Strona 31 z 61 PierwszyPierwszy ... 21293031323341 ... OstatniOstatni
Pokaż wyniki od 301 do 310 z 608

Wątek: Divide and Conquer - Wersja 2.2 wydana!

  1. #301
    Chłop
    Dołączył
    Aug 2015
    Postów
    25
    Tournaments Joined
    0
    Tournaments Won
    0
    Podziękował
    0
    Otrzymał 0 podziękowań w 0 postach
    Dziękuje ^^

  2. #302
    Wojski
    Dołączył
    Jul 2015
    Postów
    86
    Tournaments Joined
    0
    Tournaments Won
    0
    Podziękował
    7
    Otrzymał 2 podziękowań w 2 postach
    Wiadomo co jeszcze będzie w patchu 0.53 lub 0.6 oprócz 2 nowych jednostek i zatrutych strzał ?

  3. #303
    Cześnik Awatar KrystianBorys
    Dołączył
    Jun 2010
    Postów
    284
    Tournaments Joined
    0
    Tournaments Won
    0
    Podziękował
    6
    Otrzymał 53 podziękowań w 34 postach
    Cytat Zamieszczone przez Patrykovsky Zobacz posta
    Wiadomo co jeszcze będzie w patchu 0.53 lub 0.6 oprócz 2 nowych jednostek i zatrutych strzał ?
    To będzie wersja 1.0 już, czyli nie beta (chyba). Słyszałem, że może się pojawić w czerwcu lub lipcu.

    Zaktualizowany changelog:

    Spoiler: 
    DIVIDE AND CONQUER VERSION 1 CHANGELOG - Yet to be released!
    Graphic Design:
    - Edited the town hall UI for Evil Men.
    - Rohan, Gondor, Dol Amroth, Enedwaith and Khandish banner carriers now display Umbar flags for Umbar
    - New look for Umbar's captain.
    - Slight changes to appearance of Umbar's heavy units; no longer green now more of a dark grey instead.
    - Minor change to appearance of Anduin's captain. Less Aztec-y.
    - Different (and much less generic) shield for Lorien basic troops.
    - New, more appropriately armoured, look for Dunland's Isenmach Raiders; Mounted Warband use their original appearance.

    Bug Fixes:
    - Expand/diminish bug fix
    - Beasts now available in all of Gorgoroth and Nurn (bug fix)
    - Fixed double spawn of "king of the dead".
    - Iron Crossbow recruitment fix.
    - Quick EDB bug fix re spies for rhun and Umbar.
    - Bug fix in EDB for Hearth Watchmen

    New Units:
    - Added two new units for Harad: Serpent Archers and Hasharii Archers
    - New unit for Dunland: Mounted Warband
    - New unit for Dunland: Dunlending Warriors, based on the merc unit
    - New Ered Luin unit added (Spear Warrior)

    Stat Adjustments:
    - Tharbad Pikemen no longer use a halberd animation
    - Umbar BG no longer have a secondary attack.
    - Bug fix to the Umbar system and raised Umbar's unit prices (mercs and all that...)
    - Lindon's Falas Lords now use the 'phalanx' formation. Reduced their unit size a bit to balance it out
    - Small stats tweaks: Dunedain BG are now AP in melee, Household Axe are now AP and lowered their attack, significantly lowered Lindon Sindar Guards attack
    - "Dual wielding" units now use the 'sword and shield' animation instead, due to the very poor effectiveness of M2TW's '2 sword' animation set.
    - Tiny recruit priority tweaks for Dorwinion; the AI should train cavalry more often now
    - Khand and Harad units will now speak with the 'Arabic'
    - Small tweaks to Dol Guldur's upkeep and recruitment costs
    - More recruit priority tweaks for Dunland. Should see the AI train more of their elites in the later game; hopefully making the faction less of a pushover!
    - DG's Mirkwood Stalkers can now 'hide anywhere'; so there is a point to recruiting them over Orc Raiders.
    - Increased unit size and slightly increased defense of Skin-changers.
    - Fountain Guard and Thorn Guard both use pike animations.
    - Fixed the Dwarven Mortar shot and it is now devastating. Props to a user on TWC (pialpha) who discovered that it was bugged.

    Text Changes:
    - Harad's Dismounted Serpent Guard renamed to 'Serpent Bladesmen'
    - Renamed Mirkwood's Woodland Rangers to 'Woodland Scouts'
    - Updated Umbar's strengths/weaknesses text
    - Added AoR info note to Shadow Rangers' and Castimir's Rangers' description.
    - Miscellaneous text fixes: Dragon's Wrath Guildsmen, Rhun BG duplicate, Ered Luin Belegost/Azaghal weapon descriptions.

