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

@Gorvex

I give a try at my playthrough but Pendor 3.9.1 keep me busy, regarding TLD and mods, I prefer latest version of mods, I consider nightly patch for have additional features to basemod, similar how I love 3.9.1 over old version of 3.6.1.1, for me nothing matter for my PC because I am pleased with decent FPS in demanding version than a outdated one. Isengard weakening considerably Rohan in my playthrough. Formations are a bit different but not alolw custom groups instead standard three divisions
 
Khamukkamu said:
@Gorvex, RE: Field Battles: In the Beta Formations AI, there was an option for me to turn on/off AI taking over player troops when they have fallen. It looks like I have this ticked "ON". Perhaps I'll tick this off OR make it an option.

As to why your troops were asked to charge by the AI that took over your command, it may be because you don't have enough units to have proper formations kick in?

As I mentioned, Beta formations is still in "Beta". You are one of the first to give me feedback, and I will tweak it as we go :smile: Thanks again
Well, to be honest, the AI taking over your units or not is a double edged sword. In terms of realism, the player shouldn't be able to command his units anymore once he is KO-d. And if those units would just stand there, doing nothing, it would be a waste. But then, the player's troops getting killed by the dumb AI or due to just charging hurts a lot as well :???: So I'm not really sure what would be the best... Maybe it's good as is, since that adds an extra factor to why it is very important for the player to try remaining conscious.

Yeah, I had relatively few units remaining when I got taken out, so that was probably the reason why my units were ordered to charge, thanks for pointing it out! :wink:

======================================

More stuff I found:
1) The option to heal my units (not treat wounds) have two times the same choice, with the same outcome:
D57D2FC3DB341EFA10C032A5DC655C2241AFE7DA

1F5F8E3EF776F8EC09C050BBAFEB2B29302D8547

A7996E00FA58AA2D2C91CA265743356522071969
Also, there was a mentioned 10 Influence and 1000 Resource Point cost, and none were taken as a price, while we all got healed to 100% (so we got a free party healing)

2) I don't know how I haven't noticed this earlier, but in the bottom right corner of the screen, all displayed weapon icons have their lower part cut down due to the health bar's area:
8A8D8384FE1D267FEB5364F172D2A30E1AAE40BF

A9C52211898930C1B81DF4786EAE45BEC3344220
Maybe they could be put a little higher?

3) The "slay X units" quest doesn't work at all. I'm killing the target units in person, without any allies (even with allies it's no different), and still not counting. Only parties called "Mountain Goblin" ofc. First it was with Tribal Orcs that I reported this, now Mountain Goblins don't work either, so I suppose it's the same for the rest of target units in this type of quest as well:
1AD3DB31EBADDBEB91D05EA7F9A19FBE627B749A

9DC433F76C0C21299DDE7F84EA24AB68C0848CF6
Maybe the target links got shifted away, and it's a different unit for each quest compared to what is written? And as I mentioned earlier, the quest to kill the same target unit (Troublesome units) doesn't count towards this either:
962380C983312F7DA95A6DACFD3F22871690B2B2

4) I tried to get some healing from Orthalion, I have all the requirements and costs needed, and still I can't make it happen:
768DB9C496B8976C294A92FA077D55265E9BB5E8

712962EC13B7036E0D5027DC4946090746445181

AB5A70A0BE4A3859C527E7A1C86D03D0E31E5026
While our party was wounded, so we surely could've used some healing:
D0166BEFCC511EDC40E243FF77DE7F97C820CD9A

5) Destroyable locations give you the name of the ruin upon speaking to lords after a successful siege::
3C3AA8F5D7EACCD6F06F3D5D53B3486AE144B3B8
We did not capture the ruins of Corsair camp, but the Corsair camp instead
#Update: This is also the case after turning in the target quests:
F197D09E4AAD29068ED37C06A97D061C8AED5DED

6) The quest called "Sea battle" had this error popping up 3 times: (btw, I liked this quest a lot, including the little battle cries/orders that those various units were shouting on both sides :smile: )
799D81149EA7EA2A9798A03F99AB38773E070082

FF95DFE3B1A854AB2CE626610FFDCD3CB728A685
Also, there is a minor typo during the end results of the quest:
29358A0F8991415FBCD91CE19705390B501741C0

7) After you've passed the line of attackers in a siege and are about to join the defenders:
D962839A9BAA00937E655DC0D8B0CEA67FFDA959
If you access your inventory there (press 'i'), then you'll force the attackers to retreat:
4FD2AB4D8C9DE76E682D816B03F0FDB297D52B82
This is a native bug, not specific to TLD, but it's still a bug and an exploit, so I thought I'll point it out. Especially since I know that it's possible to fix (as in Prophesy of Pendor for example).
#Edit: LOL, you can also make the enemy retreat if you join the defenders and retreat right at the start of the siege, without making any combat happen! :grin:

