Los Últimos Días 
de la Tercera Edad

(The Last Days of the Third Age)

un módulo para Mount and Blade

Visita nuestros foros en http://mbx.streetofeyes.com/index.php/board,20.0.html


0. Instrucciones de Instalación

Necesitas Mount&Blade 1.011 para jugar TLD. Instala Mount&Blade 1.011, y más tarde el módulo sobre él.

Nota: Este mod NO ES COMPATIBLE con Mount&Blade Warband (todavía) o Mount&Blade WFaS (seguramente nunca)

0.1. Instalando Mount&Blade 1.011.

Puede que quieras tener una instalación limpia de Mount&Blade 1.011 para usarla exclusivamente en TLD, de otra forma deberás andar constantemente con los archivos internos de M&B en caso de que quieras jugar a TLD y a otros mods.

Peeferentemente, usa la versión mejorada o enhanced version de M&B 1.011 (más estable y depurada). Puedes conseguir la versión mejorada en el sitio oficial de Taleworlds usando este enlace:

http://forums.taleworlds.com/index.php/topic,199418.0.html

Utiliza el enlace superior, no el de la página de descarga oficial. Ésta última tiene una versión inferior, más antigua por dios sabe que razón. Si tienes un archivo mount&blade.exe de 2Mb de tamaño, es que ya cuentas con la versión mejorada, felicidades. Si tu mount&blade.exe es de más de 3 Mb, entonces es que tienes una versión anterior, por lo que te recomendamos encarecidamente reinstalar M&B usando la versión mejorada - será mucho más estable en todos los mods. Puedes reinstalarla de forma segura encima de tu copia actual de M&B.

0.2. Instalando TLD sobre Mount&Blade 1.011.

Primero, como la mayoría de los mods, descomprime TLD.zip en una carpeta de módulo.

Por ejemplo: M&B/Modules/TLD.


Nota: TLD en un mod que modifica de forma extensiva el juego original, por lo que requiere cambiar unos pocos archivos del propio Mount&Blade -- ¡de otra forma, TLD no funcionará! Hay dos modos de hacerlo.


Método 1: usa IronLaucher. Para ejecutar el juego, haz doble click sobre IronLauncher.exe, que se encuentra en la carpeta del mod. IronLauncher es un pequeño programa (by Swyter) que intercambiará todos los archivos necesarios de M&B con versiones más apropiadas para TLD, reproduce el intro de TLD, y después lanza el juego en si.

A la salida intercambiará los archivos de nuevo, para qu puedas seguir jugando a otros mods.

Hemos intentado distribuir un lanzador coherentemente configurado, pero en caso de que tengas algún tipo de problema, te recomendamos que utilices el otro método.


Método 2: copia manual de los archivos. ¿Ves la carpeta Modules/TLD/data? Contiene todos los archivos que debes reemplazar por sus contrapartidas originales de M&B, de modo que  TLD pueda funcionar. Siendo más específico:

  1. copia todos los archivos *.brf de TLD/data  a la carpeta  M&B/CommonRes/[a] sobreescríbelos);
  2. copia todos los archivos *.txt y *.xml desde  TLD/data a  M&B/Data/ (sobreescríbelos);
  3. copia todos los archivos restantes de TLD/data en la carpeta  M&B/ (sobreescríbelos).

¡Asegúrate de seguir las instrucciones de arriba cuidadosamente!

Ahora que tienes todos los archívos críticos en su sitio es hora de ejecutar TLD.
Te advertimos que M&B, después de esto, funcionará sólo con TLD.
Native y otros mods no funcionarán.

Ahora inicia M&B, selecciona TLD en el desplegable de módulos y diviértete.

1. Introducción a TLD

TLD - The Last Days of the Third Age (Los Últimos Días de la Tercera Edad en castellano) es una modificación o módulo de conversión total para Mount and Blade 1.011.

El mod está ambientado en la Tierra Media - un mundo de fantasía creado por J.R.R.Tolkien en su novela “El Señor de los Anillos” y otras tantas. TLD ha sido inspirado por los libros y no está basado en el contenido de la película.