    Gameplay Changes:
    - Umbar can now build the Khand Suppression Camp and train the related units
    - Umbar can noo build the slave camp in Gondor, Harad, Dol Amroth, Enedwaith and Rohan - This allows them to train a spattering of low/middle tier units (almost solely cavalry except for Gondor)
    - Umbar no longer get a stables or camels.
    - Haradrim Archers and Spearmen can be trained in Umbar's town hall.
    - Lindon and Imladris now have the same training time pattern as Lorien and Mirkwood
    - Enedwaith can now build Level 2 Ports
    - All Camel units now only available in Desert regions
    - Camel Riders now available pre-BE from level 1 Stables
    - Muhad Beastmasters now require the level 2 Stables and slightly buffed them; both their javelins and melee (they use maces) are now AP giving Harad a specialized anti-armour unit which they lacked before.
    - Dale now recruits Dwarven Halberdmen instead of Dwarven Axemen at the level 4 Town Hall through the script
    - Removed Umbar's pre-built ports from Caldun and Aldumir
    - Reduced Imladris' King's Purse a bit
    - Angmar now get both troll types as initially intended.
    - Edit to the Khand Elites; Foot and Cav are now both available but still only one of each. (Bow/Lance and Axe/Sword in each town). They still need the relevant guild.
    - Tidied up the ND Dunedain recruitment and edited the regions that they are available to be lore accurate. Rhudaur units now come through the Dunedain encampment not the militia.
    - Additional pre-built buildings in Dor Lhingvar to try to jump-start AI Dol Guldur in the early game a bit (they're way too easy to destroy through a rush).
    - Increased AI Dunland and Enedwaith's King's Purse income a bit (they were both still getting steamrolled by Bree...).
    - Outlaws are now for Enedwaith only. Clan Spearmen and Clan Axemen now take their place as 'militia' units for Dunland.
    - Hunters' Guildsmen now recruited from the Farms, not Barracks
    - Clan Spearmen and Clan Axemen now recruited from the Farms, not Barracks
    - Added Mounted Warband (post-BE) and Dunlending Warriors (pre-BE) to EDB
    - Khamul is now immobilized with the 'Locked' trait when DG is the AI
    - Posion arrows added and edited.
    - Isengard and Angmar no longer get Snaga archers.
    - Angmar's Goblin Trackers swapped for Misty's Goblin Archers (duplicate unit)
    ----- Invasions ------
    - Attempt to diversify the primary invasion target, I have dropped Edoras and Minas Tirith much lower down. I still think it is totally dependant on who is a big threat to mordor and not who is at the top of the list.
    - The following are no longer invasion targets:
    West Osgiliath, East Osgiliath, Cair Andros, Caras Falathrim.
    - The following are now invasion targets:
    Gobel Mirlond, Ardûmir, Caldûn, Oibamari, Morannen, Minas Morgul, Barad-dûr, Lest, Elgaer, Sant Annui, Caras Sant, Esgaroth, Kirikhgathol, Thranduil's Halls, Taur Philinn, Dáin's Halls, Gundabad, Zagh Kala, Framsburg, Helm's Deep, Aldburg in the Fold, Alcfud, Lond Daer, Dun Larach, Southern Tharbad, Ost-in-Edhil, Shedûn, Fornost Erain, Annúminas, Hobbiton, Amon Sûl, Lond Artharan. Once an enemy of Sauron claims one of these targets they become an option (as Dol Amroth I defended Umbar from countless invasions) so this should shake up the invasion targets as the human player expands around the world.
    ----------------------
    To się zmieniło w changelogu:
    ####### Update 1: 1st March #######
    Graphic Design:
    - Avari Elder Pikes now have a pike animation
    - New visual upgrades for Dalian Swordsmen, Longbowmen and Cavalry using the Lake-town look.
    - Enlarged the bows of Umbar's archers a fair bit
    - Naru n'Aru Royal Archers now carry steel bows and removed their shields.
    - Changed up the appearance of the Corsair Warriors; different helmets and shields
    - Texture tweak for Guards of the Orthanc for the Northedain (slightly brighter armour and no White Hand)
    - DG Shadow Knights now look like the Castellans

