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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:
Mr Wednesday
Cavalier
(id: matty12345)
posted 02-14-13 10:09 PM CT (US)     1366 / 3922       
Still looking for ideas on Rivendell. Anyone's got any?
Outside of TLA ideas, maybe something defensive? Okay, I had this absolutely ridiculous idea, but it's about rivendell and now is as good a time as any to share what my mind comes up with at work on slow days:

Instead of palisade walls, buildable river/moat for Rivendell. Could be much stronger than palisade wall, and have attack (as in FOTR). It might be kind of hard to do well though. And units would have to be able to attack it some way. Like I said, crazy idea.

But something defensive might be nice.

"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
Vardamir
Huskarl
posted 02-14-13 10:22 PM CT (US)     1367 / 3922       
Instead of palisade walls, buildable river/moat for Rivendell. Could be much stronger than palisade wall, and have attack (as in FOTR).
I just had a similar idea myself, actually. Imladris and flooding must just go well together. Anyway, my thought was to make a unique tower for Rivendell that had a flood attack, perhaps with the dock's terrain restriction.

Another idea, the Hobbits claimed they sent bowmen to help Arnor at the Battle of Fornost Maybe work them into Rivendell? I'm not quite sure what purpose they could serve, (possibly trash, but with a suprising resistance to terror) but putting hobbits somewhere besides the editor seems like an interesting idea.

[This message has been edited by Vardamir (edited 02-14-2013 @ 10:31 PM).]

Jorgito_aqua27
Squire
posted 02-15-13 00:09 AM CT (US)     1368 / 3922       
I have some news!

1- I have 3dmax again

2- I found one of my old dvd with graphics, music, etc.. and i recover some of my old work concerning units, is not everything but is a good start, at least i have the base model, some pieces of armour and weapons and the most important.. the animations

Sooner or later i will start working on units again (more later than sooner because i barely remember how to use 3dstudio).

___________

Allright, a few questions:

I render my buildings in Max, and they look like this:



I dont know, they look more bright and perhaps with more "life", this is the old version, wich one should we use?



This one looks like more dark and the colors looks like off. (bad english spelling haha).

Ok, just let me know wich one and i will upload the version you choose to the dropbox.

Speaking of the dropbox... Matt i have seen your Harad buildings and they are friken amazing! the entire set looks really good, also i saw some houses from Lothlorien... omg why you didnt make an entire set of that? you slacker! that buildings are amazing too! only 3 and the wonder is not enough haha.. make moarr!

_____________

Concerning Rohan i am just playing around with walls and gates (i know you told me to not make them, but the actual walls looks small compared to the stupid tall buildings i made).
All the buildings are done... but i get distracted with something different.. The wonder of Eregion, the gates of moria..

That building is made with copy/paste and i tought i could replace it to fit with the new buildings.

Old wonder:


New version:




Maybe we can leave this as a place holder till somebody else make a better version?

Edit: this is still WIP, but you get the idea.

[This message has been edited by Jorgito_aqua27 (edited 02-15-2013 @ 00:21 AM).]

Herr Heir
Squire
(id: Heir of Elessar)
posted 02-15-13 00:45 AM CT (US)     1369 / 3922       
New houses are definitely better Jorgito (not that my opinion should count for much ).

Apart from the apparent impossibility of that wall system, wouldn't that either be redundant/OP? It might completely defeat rushing as a tactic, and it is of no use to people who don't wall off their kingdoms.

"Chaos is a ladder." - Petyr Middlefinger

"I love it when Heir is scum and knows he's been rumbled, he goes a bit mad."- Newt_Gunray

"And on that day my respect for Herr grew four fold" - SirDante
Sebastien
Dark Samurai
posted 02-15-13 03:09 AM CT (US)     1370 / 3922       
I have 3dmax again
FRICK YEA! Oh btw, the Rohan buildings Rendered in max look a LOT better. It saves lots of aftertouching in photoshop, as the sketchup ones looked a little flat colour wise.

If we're designing new rocks and wonders, can we use a similar texture so it blends in nicely. If you could send me the texture you're using Jorgi I'll be able to model rocks and cliffs etc fitting into the same style.

One last thing, can you make the blue door bigger? It looks a little small atmo.

Rambit: I'll quite happily design you're map once all the terrains are finished.

[This message has been edited by Tetsuo Shima (edited 02-15-2013 @ 03:30 AM).]

MarcAnton
Squire
posted 02-15-13 03:09 AM CT (US)     1371 / 3922       
The new Moria looks much better than the old one! A very much needed change.
However, as I noticed during a "the forging of the rings" custom scenario, the aokcliffs now look awkward and do not fit to Durinsgate due to the different colour.
I don't know whether Seb also changes the cliffs but that would be a much needed feature


Edit: Lol Seb had the same idea

[This message has been edited by MarcAnton (edited 02-15-2013 @ 03:10 AM).]

