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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:
ModRocker
Squire
posted 09-14-18 10:46 AM CT (US)     3886 / 3909       
Good job guys for continuing to work on the mod, your efforts are much appreciated. Most of my complaints are graphical, small stuff that I'm sure will get polished eventually.
I'd rather not point out all the obvious stuff but one thing I do hope gets addressed is the graphics used in a unit line. By the time you fully upgrade your units you end up with an inconsistent mix of units and the standard iconic units are only briefly seen in a standard match.
A work around would be to maybe have the unit lines end at the factions standard swordsman, archer, spearman, etc... and any upgrade after that would be a seperate unit. Maybe the 2 handed swordsman could be a captain, similar to a swordsman but with its own strengths and weaknesses.
If you guys have time, could we get a new main post with new screens covering all the realms and capturing key gameplay elements.
Thank you guys for giving us something so awesome and being such a huge inspiration for myself.

[This message has been edited by ModRocker (edited 09-14-2018 @ 11:09 PM).]

MrMew
Huskarl
posted 09-16-18 08:50 PM CT (US)     3887 / 3909       
Is there any way to convert units? Cause I haven't found it yet and I noticed "coerce" is in the end screen.

Time of Tea
Still in the Dark Age
Don't be a melodramatic clown. ~Mr Wednesday
Sebastien
Dark Samurai
posted 09-16-18 09:25 PM CT (US)     3888 / 3909       
Converting has been disabled completely on TOME.

[This message has been edited by Sebastien (edited 09-16-2018 @ 09:26 PM).]

aidenpons
Squire
posted 09-18-18 02:00 AM CT (US)     3889 / 3909       
Converting has been disabled completely on TOME.
Not quite... Saruman can convert, but only sometimes (IIRC the "hero Saruman" cannot convert straight off the bat, but when playing as Isengard and training him from the Wonder he can).

I suspect the reason Units Coerced is still on the points screen is just because it's borderline impossible to remove it from there?
Mr Wednesday
Cavalier
(id: matty12345)
posted 09-18-18 12:25 PM CT (US)     3890 / 3909       
I've switched companies I work for, and I have a couple weeks off in between. I'm going to see if I can't finish a quick scenario with ToME in that time.

Only designed a few screenshots worth so far, but it's been fun so we will see...

"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
aidenpons
Squire
posted 09-21-18 01:06 AM CT (US)     3891 / 3909       
Wow, another update! Fantastic!

A couple of issues that are still present:
- game still displays v1.0.0.0 on the main menu
- installing the game is painful if you have moved your AOE2 directory someplace else (manual solution: find where the installer is spitting out its files, copy those all into your AOE2 directory, then go into \Games\ToME\Setup and edit ToME.ini to point to the right files. Then you can run the launcher safely
- if the Launcher can't find the right file it will spam you with CANNOT FIND EXECUTABLE (or something) notifications

New issues:
- The hero cap does not apply to Gandalf (now called "Wizard") nor Winged Nazgul


It's great to see another update! I can't wait to actually play against Dol Guldur and NOT be spammed by Balrogs, and play against Angmar and not just have too many regenerating Dragons to deal with
Pulkit
Squire
posted 09-25-18 05:34 AM CT (US)     3892 / 3909       
The install location is saved in the Windows registry just like any program you install (internally, ToME is a "program"). The best way to move AoE2 directories is to uninstall ToME, move AoE2 directory, then install again. On fresh installs, the installer should ask for the AoE2 directory path.

Tales of Middle-Earth | Don't miss it
aidenpons
Squire
posted 10-28-18 11:40 PM CT (US)     3893 / 3909       
The lack of hero spam is very nice! In particular, I can now fight Angmar without Dragon spam

You can add 'Isengard infantry spamming' to the list of 'overpowered things.' I don't know what's up with those Uruk Chieftains (their UU, can't quite remember the name) and Warg Riders, but they'll slaughter things almost as effectively as 13-dmg Half Orc Archers.

This is possibly because they're extremely speedy for infantry, as well as attacking quickly.

Also, all trolls could do with an area of effect damage and possibly 1 range to help out the pathfinding a little. Olog-Hai are reasonably good against targets when they actually get into melee but they spend a good deal of time walking in circles thanks to their gigantic collision box.
Mr Wednesday
Cavalier
(id: matty12345)
posted 11-15-18 10:21 AM CT (US)     3894 / 3909       
Updates to this thread with some mod news coming this weekend...

"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
aidenpons
Squire
posted 11-16-18 01:28 AM CT (US)     3895 / 3909       
Oh, are you going to finally update the OP along with it? :P
aidenpons
Squire
posted 11-18-18 02:01 AM CT (US)     3896 / 3909       
To celebrate the updates I decided to finish off another random map script: Mordor! Clicky




Cliffs on the sides, some lava floating around that invariably does stupid stuff, and unlike the original Mordor map there are actually enough trees. Also berry bushes because if the AI doesn't have berry bushes it will BREAK (as you need a Mill for farms...)

