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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:
MarcAnton
Squire
posted 01-27-13 08:46 AM CT (US)     1016 / 3922       
@Pulkit: Sounds a bit too easy to gather gold now to be honest.


@Jorgito: Welcome back & those houses look nice! Well done!

@Matt: you didnt answer regarding my suggestion to make wallturrets&gateturrets slightly larger than the 1x1 square to ensure they connect to the adjacent walls?
John the Late
Knight
posted 01-27-13 09:00 AM CT (US)     1017 / 3922       
1. Sounds too easy, really.

2. Looks like a very good idea... but not for a LotR mod, IMO.
Jatayu
Squire
(id: Sword_of_STORM)
posted 01-27-13 09:33 AM CT (US)     1018 / 3922       
Pulkit: Both sound good. The dwarven mine will cost how much? And not all civs will get it right? ( you can give tax collector to the others ).

Make the tax collector built at the market. Castle is too crowded already..

,
Jatayu O===|¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯/
`
Battle of Saraighat, 1671|Atlantis, the Lost Realm|AOE Roman Modpack|My profile
ि
StormWind Studios
Carter938
Squire
posted 01-27-13 10:39 AM CT (US)     1019 / 3922       
Jorgito, the great and powerful, has returned! Yeah, 3d max is a nightmare, its a good thing I have Matt to help me.


What did Pippin do when he got drunk? He started to feel Merry!
Vardamir
Huskarl
posted 01-27-13 03:41 PM CT (US)     1020 / 3922       
Matt, can I modify some of your graphics to better experiment with walkable walls?
Pulkit
Squire
posted 01-27-13 04:42 PM CT (US)     1021 / 3922       
Sounds a bit too easy to gather gold now to be honest.
The costs of the two can be controlled to make them a bit difficult too make.
The dwarven mine will cost how much?
How about 1000 Wood, 200 Stone? Or 1000 Wood, 1000 Food?
And not all civs will get it right?
Abandoned Dwarven Mines will be available to all civs that were in the vicinity of Dwarves at some point (i.e. similar to civs getting Dwarven Alliance).
2. Looks like a very good idea... but not for a LotR mod, IMO.
The system of Tributes is alluded to in the books. The fiefs and villages headquartered at the Mills paid tributes for being a part of the kingdoms.
Make the tax collector built at the market. Castle is too crowded already..
Yeah good idea. The market is bare at the moment. I'll also shift the enabling tech Tributes to the market.

Tales of Middle-Earth | Don't miss it

[This message has been edited by Pulkit (edited 01-27-2013 @ 05:09 PM).]

MarcAnton
Squire
posted 01-27-13 06:00 PM CT (US)     1022 / 3922       
Honestly, I think Gold shouldnt be buffed too much! In any normal game I never run out of gold (unless its long drawn out) due to being able to trade with allies, sell wood (which I always have plenty) etc etc. Maybe instead further increase gold mine capacity? I like your ideas don't get me wrong but imhothey make the precious gold a bit too abundant and those civs with these techs OP.
How about moving techs like mithril &adamant mining to the second age (fits with the lore) and mattocks to the first age?

Some things I noticed too:
-"Rider" unit has +1000 pierce armor ?!
-Isengard is infantry & cavalry wise quite weak as long as Vasals of Mirror isn't researched, kinda makes alliance with mordor necessary but I could live with that
-Rider should be trainable at the stable
-Crebain can be killed but then not be retrained
-Trebuchets could use a slight nerf imho (either range or dmg)
Pulkit
Squire
posted 01-27-13 06:53 PM CT (US)     1023 / 3922       
Perhaps if the Dwarven Mines are only available in the Great Years, after a costly research of Abandoned Dwarven Mines. And if gold production is very slow.

Likewise, Tribute Collectors could also be available in the Great Years, cost Food and Gold, and gather gold very slowly.

