TLD (The Last Days, LOTR mod) for M&B 1.011 Info

Which race are you playing most?

  • Good humans

    Votes: 776 42.9%
  • Evil humans

    Votes: 140 7.7%
  • Orcs

    Votes: 85 4.7%
  • Uruks/uruk-hai

    Votes: 209 11.6%
  • Elves

    Votes: 409 22.6%
  • Dwarves

    Votes: 190 10.5%

  • Total voters
    1,809

Users who are viewing this thread

cristy80 said:
so the only fix is playing in dx9 right??

That's not a problem per-se. You are choosing to play with the visual effects disabled, which, of course, comes with a few unwanted side effects. It doesn't break any game mechanics or anything, just affects visual fidelity in some isolated models and text.

I play quite a lot with with shaders disabled and you end up ignoring that kind of stuff after a while, it's quite handy to reduce loading times when you are just quick testing.

Buy a decent graphics card or just play M&B 1.011, which is less intensive and probably more fitting. We give options, but one has to balance having nice things and making fallbacks. Thanks to the magenta text you see everybody else has nicely contrasted glyphs to enhance legibility.

By the way, TLD is way more optimized than any other mod, including Native. So it's not like we don't care.
 
Swyter said:
cristy80 said:
so the only fix is playing in dx9 right??

That's not a problem per-se. You are choosing to play with the visual effects disabled, which, of course, comes with a few unwanted side effects. It doesn't break any game mechanics or anything, just affects visual fidelity in some isolated models and text.

I play quite a lot with with shaders disabled and you end up ignoring that kind of stuff after a while, it's quite handy to reduce loading times when you are just quick testing.

Buy a decent graphics card or just play M&B 1.011, which is less intensive and probably more fitting. We give options, but one has to balance having nice things and making fallbacks. Thanks to the magenta text you see everybody else has nicely contrasted glyphs to enhance legibility.

By the way, TLD is way more optimized than any other mod, including Native. So it's not like we don't care.
i didnt say it was a problem it's just a little unaesthetic nothing i can't handle nevertheless the mod is great
 
So I started playing the new game with the last NP and it's day 71 and still no single crash. :grin:
Hope it's going to be the same in the future, but for now I'd like to say a huuuuge "thank you!" to Swyter for the patches.


P.S. There's something really wrong with Umbar archers.  :evil: They manage to shoot me off my 40-speed horse (riding 5) while I'm circling around them at about half a map distance. :shock:
I don't think even PoP noldors could do this.
Whatever level they are, it should be 10 times bigger 'cause every time I get 100-simething experience for killing one of these killing machines armed with magic bows and homing arrows, the only thing I can think of is "WTF?!". :lol:
 
So I keep playing TLD with the last NP and it's day 154 and i didn't have any crashes yet. :grin:
However I encountered several bugs:
- troops (mostly archers) sometimes ignore my orders. I think it depends on the number of orders given in battle. The first one always works, though the later ones are sometimes ignored. F1F2 ("Follow") seem to forbid the other orders (I tried using this command then some other orders such as F1F1 or F1F3 several times and it never worked; since then I gave up using F1F2). Also archers sometimes charge into the battle ignoring my orders to stay. Finally, as was already reported, it would be great if players could command their own soldiers in sieges since AI is very stupid (again, archers LOOOVE to charge in melee instead of maintaining distance).
- in Edoras, "approach the city" leads to a city full of fog where I can see nothing that is further than 1 meter away from me. Other options ("go to the main square" and getting to the city from the main hall work just fine).
- wargs behave in a weird way. Sometimes (when riders are dead) they charge into my troops (the good faction), at other times they just gather somewhere nearby and ignore them. Sometimes a game sees them as enemies (so all of them have to be killed before I can leave a battle), at other times it doesn't, at least not for all of them.
- sometimes quests become too repetitive. E.g., all the town mayors in entire area want you to escort a supply train to a certain city; the town mayor of certain city wants you to do the same quest all over again (in Caras Caladhon I once took 5 quests in a row, all of them - to escort a supply train to Cerin Amroth; maybe there would be even more of them but I just stopped; also since Lothlorien and Imladris elves moved to aid Rohan, Rohan mayors have kept asking me to escort a supply train to Imlardis camp and camp mayors have kept asking me to escort a supply train to West Emnet or Eldburg). Also now, in mid-game, lords mostly stick to "train 5/6/7 top-tier troops of my faction for me" and hardly ever have any other tasks.

