ou la frontiere parfois entre une tactique bien orchestrée pour diriger son armée et un gros tas de petits trucs grouillant à l'ecran est mince ;D
Patch 1.1 Fixes & Features!!!Please note that the patch is save-game compatible, but I recommend to start a new campaign, because many features will not have an effect in an on-going campaign!!!FIXES- white battle map interface (hotfix included)- Dunedain Knights missing their melee weapon fixed- wrong faction banners disabled- missing rebels and mercenary unit cards fixed- diplomatic text refers to wrong factions fixed- Dale freeland archers' bows float in the air fixed- Beorings javelins float on the air around them fixed- snaga skirmishers weapon fixed- new meshes for Isengard heavy Uruk-Hai units- Breeland riders have invisible weapons fixed- Uruk Halberdiers missing secondary weapon fixed- Goblin Halberdiers missing secondary weapon fixed- warg sprites added- Troll Cage descriptions fixed- Henneth Annun "object on battle map bug" fixed- Horse Guard animation fixed- rebel generals/captains with silver textures fixed- Harad "invasion" mercenaries with silver textures fixed- all floating cities and castles fixed- hardly/unplayable bridge and river issues fixed- new orcish diplomat/spy/assassin cards- eryn dolen stuck at village fixed- minor 2d symbols fixed- 2hhanded orc error fixedNEW FEATURES- New and huge sound package (a huge thanks to Smirk )all medieval phrases deleted and replaced. No more sultans, gods and piety...all wrong voice references to the vanilla factions fixednew and reworked speeches for all factions and orcsreworked all voices for campaign mapdwarves have own scottish accentNew troll sounds and orcish voices for battle mapfixed missing catapult impact soundand more!-New unit and battle map balancenew animations for better unit cohesionmissile units weakened, ammunition varied, new elven arrow typemumakil costs decreased, increased moraletrolls more vulnerbale to missiles, slower, more expensive throw units into the air, availability decreasedraised morale for all troopsimproved cavalry and chargesimproved stamina for dwarves and other unitshalberds and spear units improvedarrow/ballista towers weakened, walls and gateways improved, more logical statsmany other little unit stats changes-Othernew loading barseveral map improvements, like smoother and realistic riversnew event pics for the orcish factionsnorthmen portraits addedevents for advanced units are earlierEriador - High Elves allianceno more witchesservants of Sauron slightly weakendGenerals can get olderMore logical character traits at campaign startgarrison script slightly nerfedgood factions will survive longernew fire textures and sound for burning men and burning buildings-Included Sub-Modsnon breakable alliances without a diplomat (Thanks to Archaon)smoother coastlines (Thanks to Nevada)improved Eldar models (Thanks to Razor)Germanicu5 Battle AI (Thanks to Germanicu5)Germanicu5 stakes script (Thanks to Germanicu5)Witchking model (Thanks to Devils_Advocate)spelling mistakes fixed (Thanks to Krazy Krook)Download Linkhttp://files.filefront.com/TATW+11+Patchex...;/fileinfo.htmlInstallation- Requirement is an installed Third Age - Total War 1.0.- Install TATW_1.1_Patch.exe into the default 'Medievall II Total' War directory.(Normally this is: 'Programs/SEGA/Medieval II Total War')If you have installed Medieval II into another folder, please select the folder manually.- Start the mod with the 'Third Age - Total War' shortcut on your desktopIf you want to give some feedback or comments, please go here:http://www.twcenter.net/forums/showthread.php?t=253976