8 ) This is more like a question: is it intended that you can take multiple quests from the same lord or guildmaster? As after a certain cooldown, you can ask for another quest, and the "about the task you gave me" option vanishes, allowing you to ask for another quest. For example, I have two quests active at the same time from Steward Denethor :
2B655A2DA5D6F8306B5F88B63483B7BCBEBD9C2E

D20CE00BBB5C2D8E867D517BDD7B31A74F790BC1
I'm not saying that I mind this, or that it's a problem (on the contrary, imo it's awesome for faster progressing in general), but I haven't seen this in any other mod before (or I'm just blind) :smile:
#Update: seems like that some quests don't disable the ability to ask for another one right away. Like this one:
34E58297CF8E391A1152D7861BF176CEAC2EE49B
After taking that, I could ask for another quest from Hama right away:
634CC86BB5181805E13D7D868E93766697DC314B

9) These kind of debris hills found in the siege scenes of Osgiliath and on the battlefield nearby don't have a collision mesh:
761C5C71476861ECB113450D1835A9CD77FAA22C

E9052EB0A6BB4CF120755E5C47D6A805D9D245F3

10) Nor your faction, nor your allies help you against 'deserters' when you are initiating the fight or you get attacked by them.

11) Even though your character's health status is 'red' (so you are too wounded to contribute to party skills), you can still join/participate in fights. Is this intended? In terms of logic, this shouldn't happen imo. If you are too wounded for your party skills to work, then you are probably too wounded to fight as well.

12) Archers can't hold positions at the exact same location with infantry when everyone is ordered to hold positions somewhere together. Instead, archers move ahead 15-20 paces. Furthermore, some of the archers will change their mind for a sec to do what I wanted them to (to hold positions with the infantry at the same spot), but then they go back to the rest of their archer comrades ahead:
0D16A08E1B482A28D0DEEF68BECCAFEC720BAB08
But when I tell them to hold positions at the same spot separately (first infantry, then archers, while the flag is pointing at the same spot), then the archers are doing what I wanted them to:
C587C8F02D275FDE9812AF8F41601C44FFE5ADC1
Since my similar report about this matter, I figured out that when you order archers to hold positions where you are currently (F1->F1, not using the flag for positioning), then they will always hold 15-20 paces ahead compared to the location you ordered them to, while if you order them to hold with the flag (hold F1), then they will stand where you told them to.

13) Nearby allies don't get added to the pre-battle troop counting if you were the one to initiate the fight:
AA32A86E77BAD95AD4C2BD68EC3E70FE3E0FE4A0
Whereas if there is a 2nd round due to routed enemies, then the numbers suddenly add up:
83E7BBB50C2871625A469C104857A70A587124AC
So if it's possible, I'd like to suggest to make it add up at the start of battles just like you would've joined your allies (vica-versa), because it's always good to know how many troops you'll have on the battlefield on your side :smile:

14) What a lovely garrison we have at East Osgiliath! :iamamoron: (we just reconquered it)
987DC1DD1DB87B582D14831B46633BABB4D9B0C7
And even the Barracks master is a fellow Gondorian there! :grin:
9C750C2F743270B8C1B27D253BE3F66B229536EA
#Edit:
And it's getting even better!
(~20 days later):
037E2F91793E72B5850B8AC209377E1141C25F94
2F48B2BAE44D75C134D2674A9F601AB93BB1A62E
:mrgreen: :grin: :iamamoron:

To be serious though, I have no idea how this could happen in terms of those evil units, as there are only 2 sides (the good and the bad), so prisoners shouldn't be able to switch sides...

15) Another kind of error message happening non-stop while travelling on the world map:
AF13A2B519E7274F246C819528CEFCEECB1D8315
Happens since Woodelf West Camp got razed. And restarts of the game don't help either :sad:
#Update: this disappeared after some time, but it came back a couple of weeks later