Nuestro objetivo es permitir al jugador su participación en la Guerra del Anillo, en las que las fuerzas de la luz y la oscuridad luchan por el destino de la Tierra Media (por razones prácticas de intensidad bélica, sólo la parte oriental de las Montañas de la Bruma está cubierta en el mapa)

La Versión 3.0 ha sido creada en aproximadamente los dos últimos años, después de que mucho progreso y código se perdiera con la desaparición de nuestro líder Ancientwanker.

Mucha gente ha contribuido a esta versión y (esperamos que) una lista con sus nombres y apodos quede presente en nuestros foros.

(si crees que falta alguien, háznoslo saber!)

2. ¿Qué puedo hacer?

2.1 Consejos iniciales

You choose your faction at the start and you can't change it later. You can also choose from different races: men, elves, dwarves, uruks, uruk-hais or orcs. Remember that both the faction and the race you choose will limit you in certain ways. Some factions provide excellent soldiers, but in small numbers. Some have weak troops, but you can hire many. Smaller orcs can't wear armors designed for big guys, but can ride some beasts instead. Dwarves have exceptional gear, but can't ride mounts.

This is not designed to be fully balanced. Playing weaker races or factions can be more challenging (as a first game, you might want to prefer options, in the starting menus, which are placed on top of the list of alternatives).

You choose a faction and you fight for it until your side wins the great war, or until[b] your faction gets wiped out. In that case you can still keep fighting for your allies.

2.2 La guerra

At the beginning of the game the War between good and evil hasn't started yet. You'll be notified when it does. While Middle Earth might look like a pretty empty and quiet place at start, it gets filled with hostile parties very quickly once the War starts. Be prepared and use your few days of peace wisely! You can perform quests for the lords and leaders of all allied factions, raise troops and train yourself in the barracks.

The war itself can be won or lost, unlike in the original M&B. Every faction has a strength rating - which changes according to faction successes or failures in battles. With strength dropping low enough, it becomes possible for enemies to siege faction cities/camps. When a faction drops to the lowest status, it is possible to defeat it completely by storming its capital.

Note that player himself cannot initiate sieges in TLD. He can only help his faction and allies in siege battles if their leaders decide that it is time to go storm the enemy settlement.

There are several theatres of war in TLD, defined by geography. When one side eliminates all the enemies in its current theatre, it will send an expeditionary force to help allies on other theatres. Expeditionary force will build an advance camp in the other theatre and operate from there. If the good forces are completely defeated, but Mordor and Isengard still stand strong, the two towers will battle each other over total dominance.

2.3 “Economía”

There is no money in TLD. Instead you develop relationships with factions - represented by Resources, Influence and Rank.

Resources are what's needed to sustain the faction in war - you can redeem looted scraps and items for it and you're also given a certain number of resource allowance each week depending on your rank within a faction. You can use this allowance to get soldiers, gear, horses for you to command and companions to follow you, but only if you accumulated enough. You have a separate resource/influence/rank pool for each Faction, remember that!

Influence points are awarded for finishing quests and winning tough battles. They can later be spent on special items as a reward from the rulers of factions you got the influence with.

Rank points allow you to rise up in the ranks of your faction - this will determine your max party size, weekly resource income and unlock other stuff.

Due to being true to lore, we have also disabled by default the option of the so called “cross-dressing[c]”: a Gondorian wouldn't likely ever wear looted orc armour, and vice-versa[d]. After most battles, you will find little or no items in the look which can be used directly. Instead, "metal scraps" are dropped, which represent salvageable equipment and can then be given to with your smiths who require them, for Resource Points.

What's there for you to do in TLD, in a nutshell: raise your troops, develop your character, help your allied factions with battles and quests. Rise up in ranks, get special items, explore locations, talk to different people (and other creatures), maybe you can learn something quite useful ;)

And of course, have fun!

3. Facciones

(Como puedes comprobar no hemos desarrollado jerarquías de tropas detalladas, ni descriptiones de cada una de ellas, a propósito. Puedes hacerlo tú mismo mediante herramientas desarrolladas por la comunidad, si crees que necesitas conocerlo todo acerca de ellas.)