Tales of Middle-Earth | Don't miss it
Mr Wednesday
Cavalier
(id: matty12345)
posted 01-27-13 09:11 PM CT (US)     1024 / 3922       
Quick comments on two things:

1. Mark, your gate is going to need to be reworked. I apologize for missing it last time (I posted in a hurry) but those pieces on the inside of the turret screw up the gate for 2 reasons. The first is that the space in between the turrets must be for the gate and not the gate ends. That could get by maybe, but the second reason can't be ignored. For two of the gate directions (horizontal and vertical), the gate turrets will be rotated so the gate middle connect to them on the corners, not the sides. look at some AoK or ToME gates to see what I mean. Those inset pieces are going to be out of place on 2 of the four angles.

2. 1000 F, 1000 W for a dwarven mine is plenty high, if anything too high. First, you have to research the tech, then you have to create the mine, then you have to use villager time to mine it (when they could be collecting additional food and wood, making it essentially cost even more). Finally, the gold takes time to come in. It's certainly not going to be too cheap. It would only make sense to do in games where the gold is running out, which is exactly what it is intended to do, eliminate the aok concept of trash wars. It makes the game play out differently, and gameplay changes are what we are looking for IMO.

Also, what size is the mine? 1x1? I can design a unique looking gold pile graphic for it. Would be preferable to being the same graphic as the aok gold mine

EDIT: remember the player can always sell wood and food for gold at the market. At minimum price, 1000F, 1000W is an instant 340 G (I think, trying to remember the minimum conversion rate). Compared to a 1000 which comes more slowly and takes villager time, I think the dwarven mine is if anything too expensive. 750F, 750W sounds better to me.

"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

[This message has been edited by Matt LiVecchi (edited 01-27-2013 @ 09:15 PM).]

Jorgito_aqua27
Squire
posted 01-27-13 11:09 PM CT (US)     1025 / 3922       
Allright Matt.. Rohan buildings! sounds like a plan i got this! or maybe not.. i hate rohan haha.



Keep in mind that this pic is again just a sketchup screenshot with no further edit in photoshop and 0 details (unfinished).

Rohan... i dont know how to make it more simple, as soon as i start to elaborate and put details the building get ruined and looks like another thing different to rohan.

I dont know if you want me to assemble the "copy paste" buildings style that i made long time ago, or make something new and creative :P

___________

If you are Ok i will like to send you the 3d models to you, so you can texturize, add details and set the proper size and modify whatever you consider necesary. Also i think this is going to be more safe in the case my retarded computer explode and i lose everything again.

[This message has been edited by Jorgito_aqua27 (edited 01-27-2013 @ 11:19 PM).]

alerommel
Squire
posted 01-28-13 01:05 AM CT (US)     1026 / 3922       
@ Pulkit,

Thanks for the answer. I really appreciate it. And congratulations again!
MarcAnton
Squire
posted 01-28-13 01:46 AM CT (US)     1027 / 3922       
@Matt: lucky you, I made the gate out of separate modular pieces, so that isn't much of a problem

Any other comments? You still havnt answered my question as to whether to make the turrets slightly bigger than the 1x1 slot so that they connect better to the adjacent walls.


@Jorgito: the houses look nice! However, I'm not sure whether that stone-ground below them should be there or not. Maybe only for the larger/more important structures?
Pulkit
Squire
posted 01-28-13 02:23 AM CT (US)     1028 / 3922       
Thanks for the analysis on exact cost of the Dwarven Mine. You are correct, we need to make it a last resort type of thing, but not too expensive that players never bother to make it.
Also, what size is the mine? 1x1? I can design a unique looking gold pile graphic for it. Would be preferable to being the same graphic as the aok gold mine
2x2, the size of the Mining Camp, so that players can only create so many Dwarven Mines around the Camp.

And sure, I'd love the graphics! I was thinking a cave-like entrance to an underground mine, with a soft shine of gold/mithril coming through. Or, gold mine overflowing out of such a cave entrance.

Of course, a Dwarven-looking cave entrance. And if it matches the current Dwarven set, that's a bonus!

Artwork samples:
1. Dwarven cave entrance
2. A mine shaft with visible lift implements

Tales of Middle-Earth | Don't miss it
MarcAnton
Squire
posted 01-28-13 03:10 AM CT (US)     1029 / 3922       
Pulkit: Is it possible to restrict these gold mines to certain terrain features (cliffs)? This would make it a lot more realistic, and would limit the possible amount of dwarven mithril mines
I mean, similar to how docks (only on water) work or how Town centers can't be built upon steep surfaces.

