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FF下载地址:http://www.filefront.com/14643891/TATW_RC_RR_1.2_OCT3.rar
RF下载地址:http://www.rayfile.com/files/8c3 ... -bf9a-0014221b798a/
Includes the following submods by the kind permission of their authors, or hopefully they will say its OK, some haven't responded yet!
-TATW Additional Units mod by Agostinos
-Battle AI by Germanicu5
-New Corsairs by Bucefalo
-Generals Age Correctly by Sohn des Khaine
-Unique Buildings 2.0 by axnsan
-Immortal Nazgul by kai, plus juli4n's updates
-Middle Earth Lore mod by Aikanar
-Some excellent animation tweaks by Banzai! (especially cohesion improvement) and Niko
-Majestic Map Mod 2.1 by cherryfunk
-Evil factions dying fix by NSFW
-Faramir and Boromir by:
abbews: 2D-art, traits, ancs, textjob,descriptions and screenshots
JuL14n: details, modifying to the face, scripts, codes,strat models and putting everything together
Taro_M: Modelling/skinning Faramir&Boromir and Master Rangers
~Someone1074 - for great "Capes and cloaks" mod for TES IV Oblivion
~ B. Ward - for "Generals & Captains" modders resource that was used as a base
~ original creators of Mount&Blade - for various stuff
~ Everybody who contributed for "Open Source Project" for Mount&Blade
~ matko - for bracers
-Saruman custom character from Enhancement Mod by Mr.Blackadder
-Rohan and Gondor Family Trees Extended by deguerra
-Lifespan submod by TNZ
-parts of Additional Units by Dea Paladin, especially Eriador units
-Good Vs Evil Campaign AI by ZZZZ
-Be Evil faction standings by papio
Please +rep the authors of these great mods, who have been kind enough to give permission to include their work
Isengard can build ISENGARD FORGE at about turn 24-32, to upgrade heavy Uruk-hai armor.
Dwarves can build MITHRIL FORGE in Moria at about turn 48-56, but must have maximum-sized mines there first. Only Elite Dwarven warriors will have access to mithril armor.
Detailed notes on racial bonuses are at the top of the export_descr_unit.txt file.
Very huge thanks to KK and Mithrandir for invaluable and ongoing input, and everyone else who has provided comment along the way. Big thanks to KK also for so quickly updating all the recruitment data for RR
Please report any bugs, I am always paranoid when I release something that it will immediately CTD the user's system
Recommended submods:
BAI switcher by Germanicu5, randomly swaps in one of 5 different BAI's before each battle: http://www.twcenter.net/forums/showthread.php?t=257970
LIST OF CHANGES (THIS UPDATE)
----------------------------------
-Recruitment system changes whereby higher-level barracks produce less lower-level units
-Updated recruit priority offsets that emphasise unit quality differences better
-Gondor Archers, Spearmen and Infantry now hardy, but cost more
-ongoing balancing of economies based on player feedback
-some bodyguard upkeep costs were much too high, now fixed
-When Gandalf the Grey dies he re-appears as Gandalf the White (quite a lot more powerful, a good match for the Witch King) in the service of Gondor
-next update: more units + the spreading 'shadow' of Mordor from centers of evil such as Barad Dur, Minas Morgul and Dol Guldur
LIST OF CHANGES (PREVIOUS UPDATE)
-----------------------------------------
-completed implementing TNZ's Lifespan mod
-turns are now 2 months
-When Gandalf the Grey is killed, he re-appears as Gandalf the White, with greater power, eg better traits, hero ability 'The White Rider' etc. If he is killed once more however, he will not re-appear again
-Dea Paladin's new Eriador units + new stats to match
-Waiting for advanced barracks events is optional and can be disabled so all units are available from the start (thanks to TNZ for code)
-Main campaign (where factions don't start at war) has some re-balancing bias towards evil factions
-Additional ongoing campaign balancing
-Rohan horses have increased mass
-Faramir, Boromir, Theodred and Eomer appear at the correct times
-Faramir and Boromir starting traits reduced
-Eriador must now destroy Isengard as part of its victory condition
-Some High Elf generals start with infantry bodyguards
-Marines and Axethrowers no longer charge automatically after throwing their javelins/axes
-Some Dol Amroth Nobles get Swan Knight Bodyguards, rumored to still have the blood of Numenor in their veins
LIST OF CHANGES (ALL PREVIOUS UPDATES)
----------------------------------------------
-No factions start at war (thanks to Resurrection for the idea)
-Asymmetrical factions relations, so that for example Isengard regards all good factions badly, yet their relations towards him can be better