En el Norte

Los Buenos:

Woodmen were those Northmen  who dwelt in the forests of Middle-earth, and especially Mirkwood in the Third and Fourth ages.

Beornings were a people of the upper Vales of Anduin, between Mirkwood and the Misty Mountains. It is possible that the Beornings became known as a people through being descendants of Beorn. During the War of the Ring, Grimbeorn the Old, son of Beorn, was the leader of the Beornings.

These northmen only fight on foot and their infantry is decent, if not very well equipped. Various scout troops provide ranged support and the rest are mostly lightly armoured axemen.

Dale is a city rebuilt by northmen who share the ancestry with the Rohirrim joined by the survivors from the lake city of Esgaroth. (after it was burnt down by Smaug).

Men of Dale provide tough infantry focused on polearm, famous archer troops topped by the legendary Barding bowmen and a merchant guard line acting as reasonably good cavalry.

Dwarves are short and tough, very strong and very well equipped. They come from the Lonely Mountain and the Iron Hills. 

Their army consists of an infantry line, a scout/archer line and an Iron Hills line (the heaviest hard hitting infantry).

Elves of Lothlórien are a powerful group of Nandor and Sindar living in the Lórien woods, led by lord Celeborn and lady Galadriel.

Their forces consist of an infantry line and a scout line. All their troops are very skilled, well equipped and overall deadly. A rain of arrows from under the forests cover, followed by a devastating infantry attack, is their main tactic.

The Woodelves are Sindar living in Mirkwood, led by king Thranduil.

They too have an infantry and a scout line, but focused more on the archers than the elves of Lórien. Their infantry specializes on spears.

Elves of Imladris (Rivendell) are Sindar and Noldor led by lord Elrond and his two sons. Much of the West of old remains in their household, powerful elven lords and ancient artifacts. Under their banner the Dúnedain of the North march as well - tall dark haired rangers and nobles of mixed Dúnedain blood clad in ancient maille.

Very well equipped and highly skilled infantry, archers and also cavalry.

Los Malos:

Men of Rhûn are tribal easterlings from around the sea of Rhûn[e].

The bulk of their army is cavalry - horse archers and lancers, both very lightly equipped, the top tier cavalry is much heavier or larger mounts. Their infantrymen are also quite lightly armoured and wield large axes and swords.

Dol Guldur is an old fortress of Sauron in Mirkwood - orcs now launch attacks at the forest elves from there.

The Dol Guldur troops are just orcs, quite similar to the Mordor types. Overall typical orc infantry, archers and also the warg riders.

Gundabad used to be a dwarven holy place, later it became a massive orc city in the mountain. It was abandoned for a while, but now the orcs returned in large numbers.

The Gundabad orcs are very similar to all other orcs, but their nature is more savage. Their equipment is primitive and their fighting style barbaric.

Orcs of Moria occupy the halls of Khazad Dúm.

Orcs like all others, but their equipment is better, because they use metal scraps and bits of looted dwarven armour.

En el Sur

Los Buenos:

Gondor, the “land of stone”, is inhabited by descendants of the ancient Númenoreans. Proud men standing as the last line of defence against the darkness of the Enemy, ruled over by steward Denethor.

Gondor’s military is composed of forces coming from all the different fiefdoms. You get the standard army with solid and well armoured troops overall (infantry, archers and cavalry), Dol Amroth famous for their heavy cavalry, green archers and spearmen from Pinnath Gelin, bowmen from the Blackroot Vale, axemen of Lossarnach, heavy marines from Pelargir or hardened clansmen of Lamedon.

Rohirrim are the horse lords of the Mark of Rohan led by king Théoden.

Rohirrim have very good cavalry - from heavy lancers to agile horse archers. They have an infantry line as well, branching into shieldwall forming troops and heavy swordsmen bearing longswords.

Los Malos:

Mordor represents Sauron’s own forces bred in the darkness of the Black Land.

Armies of Mordor consist of orcs, uruks and evil men (Black Númenoreans). Uruks of Mordor are the better equipped and stronger breed of orcs, but have no archery line. Most regular orcs are infantry, skirmishers or archers, but there are also orc warg-riders. Black Númenoreans are a rare, but very dangerous infantry and cavalry. Sauron has also bread some fierce battle trolls, but they’re extremely rare.

