Mae Govannen!

I will say this first and last, MOD DB is only used as a hosting site. To see the latest information about DaC please read the first post in this thread:
Total War Centre
In that thread you will find a bug list, some extra information regarding features, a full changelog of work done and work included in the next patch, the most up to date pictures of new units and much, much more.

Divide and Conquer is the biggest Third Age total War submod of all time. After all these years we finally got a release again. It contains tons of new factions, units, scripts, 2d and more! Many might have played it already back in 2009, it has been in developement for over 4 years now, but that was a very uncomplete release by a completely different team. With an almost completely new team Divide and Conquer restarted the work almost 2 years ago and this is the result. Lots of new factions, units, scripts and 2d, all made and tested by experienced Total War modders.

Full Feature List:
  • All these factions AND NO MORE:
  1. Shadow of Mordor
  2. Remnants of Angmar
  3. Shadow of Mirkwood
  4. Easterlings of Rhún
  5. Haradrim Tribes
  6. Haven of Umbar
  7. Orcs Of The Misty Mountains
  8. Khazad Dum
  9. Kingdom Of Gondor
  10. Principality Of Dol Amroth
  11. Northern Dúnedain
  12. Kingdom Of Rohan
  13. Vale of Dorwinion
  14. Dunlendings
  15. Vale of Anduin
  16. Dominion of Isengard
  17. Kingdom of Dale
  18. Breeland and the Shire
  19. Erebor & Iron Hill Dwarves
  20. Blue Mountains Dwarves
  21. Realm of Imladris
  22. Thranduil's Realm
  23. Grey Havens of Lindon
  24. Galadhrim's Realm
  25. Enedwaith
  26. Variags of Khand
  • Almost 200 new units!
  • 100% new ui, menu and faction symbols
  • A unique campaign map
  • Hundreds of exiting scripted events with unique event pictures and description!

For all the change logs, known bugs and useful information head to our thread at TWC:
Divide and Conquer

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RSS Articles

Main Forum and Discussion:

Total War Center


Clicking the link below will take you to the complete change-log for Divide and Conquer Version 1.1.


Change-log


Regards
Arachîr Galudirithon
Araeinior e-Hûd'oll DaC

Berio i refn en-eilph-len!

Feature Videos

Feature Videos

Feature 2 comments

Just a small information snippet about the feature videos now available on Youtube.

Sons of Durin and the Lonely Mountain

Sons of Durin and the Lonely Mountain

Feature 8 comments

Second Bio for the original factions of Third Age Total War.

Shadow of the Maia

Shadow of the Maia

Feature 17 comments

First Bio for the original factions of Third Age Total War.

Clans of Enedwaith

Clans of Enedwaith

Feature 10 comments

Eleventh Bio for the new or updated factions of Divide and Conquer.

RSS Files
Divide and Conquer Version 1: Part 1

Divide and Conquer Version 1: Part 1

Full Version 34 comments

Part 1 of 3 - Please read the Installation Instructions or watch the video before seeking assistance.

Divide and Conquer Version 1: Part 2

Divide and Conquer Version 1: Part 2

Full Version

Part 2 of 3 - Please read the Installation Instructions or watch the video before seeking assistance.

Divide and Conquer Version 1: Part 3

Divide and Conquer Version 1: Part 3

Full Version 1 comment

Part 3 of 3 - Please read the Installation Instructions or watch the video before seeking assistance.

Divide and Conquer Version 1: Patch 1.01

Divide and Conquer Version 1: Patch 1.01

Patch 32 comments

Please read the Installation Instructions or watch the installation video before seeking assistance.

Comments  (0 - 10 of 4,010)
km_Tiberius
km_Tiberius

In a note unrelated to my bug, does anyone know how to stop Gondor and Enedwaith from assaulting each other? I'm playing as Dol Amroth and hope to lead them into an alliance so as to put greater pressure on Isengard and to seriously shore up Gondor's defenses in Ithilien, what with it leading to them pulling their troops from their shared borders. I recently captured The Lands of the Druedain from Umbar and gifted it to Enedwaith for an alliance, which then brought peace between the two factions. It's the next turn and Gondor has besieged the settlement which currently has a garrison of four units, two of which are druedan hunters, and the others are unknown, my next plan is to capture Parth Iaur and try again, but I'd like to know if anyone has any experience with this situation and can give me advice(I'd prefer if no one said to just not do it).