It always annoyed me that AoE used these "randomly" placed mines/quarries instead of giving them a more realistic placement.
Pulkit
Squire
posted 01-28-13 04:39 AM CT (US)     1030 / 3922       
I've been exploring fitting ToME into UserPatch, and I think it's worth it.

1. No overwriting. Half the comments on Moddb are about failed installs/uninstalls. With UP, at least their main AoK install is untouched.

2. With 1000+ units, the AI corruptions will likely get quite noticeable, as highlighted in scripter's thread the other day. UP prevents that.

3. People can be on TC or AoFE, no matter.

4. Isengard need no longer have Spearman as scout. UP allows selecting the regular Scout Cavalry for Aztecs and Mayans! Likewise, Mordor and Angmar can get the orc Snaga.

5. AI boosts to help Jatayu.

6. Most network bugs squashed. That's a BIG improvement for multiplayer gameplay, as I've experienced over the years.

All in?

Tales of Middle-Earth | Don't miss it

[This message has been edited by Pulkit (edited 01-28-2013 @ 04:45 AM).]

Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 01-28-13 04:41 AM CT (US)     1031 / 3922       
Age of Chivalry will also utilize the userpatch with the new update, so it would certainly be convenient!

Kor | The Age of Chivalry is upon us!
Wellent ich gugk, so hindert mich / köstlicher ziere sinder,
Der ich e pflag, da für ich sich / Neur kelber, gaiss, böck, rinder,
Und knospot leut, swarz, hässeleich, / Vast rüssig gen dem winder;
Die geben müt als sackwein vich. / Vor angst slach ich mein kinder
Offt hin hinder.
MarcAnton
Squire
posted 01-28-13 04:57 AM CT (US)     1032 / 3922       
I also got Userpatch running on both my PC and my Laptop with ToME, without any problems, so yeah this would be a logical move.

What do you think of my idea (cliffs) regarding the dwarven mines? Unfortunately my edit is got lost but I added the following thoughts:

Since you want to have these dwarven mines act as mines from which villagers will need to carry the resources to the mining camp, why not change the mining camp's concept to something like a storage pit, where the resources are temporarely stored: if these storage pits get destroyed the player will lose l, say 200gold&stome? Maybe the attacking Player could receive this?

Dunno if that's possible but at least restricting dwarven mines to be built only on cliffs (like a real stonequarry) would be cool
Pulkit
Squire
posted 01-28-13 05:02 AM CT (US)     1033 / 3922       
Never thought of that. Let me try restricting the terrain to cliffs and get back to you on that. I like the idea.

Though currently, it's not the villies who build the mine, but the Mining Camp itself. Thus, it only places mines next to itself.

Tales of Middle-Earth | Don't miss it
Excelsior
Squire
posted 01-28-13 05:41 AM CT (US)     1034 / 3922       
I know ya'll already have alliances to research, but are ya'll planning on adding team bonuses? Not as powerful as the techs you have to research, but maybe to make the game a little more fun, I always liked team bonuses. I don't know, I know ya'll want to make TOME different from AoK.
John the Late
Knight
posted 01-28-13 07:35 AM CT (US)     1035 / 3922       
The system of Tributes is alluded to in the books. The fiefs and villages headquartered at the Mills paid tributes for being a part of the kingdoms.
Ok, couldn't remember this... has been quite a time since I last read the books.
I can design a unique looking gold pile graphic for it.
You could use the AoE gold mine...
Mr Wednesday
Cavalier
(id: matty12345)
posted 01-28-13 07:39 AM CT (US)     1036 / 3922       
Any other comments? You still havnt answered my question as to whether to make the turrets slightly bigger than the 1x1 slot so that they connect better to the adjacent walls.
Make everything 1x1 exactly. I can always enlarge slightly on my end.

Jorgito, those look great! Try zooming in a little, they look a bit small. Maybe in photoshop you can rough the thatched roof bottom edge up a little so it isn't perfectly straight across. Otherwise, I think they look superb.