Isengard is ruled by Saruman, the betrayer wizard. He created his own version of orcs: the uruk-hai.

The forces of Isengard are quite well (if crudely) equipped. The orcs are comparable to any other orcs, but the uruk-hai are truly deadly killing machines - wielding pikes, halberds, heavy axes and nasty cleavers. They also have largest bows among any orcs.

Dunlanders are wild men, enemies of the Rohirrim who drove them from their homeland.

They’re very poorly equipped, almost no real armour and sharpened wooden pikes and antler axes. Their chieftains wear old maille, crudel helmets and rare swords. They also have a cavalry line, but it’s also quite weak.

Variags of Khand are fierce easterling raiders wearing terrifying battlemasks.

They rely on fast light infantry (skirmishers and blademasters) and heavy axemen, while their cavalry line contains both lightly armoured agile skirmishers and heavy cataphracts.

Haradrim come from the deserts and rain forests of the far South - dark skinned with an affection for gold.

Haradrim have average infantry (skirmishers/archers and spearmen/swordsmen) from Great Harad, a cavalry line (both heavy cavalry[f] and horse archers) from Harondor and a Far Harad line of tribal warriors.

Corsairs of Umbar are southern enemies of Gondor, descendants of the Black Númenoreans.

Corsairs employ both lightly armoured skirmishers and heavier swordmasters as well as iron longbowmen.

4. Controles/Características 

TLD options: You can tweak the behaviour of the game in a number of ways through the “TLD Options[g]” camp menu. You can access the menu when you camp on the map. All options are a simple ON/OFF switch for the sake of simplicity.

Traits: You can get traits in quite a few ways. They describe how you play your character and reward or punish you for these decisions and actions.

You can view the list and descriptions of your character’s traits in the “Reports” menu.

Others: There are other features which only apply to certain situations or factions - like orcs’ ability to eat prisoners, or NPCs being killed in battle. We’d like to keep those a surprise, you should find them yourselves. In the worst case, some good soul will make a gameplay guide, no doubt.

4.1 Formaciones e IA de batalla

Your troops will position themselves and hold at the beginning of each battle, instead of blindly charging.

Only major factions (all 18 of them) use formations (+deserters), bandits will simply charge. There is a slight difference between good and evil factions, good infantry will form shield walls (usually defensive - shielded troops first, but it can form a phalanx if you have pikemen), while evil infantry will form ranks (best troops first).

Formations only work in field battles (meaning not in custom battles and sieges).

Any time in-game that you have a formation form or "Hold," it will set up near the position that the player had when the command was issued: infantry to the left, cavalry to the right, and archers up front. Additionally, the formations may maintain the same FACING that the player had (depending on mod design).

Whenever a unit first forms a particular formation, troops may spread out for ease of forming up (depending on mod design).

Player troops start every battle in formation.

Unless changed by mod design, formation key bindings are:

"J" for ranks

"K" for weapon-based ranks (shieldwall, phalanx)

"L" for wedge (the player ought to reassign the "L" for "Log" mapping)

";" for square

"U" for no formation (undo formation)

The "ranks" command for archers puts them in a staggered line.

Cavalry will not make any formation other than the wedge.

Charge (and Dismount for cavalry) will undo a formation. The player may Advance multiple times to have a formation move toward the average position of the enemy. Or use the order panel or hold-F1 to place them (or sweep them across the enemy for the cavalry wedge).

5. Preguntas Frecuentes (FAQ)

5.1 Preguntas Generales

¿Tienes alguna pregunta sin responder en el FAQ? Escríbenosla en nuestros foros:

http://mbx.streetofeyes.com/index.php/topic,2479.0.html[h] (En Inglés)

+Si es buena, la añadiremos aquí!

Q:         ¡El intro me molesta! ¡¿Puedo desactivarlo?!

A:         ¿Porqué? Sí. En la carpeta de TLD se encuentra un archivo llamado “IronLauncher.lua[i]”.

Haz una copia de seguridad en caso de que fastidies algo.

