DCI: Last Alliance is a submod for Third Age: Total War, focused on the War of the Last Alliance in the Second Age of Middle-earth.

Take the role as Gil-galad, last High-king of the Noldor, or Elendil, High-king of the Númenóreans in exile, as they rally Elves and honourable Men into the League which is called the Last Alliance, at the end of the Second Age. The counter-invasion Tôl Acharn, 'Vengeance Comes', allows you to move mighty hosts against the Dark Lord. Strengthen the cause of the League, if you wish to, as the indomitable Durin IV of Khazad-dûm, or as the brave riders of Rhovanion (using the Dúnedain Counter Invasion mechanic).

Unless you instead wish to fulfill the will of Sauron? Unleash the hunger of Orcs and wolves, be the warlord over the Easterlings, command the savage natives of Eriador to recapture their homelands or reign as a Black Númenórean lord at the head of the grim Haradrim, in the Invasion of the West. Will the Men of the Mountains be loyal to the Númenóreans or become the Oathbreakers? The choice is yours.

Links:

Official thread, at Total War Center
Official Discord server: Discord.gg

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DCI: Last Alliance 1.0 Requirements:

'DCI:Last Alliance 1.0' requires the 'Medieval II Total War Kingdoms Expansion' and the mod 'Third Age Total War 3.2'. A fresh working installation of 'Third Age Total War 3.2' is strongly recommended.

DCI Last Alliance installer instructions:

1. Download DCI_LA_installer.zip and extract/unzip the contents (link below):

Moddb.com

2. Run DCI_LA.exe, it will automatically find your Medieval II Total War folder. If it doesn't you can manually browse and find it. Proceed with the installation and when prompted accept and overwrite any files and folders.

3. At the end of the installation a cleaner will delete files that need to be auto-generated at game launch, you'll be prompted to 'press any key to continue...'

4. Likewise, a shortcut for 'DCI: Last Alliance' will be created and added to your desktop, you will be prompted to 'press any key to continue...'

5. Launch the mod by double clicking the 'DCI Last Alliance' icon on your desktop or the DCILA.bat file (DCILA_NoBaiSwitcher.bat will run DCI:LA without the battle AI switcher).

Optional: delete the Third Age Total War shortcut from your desktop if you have one.

Optional: open your configuration.cfg and switch the [log] level from trace to error.

DCI Last Alliance manual installation instructions:

1. Download the file below:

Moddb.com

2. Extract/unzip the downloaded DCI_LA.7z file into your '...\Medieval II Total War\mods\' folder. Accept overwrite and/or merge folders when requested.
This process will overwrite your TATW files, meaning that you will not be able to play TATW.

3. Run DcilaCleaner.bat - located in your '...\Medieval II Total War\mods\third_age_3' folder. This is absolutely necessary.

4. Run CreateLauncher.bat - located in your '...\Medieval II Total War\mods\third_age_3\dcilaOtherFiles' folder. This creates a shortcut on your desktop and deletes tatw start.bat.

5. Launch the mod by double clicking the 'DCI Last Alliance' icon on your desktop or the DCILA.bat file (DCILA_NoBaiSwitcher.bat will run DCI:LA without the battle AI switcher).

Optional: delete the Third Age Total War shortcut from your desktop if you have one.

Optional: open your cfg file and switch the [log] level from trace to error.

prominent generals

prominent generals and units


Optional Music Addon

  • Additional music tracks (some Med2/Kingdoms tracks as well).
  • Reshuffled existing music tracks.
  • Separated HotN and WoE music types, HotN has more viking and WoE more tribal vibe

Download

Tôl Acharn and DCI mechanics:

The "Tôl Acharn" is a 'counter invasion', the Medieval 2 Jihad-feature renamed; just as TATW has the "Invasion" for the evil factions, which in turn is the Crusade-feature renamed .
Factions with the culture 'Hosts of the West' [religion islam] can join the Tôl Acharns at will.
The unique DCI mechanics allow factions of other cultures [religions] to temporarily join the Tôl Acharn, if allied to the calling faction of the 'counter invasion'.

