Cercle de l'Eveil
Les Eveillés => Discussions générales => Discussion démarrée par: PandiPanda le 08 mai 2009, 00:31:44
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Coucou ^^
Il y en a peut etre parmis vous qui possede Medieval II Total War et son expansion Kingdoms, un jeu de stratégie temps reel avec des types en jupe qui se frappent dessus ( oui c'est volontairement restrictif comme description ;D parceque c'est pas le sujet )
Je suis tombé sur l'existence d'un mod ( une modification du jeu fait par des passionnés ) qui porte sur le Troisieme Age des Terres du milieu...et c'est :icon_eek: :icon_eek: :icon_eek:
Ici la description
http://www.twcenter.net/forums/showthread.php?t=253976 (http://www.twcenter.net/forums/showthread.php?t=253976)
Le trailer
http://www.youtube.com/watch?v=CHWzW88DLxo (http://www.youtube.com/watch?v=CHWzW88DLxo)
Des screens sont visibles pour ceux qui connaissent pas du tout ce jeu en fouinant dans le premier lien
voila c'etait pour vous faire partager ca ;D
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J'ai jamais accroché à la série des Total War. J'ai essayé Rome TW et Medieval TW2 mais rien à faire, la sauce ne prend pas.
Pourtant, j'adore les jeux de stratégie, je suis un grand grand fan des Civilization (Rhaaa la découverte du 1er il y a.....pfiouuuu :D).
Dommage car le mod a l'air sympa, ce serait à tester.
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Disons que TW II presente 2 facettes : la carte stratégique/gestion qui se rapproche de Civilization sans en atteindre sa complexité, et les phases de combats qui virent au temp rèél tactique...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
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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
Oh, je crois que tu viens de parfaitement résumer pourquoi je n'accroche pas à la série là ;D
Ca et le fait que je suis un ardent défenseur du tour par tour.
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Pour les amateurs, le patch 1.1 vient de sortir
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 fixed
NEW 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 fixed
new and reworked speeches for all factions and orcs
reworked all voices for campaign map
dwarves have own scottish accent
New troll sounds and orcish voices for battle map
fixed missing catapult impact sound
and more!
-New unit and battle map balance
new animations for better unit cohesion
missile units weakened, ammunition varied, new elven arrow type
mumakil costs decreased, increased morale
trolls more vulnerbale to missiles, slower, more expensive throw units into the air, availability decreased
raised morale for all troops
improved cavalry and charges
improved stamina for dwarves and other units
halberds and spear units improved
arrow/ballista towers weakened, walls and gateways improved, more logical stats
many other little unit stats changes
-Other
new loading bar
several map improvements, like smoother and realistic rivers
new event pics for the orcish factions
northmen portraits added
events for advanced units are earlier
Eriador - High Elves alliance
no more witches
servants of Sauron slightly weakend
Generals can get older
More logical character traits at campaign start
garrison script slightly nerfed
good factions will survive longer
new fire textures and sound for burning men and burning buildings
-Included Sub-Mods
non 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 Link
http://files.filefront.com/TATW+11+Patchex...;/fileinfo.html
Installation
- 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 desktop
If you want to give some feedback or comments, please go here:
http://www.twcenter.net/forums/showthread.php?t=253976