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Age of Kings Heaven » Forums » Mod Design and Discussion » Tales of Middle Earth - Version 0.8.13 Released!
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Topic Subject:Tales of Middle Earth - Version 0.8.13 Released!
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Mr Wednesday
Cavalier
(id: matty12345)
posted 08-18-12 03:58 AM CT (US)         



Complete Visual Recreation of Middle Earth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Unique Gameplay to recreate the War of the Ring


Fully Functional and Engaging Mulltiplayer Experience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Enhanced Scenario Editor for Designers


• Choose from one of 18 unique factions.
- Guide the wise and fair elves - Lindon, Rivendell, Mirkwood, Eregion, and Lothlorien.
- Fall under the sway of the Shadow with Angmar, Mordor, Isengard, Dol Guldur, or Minas Morgul.
- Place your hope in the Men of the West with Arnor, Gondor, and fabled Numenor of old.
- Ride with the Native Men of Rohan, Rhovanion, Harad, Umbar, or Rhun.


• Battle on new random maps based on real Middle Earth locations.

• Research countless new technologies and decide the path of your race with faction choices.

• Enjoy the rich world of Middle Earth as presented by one of the largest modifications ever produced for Age of Empires II.

• Create that LOTR campaign you always had in mind or play online against a friend!



Current Version: (Version 0.8.13) :: Release Date: 9/15/18


Current Development Notes:
Change Log - Find out what's changed in the latest version.

The current version of Tales of Middle Earth is fully playable. Later versions will improve balance, eliminate bugs, and possibly implement some final features. If you would like to report a bug or suggest changes, please leave a comment below or add a bug report to the github page.

NOTE: As Tales of Middle Earth is currently in a pre-release version, we ask that you bear with any discovered bugs or imbalanced stats for units or technologies. Please report any issues, and we will work hard on solutions.


The road goes ever on and on...

[This message has been edited by Mr Wednesday (edited 11-17-2018 @ 00:41 AM).]

AuthorReplies:
Jorgito_aqua27
Squire
posted 03-30-13 10:10 PM CT (US)     2066 / 3909       
@Pulkit i need your advice on this:

After lots of changes, understanding of Tome structure, trying to figure out a way to not over load you with 10000 graphics i think i found a way to cover the Men of the West set of graphics.

Take a look, lets start with Numenor:



This is how you progress through the ages till you reach the point of make the choice to join the King's men or Elendili.
As you can see i made all the upgrades for the basic unit lines.

Allright so far when i posted this set i recive lots of comments saying that this set where too royal looking, etc.
So maybe you will like this idea.

This is what you get when you choose the King's men:



Allright, you join the King, all your units looks extremely royal blabla powerfull, you get the point.

This is what you get when you choose the Elendili:



OK, this units looks like the Numenoreans that you see in the movie, not so royal like the King's men, and this guys will be the basic unit line for Arnor later.. i will explain that soon.

That was pretty much Numenor, are you happy with them?
Noticed that i didnt posted the cavalry units, i am working on how to adapt them to this new system, but fear not everything is done already i am just adjusting some stuff.

__________

Lets move to Arnor now:



Ok, this are the Elendili choice that i posted before with all their upgrades so you can see the units changes through the ages.
Why Elendili to represent Arnor? well this ones are the survivors of Numenor so it makes all the sense to use it to represent the basic lines for Arnor.

Now this civ have 3 choices: Arthedain, Cardolan and Rhudaur.

This is what you get when you choose Arthedain:



I have reused the same graphics as the Elendili choice, the only new one is the Dunadan Chieftain that resemble Isildur outfit.

This is what you get when you choose Cardolan:



The graphics are new, they where made to fit along with my old graphic pack building that you are using in the mod, is a mix of dunedain rangers and common people. But for example you can extract from this set rangers for gondor,etc using new techs.

This is what you get when you choose Rhudaur:



Pretty much Hillmens, now you can use some of this graphics for the Angmarim tech that enable rhudaur units.