There's generally less on this map than the Misty Mountains or crowded Old Forest, and that's fine. In fact, there may still be too much... thoughts?


Useful note for random map scripting: until the ToME dev team fix the annoying loose Dead Forest, you can create your own forests using create_object DEAD_TREE { }
Mr Wednesday
Cavalier
(id: matty12345)
posted 11-19-18 09:05 AM CT (US)     3897 / 3909       
That looks pretty great!

On a news note (which is a bit later than I promised to post it), we have added a composer to the long list of artists and modders we have been helped out by along the way.

A sound track of in game background music is being put together. The goal here is to provide something that feels suitable without being ripped from the film soundtracks, something that's always a challenge. Thanks to UP 1.5 (which we still need to upgrade to), music tracks can be set for each civ, so expect some themed music for your random map gameplay.

The kind contribution of music is being made by a familiar face to many of you, my younger brother. You might know him for being one of the first unit modders on this site (before me even actually), as well as the designer who made The Fury of Rastulf. While he isn't a frequenter of this site or even AoK much these days, he has gone on to do some work in video game soundtrack compositions, having worked on a variety of indie games you probably have never heard of (though Feudums is a game that might appeal to the aok audience).

As with all things ToME, the release date for a patch with new music is...tbd. :P

"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
aidenpons
Squire
posted 11-21-18 03:22 AM CT (US)     3898 / 3909       
That looks pretty great!
Wow, thanks!
In addition to looking nice it's also actually playable which was the main thing I wanted from a Mordor script.
On a news note (which is a bit later than I promised to post it)
Such is mod development
, we have added a composer to the long list of artists and modders we have been helped out by along the way.
:O
This is.... pretty cool! Definitely unexpected and not the usual thing you expect from an RTS overhaul!


Also, it's nice to see the OP finally has actual images in it, not just broken links!



I couldn't finish this post without adding to your buglist : the random map "Mouths of Andiun" is incorrectly spelt; the i should be after the u .
(And it still displays v1.0.0 on the main menu)

[This message has been edited by aidenpons (edited 11-21-2018 @ 03:22 AM).]

Idomeneus I
Squire
posted 11-21-18 09:54 AM CT (US)     3899 / 3909       
This mod really is fantastic - such a huge thanks to everyone who's dedicated so much of their time to making such a great game.

I have one piece of feedback, and it's a personal preference rather than a bug or anything like that, so I'm really just putting it out there to see if anyone else agrees: I'd love to see the castles for the Gondor-style civs somewhat taller and more imposing. Once you get them behind a stone wall in particular, it just doesn't look right to me. The castle model for Rohan looks brilliant - it would be super to see something similarly bulky and threatening for the Gonder-style civs in future.

That said, I've mostly just created an account to say thanks, and what a great job you're all doing. So thanks again!

[This message has been edited by Idomeneus I (edited 11-21-2018 @ 09:54 AM).]

Mr Wednesday
Cavalier
(id: matty12345)
posted 11-21-18 10:08 PM CT (US)     3900 / 3909       
There are definitely a few graphics choices that I could have done differently. I'm not really in disagreement about the gondor castle, but my focus for graphics had to switch at some point to new graphics over redoing old ones. I'd rather make a unique castle for Arnor or Rhovanion than a new castle for Gondor, for example.

I have units and buildings for a dwarven civ expansion as well, but feature creep is a big weakness around here. At some point we had to stop adding for our own sanity...

"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
Idomeneus I
Squire
posted 11-22-18 05:32 AM CT (US)     3901 / 3909       
That's totally fair... it sounds like you have enough on your plate already, haha. And I really enjoy playing as Arnor, so some new graphics for them would be pretty sweet. Kudos! - and thanks for the reply.
warrenbarton
Squire
posted 12-01-18 10:09 AM CT (US)     3902 / 3909       
Hello!
I'm back after a long break, installed the newest version and started a game with Lindon.
Is it okay that Lindon has access to Morgai tower, Orc Hall buildings, Winged Nazgul, Stone troll, Helminga, Variag of Khand and some base orc units? Or maybe i messed something with the install...
Another question: launcher not working (Windows 10), and i have the newest .Net framework installed, as one of the devs asked long time ago.
Thank you!

[This message has been edited by warrenbarton (edited 12-01-2018 @ 10:10 AM).]

Gallas
Dracula's right and left hand
posted 12-02-18 07:10 AM CT (US)     3903 / 3909       
Greetings,

In the last few months I got/seen several request to make this mod available at Voobly.

Do you plan to upload it there for the multiplayer community?

If not, do you give me permission to do it? (ofc all credits stay where it's belongs)
Sebastien
Dark Samurai
posted 12-02-18 07:26 AM CT (US)     3904 / 3909       
@Gallas. I thought Voobly didn't allow custom .exes unless they upload it specifically and allow it?
Gallas
Dracula's right and left hand
posted 12-02-18 01:19 PM CT (US)     3905 / 3909       
@Sebastien Not direct new exe, but you can do .dll injection (same as how UP do or PCM III).