Other than that, I can't remember any serious issues. Even these bugs are not so bad, except when my commands are ignored which always leads to a slaughter and loading a saved game.
Anyway, the mod is playable and amazing. I think It's now one of my favourites.  :grin:
I hope the bugs will be fixed so that TLD could really become a true masterpiece.
 
Hi!

- Troops ignoring you: Isn't it mostly just 1 archer going crazy and charging? That usually occurs to me too, but I just spam HOLD and Follow me repeatedly until the f*cker comes back :smile: If he doesnt, then he's insubordinate and he should just die :smile:
- Siege: Yea, can't really control them and that's not a bug with the Warband Port (which Swyter is in charge of). Perhaps when CPPCoder comes back, he can do something about it.
- Edoras: I thought that was fixed. Hmm...
- When Wargs become riderless, they become hostile to everyone after a few seconds. I agree with you that it can be quite frustrating to chase them around the map, but yea, no more master means they go crazy and try to eat everyone.
- Quests: Quests can be a bit too repetitive, but hey, why are you doing quests anyways? There's a war going on! You should be destroying war parties and such :smile: I understand that quests are important to get rep from factions, but from my experience, quests change depending on your level (i think). So you'll be given different kinds of quests depending on your level and your standing with the faction (not 100% sure here). I just know that when I was low level, i kept getting the "Find Suspicious X" quest, then when I level up, I get "Train X troops" quests and others.
 
Thorgast_ said:
Press "u" to break archer formation and then give them orders. Works for me.
Edit: and also ordering them not to fire causes them to obey orders more quickly :wink:

Thanks a lot for the advice. :grin:
I didn't have an opportunity to test it on disobedient archers yet, but it finally allowed me to make cavalry stop grouping into a wedge formation (or whatever this horrible default formation is).
 
Mr.Milker said:
The formation system was fixed in the latest patches. Seems like you don't have those installed properly.
In a nightly patch? I have 18.9 one installed and it is NOT fixed yet, at least for me... Troops don't obey orders properly while they're in ranks.
And in Swyters Trello it says that it is still being fixed.
 
After a couple of days of work, I have finally managed to port RCM to TLD 3.3 (Warband)

Download the files here:
For those that do not know, Realistic Combat Model (RCM) was a submod started by Ron Losey, and continued by the community (mostly by Rene Korda and Grothag), that made heavy changes equipment values, attempting to recreate the 'realistic' feel of combat.
Applying this method to the fantasy world of LOTR yields something that players may feel very unbalanced, as the equipment of the "Good" side are relatively better than that of the "Evil" side. For example, almost all Elven equipment are really powerful, while Dunlanding equipment makes them nothing much but fodder.
Troops.txt was also modified by RK and Grothag so that it becomes more compatible with RCM equipment.

Therefore, TLD with RCM is very challenging.

I haven't tested it extensively (only using the dev options within the nightly builds such as Scene Test), but it should be the same as RCM for TLD 3.23.