Ábrelo en el Bloc de Notas o cualquier editor de código de tu elección, encuentra estas dos líneas y elimínalas:

Shell.Execute(current_folder.."\\Data\\binkplay.exe", "open", "TLDintro.bik /P /I2 /J /Z1 /R /U1 /W-1 /H-1 /C /B2", "Data", SW_SHOWNORMAL, true)    [j] 

5.2 Optimización/ Ajustes de Rendimiento

  1. Optimize Mount and Blade itself - many useful tips can be found here: http://forums.taleworlds.com/index.php/board,6.0.html

  1. We’ve already converted sounds to .wav[k], to increase performance and avoid the vertex buffer crashes. Still, if you’re getting these crashes, try buying and installing a sound card.

  1. Save often. The game will crash, for some more than for others. Be especially careful                       with large battles, sieges and going into complex scenes (large settlements and so on).

  1. Flora is optimized as well as we can make it, but once in a while the generation of trees and grass will go crazy and you’ll end up in a jungle scene which may crash the game. Unfortunate, but we haven’t found a way to fix this yet.

  1. Get more RAM. A better GPU will result in smoother play and nicer graphics, but lack of RAM seems to cause frequent crashes. Especially if you’re running Windows7, you definitely need at least 4GB of RAM.

 

5.3 TLD, TUÚ NOO...

Esta sección contiene las quejas más comunes que solíamos tener y que esperamos tener de nuevo.

Eh, TLD, ¿porqué...

Q:   …no te pareces a las películas?

A:   Porque TLD es un mod basado en los libros.

Q:   …entonces algunas cosas se parecen a las pelis?!

A:   Porque no contradicen a los libros y porque nos gustan un montón.

Q:   …no cambiais a los elfos/huargos/armadura de Gondor/orcos por los de las pelis?

A:    Porque nos gustan así.    

Q:   …no hay ningún mumakil/olifantes como tropas de batalla?

A:   Porque sería muy difícil hacerlos funcionar de forma correcta y que luzcan bien.

Q:   …no puedo conocer/ machacar a la Compañía, o tener a Gandalf y a Legolas en mi grupo?

A:   Ellos tienen su propio camino, su propia misión que acometer. Tú luchas en la Guerra del  Anillo.

Q:   …no hay ninguna facción de Eriador?

A:    Porque el área de Eriador no está en el mod.

Q:   …no está Eriador en el mod?

A:    Porque en durante la Guerra del Anillo estaba casi todo desierto y nada importante sucedió por allí.

Q:   …no hay ningun hobbit ni hombres de Bree en ninguna parte?

A:    Por las dos respuestas anteriores.

Q:   …no hay unos orcos superchachis montando arañas?

A:   Porque te te calles y te des en tu careto.

Q:   …este mod no es para Warband?

A:    Porque todo empezó mucho antes de que saliera y adaptarlo en su forma actual podría requerir mucho tiempo adicional. También varias características de TLD no estarían disponibles con el sistema de modding de Warband.

5.4 Para los Puristas

        Q:  ¿Por qué los elfos no son más altos que los hombres?

            A:   Porque tendríamos que hacer otro esqueleto para ellos y hacer todas sus armaduras a escala, y todo eso sería mucho trabajo para algo que no se nota para nada.

        Q:  Por qué la estrella de Arnor tiene sólo 4 puntos y no 6? (como la estrella de Ëarendil)

        A:   Una pequeña invención nuestra - las estrellas faltantes significan la caida de Arnor.

        Q:  ¿Por qué hay orcos a la luz del día? ¿No deberían temer el sol?

        A:   Es lo más conveniente. Somos conscientes de ese rasgo de la raza de orcos y lo  solucionamos limitando sus habilidades y estadísticas durante el día..        

        Q: ¿Por qué los trolls no se convierten en piedra ante la luz solar?

        A:   Razones similares - sería un fastidio. La sombra de Mordor se está extendiendo, así que los trolls pueden aguantar el sol por ahora.

Q:  ¿Por qué el anillo exterior de Minas Tirith no está hecho de piedra negra?

        A:   Luce un montonazo de veces mejor, maldita sea. Que Tolkien conceda perdón a nuestras almas...