Main Features:

  • Third Age campaign map adapted to Last Alliance era * Video *
  • New battle map settlements * Part1 * Part2 * Part3 * Part4 *
  • New UI (interface, menu, loading screens, units cards) * Preview faction symbols *
  • Entirely new faction rosters and unit models * Boldogs *
  • All new unit stats, prices and recruitment system
  • Custom prominent generals on the battlefield like Elendil, Isildur, Elrond, Galadriel, Glorfindel, Cirdan
  • New buildings
  • New and extensive mechanics for the One Ring, for good and evil; if wrested from the hand of Sauron! * Video *
  • Palantiri, truly useful palantirs, now without drawbacks, and Galadriel's Mirror * Video *
  • Cross-religion 'jihad' enables joint counter-invasions for good factions
  • New scripts (example: Immortal Nazgûl)
  • Extensive AoR system for the Númenórean Kingdoms * Roster *
  • Corruption-balancing for the Númenórean Kingdoms, the Kingdom of Khazad-dûm and the Kingdom of Lindon
  • Ample lore credibility * Backdrop of the Campaign *
  • Updated content * Preview *

Faction Leaders

faction leaders


Playable Factions:

League members that can call and join the Tôl Acharn

Non-League members (can join the Tôl Acharn if player)

Sauron's followers (can call Invasions)

Invasion, Tôl Acharn or neither depending on player choice (Oathbreaker, Oathkeeper or Neutral)

evil generals

evil generals and units

Additional Notes

  • DcilaReference.pdf located inside your third_age_3 folder has more information on in-game shortcuts and faction features.
  • Creatures such as wolves, spiders and ents no longer cause crashes. Creatures are very powerful units so if you would like you can still disable them with the CTRL+X shortcut.
  • Tol Acharns called on Barad Dur might cause turn times to be much longer. The Tol Acharn can be cancelled by using the shortcut SHIFT+J.
  • Moving the camera in the campaign map with a general selected will cause the camera to lag, deselect the general for smooth camera movement.
  • Mod stability may be an issue. Lowering graphics settings and restarting your computer after a crash might help. Additional information on how to improve stability can be found here
  • Detailed crash reports such as units present during a battle and save-game files might help the team identify and fix problems. Use the DCI Discord.gg to report bugs and crashes.

Thank you for playing our mod. If you've enjoyed the mod so far please leave a review, we appreciate it.

Permission Policy

People can distribute copies and modified versions of assets and scripts made for DCI:Last Alliance as long as these conditions are met:

  • The derivative work credits the DCI: Last Alliance team in every release and preview material that contains DCI:LA assets
  • The derivative work is a Medieval II Total War modification.
  • The DCI:LA team is informed the name of the modification and the DCI:LA assets used, either on twcenter or on discord.
  • The derivative work is released with the same DCI:LA Permission Policy attached to it

Disclaimer: The DCI:LA permission policy does not extend to third party 3d assets, images and music listed in the credits e.g. TATW, The Sundering and EB II assets. (more information in the Credits below).

Credits

Discord, Future Updates and Team Openings

Discord, Future Updates and Team Openings

News 2 comments

Link to the Dúnedain Counter Invasion Discord server. Content for the upcoming release as well as planned content for future releases.

The Balrog Preview

The Balrog Preview

News 4 comments

A preview of the Balrog, also known as Durin's Bane

DCI: Last Alliance - Public Beta Release

DCI: Last Alliance - Public Beta Release

News 20 comments

Public Beta for DCI: Last Alliance, a submod for Third Age: Total War focused on the War of the Last Alliance in the Second Age of Middle-earth.

Preview: Numenórean Kingdoms

Preview: Numenórean Kingdoms

News 7 comments

This is the unit roster for the Numénorean Kingdoms. DCI: Last Alliance is a Third Age: Total War sub-mod.

Add file RSS Files
DCI: Last Alliance 1.0 installer

DCI: Last Alliance 1.0 installer

Full Version 12 comments

DCI: Last Alliance is a submod for Third Age: Total War, focused on the War of the Last Alliance in the Second Age of Middle-earth.

DCI: Last Alliance 1.0 7zip

DCI: Last Alliance 1.0 7zip

Full Version

DCI: Last Alliance is a submod for Third Age: Total War, focused on the War of the Last Alliance in the Second Age of Middle-earth.

Optional Music Addon

Optional Music Addon

Music

DCI music mod by Araval. Additional and reshuffled music tracks. Works in both beta and 1.0 releases.

DCI: Last Alliance Patch 7zip -updated

DCI: Last Alliance Patch 7zip -updated

Patch 3 comments

This is an updated patch for the DCI: Last Alliance Public Beta mod for Third Age Total War 3.2. Not Save-game compatible.

DCI: Last Alliance Patch Installer -updated

DCI: Last Alliance Patch Installer -updated

Patch 3 comments

This is an updated patch for the DCI: Last Alliance Public Beta mod for Third Age Total War 3.2. Not Save-game compatible.