16) The quest called "Kill X units" is adding random names between the number already killed and the target unit's name:
[spoiler="Gondor" added]
801EC3C3617510281F1299EA9F43B92F8BBCCEF6
[/spoiler]
[spoiler="Savages and bandits" added]
472B48A24A27F77C9BB4DAF8458D03F2CB6B1DA7
[/spoiler]
[spoiler="Mirkwood Elves" added]
70B2FB171965531CA7451A89FBF903A68CE664BC
[/spoiler]
[spoiler="Haradrim Scouts" added]
C5CA26B705FAE49F1CAA8F0CD5675C403035D7C3
[/spoiler]
[spoiler="Lothlorien" added]
B30A490A4396F02D7D76048A42D1E518F83F3BA4
[/spoiler]
And sometimes, there is just a 'white space' character:
999DF51902E7B0A68C0E4B231C8CF2D31440516C
Other than that, the quest is working fine so far (counting as it should)

17) I'm not sure if this is intended, but whenever you access your stash on the battlefield, all of your arrows get refilled. I kept some reserve arrow bags in my inventory just for this, but since my depleted bag gets replenished as well, I don't need the ones in my inventory:
33A06C1BBFF27DF084E8BC852474A38704DD213D

1:cool: Sometimes the enemy infantry units and cavalry are too afraid to attack us. Even though we are decimating them from 20 feet with archers, they still don't give a damn about it. While they had the numbers' advantage originally (2x-3x more units than us):
465E0818E1F355CCBE74B412E018FD0C591AB559
We killed like 140 orc infantry from up close, while they were just standing there in a line formation seen above:
D0421FBAFAB173BDC06F576DB65060F326E2139C
This happened with Khand lord parties as well. Enemy archers were always intercepting us though (they are never afraid to attack from range).

19) Prince Imrahil (Gondor) says that he is besieging Orc Sentry Camp, but he is just standing next to it:
D1B4851DECA857D9FD96A887D2F23744F610B35A

608E728644182CE5BA28FC1DB1159DEF5D30C53A
At least he indeed besieged it a couple of hours later:
FA68502D1D94EEC76FCFF6422F3E20DFEF1FA62A
But still, it was a bit weird.

20) Umbar is destroyed already, yet this quest was still given to me:
4D72AC79CB1D4B68F4B01CE7308A7437DD93CC18

21) The quest to "rescue X prisoners" is counting only the new units (compared to your current party size) gained from prisoner stacks, not the overall amount taken. The progress was at 4 before a siege, and the needed amount is 14. I had 2 more space for rescued prisoners, so I dropped 8 units from my own party in hopes that if I'll take the remaining 10 units from the stack, then the quest will be completed. But the counter was only increased by 2 in the end:
01198FBC86D45674E27BACBC6ECAF4925A81A516
Is it the way it's supposed to work? I redid that particular siege, with 10 free space in my party this time, and now I could complete the quest. So at least it's working fine and counting well if it's intentional that the dropped troops from your party cannot be substitued with rescued prisoners that count towards the quest:
E5CC311A5469E7C03212E80110E75870B83A51F6

E3D6C22FA5F3F7E2646D22934A43E381EFA7E29F

22) Why can't you take Orcs and Goblins as prisoner? This makes the "bring X prisoners" quest much harder if there aren't any evil human parties around anymore.

23) At the siege of Minas Morgul (I enjoyed the scene a lot!), troops get stuck on these stairs:
C78681FAC51A512B226A1E3EA800295133491D19
Found here on the "first floor", behind that arch/bridge:
3C016AF2636FF567CAFAB29E4812308CD5D9ACA0
Before out troops got there, there were orcs, and they were stuck as well (couldn't climb the stairs upwards).
It's a pity that Minas Morgul has to be razed to the ground for good, instead of cleansed and rebuilt as Minas Ithil :sad::
322FC423C74FE4D5A8BB3503E91599154CB7BA11
#Update: beside the same kind of debris piles having no collision meshes just like in Osgiliath, you must see this funky location from @Plasquar's latest video at around 14:00:

24) The Book of Mazarbul can be acquired multiple times if the player keeps on going back to Moria (seen in @Plasquar's playthrough)

25) Small typo during the quest dialogue of "Ring Hunters" from King Dain II:
dlga_ring_hunters_1:ring_hunters_2
....The_first_is_returning_with_their_loot_to_their_encampment_on_th_eeaves_of_Mirkwood....
Should be "the eaves".

26) Even though Umbar is destroyed, it still got a "diminished faction strength" message:
0BFB27A326DD1B7EC66195BE640FC15007ABCF70

27) This particular quest:
D4592B8201539165E92DA5AA30E41B9108C74857
doesn't seem to account only the units called "Large Orcs of Mordor", but other kind of Mordor orcs as well. Maybe Large Orc Achers and Large Uruks too? I'm not sure, it's hard to test it properly. But definitely another kind of unit as well, since I was able to complete this quest against a Mordor party that had less Large Orcs of Mordor than the remaining amount. If it's intended, than I'd like to suggest to make the description less misleading, as I thought I have to kill that particular kind of orc units, and nothing else would account for the quest.