"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
Mr Wednesday
Cavalier
(id: matty12345)
posted 01-28-13 07:44 AM CT (US)     1037 / 3922       
Also, Jorgito, we can add you to the dropbox, and then each building you finish can just get uploaded there.

Concerning UP, I'm all for it, so long as it is feasible to make the switch. Seems the next logical step.

"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
Mr Wednesday
Cavalier
(id: matty12345)
posted 01-28-13 06:38 PM CT (US)     1038 / 3922       
Annnd, triple posting to update a lot of things:

Graphics list UPDATED:

1. 9 Harad Buildings left (includes walls and gates and damaged walls which I will do when I get them from Mark)
2. Rhun buildings, Carter, any progress, or are you kind of waiting for me to be online?
3. Rohan buildings - Jorgito, awesome work so far! When you finish one, just post the picture here in the thread and I will make the slps. One other note, the stone texture you are using is too small, it tiles and repeats and can be seen. Maybe try a bigger texture?
4.Terrains - Seb has replaced one or two, should have more to report on soon. Userpatch theoretically allows for more terrains, but if we get the original number I'll be happy. Always better to aim for achievable and add on later if able.
5. Dwarven Mine - I'll do this soon.

Units:
1. Gollum (half done)
2. Wainrider
3. Ent (Jorgito, you did an amazing ent once, care to try again? lol)
4. Modrocker's Rhovanion UU, probably dead? If I don't hear anything about this, I'll scratch it off the list for now.

I've dropped Arwen for now, because I'm just too busy. I might put her back on the list if I find the time.

About the next version...
The scope of ToME feels like it has doubled in a month, between adding Harad, Rhun, and new Rohan graphics, another 10 or more units, terrains, userpatch support, heroes, renewable gold sources, AI, editor objects, ...yeah. That doesn't even count the man hours for balancing and bug fixes.

The increase in scope is mostly because We've had a lot of offers to help in the last month, which is giving us more manpower and the ability to do all these additions. However, I know from experience it isn't wise to count on everyone to actually finish their contributions; people get busy, real life interferes, they get bored, realize how much work this is, etc. So I'm sort of planning on a much smaller next version than is being thrown around. That's why I haven't gone ahead and made a news post on Moddb. Point is, I'd rather not consider the 'to-do list' as stuff that must happen before the next version. Otherwise I will have to take on every project that gets abandoned by someone else. So all the offers can just be extras, added to ToME whenever they are finished. This takes away pressure from the volunteers out there, and pressure from me to finish all the stuff people start and don't finish. Sound good? Work at your own pace, if you finish it, awesome. If not, we will make do without it.

I am of course not including anything I design in that statement. I DO have a schedule to keep.

"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 01-28-13 08:01 PM CT (US)     1039 / 3922       
To add to the graphic list, damaged wall graphics for the current Native Men set.

Tales of Middle-Earth | Don't miss it
AnimalMan
Squire
posted 01-28-13 08:14 PM CT (US)     1040 / 3922       
Jeez, You guys are still working on this? I remember this, Time Ago.. Good On Ya, Really Nice Graphics.
Rambit
Squire
posted 01-28-13 11:31 PM CT (US)     1041 / 3922       
You mention you have to add user patch support - what do you mean by this? I was unaware it required any changes.
Jatayu
Squire
(id: Sword_of_STORM)
posted 01-29-13 00:58 AM CT (US)     1042 / 3922       
Pulkit, you have any update regarding the data editing? We were going to try 'fixing' one civ..

Also, I just re-installed Battle for middle earth 2. Let's see if we can get some good ideas from there.

,
Jatayu O===|¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯/
`
Battle of Saraighat, 1671|Atlantis, the Lost Realm|AOE Roman Modpack|My profile
ि
StormWind Studios
Pulkit
Squire
posted 01-29-13 03:37 AM CT (US)     1043 / 3922       
You mention you have to add user patch support - what do you mean by this? I was unaware it required any changes.
The plan is to make UP compulsory for ToME. This way, we can install ToME inside the AoK\Games folder avoiding overwriting actual game files. Plus, I can tweak some civ settings such as starting scout unit using UP.