The tech that give Rhudaur units to Rhudaur is obsolete now, so what do you think about change it for "Angmarim emmisarys"? You could use the Angmarim cheap unit graphics (that i didnt posted yet) for this "new" tech.

I also put the old Rhudaur swordsman as a "chieftain" to be created on the castle like an unique unit.

Well thats Arnor, remember that every civ choice will get his own building set too, just give me time

_____________________

Gondor.

Ok so far we have Numenor done, Arnor done and is time to move to Gondor.

The Gondorians will reuse some of the Arthedain graphics to fill their lines, take a look:



Remember that i didnt post the fiefdoms special units for gondor, this is just the basic lines.

But what do you think? i know there is a loooooooot of units just for the "Men of the West" but even if we reuse some of the same graphics this 3 civs looks really unique, and we actually are playing with 6 civs if you count all the choices.

Give me feedback please, if you like what i did i will try to organize the rest in a similar way.
Pulkit
Squire
posted 03-30-13 11:07 PM CT (US)     2067 / 3909       
Those look great Jorgito! Great effort in organizing. Good job.

Alright, but lets not get carried away with a separate version of the basic units for every single civ/alliance choice

As per Matt's plan, we'll keep the same basic unit sets for Arnor, Gondor, Numenor and Umbar. I really like the Gondor set, looks generic and fits everyone.

  • I'll use your King's Men for Numenor's King Men.
  • I'll use some of your Elendili for Numenor's Elendili (eg Tarkil). The basic units remain the same as Numenor.
  • I'll use some of the units from the Arthedain set to add new units to Arnor-Arthedain, but the regular units for Arnor-Arthedain remain the same as Arnor.
  • I'll use some of the units from the Cardolan set to add new units to the Arnor-Cardolan, but the regular units remain the same as Arnor.
  • I'll use some of the units from the Rhudaur set to replace the Rhudaur alliance units, but the regular units remain the same as Arnor.

    I want to have techs like King's Men (that change the graphics of regular units) limited to a very few civs in order to keep the novelty and "uniqueness" of King's Men.

    Tales of Middle-Earth | Don't miss it
  • Fede_rokr94
    Squire
    posted 03-30-13 11:17 PM CT (US)     2068 / 3909       
    Jorgito
    Las unidades estan geniales!!! son lo mas.... ya me gustaria verlas en el juego jaja.

    Aca esta lo mio. Color normal y paleta de 256 colores
    Tengo que acomodar el color de jugador
    --------
    The units are great!.... and I would like to see them in the game.

    Here's mine. Normal color and 256-color palette
    I have to fix the player color




    In the Land of Mordor a new shadow rises...
    -|----- Fede_Rokr94 -----|-

    Mods Age of Empires 2
    Jorgito_aqua27
    Squire
    posted 03-30-13 11:40 PM CT (US)     2069 / 3909       
    @Pulkit: allright! i am glad you like it, i think is going to be easier for you to assemble the new unit roosters if i keep posting an organization similar to this.

    There is basically a new standard militia set (archer, pikeman, swordsman, scout,etc) that repeat for the basic lines.

    And then the upgrade units per civ, like Numenor, Arnor,etc.

    You just pick the units that suit better your designs, i have taken in consideration a lot of the feedback posted here like i hope you noticed the new cheap hillmen look for rhudaur or the "not so royal" units for Arnor.

    I am almost done with the cavalry renders and i will post them soon so you can make your choices about cavalry too, i decided to make cavalry archers too (gawd even if i hate them), so you will get more variety to choose.

    If you have any specific request for any graphic that doesnt fit your propouse just let me know with a detailed descreption what do you want and i will change it, or make it.

    After i post the remaining cavalry graphics I will move to the elves (Lindon, Rivendell, Mirkwood, Eregion, and Lothlorien) next and post some new dwarven units so you can upgrade some of the dwarven alliances.

    __________________

    @Fede: Ahi esta! ahi quedo mucho mejor, ahora se puede variar un poco mas los edificios de Angmar dependiendo de las alianzas que hagas

    There you go! looks great , now we could add more variation to Angmar buildings when certain techs or alliances are researched
    Carter938
    Squire
    posted 03-30-13 11:41 PM CT (US)     2070 / 3909       
    @Jorgito great units! What are the remaining cavalry graphics?

