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Zobacz pełną wersję : Unofficial 3.3 patch



radoxx4
07-08-2013, 13:53
Third Age Total War 3.3 unofficial patch.



CONTENT


1.0 CHANGELOG

Custom settlement: Weathertop 2.0 - New 3d models, new textures, better PC performance. Its now set as a village.
Custom settlement: Argonath 1.1 - Fixed statues position.
New custom settlement: Barad Dûr
Custom settlement: Dunharrow (with strat map model)
New custom settlement: Carn Dûm (with strat map model)
New custom settlement: Goblintown (with strat map model)
New custom settlement: Cirith Ungol (with strat map model)
Custom settlement: Buildings now has physics, just added invisible boxes where the houses are, fitting its shape, and gave them collisions.

2.0 CHANGELOG

Disabled all ambient buildings, so no more stonehenges, palmtress, monasteries or farms in mordor or anywhere. (Link here). In my sub-mod, I've also disabled watch-towers ambient models.
Fixed weathertop issue (now it cannot be uppgraded so will not change the settlement)
Cair andros is now back to a vanilla castle. The 3.2 custom version has completly useless layouts for both gates.

New custom settlement: Azanulimbar Dûm (with strat map model)
New custom settlement: Fangorn/Beorn Halls/Rhosgobel (with strat map model)
New custom settlement: Durthang (with strat map model)
Custom settlement: Rivendell 3.0 (more deployment space, new waterfall effects, fixed clicking issues, attacker AI now works properly.)
Custom settlement: Minas Morgul 2.0 (units can be deployed on walls, settlement correctly rotated to fit the strat map heighs and avoid reinforcement problems, it has now a real bridge, not a terrain mount.).
Custom settlement: Esgaroth (fixed deployment issues and wall animations, it has now a real bridge, not a terrain mount. Settlement lowered to match terrain, builds were floating in 3.2)
Custom settlement: The Black Gate (fixed reinforcements beeing spawn in mountains. Fixed defending army deploying units outside the gate. Attacking armies comming from mordor will now show up behind the gate, with no obstacle between them and the plaza, like it should logically be (just added a invisible gate in the opposing side of the settlement (facing mordor), no blockage with pathfinding, the AI just abandon the siege engines and attack the plaza.)
Custom settlement: Dol Guldur (Fixed ladders on walls bug. Fixed reinforcements stuck outside batlemap. Did both by editing the terrain).
Custom settlement: Edoras (Changed plaza position to avoid AI doing nothing, it was not really working in 3.2).
Custom settlement: Minas Tirith (plaza position is now on the 7th level, there is a new inner gate on the 6th level, this way, the AI works 100% now, no more units doing nothing, yes, it really works, all attacking units from a full stack raches the plaza. )
Custom settlement: Carn Dum (some layout changings for far better AI behavior, fixed wall animations).
Custom settlement: Cirith Ungol (fixed terrain issue avoiding armies attacking from east, new darker textures, added The Watchers statues)
Custom settlement: Osgiliath (all sides/versions):

- Projectiles now cannot pass through buildings (same solution from esgaroth).
- All attacking positions/reinforcements works now completly realisticaly integrated with the strat map, both cities can now be attacked with armies comming from the two sides, so if you, for exemple, attack east osgiliath comming from the west, your army will start the battle in west osgiliath, and not be magically teleported to east of east osgiliath. (ATTENTION: that changes were made by precisely editing pathfindings, disabling a gate and editing deploymet, it was exaustively tested with all different attacking amy setups. It works absolutelly perfect now for all attacking directions and circunstances. I've tested all gates, one by one).
- There is now a real brigde, no more swimming time for troops.
- Integrated the settlement with the strat map geography, showing a realistic river/heighs.

