battle AI switcher)
Optional: delete the Third Age Total War shortcut from your desktop
DCI Last Alliance manual installation instructions:
2. Extract/unzip the downloaded DCI_LA_BETA.7z file into your '...\Medieval II Total War\mods\Third_Age_3' folder. Accept overwrite and/or merge folders when requested.
This process will overwrite your TATW files, meaning that you will not be able to play TATW.
3. RunDcilaCleaner.bat - located in '...\Medieval II Total War\mods\Third_Age_3' folder This is absolutely necessary.
4. RunCreateLauncher.bat - located in '...\Medieval II Total War\mods\Third_Age_3\dcilaOtherFiles' folder.This creates a shortcut on your desktop, creates DCILA.bat and DCILA_NoBaiSwitcher.bat, and deletes Third_Age.bat.
6. Launch the mod by double clicking the 'DCI Last Alliance' icon on your desktop or the DCILA.bat file (DCILA_NoBaiSwitcher.bat will run DCI:LA without the battle AI switcher)
Optional: delete the Third Age Total War shortcut from your desktop
Installation Guide Video
Spoiler Alert, click show to read:
For those that are in need of a quick and simple way to get a working TATW version, so that they can install DCI Last Alliance even faster:
2. Unzip the file in the 'mods' folder of your Kingdoms install. The result should be a folder named 'Third_Age_3' located in the Kingdoms 'mods' folder.
3. Optional, check if TATW can be started.
4. ready to install DCI Last Alliance.
Tôl Acharn and DCI mechanics:
The "Tôl Acharn" is a 'counter invasion', the M2 Jihad-feature renamed; just as TATW has the "Invasion" for the evil factions, which in turn is the Crusade-feature renamed .
Factions with the culture 'Hosts of the West' [religion islam] can join the Tôl Acharns at will.
The unique DCI mechanics allow factions of other cultures [religions] to temporary join the Tôl Acharn, if allied to the calling faction of the 'counter invasion'.
Main Features:
Third Age campaign map adapted to Last Alliance era * Video * Preview *
Team and Credits:
Team members: Ngugi - lore, coding, unit stats, game balance and sound Withwnar- scripts and coding, strat & battle mapping Araval - unit cards, portrait creating and editing, battle model editing Veteraan- portrait sorting, spellcheck, screenshots, game test official Earl of Memory- modelling/textures xHolyCrusader- movies, screenshots, unit info cards, battle mapping Louis Lux - modelling/textures, strat map models, unit cards
(And then we do a bit of everything anyway )
Previous & inactive members: Emperor of Hell- some battle mapping, NK's roster design
MIKE GOLF- ancillary 2D resource Curufin- roster and modelling/textures misteed- unit cards Celtic Magister- character strat map models h7GF- some Númenóreans battle models, more detailed 3D assets, helping to refine the design of Númenóreans
Direct contributors and freelancers: Zantorian strat map models: 'barbarian settlements' Kahvipannu creator of the first Galadriel model and the phial model for the new Galadriel cedric37 creator of splash screen and menu Garriath behind the majority of the Númenórean Kingdoms unit description texts goldenrichard for codes and ideas to additional forts as well as some Rhovanion settlements coding Lü Bu for several 3D assets Yarrum for some 3D models T&D for Glorfindel and Cirdan base bone assignment DeeLegion Artisan of signatures Bercor for UI interface tweaks Arandir Tur-Anion resource and coding of most of Lindon family trees Boogie Knight proofreading and text updates knight of meh for proofreading
LadyDoll for UI input Arkay improvements to wildmen town and Imladris custom settlements Fahnat creator of Invasion cinematic and promotional videos for the mod King Athelstan for the install instructions video BagaturSasha for Gondor Axemen unit card
Test team
Bercor; lordargento; Woold; Gratzy2; Mike Golf; Arachir Galudirithon; JJJaikishan; Manekemaan; Elem; Red Viper; Jmonstra; xHolyCrusader; Macilrille; Hermod; Lortano; Pyres Δt Varanasi; Arandir Tur-Anion de Bodemloze; Arthohir; Shankbot de Bodemloze; KingsofCanada; Tar-Falassion; Basileos Predator; Elem; Roma_Victrix; Flinn; El Monstero29; Etruscan; Aruthiel; HGW; Gratzy2; Boogie Knight; Rampante-Cid; Socrates1984; Greymane; Nimble; King Athelstan; ♔atthias♔; orclover; Bladvak; Philoceraptor; Revan The Great; Fahnat; JVR; Mhaedros
Which units will the new factions use? FRoME? Vanilla? New ones?