Also, Rambit, I'm putting everything into gamedata drs in the default installer so that your work for Voobly is reduced at least by that much.
Pulkit, you have any update regarding the data editing? We were going to try 'fixing' one civ..
I took the weekend to relax and catch up with folk. It was Australia Day, mate!

Anyway, I have concluded I need to get the whole of the unit overhaul done before we get to discussing civ by civ. I prefer to get done with repetitive things like adding terror attacks and armours for all civs in one go.

I'll come back to you after I'm done with this. Within the week, promise!


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


FYI, changelog so far for those who are interested.


Game Changes
Tech Tree "Late Third Age" label changed to "The Great Years"
Mini Map colours for Ash, Dead Trees and Leaves terrain altered
All Civs
(all civs) Castle retains attack ability after researching Dwarven Stonework
(all civs) Rangers faster, pierce armor and resistance to terror doubled, additional +2 attack bonus vs orcs
(all civs) All orc units now correctly take damage from anti-orc units
(all civs) Heavy Knight HP raised to 140 from 120
(all civs) Errand-rider HP lowered to 100 from 110
(all civs) Vanguard HP lowered to 120 from 140
(all civs) Editor unit Snow Wolf has the correct running graphics
(all civs) Inns tech is available at the Town Hall after Storehouses
(all civs) Horse (produced at the Farm) Gold cost lowered by 5
(all civs) Ox (produced at the Farm) food carriage raised 600 from 350, Wood cost lowered by 20
(all civs) Banner-bearers carrying Troves have the same sounds and stats as empty-handed Banner-bearers
(all civs) Wild Mumak Calf attack raised to 10 from 6, 1 pierce armour added
(all civs) Last Alliance correctly enables Trebuchet and Lembas Bread as per each civ's expected benefits
(all civs) Ent-draught now functions correctly, affects Sword-thains as well
(all civs) Lembas Bread now correctly grants foot archers +10 HP
(all civs) Forge upgrades Darts, Vambraces and Black Arrow affect Castles and Alqualunte correctly
(all civs) Library Muster of Armies research now correctly applies to all military buildings
(all civs) Library Embattlements research now correctly applies to Catapult Tower as well
(all civs) Forge Guild of Weaponsmiths research no longer raises the cost of siege weapons
(all evil civs) Steel Bow separated to remove confusion between Cuthalion upgrade, moved to Muster Hall
(all evil civs) Wall construction graphics corrected
(all Elven civs) Scout Cavalry retains graphics over upgrades to Errand-rider, Vanguard
Numenor
Numenor Bombard Tower is free; Castles, Walls and Towers now correctly cost +20%
Umbar
Umbar all ships get the -20% cost bonus
Arnor
Arnor Arthedain research correctly adds 20% HP to Castles, Walls, Gates and Towers
Arnor Guard-house cost lowered to 200 Wood, 250 Stone; build faster
Arnor, Gondor Heavy Knight bonus raised to +40 HP, +2 attack (+1 armor bonus removed); cost lowered to +20 Gold
Arnor Cardolan description correctly mentions access to Atani Nobleman
Arnor Guard-house is now available in the Editor in the Great Years
Gondor
Arnor, Gondor Heavy Knight bonus raised to +40 HP, +2 attack (+1 armor bonus removed); cost lowered to +20 Gold
Gondor Ithilien Rangers HP raised to 60, attack raised to 7, anti-orc bonus tripled, pierce armour and range increased by 1
Lindon
Eregion
Eregion Gold Miners now correctly work 25% faster
Eregion gets Butteries and Storehouses for free
Rivendell
Rivendell Town Hall work rate bonus now applies correctly
Rivendell Healer +5 HP bonus now applies for Herblore and Poison Dagger technologies too
Rivendell Healers cost 50% less Gold as per civ bonus
Rivendell terror resistance now applies to more unit types (including ships and siege weapons)
Lothlorien
Lothlorien Cair Alphen correctly costs -50% Wood
Mirkwood, Lothlorien Houses have unique graphics and are now named Flets
Mirkwood
Mirkwood, Lothlorien Houses have unique graphics and are now named Flets
Rohan
Rohan Castle after Burg Stonework upgrade gets the name Burg
Rhovanion
Rhun
Rhun Stables bonus correctly listed as +50% HP
Rhun starting Wood correctly alotted as -100 the standard amount, as per civ bonus
Harad
Harad Knights have the correct icon
Harad starting Food correctly set to -50 the standard amount, instead of -125
Harad Foot Knight icon corrected
Mordor
Mordor Black Orcs research 50% cost discount now works correctly
Mordor Black Speech armor bonus correctly affects infantry units
Angmar
Angmar Javelineers and Spearmen lines no longer cheaper
Angmar Forge technologies correctly cost 0 Gold
Angmar orcs +10 HP bonus correctly listed as applying to all orc units
Angmar cavalry bonus raised to +2 attack vs buildings, now works correctly
Dol Guldur
Minas Morgul
Minas Morgul Castle retains HP and attack after researching Morgul Vale
Minas Morgul Town Hall bonus of +2 attack replaced by +2 attack range
Isengard
Isengard Orthanc Fire has stronger attack and armor; costs less
Isengard, Dol Guldur Trade Cart graphics standardized with all other realms