2:cool: By coincidence, I managed to save on the map right before I got the "captain of archers" trait. In the meantime, I wanted to test out something. So I reloaded and I was hoping that I would still get that trait just like before. But no luck, and a week has passed since then :sad:
#Update: I managed to get it a few days later. So I guess it's given randomly once you've met the requirements to get that trait...

29) I seem to remember that the Horn of Gondor could give you a little health recovery (something like 20%) upon pressing 'H' (heal) if you were low on hp. I had around 25% hp left, and tried to use it on the battlefield, but I couldn't. And I tried other keys too, just in case. Was this removed from the game?

30) Mordor was on the verge of destruction according to the faction strength report (293, 'spent and wavering'), while it still had Orc Patrol Camp, Morannon (was under siege by Prince Imrahil, who got defeated) and Barad Dur untouched:
4418D58A7FD9C1C7DAFFB7C10939CC2C4DC2A940

E8200A34D48DFE075A5DC29D8B2875FEABF62EFF
Although we defeated all the Legions, lords and war parties on the map, and only the Mouth of Sauron was left in Morannon, a notification came up shortly after, saying that Mordor got destroyed, and suddenly all those locations mentioned above got destroyed, without us touching them:
6DFEE9B62A338C7C493D4C8E682435D7AB5D4A05

1ACFB37C22EF3C8B55C2C343DE3AF5C11011A915
Is this intended? Also, Morannon kept its 'under siege' condition even after getting destroyed automatically:
DA60241816F6F8448DA798B265E4CECDD9A452F7

31) I had this quest going on (only 1 party left), when the notification about the destruction of Mordor seen previously came up:
FAFF1CA401E91AF2289AA7170F3144B043D96E6C
And I was like "oh sh*t, now I'm going to fail that". Luckily, the quest was succeeded, however without any rewards:
B3FEA7B75226AD043B020A8BE554C128C19852AA
Could it be that upon the destruction of the respective target factions, all connecting quests to that faction would get succeeded with the usual rewards, just like if the player finished it? Since it is not his/her fault for not being able to, I think it would be a just change. Thanks in advance!

32) Right after payday time, while clicking between different menus' options (e.g. camp menu) or lord dialogue options, you get that clinging coin sound too. Shortly after, this will disappear until the next payday time, so it's not that big of a problem, but I thought I'll mention it.

33) Regarding the quest to "train X troops":
you ask for that quest inside a castle hall -> you choose the other option to train some recruits yourself -> you save inside the castle right after, before exiting the hall to start the training -> you fail to train those recruits -> you reload -> you speak to the lord -> you can complete the quest
E9D1320E651D666F6F57A2D80081A9EA2FB7D6F4

F85B10E2850DECE014D6548A9703CEAE904DACD0
#Update: And upon training the units through practice fighting, we agreed to train 4 (this time with Galadriel), however I only killed 1 and let myself KO-d on purpose, I tried to turn the quest in for Galadriel, and even though the description says that 1 is ready for figthting (with 3 remaining), I could still complete the quest with the full rewards!
F1950C3A95A2E69B69F1FDAA7C137262E3CB6A9A
So rewards were the same if I would've beaten all 4 recruits. And upon doing the previous exploit of saving inside the scene inmediately, and reloading, the quest was considered fully completed, like if I successfully trained that 4 recruits (while there was no real training):
7233BE6BA1A7C15427FB0B4F1BDF1AB885B4992C

34) If the last enemy unit was a warg rider during a fight, then your troops might cheer twice, thinking at first that the fight is over. But then the riderless warg gets turned into an enemy unit, and after killing it, the battle ends with a second cheer.

35) Dismounted cavalry units controlled by the player get reassigned to another group, which is not the archers, nor the infantry. I don't know which division it is exactly (unnamed 1-6), but they only did what I told them when I was commanding 'everyone!'.

36) The notifications about the defeat of enemy factions always state the allies who live in the area, regardless who was the one that actually defeated them. For example, it was Prince Imrahil and a couple more Gondor lords who destroyed the Dunlendings Camp, not the forces of Rohan:
6A6DD366C0D4FC47E2E076288A8A6D6E37653F1D
But I guess it's OK regardless.