-Dwarven Axethrower animation fixed
-thrown axe hits with more damage and more impact mass
-Axethrowers charge after throw (same as for Gondor Marines) and are impetuous
-Uruk/Uruk-hai/Goblin bodyguard sizes reduced
-numerous autoresolve updates that mostly reduce the power of large evil units
-Bardian Archer unit size reduced
-Sauron does not emerge until turn 40 (thanks for coding ideas to NSFW and axnsan), so no invasions until after that
-Invasion target list updated
-Faction economies updated
-AI Eriador will get Gandalf, not only player Eriador
-Faramir and Boromir mod added
The F&B team and credits;
abbews: 2D-art, traits, ancs, textjob,descriptions and screenshots
JuL14n: details, modifying to the face, scripts, codes,strat models and putting everything together
Taro_M: Modelling/skinning Faramir&Boromir and Master Rangers
~Someone1074 - for great "Capes and cloaks" mod for TES IV Oblivion
~ B. Ward - for "Generals & Captains" modders resource that was used as a base
~ original creators of Mount&Blade - for various stuff
~ Everybody who contributed for "Open Source Project" for Mount&Blade
~ matko - for bracers
-Most Gondor bodyguards are now infantry from F&B mod
-Majectic Map Mod 2.1 by cherryfunk
-Saruman custom character from Enhancement Mod by Mr.Blackadder (can only remain in Orthanc), uses Gandalf battle model for the moment
-Rohan and Gondor Family Trees Extended by deguerra
-campaign now starts at 2980
-From Lifespan submod by TNZ:
Epithets have been added to the biography traits of Ecthelion, Gandalf, Dain, Bard, Witch-king, Elrond and Aragorn.
Existing ancillaries have been altered and more added for the Dwarven, Eriador and Gondor factions.
If playing as Gondor and Rohan loses a settlement you will be asked to help liberate that settlement. If you are able to liberate that settlement and return it to Rohan you will be rewarded.
If playing as Rohan and Gondor loses a settlement you will be asked to help liberate that settlement. If you are able to liberate that settlement and return it to Gondor you will be rewarded.
If playing as Dale and Dwarves loses a settlement you will be asked to help liberate that settlement. If you are able to liberate that settlement and return it to Dwarves you will be rewarded.
If playing as Dwarves and Dale loses a settlement you will be asked to help liberate that settlement. If you are able to liberate that settlement and return it to Dale you will be rewarded.
-From Dea Paladin's Additional Units mod:
Warriors of Mithlond
Light Elven Infantry
Gundabad Orcs
Likely further additions from this mod in future updates
-reduced bodyguard sizes for most factions (but orc/goblin/uruk BG sizes stay the same)
-slightly reduced upkeep cost for some bodyguard units
-Cave and Mountain Trolls have stronger skin (armor)
-Invasions delayed until turn 40 or later (needs testing)
-Gondor has slightly larger King's Purse
-evil factions won't die (code by NSFW) as long as they have one region and general remaining (needs testing)
-AI Minas Tirith has stronger garrison script when sieged by AI attacker
-Gondor and Rhun AI receive slightly boosted bonus income per settlement
-Rhun AI sends a scripted stack towards Dwarves/Dale if they are at war around turn 40
-Majestic Map Mod 2.0 by cherryfunk
-added in some formations from G5 BAI
-updated mounted skirmisher behaviour in BAI so that these units close in more closely than previously to shoot then pull back, before closing in to shoot again
-mounted javelin animation updated to allow for less delay between throws
-reduction in javelin range to match new BAI behaviour
-Bodyguards +1 armor to depict better quality for these special units
-Kataphracts have heavier armor and more mount mass
-some unit category changes, eg Southron Lancers now light cavalry rather than heavy cavalry
-fire arrows take more time between volleys
-Ents slightly buffed, in such a way as to particularly increase their effectiveness versus trolls
-Mumakil tusk attack now has 'body piercing' attribute
-includes Majestic Map Mod by cherryfunk
-some rebalancing of Ents and combat vs Ents
-updated to TATW 1.2, please +rep KK for his most excellent patch
-Lore version is default install (only difference is the dynamic Area of Recruitment and different Victory Conditions)
-horse run speeds updated
-dwarves now -2 vs cavalry
-elven racial defense bonus reduced by 1
-updated animations for pikemen, no defense anims + reduced defense. If their formation is broken up or flanked they are now very vulnerable, so are better used defensively
-reduced defense for some units carrying simple weapons eg knives.