    Bug Fixes:
    - Edoras bridges are no longer unplayable. (Terrain fix)
    - Text correction and Avari Guard now heavy not light infantry in the files
    - Gundabad and all Northern Dúnedain cities are now not black on the battlemap
    - Fixed the Skin-changers glitched shoulders
    - Khamul no longer locked but an heir is sent to the northeast and stays there long enough to keep regicide from killing Dol Guldur.
    - Gwathlo, Anduin (to MT) and Celduin are all sailable now
    - Cair Andros has a normal river on it's right hand side to fix the crashes. (I can add one on the left but it looks rubbish. All the fighting should be focused on the right anyway)
    - The Dunland Gineard attack script has been removed
    - Great Spiders have been removed

    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

    Stat Adjustments:
    - -1 to defense skill and +1 to armour to Mirkwood Stalkers and Hunters (to better match their appearance)
    - -1 to armour and +1 to shield for Guardians of Dunland (huge great castle door of a shield...)
    - Reduced attack of Scourge Raiders a little
    - Reduced auto-calc 'stat_health' of a few Haradrim units
    - Few cost and upkeep tweaks for Dol Amroth and Gondor; a few cases where medium units were more expensive than elites
    - Hasharii Archers melee and defense increased slightly and can now use stakes
    - Belegaer Swordmasters cost and upkeep more in line with the other Umbar T3 units and slightly increased their Armour
    - Peacekeepers have higher stats
    - River Spearmen have higher shield value
    - All Rohan Cavalry now have higher mass and the highest stamina level
    - Stats tweaks for all Warg Riders: Misty and Angmar Warg Riders are now faster and have a better charge but lower attack and defense. Isengard and Dol Guldur Warg Riders slower with a weaker charge but higher attack and defense
    - Gondor's Garrsion unit is now stronger and has more men per battalion
    - ranger_arrow_poison added and given to Khamul's Rangers
    - Moutain-Orc Hunters are now much rarer
    - Dol Amroth and Umbar get cheaper ships in the top two ports

    Text Changes:
    - The battle screen now says 'Soldiers' instead of 'men'.
    - New names for some Umbar units (Three upper Belegear. Warboat, catapult and Ballista are all shared with Harad. Corsair ship)
    - Dunland Rises text added to their starting message
    - Variag Archers renamed to Variag Horsearchers
    - New names for Orc Camp, Gobel Ancalimon and Nindad Estolad (Yrch Estolad, Faen'obel, Tirithoros)
    - New province names for Harondor (East and West Harondor)

    Gameplay Changes:
    - Unit voice changes: Some small tweaks to Dol Amroth's voices, Privateer Axemen should no longer shout out 'Cavalry!' and all Dwarves now use voice quotes from BFME2
    - Added garrison to Duinburg and beefed up the Maethelburg and Seleburg garrisons
    - Lots more voice updates: Human javelin and crossbow units now actually have voices (with an Italian accent I'm afraid as there isn't an English accent .wav for them in M2TW), Greyflood Axemen no longer say 'Archers', Khand Marauders now say 'Light Cavalry', Elves now have elven voices for various battle orders (like Halt, Skirmish, Withdraw, Loose Formation etc.) and for attacking with rams, towers and ladders.
    - Angmar can now recruit Hillmen (formerly merc-only unit) from the farm line in Rhudaur regions as militia units
    - Edhellond and North Tharbad now have ports
    - Tweaks across the board to settlement mechanics. More unrest, lower growth, less culture and slightly poorer. Somethings now give more money than before (mines being a key one) to counter this.
    - Increase in squalor's effectiveness
    - Northern Dunedain now part of the Dúnedain list of Palantir effects. Isengard Lumber camp now has generic bonuses for everyone, negatives for humans and elves and more positives for Orcs and Dwarves.
    - Added Orthanc Guards to ND's beacon system
    - Core castle and town buildings now give bonuses to law.
    - AI gets better law bonus in all cities and castles and distance to capital negative is now very, very small (Middle-earth is not really big enough to have a DtC modifier)
    - More forts have been added to the map, particulalry in Southern Gondor, Dunland and Harad
    - Riddermark Heavy Cavalry and Royal Guard added to Northedain's recruitment
    - Royal Guard of Rohan moved to Meduseld for recruitment
    - level 1 farms give the AI a law bonus.
    - The AI no longer gets cheaper buildings or free trade in all of their settlements.
    - Overhaul of Custom BG's (Reduction in custom cavalry BG and a spattering of new custom BG) Most noticeable are Adrahil, Gleowine and Misty High Chieftain; they all use foot BG now.
    - Harad no longer own An-Karagmir and it has been moved - and given a solid garrison
    - Harad no longer own Imlad Carnen and the garrisons of Harondor have been bolstered
    - Mumakil Pen is now cheaper
    - Nazgul Scream is now far more effective
    - Paved roads added to more Rohan and Gondor regions (slight decrease in KP to compensate)
    - Osgiliath Pikemen are now available for Dol Amroth
    - Barrow Wights can now be trained by Angmar and Mordor in Mengalen but only from the 1st crypt building