    @Fede Good job on those buildings.

    @Matt I completely understand. Today i was feeling a bit bored but tried to push myself to get atleast one finished. But I think im going to take a small, 1-2 day break. Ill still be on the forums though. Ive been meaning to catch you on skype to discuss a few things Ive run into. Now looking at it, I think its nice, but looks more like a part of a larger building. But no worries. Ill just do the Library next until I come up with a better idea.


    What did Pippin do when he got drunk? He started to feel Merry!

    [This message has been edited by Carter938 (edited 03-30-2013 @ 11:43 PM).]

    Jorgito_aqua27
    Squire
    posted 03-30-13 11:48 PM CT (US)     2071 / 3909       
    @Carter: well i need to render the knight/heavy knight for Gondor, Arthedain,etc.

    I have done a militia scout that is ready, and then specific civ graphics for the vanguard,knight, etc. But the renders take so long that i get bored easily and rage quit often haha.. some day i will get a decent pc and this will be rendered in seconds or i should stop to put so many details to this tiny little graphics.
    Mr Wednesday
    Cavalier
    (id: matty12345)
    posted 03-31-13 00:11 AM CT (US)     2072 / 3909       
    I'll use your King's Men for Numenor's King Men.
    I'll use some of your Elendili for Numenor's Elendili (eg Tarkil). The basic units remain the same as Numenor.
    I'll use some of the units from the Arthedain set to add new units to Arnor-Arthedain, but the regular units for Arnor-Arthedain remain the same as Arnor.
    I'll use some of the units from the Cardolan set to add new units to the Arnor-Cardolan, but the regular units remain the same as Arnor.
    I'll use some of the units from the Rhudaur set to replace the Rhudaur alliance units, but the regular units remain the same as Arnor.
    This is almost exactly how I was going to lay things out.

    This also might free up the current Tarkil graphic I made. Not sure what use you have for it, but it might fit somewhere else. If not it's ok.

    Jorgito, for the cavalry archers, Western men do not have cavalry archers, unless they get them in alliances. So don't waste time making them, cavalry archers are lots of work.

    @Fede_rokr94 ,
    Nice work on your buildings, you are starting to get better at it. But I want to see those interface graphics more.

    --------------

    Oh, and I'm still working over here:

    "And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king
    Pulkit
    Squire
    posted 03-31-13 00:25 AM CT (US)     2073 / 3909       
    Which Tarkil graphic are you talking about, Matt? The Tarkil uses one of Jorgito's old units!

    Tales of Middle-Earth | Don't miss it
    Mr Wednesday
    Cavalier
    (id: matty12345)
    posted 03-31-13 00:29 AM CT (US)     2074 / 3909       
    I thought the tarkil... no wait, which one is using the guy with the halberd? The Dunadain chieftain?

    I'm getting confused, need to load up ToME. In any case, you make the calls, there's really so many great graphics to choose from it's hard to go wrong.

    "And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king
    Pulkit
    Squire
    posted 03-31-13 00:31 AM CT (US)     2075 / 3909       
    Hehe, yeah that's the Dunadan Chieftain you're thinking of. I'll keep it for Arthedain, although with the new units, we can now afford to unite it with the other Tower Guard and move it to Gondor as a Tower Guard variant.

    Tales of Middle-Earth | Don't miss it
    Pulkit
    Squire
    posted 03-31-13 01:57 AM CT (US)     2076 / 3909       
    FYI: the Rivendell uni is amazing.

    There's a lot of noticeable aliasing in the image. Is it possible to do this:

    a) Render twice, one with anti-aliasing and one without.
    b) In Photoshop, cut the anti-aliased bmp at the borders of the aliased one.

    This will make your building edges perfectly sharp, while the rest of the building benefits from the anti-aliasing.