3.0 CHANGELOG

- Now, if you dont give authonomy to Fangorn, then you will be able to upgrade the city. Makes more sense at all because not giving authorization and holding a useless village makes was pointless.
-Edited Dol Guldur terrain to look dirty like Carn Dûm, no more green grass.
-New battlefield pics (custom battle menu) for Erebor and argonath.
-Setlements available in custom battles will now be Minas Tirith, Erebor, Azanulimbar Dûm, Hornburg and Carn Dûm. (It was necessary to remove some of them, and those wich remain are the most interesting layouts for multiplayer anyway). All custom tiles in custom battles are kept, including argonath and osgiliath rivercrossing.
You can also load dwarven generic settlements in custom battles, as well as gondorian ones.
-Added green haze effect to Minas Morgul (a really moving haze, made by editing a smoke effect from vanilla med 2 , see the pic).
-Beorn Halls now named Beorn Woods.
-New interfaces and faction symbols taken from MOS and then adapted.
-No more orc "castles". (Sauron made the black gate and barad dur with the power of the one ring and thats all, more castles than this seems quite anti-lore, we dont have proper custom settlements for it and the new upgrade system does not allow orcs to build castles, they actually really should not be able to do such...)
- Changes some settlements for lore purposes and better vanilla settlements usage, every settlement available in med2 is now used. (dale is a southern huge city, fornost erain is a northern european citadel etc... but just a few are implemented, I try to protect the lore!). Factions still cant upgrade until huge cities or citadels.
- Strat map models are now limited, so for example, citadels and large castles for dale and fpoe will load castle strat map models. Huge models bigger than Minas Tirith for generic settlements in the map really offend the immersion/lore).
- Fixed weathertop not working.
- Fixed weird object floating in Rivendell plaza.
-Fixed w. osgiliath crash.
-Fixed bug on Osgiliath river crossing custom battle and campaign map one.
-Fixed ground tile textures in minas tirith
-Battles in custom battle menu will now load the new fixed settlements.
- Removed ballista tower build buttons in settlements were they cannot be built.
-Changed faction descriptions to match the new upgrade system.
- The faction Dale will now load southern european settlements.
- No more crosses in any european settlement (edited the churches tech tree models).
- Settlements in Mordor cannot be upgraded anymore (they are now set as cities or large cities. No elves building beautiful cities inside mordor etc.)
- Text editing for region descriptions, settlement upgrade and settlement features for making all the changes in this sub-mod more transparent for the player. Also removed vanilla text related with non TATW features like converting cities to castles.
- Enabled BETTER WATER sub-mod again. (Exporadical CTD or not, this one is a must be.)
- New loading screens. More armies/settlements/action, less faces and characters.
-Changed the texture type that fills places like argonath and rivendell. The old texture looked like rooten chease. The new one is similar to the proper argonath statue texture, like in the pics of the argonath that are on the preview.
- Argonath now is clean sun, no more rain, so you can see the epicness of the statues and its reflects on the water!
- Moria climate fixed (no more rain on winter)
-New event pics for dwarven marriage and dwarven woman (replaces the old cartoonish ones).
-New event pics for settlement upgrades from all factions.

New custom settlement: Dain's Halls. (with strat map model)
New custom settlement: New erebor. (with strat map model)
New custom settlement: Mountain fort. (with strat map model)
New custom settlement: Generic gondorian castles and cities (all types/levels).
New custom settlement: Generic elven villages, towns and large towns.
New custom settlement: Generic dwarven settlements. (with strat map models)

EXPLANATIONS AND KNOWN ISSUES:

-Yes, there is new animations for all the new textures in all the new present custom settlements, so no glitches when walls are hit.
- The large dwarven fortress works well for trebuchets, they can fire the second gate even without entering the settlement.
-The settlements are correctly rotated to avoid issues with strat map compatibility, like reinforcements beeing spawn on mountains.
-They are also correctly placed to be lore acurrate, so, Cirith Ungol, for example, can be attacked from both sides, each one deployng the attacker army on the correct side of the settlement.
-We also choose the right settlement types to implement those (citadel, large_city etc.)
-Sally forth does not work for some custom settlements (cannot be fixed). You must autoresolve the battle or advance towards the enemy sally forth army when the battle is loaded.
-If you attack east osgiliath from west osgiliath, buildings in west osgiliath will be passable by units (it was necessary for deployment reasons).
-Sometimes battles on osgiliaths makes the game to crash when loading, but it is sporadic, just reload your savegame and try the battle again.
- Some settlements will start the campaign with wrong upgrade icons, that will be fixed right when you upgrade the settlement. Unique settlements uses generic icons so they will never fit, just dont look at them.
- Most Dain's halls textures are stretched. This is because Dain's halls was made with erebor models, resized in different directions. It works fine anyway.


THE NEW SETTLEMENT UPGRADE SYSTEM.