    Oraz obrazki nowych oddziałów połączone w jeden:
    Spoiler: 

  4. #304
    Wojski
    Dołączył
    Jul 2015
    Postów
    86
    Tournaments Joined
    0
    Tournaments Won
    0
    Podziękował
    7
    Otrzymał 2 podziękowań w 2 postach
    No to trochę sobie poczekamy ale ciekawe co jeszcze dodadzą do tej wersji 1.0 i jeżeli prace nad modem będą szły w takim tempie to nie chce wiedziec co będzie w wersji 2.0+

  5. #305
    Cześnik Awatar KrystianBorys
    Dołączył
    Jun 2010
    Postów
    284
    Tournaments Joined
    0
    Tournaments Won
    0
    Podziękował
    6
    Otrzymał 53 podziękowań w 34 postach
    Ja nie spodziewam się wiekszych update'ów po 1.0, co najwyżej fixy. Ekipę twórcy Divide and Conquer mają bardzo małą, obecnie pracują nad submodem tylko 3 osoby, ale są świetni w tym co robią. Głównie brakuje im skryptera, więc dodanie elementów zaawansowanych pod tym względem może być ciężkie

  6. #306
    Wojski
    Dołączył
    Jul 2015
    Postów
    86
    Tournaments Joined
    0
    Tournaments Won
    0
    Podziękował
    7
    Otrzymał 2 podziękowań w 2 postach
    Ostatnio jak patrzałem to było o wiele wiecej osób w ekipie. ale jeżeli tak jest to szkoda

  7. #307
    Chłop
    Dołączył
    Aug 2015
    Postów
    25
    Tournaments Joined
    0
    Tournaments Won
    0
    Podziękował
    0
    Otrzymał 0 podziękowań w 0 postach
    Jak tam spolszczenie?

  8. #308
    Cześnik Awatar KrystianBorys
    Dołączył
    Jun 2010
    Postów
    284
    Tournaments Joined
    0
    Tournaments Won
    0
    Podziękował
    6
    Otrzymał 53 podziękowań w 34 postach
    Mam przerwę, w przyszłym tygodniu kontynuuję

  9. #309
    Wojski
    Dołączył
    Jul 2015
    Postów
    86
    Tournaments Joined
    0
    Tournaments Won
    0
    Podziękował
    7
    Otrzymał 2 podziękowań w 2 postach
    http://www.twcenter.net/forums/showt...e-Turtle-Style
    na tvc znalazłem ten link. Może wie ktoś co to dokładnie jest ?

  10. #310
    Cześnik Awatar KrystianBorys
    Dołączył
    Jun 2010
    Postów
    284
    Tournaments Joined
    0
    Tournaments Won
    0
    Podziękował
    6
    Otrzymał 53 podziękowań w 34 postach
    Poradnik, jak grać Info dotyczące ekonomii, np. co budować najpierw, zarządzanie miastami itd.

Strona 31 z 61 PierwszyPierwszy ... 21293031323341 ... OstatniOstatni

Podobne wątki

  1. Submod Divide and Conquer wersja pod TA. 3.2
    By Arovist in forum Divide and Conquer
    Odpowiedzi: 56
    Ostatni post / autor: 28-02-2014, 13:54
  2. Lands to Conquer Gold
    By in forum Mody wszelakie
    Odpowiedzi: 18
    Ostatni post / autor: 08-12-2013, 17:48
  3. DAC map dla Third Age 3.2 v2.0 beta wydana
    By lukaszcbc in forum Divide and Conquer
    Odpowiedzi: 0
    Ostatni post / autor: 01-12-2013, 15:11
  4. Radious No Dust Mod !!!! - Pierwsza Modyfikacja Wydana!
    By Salvo in forum Mody uzupełniające
    Odpowiedzi: 4
    Ostatni post / autor: 01-01-1970, 01:00

Uprawnienia umieszczania postów

  • Nie możesz zakładać nowych tematów
  • Nie możesz pisać wiadomości
  • Nie możesz dodawać załączników
  • Nie możesz edytować swoich postów
  •