    Edit: Just realized that won't be enough to preserve the edges on the border. You'll need to keep a couple of pixels deep border from the aliased one, because who knows how many pixels of the border are participating in the anti-aliasing! Which will probably result in a noticeable difference between the border and the rest of the anti-aliased image. So chuck it, I just answered my own question.

    Tales of Middle-Earth | Don't miss it

    [This message has been edited by Pulkit (edited 03-31-2013 @ 02:05 AM).]

    Sebastien
    Dark Samurai
    posted 03-31-13 02:29 PM CT (US)     2077 / 3909       
    It doesn't work with anchors. If you're image goes out of the predetermined box it disappears. You can also only select things within the box I think.
    This is correct. So far there is no way of changing those 'invisible' boxes on the menu, so any buttons will have to 'fit' inside these boxes otherwise they'll be cut along the edges.

    I think sticking to something simple will be better. This is an old one I did for Edorian Chronicles...Here...

    As you can see I've removed the unnecessary links and so on. You can do this by just importing a transparent bmp into the frame where the original one is. So I've removed the multiplayer and the zone options (as these arn't used anymore).

    As for the buttons, obviously they don't have to be the same size as the originals and so on. The background will automatically be put onto any transparent bits, and the only selectable menu items will be the colour bits.

    I forgot to mention. It's also worth changing the actual in game palette for the menu's to one which you generate from your image. So when changing the image to 256, choose perceptual, adaptive or selective to generate the best palette for that image. THEN, export that palette and actually alter the games palette to suit your image. Rather than the other way round, which exports the game palette into your image; otherwise it usually looks bad.

    [This message has been edited by Tetsuo Shima (edited 03-31-2013 @ 02:33 PM).]

    Fede_rokr94
    Squire
    posted 03-31-13 02:33 PM CT (US)     2078 / 3909       
    Thanks Carter, of your buildings I can not complain ... are excellent!!

    Jorgito, necesito que me expliques lo de las alianzas, perdon que te joda tanto

    Matt: The gondor intrface for 800x600 resolution



    I lack the other two resolutions. Between tomorrow and the day, do the other two

    In the Land of Mordor a new shadow rises...
    -|----- Fede_Rokr94 -----|-

    Mods Age of Empires 2

    [This message has been edited by Fede_rokr94 (edited 03-31-2013 @ 03:12 PM).]

    Drossa
    Squire
    posted 03-31-13 05:04 PM CT (US)     2079 / 3909       
    @Fede_Rokr

    Looks very well made dude! Keep up this awesome work
    Jorgito_aqua27
    Squire
    posted 03-31-13 09:24 PM CT (US)     2080 / 3909       
    @Seb: that menu looks great! what happend to you? i was expecting lots of new graphics and screenshots but it seems that you are really busy

    @Fede: las alianzas y esas cosas hacen que cuando estes jugando puedas tener unidades especiales de otras civ o a veces tus edificios cambian segun con quien te unas.

    That interface is looking really good! keep it up!

    Edit: lol i forgot to ask my question haha

    Pulkit what are we going to do with the skirmishers?
    Are you going to remove them? use the archer graphics?

    There is 0 problem for me to make some if you wanna keep them in game, but idk you have looot of work to do with all this graphics, maybe is going to be better to use archer graphics or something.

    Well anyway let me know if you want me to make them or not.

    [This message has been edited by Jorgito_aqua27 (edited 03-31-2013 @ 09:26 PM).]

    Pulkit
    Squire
    posted 03-31-13 09:48 PM CT (US)     2081 / 3909       
    If you have 0 problems, go ahead and make them!

    I can't use archer graphics, since having 2 basic archers looks odd.

    Tales of Middle-Earth | Don't miss it
    Sebastien
    Dark Samurai
    posted 04-01-13 08:39 AM CT (US)     2082 / 3909       
    @Seb: that menu looks great! what happend to you? i was expecting lots of new graphics and screenshots but it seems that you are really busy
    Exactly that

    Working full time and RL got in the way lol! But guess what?! I'm moving back to Japan in May and will hopefully have a bit more free time to work on stuff.
    Jorgito_aqua27
    Squire
    posted 04-02-13 09:36 PM CT (US)     2083 / 3909       
    @Seb: yeah i know i was away from this for 3 years.. well i really hope to see you back at modding soon! take care and the best luck with your life!

