Divide and Conquer is the biggest Third Age: Total War submod. The latest release was V4.6 on April 18th, 2021. DaC V4.6 features all the features of V4.5 plus a collection of fixes. We hope you all enjoy DaC!

DaC V4.6 - Eriador Rises (+Hotfixes)
Filename
DaC_4.6.7.zip
Category
Full Version
Uploader
TheEliteDwarf
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Updated
Size
6.46gb (6,941,026,677 bytes)
Downloads
8,938 (141 today)
MD5 Hash
c5d0a520b32011c3eb117fabbfaf20a3
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Description

DaC V4.6 is an updated version of V4.5 and includes several hotfixes that make it more stable than V4.5 (there is no new content in this release). Also, this file is standalone - you do not need any other mod files. If you had already installed DaC V4.5 and want to get this hotfixed version then you MUST delete the V4.5 "Divide_and_Conquer" folder before installing this version.

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DaC V4.6 - Eriador Rises (+Hotfixes)
Comments  (0 - 50 of 70)
YEAHBOIIIII
YEAHBOIIIII

A surprise to be sure but a welcome one.And what happened like you guys haven't uploaded new pics here in a long time so what changed?Just asking for no reason.

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TheEliteDwarf Author
TheEliteDwarf

For a long time, ModDB has primarily been used by DaC as a hosting site. However, as you may be aware, I have continued to remain active on this site and with the recent changes to our team I decided I wanted to start posting preview pictures and developer diary videos here as well for those who haven't/won't join our Discord.

That said, I posted a handful of preview pictures of DaC V5's development but there are several others (mainly units) that I didn't that you can find on our Discord.

Going forward, when new pictures of units, battlemaps, CSMs (campaign strategy models), etc are posted in our Discord, I'll post them here as well along with Galu's Developer Diary videos as those videos cover scripts and other mechanical/feature changes that aren't easily represented by pictures.

Thank you for your question!

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Guest
Guest

Great work!!!!but how i restore arnor in 4.5?

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TheEliteDwarf Author
TheEliteDwarf

Thank you for the comment. Arnor cannot be restored in V4.5/V4.6. You'll have to wait for V5.

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Guest
Guest

step 1 remove means delete??i have to delete the whole folder??

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LittleCritter
LittleCritter

Yes, you have to delete the whole folder to install the new version+hotfix.

PS: Btw, updated my submods for 4.6(they're all compatible with saved games)->https://www.moddb.com/mods/new-symbols-and-events-for-dac-v46/addons

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krvanags
krvanags

Hi!
Sorry for bothering but I did all that is said in both this post and video, but my game still crashes at around 3rd - 4th move. I also deleted v4.5, installed 4.6 a couple of times but it crashes same as 4.5. I also reinstalled couple of times medieval 2 but there is no difference. Also, in main game menu should it is written V4.5 or V4.6?

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TheEliteDwarf Author
TheEliteDwarf

Hello krvanags,

Sorry to hear about the crashes. Can you check you log file's last 10-20 lines and post what it says? The file is in Medieval 2 Total War\logs.

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krvanags
krvanags

It doesn't seem that I have this kind of file (at least I can't find it). I reinstalled all again and now the crashes stopped (I am now around turn 30) but I don't dare to play a real-time battles lol
That was mostly when the crashes happened - after battles (that is why it was so frustraiting since you use some good strategies but all is lost at the end).

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krvanags
krvanags

if you mean editor log, I found it. is this what you meant?

Adding unit (Orc Bodyguards) at 0x332cd878 to deployment area at 0xab4f014
Adding unit (Heavy Goblin Halberd) at 0x332cdac0 to deployment area at 0xab4f014
Adding unit (Heavy Goblin Halberd) at 0x332cdd08 to deployment area at 0xab4f014
Adding unit (Heavy Goblin Halberd) at 0x332cdf50 to deployment area at 0xab4f014
Adding unit (Heavy Goblin Infantry) at 0x332ce198 to deployment area at 0xab4f014
Adding unit (Heavy Goblin Infantry) at 0x332ce3e0 to deployment area at 0xab4f014
Adding unit (Heavy Goblin Infantry) at 0x332ce628 to deployment area at 0xab4f014
Adding unit (Snaga Archers) at 0x332ce870 to deployment area at 0xab4f014
Adding unit (Snaga Archers) at 0x332ceab8 to deployment area at 0xab4f014
Adding unit (Snaga Archers) at 0x332ced00 to deployment area at 0xab4f014
Adding unit (Heavy Goblin Infantry) at 0x332cef48 to deployment area at 0xab4f014
Adding unit (Heavy Goblin Infantry) at 0x332cf190 to deployment area at 0xab4f014
Adding unit (Heavy Goblin Halberd) at 0x332cf3d8 to deployment area at 0xab4f014
Adding unit (Heavy Goblin Halberd) at 0x332cf620 to deployment area at 0xab4f014
Adding unit (Heavy Goblin Archers) at 0x332cf868 to deployment area at 0xab4f014
Adding unit (Heavy Goblin Archers) at 0x332cfab0 to deployment area at 0xab4f014
Adding unit (Warg Riders) at 0x332cfcf8 to deployment area at 0xab4f014
Adding unit (Warg Riders) at 0x2f3d5ff8 to deployment area at 0xab4f014
Adding unit (Warg Riders) at 0x2f3d6240 to deployment area at 0xab4f014
Adding unit (Warg Riders) at 0x2f3d6488 to deployment area at 0xab4f014
Load finished **************************