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sadpanda101
sadpanda101

My advice, though i have never tried it, would be to take the cities that border Endwaith and Gondor and hold them make sure you have an Aliiance with Enedwaith. Don't give Eedwaith military access then they won't trapse through your land in search of fighting Gondor. You won't neccesarily get them as allies, but you could sure as hell stop them from fighting.

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Guest
Guest

Do I need to download all the versions or do i just download one

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Galudirithon Creator
Galudirithon

You need the 3 parts and the patch. If I have tidied up as well as i think I have, you can't even access any other versions anyway.

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Mr_Nygren
Mr_Nygren

Why remove the old versions?

I would want to access the first version to get the old Khandish units. I thought they were better.

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Galudirithon Creator
Galudirithon

Because A) Some people will think they need to download them and then they will have problems B) I cannot stand having to trawl through a long list of versions of a mod to find the exact one I actually need. If you want older versions of units then just hold on to older versions when you download them.

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sadpanda101
sadpanda101

You do need to download and install all of the above versions.

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km_Tiberius
km_Tiberius

Yeah, since the new thread isn't up yet on Total War center,and I have no idea where to put this, I'm just gonna leave this here. I've encountered a bug in original TATW, DaC, and MOS, and seeing as how you're the only ones still working on a TATW mod or submod, I'm gonna have to give this to you. The issue is this: In siege defense battles, the attacking AI goes straight for the town center. Now I know what you're gonna say, "Oh well isn't that the goal of a siege battle though? Aren't the AI programmed to do that?" Normally you would be right, but this is a real religious zeal. Literally nothing short of a rout will stop them. Hordes of pikemen, archers, cav, sword, spear, and axemen, and every possible mix in between are just swept forth on a tide of AI that doesn't even seem to notice them. The AI units just refuse to be locked into combat, and it makes the defenses extremely aggravating, and straight out impossible to win when their force has at least 2000 men. And it doesn't make them easy to kill like a routed one, as the individual soldiers can in fact be engaged in combat, but only when they are hit first. I've encountered this, as I said before, across three different variations of TATW, as well as numerous campaigns, battles, and against many different factions. At first I thought it was just restricted to the custom settlements like Morghul or Osgiliath, but, alas, it also happens about 50% of the time on the generic settlements. I can't find anything online after weeks of searching, and, as I said before, it is infuriating to watch your force with a strategic position and fortifications just be literally pushed all the way back to the town center, where you either hold in the center as they thread through all of your men until all of their men are there, at which point they likely have enough men left to effectively hold for the required four minutes, or you can let them do this without resistance. Point is, AI bum rushes town centers religiously, refusing to fight the whole way, please help

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Numenorean_Of_Canada
Numenorean_Of_Canada

Does it only occur in TATW vanilla or MOS. I've never encountered this problem on DaC, don't if anyone else on DaC has either.

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km_Tiberius
km_Tiberius

It's in DaC as well, and I recently saw that it has something to do with enemies being in gateways when they are engaged, at least on one map, when I decided to abandon the walls and hold near the town center, and this bug did not occur at first. Unfortunately the enemy reinforcements came and then the bug started being problematic, and I'm pretty sure they still had men in the gateway when some reached the my frontline, which had held beautifully as opposed to other attempts at this battle to learn the extent and causes of the bug, during all of which I had held at the gates to some extent.

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Highest Rated (22 agree) 10/10

This mod has completely changed my outlook on Medieval 2 total war. The map, units, music and factions are all amazing. I think if J.R.R Tolkien liked PC video games, this would be his all time favorite!

Awesome job!

Jan 6 2014 by Sgt.Price

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