37) Isengard got his ass whooped so badly by the combined attack of Rohan and Gondor, that it went to negative faction strength :iamamoron: ('crushed' state):
373AF1F470FEB817C2A29EB80380441C0CF608C2
While Isengard itself was still standing unharmed:
451506E6C279F193558B142F38DBC4DCE665A1B9
Shortly after however, the notification of the elimination of Isengard came up (although I would've preferred if we could go assault it first):
AE00635321FA69600AB35C28E739BDD9E71C58E6

3:cool: The "Kill X troops" quest (one of the quests which allows you to take another quest from the same person right away) remains incomplete upon the destruction of the target faction:
B30A490A4396F02D7D76048A42D1E518F83F3BA4

39) When Gondor Advance Camp got moved on further up north, a troop called 'Ecthelion's reserves' (my character's name) was left there, with 0 troops. I never stored troops there or anything:
D685DBBF916B270D902E7F618640DF5044EAA112
And the funny part starts when I tried to initiate some conversations. First, the "leader" of that party was me, so I was talking to myself:
DC58582471A09D33975E3A4F907E5D2430FC7831
And that mirror image of myself was identified as the ruler of Player Faction:
63B743C3A4F1D12D2D457997F59148311FFDD419

F96E18DCD1A6E35D7C9273D030A1CF3C776A9095

E32C01D83A23EEB5A8F8091AB68F837D8963080B

AEC0431DA95CEF975C370948762EC49844C2A2AA

40) Special items like the 'Saddle of Thengel' or 'Elven amulet' that give combat skill bonuses don't count towards the requirements. Because as you can see, I have 3 Riding in total (base is 2):
92A39E4C5954839A2BF891E40CE3E456E5804C9A
While Gondor Hunters need '3' Riding, and yet, I can't equip one:
1331F7378C5A93FB90343FC5A32464469EE5FB2C
#Update: And I have 7 Power Draw with the Elven amulet in total, and yet I couldn't equip a masterwork Galadhrim Bow requiring 7 PD:
0394D9DD48804B1AA6D126FEAFF4A175DFE78F07

010B9053EB59B074241090CFC98896243F933905

41) Among the dialogue options with faction marshalls, there are a couple of repeating cases and even some minor grammar issues:
qstr_First_sieges_are_onl First,_sieges_are_only_an_option_for_the_strongest!_Here_is_all_that_needs_doing:
qstr_Here_is_all_that_nee Here_is_all_that_needs_doing:
And shouldn't it be "here is all that needs to be done"?
qstr_You_need_sharp_weapo You_need_sharp_weapons,_fresh_meat_for_your_troops_and_wargs,_wood_to_fuel_the_fires,_and_draughts_to_make_the_weaklings_keep_up._
You_also_have_to_keep_your_scum_in_line_or_they’ll_all_kill_each_other_before_you’ve_even_got_to_walls._We’re_too_busy_with_
our_own_fights_to_take_care_of_your_lot—_be_prepared_to_provide_what_is_needed_to_keep_the_maggots_moving.^[requires_{reg3}_
resources,_{reg15}_influence]
- "got to the walls" instead of just "got to walls"
- and there should be space characters by the side of the "-" in "take care of your lot-be prepared to..." (translated as —)
qstr_Firstly_we_must_thin Firstly,_we_must_think_to_the_hindrances_of_this_task:
qstr_Firstly_we_must_think Firstly,_we_must_think_to_the_hindrances_of_this_task._Steel_must_be_kept_sharp,_men_and_horses_fed,_fires_kept_burning,_water_fetched,_
wounds_tended—you_and_your_men_are_no_use_to_us_if_you_can’t_maintain_your_campaign._As_we_are_spread_too_thin_already_to_
give_you_what_is_required,_you_must_be_prepared_to_provide_what_is_needed_keep_your_army_operational_in_a_siege.^[requires_{reg3}_
resources,_{reg15}_influence]
- "of" instead of "to"
- there should be space characters by the side of the "-", translated as —
- and "provide what is needed to keep your army operational..."
qstr_Firstly_we_must_think_ Firstly,_we_must_think_to_the_hindrances_of_this_task._Steel_must_be_kept_sharp,_soldiers_and_horses_fed,_fires_kept_burning,_water_fetched,
_wounds_tended—a_battle_less_glorious_but_no_less_important_than_the_one_you_will_fight_on_the_ramparts._As_we_are_spread_too_thin_
already_to_give_you_what_is_required,_you_must_be_prepared_to_provide_what_is_needed_to_keep_your_army_operational_in_a_siege.^
[requires_{reg3}_resources,_{reg15}_influence]
- "of" instead of "to"
- there should be space characters by the side of the "-", translated as —
qstr_Furthermore_you_must Furthermore,_you_must_know_that_{s2}_is_occupied_with_its_own_campaign._Our_banners_will_follow_you_into_battle_if_circumstance_
permits,_but_do_not_trust_to_hope—you_may_well_be_forced_to_stand_alone.
- there should be space characters by the side of the "-", translated as —
qstr_Last_remember_that_a Last,_remember_that_as_a_{s25}_of_{s2},_the_Master_has_got_no_time_for_failure._You_risk_much_for_{s2}_when_you_fight—bring_us_
defeat_and_we’ll_make_sure_you_wish_you’d_never_been_born.
qstr_Finally_remember_tha Finally,_remember_that_as_a_{s25}_of_{s2},_you_live_and_die_by_your_successes_and_failures._You_risk_much_for_{s2}_when_you_march_
into_battle—bring_ruin_upon_it_and_the_consequences_will_be_severe.
qstr_Finally_remember_that Finally,_remember_that_as_a_{s25}_of_{s2},_you_may_bask_in_the_glory_of_a_victory_hard-
won_and_call_that_victory_your_own_but_all_who_dwell_in_{s2}_will_pay_the_price_of_your_failure._You_carry_the_fate_of_{s2}_into_battle_
with_you—bring_ruin_upon_it_and_the_consequences_will_be_severe.
- {s25} already contains the name of the faction for all titles afaik, so the faction's name as {s2} after that is redundant (e.g. Hero of Gondor of Gondor)
- there should be space characters by the side of the "-", translated as —