-some units now have zero defense
-small unit stat and cost updates
-small campaign balance updates
-latest BAI from Germanicu5, including stakes for AI
-heavy polearm units are recruited earlier by Mordor and OotMM
-dwarven units are smaller but costs are unchanged
-hopefully updates from this point on will focus on improving campaign balance
-Very slightly reduced accuracy for all missile units, except Silvan Elves, who suffer a small melee penalty to compensate
-Slightly reduced mount masses
-Faster Wargs, with better morale
-Slightly reduced heat effects on those wearing armor
-Tweaked AI that reacts better to missile fire
-Fixed bug where AI army would deploy in a single long line at battle start
-Most crossbow units remain in close formation rather than deploying to open formation, which affects their shooting rate too much
-Same applies to Snaga skirmishers
-Some hero abilities added to a very small number of units: Power of the Eldar, Light of Elbereth, Courage of the Lion, Chief of the Dunedain, Terror of the Nazgul, Terror of the Witch King
-War dogs reduced mass
-Bug in missions file fixed
-Aikanar's Middle Earth Lore mod added
-Southron Pikemen added back in after accidental omission
-Chance of assassination success reduced
-Dwarves must now destroy Rhun as part of their victory conditions
-Better availability for Variags for Rhun
-Rhun King's Purse increased
-Updated recruit priority for all units for more faction-specific army composition
-Missile units more likely to drop bows and engage with swords when attacked in melee
-reduced mass for some mount types
-updated some building costs
-updated hasahrii stats
-cavalry attack bonus of +1 given to compensate for infantry agility defense bonus of 0, +1 or +2 removed
-Uruk Halberd and Uruk-hai Pikemen assigned 'aggressive' animation set
-OotMM starting forces slightly reduced
-Updated building costs
-Improved cohesion
-Revised victory conditions for all factions in Lore Edition
-Wargs more available, and also in OotMM roster
-Wargs have larger numbers per unit
-Wargs use 'horde' formation
-Spear units -2 defense and +15 attack delay
-Olog-hai more armor but slightly less defense
-Rhun has slightly more king's purse
-All archers have 5 less arrows, crossbows 4 less bolts
-Jul14n's updates to Immortal Nazgul script
-Ongoing tuning of costs
-Some unit sizes changed to reflect faction strengths and weaknesses
-Updated starting forces for OotMM and Isengard
-Moria Halberd now non-phalanx
-Troll catapult does more damage
-Snagas assigned different anims
-Some buildings give additional bonuses
-Lore Edition includes comprehensive dynamic AOR for every unit in the game, based upon faction, preferred land type, culture/religion level, unit type and tier. All factions recruit best in their initial areas, then in their preferred type of land (eg forests for Elves, Mountains for Dwarves), with further reductions for less suitable land types. Higher culture/religion levels can offset this somewhat
-Dynamic settlement growth rates based upon region population growth value, faction/race, preferred land type and quality of settlement site
-Updates to some settlement start levels, starting forces and types
-Changes to some unit sizes
-Increased AI morale bonus at Hard/Very Hard difficulty
-Small reduction to AI King's Purse
-High-quality spear unit attack value slightly reduced
-Elven arrow load reduced
-Note that a lot of the changes that were only going to be included in the Lore Edition were incorporated into the non-Lore Edition files-Dwarves more expensive to recruit but less to upkeep
-Rohan 'warrior'-type units less expensive to recruit but more to upkeep, also slower to recruit but larger pool size
-Other human 'warrior' (untrained) units less expensive to recruit but more to upkeep, these units are more like mercenaries and expect war booty etc
-Rohan King's purse lowered; Isengard's increased (new campaign start required to see this)
-Most 'evil' units cost less and have larger pool sizes
-Some larger 'evil' settlements have an extra recruitment slot
-all upkeep costs increased by 20%
-some unit costs adjusted
-AI gets slightly more cash bonus from each settlement
-updated Unique Buildings by axnsan to version 2.0-updated BAI by Germanicu5
-updates to siege and crusade setttings by xaldin
-smiths no longer required for higher-tier barracks
-small stats changes
-more units are AOR
-reduces some mission rewards
-Nazgul, Warriors of Mithlond and Grey Company given 'command' attribute
-smiths temporarily disabled, except for Isengard Forge and Mithril Forge
-geography file by Lusted that smooths mountain battlefields
-new AI cash script with variable bonus for settlements depending on settlement size and type
-reworked costs.
-PB
[ 本帖最后由 jie200127 于 2009-10-3 09:47 编辑 ] |
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