Tales of Middle-Earth | Don't miss it

[This message has been edited by Pulkit (edited 01-29-2013 @ 03:42 AM).]

Excelsior
Squire
posted 01-29-13 05:37 AM CT (US)     1044 / 3922       
Those are some awesome changes, I'm glad you increased Arnor's and Gondor's Heavy Knights, it was kinda silly that other nations got stronger "Gondorian knights".
I just remembered, it doesn't seem like Harad's units get the lesser armor that their civ bonus says.
Carter938
Squire
posted 01-29-13 06:12 AM CT (US)     1045 / 3922       
Yes Matt.


What did Pippin do when he got drunk? He started to feel Merry!
Mr Wednesday
Cavalier
(id: matty12345)
posted 01-29-13 07:11 AM CT (US)     1046 / 3922       
Carter, I will be on tonight.

Awesome changes, Pulkit!

"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
MarcAnton
Squire
posted 01-29-13 09:40 AM CT (US)     1047 / 3922       
@Matt: I will send you the file on Thursday maybe already tomorrow evening!
It will contain a wall, a wallturret a normal gate and the gate whichs turrets are 45° rotated.
I just need to find the plugin to export .obj files since somehow the new (student) version of Maya I use no longer has native .obj export.
BF_Tanks
Squire
posted 01-29-13 10:12 AM CT (US)     1048 / 3922       
most network bugs
Except the one where the game freezes if you have AI on a multiplayer Random Map after X amount of time.

Proud Member of Black Forest Studios
Co-creator of Silent Evil - Voted Best Multiplayer Scenario of 2009
and The Seas of Egressa - Voted Best Multiplayer Scenario of 2010
todler
Squire
posted 01-29-13 12:01 PM CT (US)     1049 / 3922       
Am I the only one that saw Jorgito's buildings?
Wow they are so amazing, you are an artist. I like the textures!
Could you make an indian set or just a several buildings(i like more the historical sets), so i can use their textures for the others? I can provide you images, to see how they should look like. I'm not rushing you, so only if you have time .
Rambit
Squire
posted 01-29-13 01:39 PM CT (US)     1050 / 3922       
The plan is to make UP compulsory for ToME. This way, we can install ToME inside the AoK\Games folder avoiding overwriting actual game files. Plus, I can tweak some civ settings such as starting scout unit using UP.
Oh that makes sense then.
Also, Rambit, I'm putting everything into gamedata drs in the default installer so that your work for Voobly is reduced at least by that much.
Much appreciated! Since you are using User Patch now I would assume the install process would be identical to Voobly's with the exception of the destination folder and yours not including the executable (or at least a different one). So once we finalise our User Patch executable I can send it to you so you can make it yourself. I am happy to keep making them if you would prefer not to, but I thought you might like to have your own with your own messages etc.
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