42) The quest from Galadriel called "Slay a sorcerer in Mirkwood" starts randomly in either of the 3 consecutive scenes: 1. The entering ambush, 2. The stealth mini-game and 3. Kill the sorcerer by the altar. So you may start at scene #2 or #3 right away. Is this intended? And at the end of scene #3, once you kill the sorcerer, you inmediately get dragged away from the fight, even if there were a lot more units to kill around:
420E37A25AAF885996AF7A5919B9292CE216410F
Is this intended too? Although I suppose yes, as some might have problems beating all of that Black Numenorean guys at the first attempt...
Oh, and one more thing: the sorcerer stands at the altar for about 2 seconds only, and after that, he decides to waltz away (with a very funny animation, like ice-skating while holding his hands in the air :grin:). After he does that, you'll fail the quest (as he manages to escape), but first you have to fight through all of those units to find out your misfortune at the end. Is it intended that you have only that 2-3 sec to kill the sorcerer?

43) The side entrance of Rivendell Camp has walls without collision meshes:
8972B362D13A2E67DFBEBA2BB7FFE001FC4CFFD0

0BB7886ACFBB8C7706F5EDB556C20FAD9576C091

44) Is it normal that Mordor is already defeated, yet I see Mordor parties on the map (but belonging to Dol Guldur)?
5643C55FE90F1BDB9A9DEF7BEE434BD15D8966C8

45) Upon taking the "Oath of Vengeance" quest from King Dain II (and giving the Book of Mazarbul to him previously),
5B7ABA190C7194E08F92B5E867FDB5BF319AC335
the conversation ends in a battle initiation screen:
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#Update: and also, as seen above, the target units are Gundabad and Moria orcs & goblins. And after joining into this fight against a Mordor War Party:
F436B06387B88F0E891A2F13F5344BBC70C0E60C
The counter increased after that fight:
20EBE5494150F0493498442DA4DC04DD1E74F01C
486A47FD2B0D4C6790802255A7DEC9148625A4E6
Are those Orcs of Mordor meant to count towards the quest?

46) The gradual appearing/building of the warning beacons of Gondor (cool feature btw! :party:) starting from Minas Tirith towards Edoras stopped for good at Eastfold in both my game and Plasquar's:
3E105474B47FBBD4B5CDA23C03E0D3D9A600E85D
Is this how it was meant to be, or Gondor would've needed to be in bigger trouble in order for those beacons to reach Edoras?

47) The bear sometimes appearing on the side of Beornings belongs to the infantry division:
4E7CE49D32DC5762EB849B90F96B852E40F53219
Is it indended? Because it runs faster than even a cavalry unit. Although the Beornings only have infantry units, so that's probably why the bear is infantry too, so that it will stay with them for as long as possible, idk...

4:cool: Shouldn't be the Old Ford be an explorable location on the map? Yet it's only a "walk around" scene, without any special descriptions once inside:
2D2B888272DAEF0F29DFDC06014C8C650EBE7ED2

D475ABA4E2C487825C7A8B1AA526C7C5CE11F7D6

49) I just found an Elven Bow for sale in a woodsman village (Beornings):
26D829A4709EA91A66A5A1529D7FF3301713BFAB
Are they meant to appear in Beorning shops? It was the first time I visited the Beornings, so it was not due to any interference.