DCI: Last Alliance Public Beta Part 1of2

DCI: Last Alliance Public Beta Part 1of2

Full Version 8 comments

DCI: Last Alliance is a submod for Third Age: Total War, focused on the War of the Last Alliance in the Second Age of Middle-earth.

Comments  (0 - 10 of 1,614)
Guest
Guest

Hello, thanks you for your hard work in creating the mod.
Do you have any advice in regards to game crashing?
Each time I begin a game the game will crash at any random moment, I cannot make it past the first turn.

Any help would be greatly appreciated.

Thanks

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Louis_Lux Creator
Louis_Lux

That's very strange.
Can't really help you without more details. We might be able to help you better if you go to our discord server.
Discord.gg

Reply Good karma+1 vote
Galahadtheknight
Galahadtheknight

could you made a standalone version of the mod

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Marquardten
Marquardten

Awesome mod :) i have played alot of DAC and its refreshing with a new mod, so thank you! I have a question about the console, how do i open it in your mod? cheers.

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Louis_Lux Creator
Louis_Lux

Same as every mod afaik. Press the ` key.

Reply Good karma+1 vote
honzajbanzaj
honzajbanzaj

Thank you for a really awesome mod. Units look really great. And the scripting work is completely genial. Númenorrean campaign is pleasantly hard:-D

I just have few little nitpicks. Well, maybe i am used to DaC, which is borderline perfection, but few things that i think could be improved. Not as much in terms of game mechanics, as in Middleearth feel and immersion.

I think that Mordor and generally orc unit stats are through the roof. Even more so on the lower tiers. Yes, the game is perfectly ballanced that way, but it doesn't have exactly the Tolkien-described feel, when Númenorreans have hard time against orcs 1 on 1. Could't basic orc unit stats be lowered while increasing unit sizes, decreasing requitment and upkeep costs, so the game is still balanced? And of course keeping orc elites and special units stats same, so they are really special then? I think that this is done perfectly in DaC, where low and mid tier orc units are really rubbish, but allmost omnipresent and as Gondor i can hardly afford keeping half stack at Osgilliath, but they are capable sending full stack every turn, which can be relatively easily beaten by gondorian units in narrow gates, but stack after stack ar wearing me down and field battles against numbers are poor choice to make. This way it makes sense and the game is still ballanced. Here, the game is ballanced, but it feels a bit weird while playing either orc factions or Númenorreans. It would really make sense then, for example to hold gate, or narrow spot at bridge, with Númenorreans. And for Mordor, to just send elites to such place, or to wear them down with sheer numbers?

Also, the steelbow is desribed as having not only superior power, but also range. Wouldn't it be more lorewise to make steelbowmen with range comparable to elven elites (around 190 m here?), but for keeping the game ballanced, making them for example shoot and move slower (courtesy of heavy armor:-D), so they simply can't be used for skirmishing but only as powerfull but slow line archers?

And finally, just little detail. It may be completely irelevant, but for me it just feels weird, when certain Númenorrean units and Black Númenorrean based harad units look same. Of course they have to be really similar, allmost same. They have same origin. But it would make sense, to have them have for example same shape and style of armor, but wear different colors and have shields of different colors. So thy can be recognized from each other (not meaning by me as player, but by themselves... Again, for the immersion).

Also, the low tier orcs seem to me too colourful, like if they ate too much modelling clay:-D Which is pity, because the models are really nice, just the skin color is really funny:-D

EDIT: Don't mind me that much, i am blown away by this mod.

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Louis_Lux Creator
Louis_Lux

We appreciate your feedback! I'll see what I can do about the harad and orc units' visuals.

Do you happen to have some lore info about the range of steel-bows? I can't seem to find anything to support an increase in range. Their main attribute is the armour piercing which sets them apart from other archer units.

The game balance can be delicate and it might quickly devolve into stack spam which we want to avoid. Yes the Numenoreans and elves were mighty but they struggled considerably against Sauron. Sauron, with the one ring, is very mighty in his own right, his orcs were fierce, numerous and very well armoured. All mordor orcs have visual armour upgrades and look quite formidable, to easily dispatch them would be odd.

Reply Good karma+2 votes
honzajbanzaj
honzajbanzaj

Of course, only my understanding was that the power was combination of Saurons sorcery, fear, immensely strong creatures and masses of orcs. Some strong, but many not. I am not concerned with the good heavily armored orc units, but rathe basic orc band and orc archer stats for example seem too much. The elite stats are ok...

One problem here is, that lorewise Mordor would be actually somewhat stack spam, but not extremely. Maybe if number of troops in unit would be increased (or decreased for Númenor and Elves) so numbers of commandable units would be as they are, but numbers of individuals larger?