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TheEliteDwarf Author
TheEliteDwarf

That isn't the file I'm talking about. It should by the system.log.txt file that's in the logs folder of the vanilla game.

Just to double-check, you did apply the LAA patch to your medieval2.exe file, correct? If you have a kingdoms.exe file, apply the LAA patch to that as well.

I just realized I didn't answer your question about the main menu being V4.5. It should say V4.5 as we didn't update the # because this was a minor patch however in the future, we will make sure to update that # in order to not cause confusion.

Another thing to ask, do you have more than 4GB of RAM in your computer?

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TheEliteDwarf Author
TheEliteDwarf

krvanags

Can you check if you have "francisca_high.cas" in the Medieval II Total War/data/models_missile folder?

If it's missing, go to this folder:
Medieval II Total War\mods\Divide_and_Conquer\data\models_missile

And then COPY the "francisca_high.cas" and then paste the copy to this folder:
Medieval II Total War/data/models_missile

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Guest
Guest

I don't get it

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TheEliteDwarf Author
TheEliteDwarf

Are you saying you don't understand my comment above or are you saying you don't have the "francisa_high.cas" file within the Medieval II Total War/data/models_missile folder?

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ReconGummyBear
ReconGummyBear

I can't get past the first end of turn phase without it crashing. I'm getting the unspecified error message.

These some of of the last lines from the log:

Could'n find effect description string for trait(Hatesgundabad) level(Loathes_Gundabad_effects_desc).
17:39:33.817 [script.err] [error] Script Error in mods/Divide_and_Conquer/data/export_descr_character_traits.txt, at line 7284, column 28
Could'n find effect description string for trait(Fearsnormans) level(Nervous_Near_Normans_effects_desc).
17:39:33.817 [script.err] [error] Script Error in mods/Divide_and_Conquer/data/export_descr_character_traits.txt, at line 7291, column 28
Could'n find effect description string for trait(Fearsnormans) level(Fears_the_Normans_effects_desc).
17:39:33.818 [script.err] [error] Script Error in mods/Divide_and_Conquer/data/export_descr_character_traits.txt, at line 7311, column 28
Could'n find effect description string for trait(Hatesnormans) level(Dislikes_the_Normans_effects_desc).
17:39:33.818 [script.err] [error] Script Error in mods/Divide_and_Conquer/data/export_descr_character_traits.txt, at line 7326, column 28
Could'n find effect description string for trait(Hatesnormans) level(Loathes_all_Normans_effects_desc).
17:39:40.369 [game.script] [always] Game Reloaded
17:39:40.369 [game.script] [always] Battle Scripts Reset
17:40:19.075 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

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TheEliteDwarf Author
TheEliteDwarf

Go to the following folder location:

Medieval II Total War\mods\Divide_and_Conquer\data\world\maps\base

And you should see a file named "map.rwm". Delete this file and then try starting a new campaign. One thing to note is that this file will be re-created by the game when a new campaign starts so don't delete it a second time unless you experience this issue again.

Also, deleting this file while you have an on-going, saved campaign may cause problems when you try to load that campaign so only delete this file if you're comfortable starting new campaigns (you could always copy the old file to a different location as a backup).

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arkcheung
arkcheung

So I deleted 4.5 and installed 4.6 but the title screen still shows 4.5, is that right or maybe I did something wrong?

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TheEliteDwarf Author
TheEliteDwarf

arkcheung Sorry for the confusion, we didn't update the title menu # to say 4.6 because this was a hotfix release however going forward, we will be sure to update the menu number for these kinds of releases.

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arkcheung
arkcheung

No problem. Keep up the good work!

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LOTRuler
LOTRuler

Is there a chance scripting will be addressed to lower turn loading times?

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TheEliteDwarf Author
TheEliteDwarf

We do have a couple new, experienced scripters that recently joined our team who will be improving our scripts but I can't guarantee any improvements to load times.