50) I just updated to build #2683 among the nightly patches. And Baranor of Gondor goes by another name as well: "Húrin of the Keys"
45C912FC4EF80A258989AD9AF5FD119F273F79B2
At first, I thought this is a collision issue due to keep on playing my previous save from build #2674. But it happens upon starting a new game too!

======================================================================

In the meantime, I just wanted to tell you that imo the influence costs for telling lords, patrols and foragers to do what you'd like to and getting some healing (at least as it is written, now it's free. Also, I'm not talking about curing wounds, that is fine) is quite harsh, 10-20 influence costs are too much and really not worth it imo, as you can gain it relatively slowly compared to how easy it is to spend. Especially since you got much better special items to spend influence on.

Also, if you don't mind, and if you can do it of course, could the different descriptions of places to explore and the game tips appearing on the screen be added a prompt button, so that they will only disappear when you want them to? Because the time is really short in most places to read all of that in one go... While in Viking Conquest, Brytenwalda or ACOK for example, you have a button to press to end those texts yourself (button 'K' iirc). Thanks in advance! :party:
 
Been a while since I checked this out. Loving 3.5 so far. A long time ago I came up with a rebalancing mod of my own, and whille I don't really do much modmaking anymore, it seems some of the updates since then pretty much fit into what I'd wanted anyway. Still, one thing I'd like to see for the sake of breaking up monotony is to see Human and Dwarf bandits, ruffians, deserters, and the like in roving parties. It gets boring killing Tribal Orcs over and over again in my opinion, and having the presence of tough outlaws and thugs to fight would spice up the variety, I feel!
 
Mr.Milker said:
it doesn't fit.

I mean, there are quite a few references to bandits, thugs, ruffians, and criminals across the source material. I understand though if it's not something planned for inclusion.

I recall some time ago that the Troop Editor as-is is somewhat bugged due to the ported nature of the mod. I'm not sure if that was ever fixed, but how would one go about modifying the Troop trees the right way?
 
So if I understand correctly; moddb version is 3.5, but you can get a newer version via steam workshop. And you are no longer using mbx forums.

You guys really need to make a new warband thread with correct OP  :ohdear:

I can't even google/find what the main changes are in 3.5  :?:
 
@Gorvex, thanks again for your extensive report. I've been fixing along the way. I've lost track of what I've fixed, but I am doing it one by one :smile:

Really appreciate all your extensive and very detailed reports :smile: I'll do my best to catch-em-all :grin:
 
Khamukkamu said:
@Gorvex, thanks again for your extensive report. I've been fixing along the way. I've lost track of what I've fixed, but I am doing it one by one :smile:

Really appreciate all your extensive and very detailed reports :smile: I'll do my best to catch-em-all :grin:
My pleasure, at least I'm now relieved that those latest reports of mine have been noted! :grin: There are a few cases where I'm not sure if it's a bug, that's why I'm asking "is it indended to be like this" there. And I tend to edit my earlier reports in that list with bold "update/edit" (to make them more noticeable, hopefully), once I find something that is connecting to those. Btw, #42 has just been added, about the "slay a sorcerer in Mirkwood" quest (loved the quest! :wink:). I think I'll keep on going to #50 in that post (if there will be more things to note that is), and then move into a newer post with the numbers continuing. As I'm probably running out of space...

P.S.: I don't know if you've seen all the updated videos of Plasquar, but there were really some locations that begged for some "hidden" reward stuff/items to be there:
- the dead-end room with a table at Moria (there are some mentions of Mithril being at the lower levels in the books of Mazarbul)
- the pit below some leaves and branches at Fangorn forest (there are even some unaccessible chests)
- the cavern system at Hornburg (Helm's Deep)
Are there plans to add something acquirable in there? :grin:
 
@Khammukakku

I'm interested by nightly patches because I using 3.5 but I have seen as patches adding new stuff, in rest mod is awesome despite unfinished and some random bugs. I appreciate your hard time invested in TLD, trying make better and porting to Warband, this mod need more recognition from LOTR fan community

@Gorvex

Glitch with bald NPCs is random, I've begin a new playthrough with a Dol Amroth squire and I not noticed this thing anymore
 
Arnulf Floyd said:
@Gorvex

Glitch with bald NPCs is random, I've begin a new playthrough with a Dol Amroth squire and I not noticed this thing anymore
Yeah, I guess so, since I remember that being present in other mods as well lately. Although it's still strange, as it's been happening since the past few months only, and it wasn't there before. Could be due to another faulty Warband patch, just like the cow textures bug, idk. Also, bald NPC-s can happen right at the start of a new game, without saving or anything. So it's surely not a matter of corrupted saves. Especially since I always save inside scenes. When I asked about it, I was told that it's a misinitialization problem, but I still don't understand how is that possible, given that some new games can be 100% all right, while other ones will start with random bald characters just like that. I mean its happening totally randomly...
 
