ExarKun said:Ok , grazie...Un altra cosa , gia che ci sei...In battaglia come posso decidere le formazioni da dare alle mie truppe...Che è molto utile sopratutto per gli arcieri
4.1 Formations and battle AI
Your troops will position themselves and hold at the beginning of each battle, instead of blindly
charging.
Only major factions (all 18 of them) use formations (+deserters), bandits will simply charge.
There is a slight difference between good and evil factions, good infantry will form shield walls
(usually defensive - shielded troops first, but it can form a phalanx if you have pikemen), while
evil infantry will form ranks (best troops first).
Formations only work in field battles (meaning not in custom battles and sieges).
Any time in-game that you have a formation form or "Hold," it will set up near the position that
the player had when the command was issued: infantry to the left, cavalry to the right, and
archers up front. Additionally, the formations may maintain the same FACING that the player
had (depending on mod design).
Whenever a unit first forms a particular formation, troops may spread out for ease of forming up
(depending on mod design).
Player troops start every battle in formation.
Unless changed by mod design, formation key bindings are:
"J" for ranks
"K" for weapon-based ranks (shieldwall, phalanx)
"L" for wedge (the player ought to reassign the "L" for "Log" mapping)
";" for square
"U" for no formation (undo formation)
The "ranks" command for archers puts them in a staggered line.
Cavalry will not make any formation other than the wedge.
Charge (and Dismount for cavalry) will undo a formation. The player may Advance multiple
times to have a formation move toward the average position of the enemy. Or use the order
panel or hold-F1 to place them (or sweep them across the enemy for the cavalry wedge).
...Qualcuno l'ha testata...?Gaxleep said:Uscita la nuova beta 3.21.
Link = https://www.dropbox.com/s/lfg4ttbt98au1jh/TLD_patch_3.1_to_3.21.7z
Basta sovrascrivere i file decompressi nella cartella della mod.
Non è savegame compatibile.
Anticipa di poco quella che dovrebbe essere la nuova full release, prevista per questo mese.
TLD 3.2 changes:
- CppCoder:
- Elven Hero Parties are 3/4 of normal size.
- Rhun Hero Parties are now 4/3 of normal size.
- Kingdom Heroes now need at least 50 troops to besiege. (should fix infinite siege bug).
- Resource Payment Cap (200,000).
- Gift Giving through faction leaders. (Exchange Resource Points).
- Berserker Troops no longer flee from battle.
- Command Cursor Mini Mod.
- Galadriel's Quest (Mirkwood Sorcerer. lvl 15+).
- Animal Ambushes (Mirkwood or Northern Mountains).
- Mordor Legions (when mordor is last faction standing with less than 2500 strength).
- Isengard and Mirkwood guardian parties should spawn now.
- Influence traits give/take influence (for player's faction only).
- Party Limit Option in camp->TLD options->Gameplay Tweaks->Compatibility tweaks.
- Starting equipment bug fixed.
- Battle Morale System.
- Battle Morale System: After Battle summary now reports routed troops.
- Battle Morale System: Tweaking of morale values. (still WIP).
- Riders falling off horses recieve damage.
- Wounded agents move slower.
- Trolls no longer appear as prisoners in review troops.
- Trolls no longer speak in party/prisoner dialog.
- Oathbreaker/keeper quest fixed.
- Fangorn and Capture Troll quest have text now.
- Mearh Stallion no longer roars like a warg.
- Nazgul Sweeps ingame. (Attack a mordor war party to see them).
- Injury Summary in Character Reports.
- Companions tell you their exact injuries.
- Companions lost due to lack of RPs can rejoin you again.
- Many other small bug fixes.
- More bugfixing.
- Merlkir:
- Graphic tweak(s).
- Mandible:
- Beorning armors redone.
- vota dc:
- More item/troop balancing. (I think?)
Nopecompa said:Buongiorno a tutti
magari questa domanda è gia stata fatta, però mi chiedevo: esiste una traduzione della mod?
Grazie
...Volentieri, per adesso ho aggiornato il titolo e fatto riferimento a questa pagina...Gaxleep said:Jab, l'opening post è tuo, potresti aggiornarlo ?
JabdiMelborn said:Gaxleep said:...visto che la 3.22 e' una BETA chi volesse dare un'occhiata alla discussione sul forum originale della mod dia un'occhiata qui:...
http://mbx.streetofeyes.com/index.php/topic,2837.0.html
[/i]
ciauz^^,
Jab
Scusa Jab, ma in data 15.12 CppCoder (che è stato la forza trainante di questa nuova release) scrive:
"TLD 3.2 patch (non-beta) is now ready! See first post."
Quindi il link che ho inserito è quello di una nuova release, infatti la precedente (che era un beta) pesava 9Mb, questa 48 (che sono quasi 100 decompressi).
...Pensavo fosse la patch da 3.01 a 3.22...Gaxleep said:Scusa Jab, ma in data 15.12 CppCoder (che è stato la forza trainante di questa nuova release) scrive:
"TLD 3.2 patch (non-beta) is now ready! See first post."
Quindi il link che ho inserito è quello di una nuova release, infatti la precedente (che era un beta) pesava 9Mb, questa 48 (che sono quasi 100 decompressi).
JabdiMelborn said:...Pensavo fosse la patch da 3.01 a 3.22...Gaxleep said:Scusa Jab, ma in data 15.12 CppCoder (che è stato la forza trainante di questa nuova release) scrive:
"TLD 3.2 patch (non-beta) is now ready! See first post."
Quindi il link che ho inserito è quello di una nuova release, infatti la precedente (che era un beta) pesava 9Mb, questa 48 (che sono quasi 100 decompressi).
ciauz^^,
Jab