DaC already has pretty fast load times compared to other mods such as MOS. From what I recall, MOS takes a minute or two for turn load times whereas DaC may take up to 15 seconds for the first turn and then around or under 10 seconds for the following turns. However, the longer your campaign goes on the slower the turn times will be as the AI has to process more data.

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LOTRuler
LOTRuler

Sorry for the late reply. Yes I've been talking a lot on discord about what my case could be. My turn times are horrible in the +90 seconds. This was the case in my old pc and even in my latest build which is with a i5 10600k.

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TheEliteDwarf Author
TheEliteDwarf

No worries.

Yeah the key things are having more than 4GB of RAM so that you can enable the LAA patch which allows the game to go from using 2GB to 4GB of RAM and then having specs that are slightly higher than the vanilla game's recommended specs as Third Age and DaC have more content and use higher detailed models compared to the vanilla game hence why the recommended specs aren't an accurate representation of what's recommended for TA/DaC.

That said, a big handicap of this game and its engine is that even if you have the highest tier gaming computer, the game won't be able to utilize all of its resources because the game/engine were created back when computers had low specs so they hardcoded a lot of things which limit what resources can be used (a perfect example is the RAM limit).

Perhaps you could check the processes running the background of your computer via Task Manager and see if there is a program (or multiple) that are running and using your system's resources?

Other than that, and you probably know this already, but when you load into a campaign, left-click a bunch of times on the screen to speed up the ring loading cursor icon then press the spacebar to speed up animations.

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LOTRuler
LOTRuler

Yes I tried the LAA along with some other stuff. I did not try the last solution you said though. Time to start it up again when I got time.

Thanks for the replies. I will keep updating. I started a coding course last month so maybe I will be able to understand the logic and programming behind vanilla and some mods in the future ^.^

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TheEliteDwarf Author
TheEliteDwarf

We have updated the V4.6 installer here on ModDB as well as on the Google Drive link with the following fixes:

- Updated the main menu version # from V4.5 to V4.6 to prevent confusion.

- Added the throwing weapon file "francisca_high.cas" in the following location: Medieval II Total War/data/models_missile to prevent some users from experiencing crashes when using axe-throwing units.

If you are experiencing crashes with the axe-throwers then you can follow these instructions instead of re-downloading and re-installing V4.6 again:

1. Go to this folder:
Medieval II Total War\mods\Divide_and_Conquer\data\models_missile

2. COPY the "francisca_high.cas" and then paste the copy to this folder:
Medieval II Total War/data/models_missile

(Make sure you have the "francisca_high.cas" in BOTH of those folder locations)

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xChaZz
xChaZz

hi im getting the axe throwers crash andwhile i have the "francisca_high.cas" in the divide and conquer folder i dont have this file Medieval II Total War/data/models_missile

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TheEliteDwarf Author
TheEliteDwarf

Copy the "francisca_high.cas" in the Divide_and_Conquer\data\models_missile folder and paste the copy to the Medieval II Total War/data/models_missile folder.

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xChaZz
xChaZz

when i open the path Medieval II Total War/data/ the only folders that appear are these:
animations
cursors
fmv
sounds
world
there is no /models_missile folder.

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TheEliteDwarf Author
TheEliteDwarf

In that case create a new folder in that location, name it "models_missile" and then put a copy of that "francisca_high.cas" file in there.

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xChaZz
xChaZz

thnks man it worked u are the best!!

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TheEliteDwarf Author
TheEliteDwarf

Happy to help :).

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Guest
Guest

Just a heads up, the DaCV4.6-1b.bin file is missing from the google drive download so you can't install the mod.

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TheEliteDwarf Author
TheEliteDwarf

I just double-checked the DaC 4.6.zip file as it is the one I used to upload here on ModDB and I can confirm that "DaCV4.6-1b.bin" is present.

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Guest
Guest

Hi, I'm getting an unspecified error after winning battles. Does anyone have any idea what this error might be??

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TheEliteDwarf Author
TheEliteDwarf

Hello,

Are you using V4.6? Did you apply the LAA patch to your medieval2.exe and/or kingdoms.exe?

Can you check and post the last 10-20 lines of the log file located in the Medieval II Total War\logs folder?

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Guest
Guest

I have the following problem , my game crashes periodically during the end turn phase every 6 to 9 turns , I have followed all the steps and even reinstalled the game + the mod and it still does that. It is an unspecified error message and it happens no matter wich faction I choose. If you can help me I would be very grateful, thank you in advance!

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TheEliteDwarf Author
TheEliteDwarf

Hello,

Just to confirm, did you apply the LAA patch to your medieval2.exe and/or kingdoms.exe after re-installing Medieval 2?