Have fun! :smile:

-Kham's edits
-- Now compatible with TLD 3.3 (Warband)
-- Went through Troops, Party_Templates, and Item_kinds1 line by line, using HokieBT's editor and WinMerge, comparing with Vanilla TLD (Warband) in order not to merge things incorrectly.
-- Kept Leaders and companions the same as Vanilla TLD (Warband)
-- Kept RK's Fighting Uruk Hai Pike Champion (replacing Uruk Hai Berserker) as per their notes
-- Kept Stats of Troll, Armoured Troll, and Olog Hai with vanilla TLD, but lowered levels for autocalc. Would need to test if OP.
-- Added +1 iron flesh to Orc and Uruk elite troops. Didn't feel right that elite orcs had 0 iron flesh, while elite Uruks have the same iron flesh as 1 tier lower.
-- Re-added Octoburn's changes (Added unused Dwarven helms to dale) as these were the ones on Vanilla TLD 3.3 (Warband)
-- Made the item name changes as per Ron's notes (Rohan Maille --> Leather) or something like that.
-- Made some minor changes to item flags (i.e unit had shield but shield flag not checked)
-- Slightly increased armour of regular trolls and increased damage of Tree Trunk (+5)
 
I've just finished playing this wonderful module. :grin:
Day 339, no single crash.

All the good factions united and all the evil was obliterated.  :twisted:
My favourite moments:
h-44.jpg

h-45.jpg
I didn't really like the guy in Hobbit but in TLD he was one of, if not the most active marshals and one of the most valuable allies.
h-47.jpg

h-48.jpg
 
When I played as a Mirkwood elf, trying to store my troops in Thranduil's halls (no, not giving reinforcements), they always disappeared after a day or so. I tested it couple of times with a same result.

Is anyone else having a same problem?

I haven't tested it with other factions yet but I will do so today and tell you what I find.
 
Thorgast_ said:
When I played as a Mirkwood elf, trying to store my troops in Thranduil's halls (no, not giving reinforcements), they always disappeared after a day or so. I tested it couple of times with a same result.

Is anyone else having a same problem?

I haven't tested it with other factions yet but I will do so today and tell you what I find.
The same thing happened to me with prisoners at isengard. I was gunna save them there  in case i needed some resource points in a tight spot but the next time i stopped by they were gone. Im not sure if its like that for troops because I never put any in my reserves (needed them more for the army). Btw while were on the subject you might wanna consider limiting how many men you can put in the reserves. I got about 1000 low level elves stored away in caras galadhon on my main save so nobodies ever going to siege it. Not that it would ever come to that. But still.
Edit: Should have pointed out, im using 3.3 on warband with swyters hotfixes. I havent been able to get the latest nightly because i dont have internet. I am quite anxious though, especially now that RCM is ported into it. So this might be fixed already.
 
Thorgast_ said:
When I played as a Mirkwood elf, trying to store my troops in Thranduil's halls (no, not giving reinforcements), they always disappeared after a day or so. I tested it couple of times with a same result.

Is anyone else having a same problem?

I haven't tested it with other factions yet but I will do so today and tell you what I find.
Might do this a little later, due to a lack of time (and a computer atm)  :mrgreen:

But yeah, if someone would test the troop garrisoning with different factions and then report a (possible) bug in the mbx forums for swyter to fix :wink:

But thanks a lot for the port, i'm enjoying it greatly! Swyter you are a wizard and my new best friend.
 
Troops disappearing has never happened to me, but if you store prisoners without leaving troops to guard them, they will escape. Which is kinda weird because there are always plenty of allied soldiers though.
 
i was having fun untill my game started chrashing after Theoden starts to siege one uruk hai town :S:S i think it has something to do with the dunland camp spawning on mountain
 
Kwal said:
Troops disappearing has never happened to me, but if you store prisoners without leaving troops to guard them, they will escape. Which is kinda weird because there are always plenty of allied soldiers though.
I have noticed my prisoners disappearing too, which of course could be intended if there are none of my troops guarding them... Don't know about soldiers then, maybe I just accidentally strenghtened the town's garrison with them. Or I put them in the town, didn't save, lost a battle and then loaded the save, thus just forgotting about my troops not being in the town that time :grin: I guess the later would be the case, just being a plain dumb...
 
Any particular reason why a lot of weapons do not have 'carry' flags activated (e.g Spear strapped on character's back when 'sheathed')?

Was that an aesthetic choice or there are just too many weapons to go through it one by one and add it?
 
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