    _____________

    Pulkit... i was thinking that we dont have xbowmans in the mod, what if we use them to replace the skirmishers?

    Anyway here is the attack animation just to test:



    Cavalry and skirmishers are not seen really that often in middle earth but idk how you can balance that.

    Ok just ignore me i am going to do the graphics anyway haha, is ok if i make 1 standard militia looking skirmisher and another civ specific graphic?

    EDIT: the gif is animated? it is not working on my pc :S

    Here i upload it in another page just in case:

    [This message has been edited by Jorgito_aqua27 (edited 04-02-2013 @ 09:40 PM).]

    qaz123tfg
    Squire
    posted 04-03-13 00:56 AM CT (US)     2084 / 3909       
    Jorgito_aqua27,

    Your unit looks good. However, there are some slight problems with the positions he takes.

    A) He is leaning back to far before throwing. (see point A in screen shot).

    B) The upward angle of the spear is too steep. Try to make it a lower number of degrees. (see point B in screen shot).

    The problem A) is likely causing the problem B) because the farther the guy leans back the greater the angle of the spear throw.

    For a good angle, see this video, 43 seconds in
    http://www.youtube.com/watch?v=jmiwWyIULNU

    The following is the screen shot which shows points A and B.
    http://postimg.org/image/ltos3jngx/

    Your unit sets are great as always. Have a good evening.

    [This message has been edited by qaz123tfg (edited 04-03-2013 @ 00:57 AM).]

    Pulkit
    Squire
    posted 04-03-13 06:23 AM CT (US)     2085 / 3909       
    @Jorgito: The skirmisher looks great! With qaz's suggestions, it will be perfect.

    There were no crossbows in Middle-earth, sadly.

    Skirmishers were simply javelin throwers, and definitely mentioned in the LotR. It isn't far fetched for any military, most of which had spear-wielders, to be using them as projectile weapons. Crossbows, on the other hand, are an altogether different and unreported weapon.

    About the graphics, can you make NO UNIQUE version? Just a common milita-looking version for Dunedain, a common version for Rohan and Rhovanion, one for all Elves, etc. to begin with? Once you are done, you can have special versions like Rhudaur, Orcs etc.

    Just a suggestion to help reduce your work.

    Tales of Middle-Earth | Don't miss it
    HockeySam18
    Dúnadan
    posted 04-03-13 10:13 AM CT (US)     2086 / 3909       
    There were no crossbows in Middle-earth, sadly.
    Didn't Isengard use them in the book as well as the movie? Saruman's armies were described as better armored and equipped than most.

    Storm on the Steppe | Galderton Hill RP | Proud member of Stormwind Studios

    "Cattle die, kindred die, every man is mortal:
    But the good name never dies of one who has done well." - Hávamál

    "Hockey is the only sport left for true men." - ax_man1
    Possidon
    Slayer
    posted 04-03-13 11:02 AM CT (US)     2087 / 3909       
    Jorgito_aqua27
    Squire
    posted 04-03-13 11:25 AM CT (US)     2088 / 3909       
    Qaz thanks a lot! and thanks for the drawings, to be honest i didnt understand you at the begining but then I saw the pics and the video and get it hahaha.

    It is fixed now i will post another gif this night if i can.

    _________

    @Pulkit: Concerning the graphics.. i was going to do exactly what you just say hahaha, i am not a fan of this skirmisher dudes.

    Dont worry i know the huge amount of graphics that need to be ported in the game i am trying to "reuse and organize" the unit lines in a way that you can "repeat" some graphics over the civ but still make all the civs looks unique.

    Kinda what i did with Numenor, Arnor and Gondor.

    In the Dropbox you will find this new organized sets in the folder: Jorgito units/Complete finished sets. So far is the men of the west totally finished, i just need to adapt the Arnor cavalry units to be reused again for gondor.

    I will post some more pics soon so you can help me too.