Pulkit
Squire
posted 02-15-13 03:48 AM CT (US)     1372 / 3922       
Instead of palisade walls, buildable river/moat for Rivendell. Could be much stronger than palisade wall, and have attack (as in FOTR).
I always wanted to remake those elvish bridges and walkways going on some of the BoME screenshots, and the movie of course. Hard to think of a plausible way to make them playable, let alone a design!
my thought was to make a unique tower for Rivendell that had a flood attack, perhaps with the dock's terrain restriction.
I like this idea. Sounds easy to implement, except for the attack graphic...
Another idea, the Hobbits claimed they sent bowmen to help Arnor at the Battle of Fornost Maybe work them into Rivendell?
Hobbits will be made available to Arnor. Perhaps limited to Arthedain and Cardolan civ choices.
1- I have 3dmax again
*DIES*
I dont know, they look more bright and perhaps with more "life", this is the old version, wich one should we use?
Definitely the new version. Please render them in 3ds max and upload them to the Dropbox! (Make a new folder under Rohan).


About the Moria gate wonder:
Maybe we can leave this as a place holder till somebody else make a better version?
Only you will be able to make that, you know it! Matt already has that ambitious list of things to do.

@Matt: Are you resolved not to make the damaged graphics for your Rohan fortified wall?
Apart from the apparent impossibility of that wall system, wouldn't that either be redundant/OP? It might completely defeat rushing as a tactic, and it is of no use to people who don't wall off their kingdoms.
Yeah we'll have to iron out the balance bits, but surely you understand not every civ feature in any game or mod is intended to appeal to every type of player! It would be quite useful for people who do like to wall off.
If we're designing new rocks and wonders, can we use a similar texture so it blends in nicely. If you could send me the texture you're using Jorgi I'll be able to model rocks and cliffs etc fitting into the same style.
What about the large and small rocks that Matt already did? They look perfect already! Perhaps you could mix and match his and Jorge's textures...

Tales of Middle-Earth | Don't miss it

[This message has been edited by Pulkit (edited 02-15-2013 @ 03:52 AM).]

Alexastor
AoEO Seraph
(id: Kastor)
posted 02-15-13 05:45 AM CT (US)     1373 / 3922       
You need to show the Rohan buildings in the actual game in comparison with the other assets.
Sebastien
Dark Samurai
posted 02-15-13 07:56 AM CT (US)     1374 / 3922       
I always wanted to remake those elvish bridges and walkways going on some of the BoME screenshots, and the movie of course. Hard to think of a plausible way to make them playable, let alone a design!
It's doable because I've done it already.

These were some really poor ones I did a while ago, but they worked.



I'm sick of doing terrains but they need to be done. I really hoped to work on modelling some Rivendell stuff.
What about the large and small rocks that Matt already did? They look perfect already! Perhaps you could mix and match his and Jorge's textures...
Well, they look good, but they don't look perfect. The idea is to use a mix of rocks and styles (even new ones) of course and the scenario editor will have lot's of variations. I just mean it would be nice to also have rocks which match the dwarven entrance of Moria and surrounding area.
Mr Wednesday
Cavalier
(id: matty12345)
posted 02-15-13 08:11 AM CT (US)     1375 / 3922       
@Matt: Are you resolved not to make the damaged graphics for your Rohan fortified wall?
No I'm just forgetful. But apparently, jorgito wants to redo them to match his set, so I'm off the hook.

Concerning Rohan buildings, Max>>Sketchup

The Eregion wonder had been high on the list of things that annoy me that I don't have time to fix. The new one looks great!

Concerning Lothlorien houses, I only did a few because I'm lazy, haha. Seriously, there's just no time to do everything. There are Mallorn trees though, so you can place them around the buildings and make do.

Glad you like the Harad buildings, they've been fairly polarizing so far.

"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 02-15-13 08:18 AM CT (US)     1376 / 3922       
I'm sick of doing terrains but they need to be done. I really hoped to work on modelling some Rivendell stuff.
Yeah, I know, sorry about that. How many are left to do?

If it helps, I don't mind leaving the waters the same. Water doesn't replace easily anyway.

Trees are the worst though, and we still have a few of those to do.