The hope is that it will end up appealing and great fun hehe
Rosters are not decided yet, not at that stage; but intend to make use of vanilla units, FRoME:s and whatever new ones I find interesting and may get permission for. Taro_M has for example good creations and Curufin as well, perhaps AUM etc.
Will you have 2 Numenorean factions or just 1? Cause Isildur's brother hold off Sauron's forces at Osgilliath while he travelled to his Father Elendil for a response to this threat...
If Eregion is already destroyed will Imladris be in?
@ Ovarion
The Númenóreans are one faction. They may been two realms but is one nation, with Elendil as a common highking, as was Isildur after him, while the last until Aragorn came thousands of years later. Call it a United Kingdom if you like; perhaps enjoy anyone who likes the Reunited kingdom I presume haha.
Further it creates a from TATW very different and strategic challenging campaign, with multiple fronts at the same time to handle.
Certainly, a 3d tier unit that is - to their enemies dismay
In later days, in the wars upon Middle-earth, it was the bows of the Númenóreans that were most greatly feared. "The Men of the Sea," it was said, "send before them a great cloud, as a rain turned to serpents, or a black hail tipped with steel;" and in those days the great cohorts of the King's Archers used bows made of hollow steel, with black-feathered arrows a full ell long from point to notch.
- UT; A Description of the Island of Númenor
[The Orcs] were silent now, and kept at a distance out of the range of the dreaded steelbows of Númenor, though the light was fast failing, and Isildur had all too few archers for his need.
- UT; The Disaster of the Gladden Fields
Originally Posted by StealthFox
I look forward to marching with the great Gil-Galad!
Certainly, a 3d tier unit that is - to their enemies dismay
Glad to hear ^^
YAY! I would advise you to not have Numenorean cavalry as it would be unrealistic, considering it would be exceedingly difficult to breed horses strong enough to be mounted by a Numenorean in full armour.If they need to have cavalry, they could have horse-archers.
Last edited by Feanaro Curufinwe; October 03, 2012 at 03:05 PM.
The cavalry aspect of the Númenórean roster is yet not decided upon (while some already have been sketched out), but the facts from Tolkien are known. We'll stick to lore (and many would be surprised on me otherwise I presume hehe) as far as it's reasonable from a game play perspective
The cavalry aspect of the Númenórean roster is yet not decided upon (while some already have been sketched out), but the facts from Tolkien are known. We'll stick to lore (and many would be surprised on me otherwise I presume hehe) as far as it's reasonable from a game play perspective
In my opinion, the Numenoreans should have a strong core of Heavy Infantry,Spearmen and Archers, great building abilities [Could be implemented as faster build time], the Palantiri, some Armour and Weapon upgrades and a mighty Fleet. On the other hand they have very limited cavalry options,slower recruitment and expensive units which require high Culture. You could also change the name of their faction to ''The Realm in Exile". You can use what you will from this list.
The unit considerations are in line with what's intended, with least lacking any heavy cavalry ("auxilary" cavalry forces were indeed used). The palantiri will be reworked by Withwnar (he's the creator of them to begin with) and they will be both more (six) and they will be much more potent than in vanilla TATW, with no drawbacks either
Faster building was an interesting idea! Will see how that balance up, since they will start with the in general largest quantity of high level cities/forts anyway; which they on the other hand needs because as it looks they will be really in the brown when this campaign kicks off haha
I will make use of the 'Exile' terminology in descriptions but if put like that it would rather sound like it's the realms (and not the Dúnedain within the realms) that's in exile - further the majority of least Gondors population are not Dúnedain, but partly related and/or led by them. Then it's simply very long, and since there's not "Black Númenórean" faction it works out. If you prefere, once released, to have the name changed that's very easy to edit for anyone themselves