[This message has been edited by Gallas (edited 12-02-2018 @ 01:21 PM).]

AFFA the Cleric
Squire
posted 12-03-18 08:21 AM CT (US)     3906 / 3909       
Sorry Guys if I post it here but my Antivirus detected an HEUR APC (Cloud) virus in the 0.8.13 Launcher.exe, so I must start the game manually by the Tome_unwrapped.exe...

even if I noted that not all changes get applied such as oxes disappears once depleted and the AI still don't upgrades regular units...

__________________________________________________________________________________________________________________________________________
MY GAME VERSION:

Age of Empires II The Conquerors 1.0 without any patches, just the ES release in August 24th 2000, proud to playing this game version!
aidenpons
Squire
posted 12-17-18 01:57 AM CT (US)     3907 / 3909       
I'd love to see the castles for the Gondor-style civs somewhat taller and more imposing. Once you get them behind a stone wall in particular, it just doesn't look right to me
I agree that Gondor-style Castles are quite small (smaller than the Numenorean war hall!), but there's a bigger problem: the GIANT STONE WALLS AAAAAA it's extremely fiendish to see anything behind them and almost impossible to select field trebs that you built behind them (you have to abuse double-clicking on a treb you can select.

Perhaps if you want to keep them so giant, they should have 2x HP but cost 10 stone a segment? I'd prefer them to just be shorter though. I liked AOE1's walls as you could actually see things behind them
I have units and buildings for a dwarven civ expansion as well, but feature creep is a big weakness around here. At some point we had to stop adding for our own sanity...
What? You still have sanity left? After all these years? I don't believe it!

I would much prefer than the current stuff is polished up before more stuff is added; I want Dwarves as much as the next delver in the Iron Hills, but I also want a balanced game
Is it okay that Lindon has access to Morgai tower, Orc Hall buildings, Winged Nazgul, Stone troll, Helminga, Variag of Khand and some base orc units? Or maybe i messed something with the install...
I just booted up ToME to check, and no, Lindon does not get those units in my functional version :S They're also crossed out in the tech tree, so I have no clue what you did with your installation. Try reinstalling?
Another question: launcher not working (Windows 10), and i have the newest .Net framework installed, as one of the devs asked long time ago.
That's oddly strange, I have no clue how the launcher's designed so I couldn't troubleshoot that - but I can point you towards just running TOME_INSTALLATION\age2_x1\tome_unwrapped.exe ; which it sounds like you're doing already.
even if I noted that not all changes get applied such as oxes disappears once depleted
evidently that was supposed to be fixed, but it clearly hasn't been
and the AI still don't upgrades regular units...
that's a little stranger; I use this lovely AI all the time so I couldn't actually comment on the vanilla AI, hahahah


New bug:
- When Mordor or Angmar research "Silent Watchers" (gates gain an attack), their gates turn into Aztec-style as opposed to Mordor-style

Suggestions:
- Cave Trolls are actually fearsome and that's really good. Why not make all trolls like them? Olog Hai are kind of terrible thanks to melee pathfinding bugginess, Stone Trolls deal miserable attack (though that's not their point, it must be said), and Hill Trolls are just bad. One major factor contributing to Cave Trolls over anything else is they have 8 base pierce armor, and can get +3 from techs; which is enough to shrug off the notoriously overpowered Half Orc Archer spam
- could Cave Trolls get a higher attack bonus vs buildings? it's annoyingly low, and because of their gigantic hitbox only so many trolls can be attacking at once
- to the list of "stupidly powerful archers" add Rhudaur Archers (Angmar's "upgrade-your-units-to-these-variants"); their base damage and 6 range, not to mention their cheaper price, are silly (as discussed earlier, archers across the board need a nerf and the poor Catapult & Ballista both need buffs)
- Would be great if heroes could be retrained after they die, but I have no clue how you even got heroes working in the first place so if this isn't really doable that's okay!
- Wonders are kinda cheap for +50 max pop, which is a really big deal if you're playing on 150 (my preferred pop; a good balance between "villagers" and "enough army to be able to micro it and not just point 100 units at the enemy base"). What does everyone else play on?


Also, I can put my bugs up on Github if that's easier for you to track.
John the Late
Knight
posted 03-13-19 10:50 AM CT (US)     3908 / 3909       
After other mods such as Age of Chivalry, PCM, Sengoku or Realms have had their own Discord servers created, fellow forum member Wergorne and me went ahead and created one for ToME as well. If anyone is interested, you can join via this link:
https://discord.gg/jWBwzb4

Would be especially nice to have the mod devs to join as well.
Mahazona
Squire
posted 04-13-19 11:30 AM CT (US)     3909 / 3909       
Just out of curiosity did Jorgito ever share any of the unit 3d models with anyone?
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