"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
John the Late
Knight
posted 02-15-13 09:04 AM CT (US)     1377 / 3922       
Quoted from Jorgito
I dont know, they look more bright and perhaps with more "life", this is the old version, wich one should we use?
I would prefer the old version, the new one somehow looks like a sunset scenerey shot, it does not fit the game imho.
Quoted from Alexastor
You need to show the Rohan buildings in the actual game in comparison with the other assets.
^ Alexastor is right about that.
Quoted from Pulkit
That'll wear out its charm sooner than you think. [...] Part of the reason people enjoy Chivalry is because each civ offers at least 2 variations of gameplay, thus giving a total of 36 different civ experiences. ToME follows a similar path with alliances and such.
1. Currently, those alliances are going to wear out the charm of the mod for me. 2. A big difference between Chivalry and ToME is that while there are unique policy decisions for every civ (apart from 2 or 3 available to more than one) in AoCH, in ToME those alliance techs are all the same for many civs. I go even further saying that I would especially like to see the current availability of foreign units cut down a bit, i.e. limiting the civs with access to elvens, dwarves and such.
Quoted from Matt
3. The units will be designed to look something maybe like this (one of each)
These units depicted look like very gold-heavy units in the standards of AoK...
Quoted from MattTrees are the worst though, and we still have a few of those to do.
Why don't you simply use some of the trees you already made and only slightly alter them? This is also some kind of variation, it does not have to be an entirely new tree every time.

[This message has been edited by John the Late (edited 02-15-2013 @ 09:06 AM).]

MarcAnton
Squire
posted 02-15-13 09:29 AM CT (US)     1378 / 3922       
Soooo.... after someone complained that my Bridge looked nothing like the Movie-Bridge (which was for obvious game/scenariodesign decisions like having an upper, a lower and an extandable middle part) I modeled a Hobbiton bridge that looks more or less exactly like the one in the movie.

Is this better? Work in progress of course...



I just dont know whether such a bridge is doable ingame...

By the way: should I elevate both bridge ends slightly so that we have the impression that the ground on both ends is slightly higher than in the middle?

[This message has been edited by MarcAnton (edited 02-15-2013 @ 11:08 AM).]

Sebastien
Dark Samurai
posted 02-15-13 10:56 AM CT (US)     1379 / 3922       
Mr Wednesday
Cavalier
(id: matty12345)
posted 02-15-13 12:05 PM CT (US)     1380 / 3922       
1. Currently, those alliances are going to wear out the charm of the mod for me. 2. A big difference between Chivalry and ToME is that while there are unique policy decisions for every civ (apart from 2 or 3 available to more than one) in AoCH, in ToME those alliance techs are all the same for many civs. I go even further saying that I would especially like to see the current availability of foreign units cut down a bit, i.e. limiting the civs with access to elvens, dwarves and such.
I don't exactly understand. On the one hand you say you want even more drastic policy changes, but then you say to make them less unique by getting rid of all the added units? I'm confused.

Also, sometimes we are limited by lore. We can't have Mordor ally with Gondor. Some civs will naturally have allies that are the same. Not sure that can really change.

"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 02-15-13 12:22 PM CT (US)     1381 / 3922       
I guess the problem is that most(all?) good civs have access to for example the elven cavalry archer, which makes those civs quite similar in that they all can produce ECAs etc etc.

As I said I like the alliance system but atm some civs get too many uniqueunits from other civs (except for mordor which should really have access to all these).
Jorgito_aqua27
Squire
posted 02-15-13 12:39 PM CT (US)     1382 / 3922       
FRICK YEA! Oh btw, the Rohan buildings Rendered in max look a LOT better. It saves lots of aftertouching in photoshop, as the sketchup ones looked a little flat colour wise.

If we're designing new rocks and wonders, can we use a similar texture so it blends in nicely. If you could send me the texture you're using Jorgi I'll be able to model rocks and cliffs etc fitting into the same style.

One last thing, can you make the blue door bigger? It looks a little small atmo.


Indeed saves lots of aftertouching! so far more people choose the 3dmax version so it seems we are keeping those..

Here is the "almost finished" version with a bigger door and some photshop on it like you suggest:



More suggestions are welcome

Also, should i add this kind of acueduct on the side of the mountain?

Or maybe add it like some eye candy for the surroundings? (scenario editor obejects).



And here is the texture i use:



Its going to be awesome to have cliffs mountains and rocks to match this!, i could also design the entrance to Erebor if you are doing mountains to fit the wonders, a big entrance with dwarf statues, etc.
No I'm just forgetful. But apparently, jorgito wants to redo them to match his set, so I'm off the hook.

Concerning Rohan buildings, Max>>Sketchup

The Eregion wonder had been high on the list of things that annoy me that I don't have time to fix. The new one looks great!

Concerning Lothlorien houses, I only did a few because I'm lazy, haha. Seriously, there's just no time to do everything. There are Mallorn trees though, so you can place them around the buildings and make do.