    Another question, at least for UU would you like me to mix dif attacks when the unit face different angles like in Aok?



    It is more work and is just eye candy but at least for UU i could do it if you want.

    ___________

    Concerning crosbows at least the uruks will be have it!
    pogohead
    Squire
    posted 04-03-13 02:27 PM CT (US)     2089 / 3909       
    Wow guys, those buildings are so awesome looking! I guess they're made with SketchUp right? I just started with modding, creating buildings with SketchUp so I'm new and you've got some really nice looking textures on those buildings - what's the secret there, how do you make them look so good? Mine don't look that nice, although i try to get some HQ and resize them accordingly... But they don't have that same feel as yours have, do you guys edit the textures or anything? Sorry if it's an ignorant question I just want to get to the point that you guys are.

    [This message has been edited by pogohead (edited 04-03-2013 @ 02:30 PM).]

    Mr Wednesday
    Cavalier
    (id: matty12345)
    posted 04-03-13 04:46 PM CT (US)     2090 / 3909       
    Wow guys, those buildings are so awesome looking! I guess they're made with SketchUp right? I just started with modding, creating buildings with SketchUp so I'm new and you've got some really nice looking textures on those buildings - what's the secret there, how do you make them look so good? Mine don't look that nice, although i try to get some HQ and resize them accordingly... But they don't have that same feel as yours have, do you guys edit the textures or anything? Sorry if it's an ignorant question I just want to get to the point that you guys are.
    Thanks.

    There are actually a few of us who are doing buildings at the moment. Marc uses Maya, I use 3ds Max, and Jorgito and Carter use sketchup. I also use sketchup a little here and there.

    I can't speak for the others, but some of the tips I would give you on texturing are,

    1. Bright textures with lots of contrast. Makes things more AoKish looking. You can play a bit with the textures in Photoshop to get them right.
    2. Avoid flat looking textures.
    3. Once you are finished your buildings, touch up the render in Photoshop to achieve more effects. Add stains or dark spots, bevel edges, adjust the saturation or the contrast, etc.
    4. If you are using sketchup, I wrote a brief tutorial on making buildings with it. You can find it in the university. I gave some ideas for lighting and cameras that may help.

    Also, this doesn't have to do with textures, but you really cannot have enough detail in your stuff. If you ever find big flat or square sections of your building, that is an area that needs more detail. Textures start to look worse the more flat area they have to cover.
    -------------------
    some more stuff,

    "And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king
    panel
    Squire
    posted 04-03-13 04:53 PM CT (US)     2091 / 3909       
    Matt, always wanted to ask you, what rendering engine do you use? Btw the new buildings look great, you seem to be getting closer and closer to the original AOK graphics as far as the lighting and the textures go.
    pogohead
    Squire
    posted 04-03-13 05:15 PM CT (US)     2092 / 3909       
    Thanks for the tips Mr Wednesday! And btw, I use SketchUp because of your tutorial! It was very helpful and I see that you are helpful in general. Keep up with the good and dedicated work together with your team.
    Jorgito_aqua27
    Squire
    posted 04-03-13 11:12 PM CT (US)     2093 / 3909       
    Mr. Wednesday... what the hell is that? why did you changed your name? and how did you do it? can i change it for the mighty burguer prince?

    Mmm what can i say about that Rivendell buildings? maybe... that they look awesome! you still surprise me lol i mean stop improving your graphic quality so fast! amazing job really well done

    But my only complain is one tiny little pixel in the left corner i think it looks too dark.. lol just kidding keep it up i wanna see more!

    __________

    I finished the cavalry lines for the men of the west (Numenor/Arnor/Gondor).

    Numenor:



    It is the set that i wanted to use for Arnor, so nothing new here, perhaps you could use it when the player choose to stay with the king, and for the regular Numenor use the Arnor set that i will post next.

    Arnor:



    This ones are new, I am also using a different model (concerning the clothe and armor) in the heavy knight to make it look even more different that the Numenor one.

    Gondor:



    Only change the heavy knight, the rest is the same like Arnor set.