As for steelbows, it is rather my deduction as warbow archer and enthusiast, as to how bows work. The skirmish, in which Isildur was killed is described as Arnorians being near river and orcs being on hill above them. I imagine it not much steep, just little strategy advantage. And yet, from close, orcs could not shoot them because of armor and being shot themselves, they retreated and waited. So they hat to wait on hil out of their own range to not be in steelbows range. So I imagine minimally 25% difference on flat?

Also with real bows, penetration is usually strongly correlated with speed of the arrow, meaning also not max range of that bow, but better than lighter bows. Yes, bows have their limits and you have to use heavier arrows, but each bow is optimal. Regular 50 lbs bow might have around 160 m range with 30 g arrow? 100 lbs warbow may not survive such light arrow, optimum for penetration might be 50-70 g with 180-200 m range? 125 g quarterpounder arrow would not penetrate much from this. But if you have really strong archer, like Joe Gibbs is with 160 lbs bow, he can have optimal penetration with 100 g arrow on 200 m maximum? Well, the numbers are bit from head and rather trends among archers (won't pos mine, i am rather ****** archer:-D), but usually to penetrate better, the bow needs to be stronger, resulting in slight shift of the arrow weight optimum, so the range with optimal penetration is better.

EDIT: Hope my babling about archery makes sense:-D

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Araval Creator
Araval

The shorter range for steel bows came from sources about historical steel bows. I don't know the details myself.

Reply Good karma+2 votes
honzajbanzaj
honzajbanzaj

Thank you. Could you please tell me, where is the source? For I desire much to read about them (little pun:-D) Never heard of those

Steel crossbow prods were common and worked great, but steel is really ineffective material for handbows. It would not alow long enough draw length and is heavy. Real bow of steel at even top end of human manageable draw weights would not only have low range, but also almost no penetrative power.

Steel is effective only on short prod, not alowing much draw length and requiring extreme draw weights. Even if the bowman were twice as strong as best human archer, it still would both penetrate and shoot less. So I allways thought of steelbows as unrealistic fantasy thing with regular longbow shooting mechanics, only in drawweights wood would not survive. They are supposed to be hollow and forgotten technology for some reasons. I just does not work well crossbow prod style.

EDIT: Bit talkative, am i not?:-D

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Louis_Lux Creator
Louis_Lux

There are some discussions/info online if you google persian or indian steel bow. This is one of the more interesting ones I found Middleearthrangers.org

And Ngugi's research on steel-bows Imgur.com

There is no definitive answer on the matter but there doesn't seem to be a good reason to give them exceptional range. I can probably increase it a little.

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Guest
Guest

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honzajbanzaj
honzajbanzaj

Thank you very much for the info about the real indopersian ones. Yes, they are inferior in terms of performance, as i would have expected, but i did not now they existed. Elated to know:-)

And thank you also for the info about the swedish 1930s-1950s experimental one. It correlates with my understanding of the only realistic way how it would work.

Really lots of interresting info. Thank you very much.

Ngugi's lore research is containing about the same informations i have from several readings of Tolkiens books, but we deduced different conclusions from the same informations.

Well, i mostly deduced based on direct correlation of penetrative power and range of regular longbows (while using optimal arrows, ot flight ones) and crossbows, which i have experience with.

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Araval Creator
Araval

Sorry I don't know the sources, it was Ngugi's research.

Reply Good karma+1 vote
earl_of_memory Creator
earl_of_memory

I understand that many of the players that play our mod also play DAC and other mods, and as such are very used to the balance presented in those mods, so please take the balance on this mod on its own terms and merits.
We attempted to balance it with these two things in mind: 1.- Few fullstacks so that every battle feels like it really counts. 2.- Not one faction overpowering the others (at least not immediately). With the current balance we have achieved that somewhat.

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honzajbanzaj
honzajbanzaj

Thank you. What you describe you have achieved perfectly. And i really like, that it is balanced and i understand your vision.

Which is somewhat pity for me, because i allways understood it in a way, that during second age, remnants of Númenorreans were more pure blooded and on higher technological level than in late third age. And that orcs were rather even more numerous than stronger, so it would make sense for me to make the difference even larger than in DaC:-D

But i understand that this would be real pain in the *** to balance and te work and testing would have to be immense.

EDIT:On the other hand, i really like, you had guts to give dwarves no crossbows. Tolkien did not mention them once and on every other mod they are...

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Louis_Lux Creator
Louis_Lux

We are really proud of DCI:LA's adherence to the lore. I don't think there are many other mods that can match it.

Reply Good karma+2 votes
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