- New icons and descriptions for upgrading settlements. The ones in vanilla actually never matched reality. They were wall images, but when you upgrade the settlement you dont upgrade just the wall but all the settlment itself. For TATW, there is custom settlements wich dont even has walls. And as now factions like gondor will have stone walls for places where there was wooden ones before (large_towns), I've changed all these images to a generic building image. Each upgrade will show new descriptions matching the new system. The same goes to castles. So now upgrades in settlements will really worth a read on their descriptions! No more orc encampments with wooden palisades showing large stone walls descriptions, no more "God" quoted in fortress descriptions etc. Now everything is more to the LOTR mood.

-New descriptions for each faction on the faction choose menu, at the start of the campaign, showing its settlement features.

-Each faction will now have a more unique settlement characteristic. Some factions will not be able to upgrade certain types of settlements anymore, in that case their building techtrees will be unlocked via 3 events, so they can upgrade all buildings, level after level with a new time/turn restriction, but they cannot upgrade the settlement itself. A proper analysis on that new system will prove it is lore accurate and also gives more uniqueness to each faction, beeing also a immersion booster. Settlements will be now a real different feature for each faction, like units are. This is how it will be:

GONDOR (ALL STRONG SETTLEMENTS)

-No restrictions about upgrading cities or castles.
-No wooden palisade walls in large towns but stone walls.
-No wooden wall in any castle level.

HARAD, RHUN, DALE

No restrictions about upgrading cities or castles.

FPPO (NORMAL)

No restrictions about upgrading cities or castles.
"Large_Castle" will load a "Castle" settlement, "Large_City" will load a "City" Settlement, and no ability to build ballista towers. After restoring Eriador, there will be no such restrictions anymore. That really makes the Restoring Arnor feature more interesting.

OOG, OOTMM, MORDOR and ISENGARD (WEAK CITIES, NO CASTLES)

Can upgrade all cities but no castles.
Cannot build balista towers, no building icon shown. (Their custom cities battlemaps has no towers, and that is lore accurate at all).

HIGH ELVES (NORMAL CITIES, NO CASTLES)

Can upgrade cities but no castles.

SILVAN ELVES (NORMAL CITIES, NO CASTLES)

Cannot upgrade castles or have stone walls in cities (city and large_city will load large_town model).
Cannot build ballista towers.

DWARVES (NORMAL)

Can upgrade everything.

ROHAN (WEAK CITIES, WOODEN CASTLE)

-Can upgrade all cities but is not able to have stone walls, even if the settlement upgrades to city or large city, it will still be a large town in the battle map. (weird siege engine animations in large cities but works anyway)
-Can upgrade castles until "wooden_castle". (Lore...)
-Cannot build balista towers, no building icon shown. (Lore reasons).


There will be then 3 barrack events. They will occur in a certain time of the campaign, unlocking the building capacities. This way the inability of some factions to upgrade settlements will not mess the game. All factions needs both the events and upgrading the settlement itself in order to unlock new buildings for cities. In castles, they just need the 3 events. This also fixes a vanilla problem as now we can get all buildings for unique settlements wich are set as castles or minor levels, no more restrictions on the mod!

THE NEW RECRUITMENT SYSTEM FOR AI.

Factions controlled by the AI will now recruit units 2x faster than the player (except trolls, mumakils and siege weapons). Due to this new feature, the "help weakened factions" and the "last stand" scripts will be removed. No more enemy stacks magically appearing from nothing to mess your tactics and immersion. (The game is still hard as before, belive me...)

This system is properly ballanced to avoid money bankrupt or millionare factions, or even turns time getting too long, all made by Mank, any doubt, ask him.
Factions always keep their fortune arround 20000 or so, so the game is well balanced.


https://mega.co.nz/#!p0lyASIK!JQ7SHG-2x ... LSTLBE0iVQ (https://mega.co.nz/#!p0lyASIK!JQ7SHG-2x1lBrIKMBqd-wGwzxw8MNyCJLLSTLBE0iVQ)
https://mega.co.nz/#!doUyjCyD!COfRcE_79 ... 8FvzzDB-j8 (https://mega.co.nz/#!doUyjCyD!COfRcE_7961ig1tCYs-0djxNnIdjs3XuF8FvzzDB-j8) (hotfix)

A tu parę screenów :D
http://www.twcenter.net/forums/showthre ... h-RELEASED (http://www.twcenter.net/forums/showthread.php?494054-3-3-Unofficial-patch-RELEASED)!

Araven
07-08-2013, 14:03
Ten nieoficjalny patch jest w DaC 1.3.1 i będzie za moment w MOS 1.6 razem z wielką mapką z DaC. Dzięki za info.