    Also i am repeating the "milita" scout along the 3 set, and probably use the same scout for Rohan and Rhovanion since it looks pretty generic.

    Any complain? or is everything ok and i can move on?
    Pulkit
    Squire
    posted 04-04-13 04:52 AM CT (US)     2094 / 3909       
    Everything is PERFECT.

    Tales of Middle-Earth | Don't miss it
    qaz123tfg
    Squire
    posted 04-04-13 06:15 AM CT (US)     2095 / 3909       
    Jorgito_aqua27,

    Everything looks great!! Especially

    http://i45.tinypic.com/zbl8n.gif

    What civ has him as a unique unit? I want to play it!

    "It is more work and is just eye candy but at least for UU i could do it if you want."

    That does make unique units more unique, and it looks great, but it is your free time; I wouldn't want you to get frustrated and throw that pc out the window. Ha!

    [This message has been edited by qaz123tfg (edited 04-04-2013 @ 06:18 AM).]

    monsterslayer
    Squire
    posted 04-04-13 10:43 AM CT (US)     2096 / 3909       
    @Jorgito pudieras hacerme un favor si no es mucha molestia?
    me gustaría que me diseñaras un caballo
    basándote en esta imagen:

    http://rozgony.info/wp-content/themes/battle-of-rozgony/pics/house-of-aba/amade-aba-and-his-knights.jpg

    (el caballo blanco pero sin el jinete únicamente el caballo sin la funda del arco ni la de la espada solo el caballo con sus adornos y silla)

    crees poder hacerlo?

    si puedes muchas gracias de antemano

    mandamelo a este correo por favor dieguinimaciel@hotmail.com

    Translation:
    Jorgito could you do me a favor please if it is not much work
    it must look like the horse in this image:

    http://rozgony.info/wp-content/themes/battle-of-rozgony/pics/house-of-aba/amade-aba-and-his-knights.jpg

    (the white horse but without the riderm just with the seat and the other ornaments)

    can you make it?

    Many thanks advance

    when you finish it please send it to me at this mail:
    dieguinimaciel@hotmai.com

    [This message has been edited by monsterslayer (edited 04-04-2013 @ 11:07 AM).]

    HockeySam18
    Dúnadan
    posted 04-04-13 11:14 AM CT (US)     2097 / 3909       
    Jorgito, those cavalry units are some of the most realistic that I've ever seen!

    Storm on the Steppe | Galderton Hill RP | Proud member of Stormwind Studios

    "Cattle die, kindred die, every man is mortal:
    But the good name never dies of one who has done well." - Hávamál

    "Hockey is the only sport left for true men." - ax_man1
    battlechaser
    Squire
    posted 04-04-13 11:43 AM CT (US)     2098 / 3909       
    When is this update open for play ? I'm too excited over this., everything looks so great ! come on !! :P
    Jorgito_aqua27
    Squire
    posted 04-04-13 02:12 PM CT (US)     2099 / 3909       
    Thanks for the kind comments

    Qaz that unit belongs to Arnor when you choose to play with Arthedain, is called Dunadan Chieftain.

    ____

    A few questions regarding the skirmishers.

    1-Is necesary to put an animated javelin in the attack animation?

    Because i was watching standard aok graphics today and it seems that the "javelin" is added as an extra graphic outside the main animation.... idk if you guys understand me it seems like the skirmisher when is going to drop the javelin, the "javelin" it self is removed of the animation and added an extra javelin that works as a projectile, like it happend with the archers. But is an independent javelin or arrow.

    So if somebody understand what i say haha (i hate my bad english) should i remove the javelin when the unit is ready to launch it? or keep it like the .gif i posted?
    monsterslayer
    Squire
    posted 04-04-13 02:41 PM CT (US)     2100 / 3909       
    @jorgito
    mil gracias como dicen en tu pais sos groso che
    y como dicen en el mio que chingon eres wey Jajaja muchisimas gracias me encanto el caballo

    te debo una.

    Translation:

    many many thanks jorgito,you rock men you really really rock hahahaha i loved the horse is perfect

    i owe you one.
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