Can you check and post the last 10-20 lines of the log file located in the Medieval II Total War\logs folder?

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Guest
Guest

Yeah I did apply the LAA 100% sure of that. Here are the last several lines of the logs:
Error in battle script command 'define_unit_group': invalid unit label 'Eu27'.
23:25:10.433 [game.script] [error] Script execution error for <define_unit_group>, at line 51510, in mods/Divide_and_Conquer/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'Eu28'.
23:25:10.433 [game.script] [error] Script execution error for <define_unit_group>, at line 51510, in mods/Divide_and_Conquer/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'Eu29'.
23:25:10.433 [game.script] [error] Script execution error for <define_unit_group>, at line 51510, in mods/Divide_and_Conquer/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'Eu30'.
23:25:10.433 [game.script] [error] Script execution error for <define_unit_group>, at line 51510, in mods/Divide_and_Conquer/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'Eu31'.
23:25:10.433 [game.script] [error] Script execution error for <define_unit_group>, at line 51510, in mods/Divide_and_Conquer/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'Eu32'.
23:25:10.434 [game.script] [error] Script execution error for <define_unit_group>, at line 51510, in mods/Divide_and_Conquer/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'Eu33'.
23:25:10.434 [game.script] [error] Script execution error for <define_unit_group>, at line 51510, in mods/Divide_and_Conquer/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'Eu34'.
23:25:10.434 [game.script] [error] Script execution error for <define_unit_group>, at line 51510, in mods/Divide_and_Conquer/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'Eu35'.
23:25:10.434 [game.script] [error] Script execution error for <define_unit_group>, at line 51510, in mods/Divide_and_Conquer/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'Eu36'.
23:25:10.434 [game.script] [error] Script execution error for <define_unit_group>, at line 51510, in mods/Divide_and_Conquer/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'Eu37'.
23:25:10.434 [game.script] [error] Script execution error for <define_unit_group>, at line 51510, in mods/Divide_and_Conquer/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'Eu38'.
23:25:10.434 [game.script] [error] Script execution error for <define_unit_group>, at line 51510, in mods/Divide_and_Conquer/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'Eu39'.
23:25:10.434 [game.script] [error] Script execution error for <define_unit_group>, at line 51510, in mods/Divide_and_Conquer/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'Eu40'.
23:34:01.059 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

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TheEliteDwarf Author
TheEliteDwarf

Are you using the Steam version of the game and if so, where do you have the game installed? Is it in your Program Files folder or did you install it in a separate drive?

Also, check this video and do as it says:

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Guest
Guest

Great mod!! I really love it
just to let know if someone els has this problem:
installer gave an error ¨movefile failed; code 3¨ (path directory to long)
i fixed it by placing the medieval file on my desktop (sinds it was in pretty deep submaps) after that installation went fine.

Thx for this lovely mod
keep up the hard work

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TheEliteDwarf Author
TheEliteDwarf

Thank you for the kind words!

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Guest
Guest

when ever I try to download it says I don't have permission what should I do

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TheEliteDwarf Author
TheEliteDwarf

Are you downloading from ModDB or Google Drive? If it's the former, try downloading for the latter or vice-versa.

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Guest
Guest

When i try to instal it says this program does not support the version of windows your computer is running and when i change it in the properties sometimes it says it requires windows service pack or higher. I have win7 . What to do ?

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Guest
Guest

I thnik i need a windows update lol. More data to loose but i think this mod deserve it.

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Guest
Guest

Hi where to install the mod? i have C/program files/ medieval 2 gold. i tried there and it wont run.

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TheEliteDwarf Author
TheEliteDwarf

Hello,

Please watch the installation video here:

It says V4.5 but it's applicable to V4.6 as well.

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Guest
Guest

yes i did watch i dont have it in steam i only have c/programfiles(86)/medieval 2 gold

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TheEliteDwarf Author
TheEliteDwarf

If that's the case, then while you're on the "Select Destination Location" section of the installer, click "Browse" and then navigate to the folder that's one level above where your Medieval 2 Total War folder is. The installer automatically adds "Medieval 2 Total War" to the end of the installation path.

If your folder is named "Medieval 2 Gold" then do the steps above but then replace "Medieval 2 Total War" with "Medieval 2 Gold".

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Guest
Guest

Just tried the mod and I really liked it! Seems to run well! My only gripe is that sometime static noise appears. It feels like it appears after the end of a background song of the mod but that could just be my imagination. Just a small problem, so I really like the mod nonetheless!

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TheEliteDwarf Author
TheEliteDwarf

Glad to hear you like the mod! As for that noise, I'm not familiar with it and I don't recall seeing reports about it but I'll keep an eye out for any future reports about that.

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