@Gorvex

Interesting observation regarding bald NPCs. I love LOTR despite I hate fantasy in generally because I prefer history and semi-fantasy, I not have watched films and not have read books. With my male playthrough I have learned how to soloing, but so easy is as man, no challenge and no cool gameplay as lady
 
Plasquar said:
Do the faction leaders (Lady Galadriel, Saruman, Denethor etc.) leave their towns at some point?
As far as I know, they don't. That's why some factions have different people being the marshalls and leading campaigns than the ruler. Rohan for example has King Theoden in both the marshall and the leader role. Anyways, this whole concept is about following what us written in the books or seen in the movies. Since Steward Denethor, Lady Galadriel and Saruman are not the soldier type of characters who lead their troops in person, but rather who rule and give orders from afar, from their faction capital. At least they reinforce the capital with their own troops, which is still better than nothing :wink:

============================================================================

On the other hand, what do I see here?! This is blasphemy!
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Shame on you! You should cook Lembas instead :grin:
 
some bugs on the version from steamworkshop, incase unknown.

After mordor took cair andros, I checked the smith there and its all gondor gear which I can equip (looks quite hilarious as uruk). also while we are here gondor tower sword and tower spear outclass pretty much every other regular shop weapons.

isengard halberd is invisible when I swing it.

ork was riding my mearth stallion around like a bauss after he knocked out once  :wink:

 
So I've been checking out other mods for warband recently, particulary inspecting those total conversion fantasy ones like TLD. While it's hard to suspend my disbelief on the tasteless mish-mush many of them call "lore" (god it's great your team based development on good old Tolkien's works), I'll give them credit for applying the whole action-reward process.

There are few small things, really: a customizable weapon, a trinket for a quest or an encounter. I do understand that those suggestions are common, but that feel of luck and uniqueness hooks up people for good.

There is also that much to invest your time and currency in TLD, and none of it is that impactful - aside from the combat itself, that is. All we left with are numbers of factional strength, disposition, influence etc... and then the war has ended. I know that m&b fief system was removed for a reason, still, it was secondary and optional in original game. Why not include micromanagment of any kind? A new mine in Moria or Erebor to soothen the weight of wages on player's budget? We field an army of an anonymous hero, why not provide him a tunnel in a mountain, or something of a similar minor importance?

You've built a great theatre of war, and you don't even need to spoil it with lore-less elements, as all it takes to solidify your progress is something for player to fool around with.

By the way, does the game engine provide for different choices in quests, besides win/loss condition? Haven't seen it anywhere so far.

Thanks again for your extensive work, best regards.

 
There is also that much to invest your time and currency in TLD, and none of it is that impactful - aside from the combat itself, that is. All we left with are numbers of factional strength, disposition, influence etc...

You place value on the power fantasy of character progression, TLD is focused on the war and things larger than your character. It's as simple as that.
There are however several faction rewards for every faction, so you do get powerful items for your efforts. There are also traits which help you develop your character based on your unique play style.

Any kind of land ownership or enterprise is nonsensical in the context of the story, which is why they're absent in TLD.

We do have plans for random events.

More choices are obviously possible and are already implemented in a few quests. (the Ringhunters one pretty much has two "positive" outcomes and neither of them is a full "win", there's always a tradeoff.)
 
It took some time but the light shines today.

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A few thoughts (I'll keep it short):

The good:
- Awesome, just awesome
- very immersive
- good balance (without players help Gondor could really be in trouble)
- scenes  :shock:
- music  :shock:


The bad:
- routed enemies. In some battles 2-3 ran away so fast that I couldn't reach them in time and I had to engage 2 enemies 3-4 times
- nothing else

Various thoughts:
- some places are perfect for some secrets, I think Gorvex already mentioned the altar deep in Moria and the chest in the Fangorn forest
- some disasters would be cool. The legions that Mordor and Isengard are sending out is a good start but if they reach the state of being that weak these armies are not strong enough to turn the tide. The early and mid-game had a very good balance but the late game seemed somewhat easy (but that seems to be true for most Warband mods)
- when Gondor got rid of their enemies in the vicinity and started to march somewhere else they seemed very strong, maybe too strong for late game
- the Gauntlet is too hard :wink:
 
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