As several of you have suggested, I made a basic Patreon page for those who want access to the Early Access versions of the mod before I publish the official versions on MODDB

and a simple paypal.me link for those who wish to tip :) :

Patreon DAC Expanded

Paypal Tip Link

And as some of you have asked for it, I will try and list the changes I have added to the game from the base DAC:

  • Added over 180 unique buildings across the world and across the factions
  • Uniformized plenty of building stats, they make much more sense now (specifically the mirror of Galadriel, Thranduil's halls, economic buildings etc.)
  • Implemented many suggestions from the "suggestions" channel from the DAC discord + fixed many bugs from the "bug reports" channel from the DAC discord.
  • Changed some victory conditions for some factions, specifically some that made no sense (for example, Bree does not have to destroy Dunland to win)
  • Fixed many typos
  • Fixed many Unit card UI's, uniformized them (specifically the Elven troops Bree gets, many troops that the Reunited Kingdom gets etc.)
  • Increased the victory time limit from 400 turns to 800 turns.
  • Increased the starting troops for every faction and edited their starting messages to signify that.
  • Added many events for every faction, whenever you conquer a certain settlement you will get an event + money + 2 troops as a reward. (AA gets the most, as you will start in many different locations)
  • AA has received a General reward system, as you conquer a settlement - you may get a General from that faction with a unique unit as his bodyguard, an event will signify that (70 unique generals across the map)
  • Added several songs to the OST, the most changes went to the Northmen, Easterlings (Khand, Rhun, AA, Harad), Dorwinion received several songs from The Witcher 3 etc.
  • Building descriptions have been fixed, and several have gotten a custom description (farms for example)
  • Unit descriptions have been fixed, some information was outdated, and some information has been made more correct (specifically bonus damage against "oliphaunts", has been changed to "bonus damage against beasts"
  • Resources across the map have been made kind of uniformed, and "logical", as some factions would not have certain resources. + they have been set at "nice" locations - they look good on the map, thematic, they are not just thrown about.
  • And many more.


INSTRUCTIONS:

This mod is standalone, just delete your DAC folder, or rename it, and move this one in the "mods" folder.

The hotfix goes into divide_and_conquer/data/world/maps/campaign/imperial_campaign/ folder.


Video instructions (All thanks to TSJ):

How to Install Divide and Conquer Extended | Medieval II: Total War (2024) (youtube.com)

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DAC Expanded, Version 1 Hotfix for ancillaries+small trait fix

DAC Expanded, Version 1 Hotfix for ancillaries+small trait fix

Patch 6 comments

This fix makes the ancillaries easier to get + it makes the dragon relic script for Rhun much less annoying.

DAC Expanded, Version 1 Final HOTFIX

DAC Expanded, Version 1 Final HOTFIX

Patch 11 comments

My older hotfixes did not work, so I just removed a feature completely

DAC Expanded, Version 1

DAC Expanded, Version 1

Full Version 11 comments

Just the first version, probably the last I will upload

Post comment Comments  (0 - 10 of 80)
zachman1201
zachman1201 - - 329 comments

Reply Good karma Bad karma+2 votes
steamnik Creator
steamnik - - 47 comments

Thank you for this, I will post the link to the video in the mod description :)

Reply Good karma+1 vote
Guest
Guest - - 689,630 comments

Where is the exe file to start the game

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steamnik Creator
steamnik - - 47 comments

divide_and_conquer/m2tweop.exe

Reply Good karma+1 vote
godoorer
godoorer - - 3 comments

I'm proceeding with Wood Elf, and the deficit is very serious. I destroyed Dol Guldur and took over the entire mirkwood and additional territories, but I see no sign of the deficit being resolved. Was it intended by Modder? In addition, the script regarding the capture of Dol Guldur doesn't seem to work properly. The castle's name is also not changed to Amon lanc, and no special script screen is displayed.

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steamnik Creator
steamnik - - 47 comments

Hello!
The deficit is there, the 'kings purse' in the finances tab displays it. It removes it completely.

The economy is far too easy to maintain as is now..the update is in the works currently, the next version should fix it.

The name change doesn't happen as I did not mod it in, the next version will have the name changes built in. (Amon Lanc, Minas Ithil etc.)

Reply Good karma+1 vote
godoorer
godoorer - - 3 comments

I've checked through the description of what is King's Purse. But what I was trying to say is that when I play Woodland Realm, I destroyed Dol Guldur and I am controlling 13 regions, but I'm still in the red in revenue. I've never produced any new units, because I haven't had any money since the first turn. Is this the intended situation? I don't understand the saying that the economy is easy.

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steamnik Creator
steamnik - - 47 comments

Oh I misunderstood you completely, sorry about that.
Nevermind the kings purse, can you take a screenshot of your finances tab and post the link in the comment? I am curious to see what it's about

Reply Good karma+1 vote
godoorer
godoorer - - 3 comments

What is the "king's purse"? How can I get rid of the deficit through this?

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GrisiaLakhon
GrisiaLakhon - - 7 comments

deficit in this mod is easy when you don't put a good usage on the forts' free maintenance, if you always make your unit stand in settlements, that adds a lot on your eco balance for sure...
as this mod is already a easier ver of dac (at lest eco wise), this shouldn't be too hard if you are using forts.

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steamnik Creator
steamnik - - 47 comments

Exactly, it is easy, eco rework is in the works

Reply Good karma+1 vote
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