Glad you like the Harad buildings, they've been fairly polarizing so far.
I want to keep your walls too, they fit really good with your helms deep, i was just playing around because was bored

Could you send me the 3d models of the mallorns and houses when you have time? i will like to try some stuffs on the future, i am starting to make Dale now.

_____________

Edit: Mac awesome work on the bridge!

[This message has been edited by Jorgito_aqua27 (edited 02-15-2013 @ 12:41 PM).]

Mr Wednesday
Cavalier
(id: matty12345)
posted 02-15-13 12:40 PM CT (US)     1383 / 3922       
The elven CA isn't really supposed to be unique though. But I suppose with the new TLA units, Elven CA could be limited to elvish civs once more.

"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
Vardamir
Huskarl
posted 02-15-13 12:43 PM CT (US)     1384 / 3922       
If the Alliance warriors are decided, what about using Battles of Middle-Earth's Elven Spearman for one? It matches the Elven Cavalry Archer and longbowman, and doesn't have all the armor that makes it look like a heavy unit with a gold cost. Plus it's one less unit for Matt to do.

To give further unit variety, what if the Elven Civs' Heavy Knight graphic is switched to the Boyar from Forgotten Empires?
John the Late
Knight
posted 02-15-13 12:53 PM CT (US)     1385 / 3922       
I don't exactly understand. On the one hand you say you want even more drastic policy changes, but then you say to make them less unique by getting rid of all the added units?
No, I just said that the decisions are the same for many civs which makes it a lot less unique (like units shared by too many civs), you can not compare it to Chivalry's policy decisions. And don't want to get rid of the units, just limit them to fewer civs each than now.
Mr Wednesday
Cavalier
(id: matty12345)
posted 02-15-13 01:34 PM CT (US)     1386 / 3922       
If the Alliance warriors are decided, what about using Battles of Middle-Earth's Elven Spearman for one? It matches the Elven Cavalry Archer and longbowman, and doesn't have all the armor that makes it look like a heavy unit with a gold cost. Plus it's one less unit for Matt to do.

To give further unit variety, what if the Elven Civs' Heavy Knight graphic is switched to the Boyar from Forgotten Empires?
Because I'm not really a fan of that spearman. I'll design something much cooler.

I'm also pretty sure AoFE doesn't want me borrowing anything from them.
No, I just said that the decisions are the same for many civs which makes it a lot less unique (like units shared by too many civs), you can not compare it to Chivalry's policy decisions. And don't want to get rid of the units, just limit them to fewer civs each than now.
That's maybe your perception, but how accurate is it? I imagine if we counted all the alliance options there are far more unique ones than you think.

"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
Rambit
Squire
posted 02-15-13 01:57 PM CT (US)     1387 / 3922       
Rambit: I'll quite happily design you're map once all the terrains are finished.


After being impressed be all the screen shots you have been posting I am glad you want to do this. Thanks for taking this on!
MarcAnton
Squire
posted 02-15-13 02:02 PM CT (US)     1388 / 3922       
@Jorgito: Thanks! Any suggestions? On bridges its always difficult to add eye-candy and such stuff but if you have any suggestions they are welcome.

Regarding Moria: This one looks much better (with the photoshop additions you did) and IMHO if you could do the Aquaeduct (&the cliff which it belongs to) as some editor eyecandy it would be cool but I guess the priority is not that high.
IMHO it is though needed to have matching cliff&mountain textures so that they will blend much better than they do now.


@Matt: Next thing for me to do? :P As long as your halfway satisfied with my creations I will happily continue. But if there is something missing just tell me. I can always change/add some stuff to the existing models and I am slowly finding all the features&functions again I once knew in Maya

[This message has been edited by MarcAnton (edited 02-15-2013 @ 02:06 PM).]

Mr Wednesday
Cavalier
(id: matty12345)
posted 02-15-13 02:07 PM CT (US)     1389 / 3922       
Liking the bridge as well btw.

One problem with the cliffs is they can't match everything. I guess a generic stone grey might blend the best with everything. Mountains of the other hand there is no limit on.

EDIT: Ninja'd. Give me a bit to think of what needs doing, and I'll drop something on you.

"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 02-15-2013 @ 02:09 PM).]

Herr Heir
Squire
(id: Heir of Elessar)
posted 02-15-13 02:20 PM CT (US)     1390 / 3922       
Yeah we'll have to iron out the balance bits, but surely you understand not every civ feature in any game or mod is intended to appeal to every type of player! It would be quite useful for people who do like to wall off.
Quite useful is an understatement, it would make them OP.

Anyways, I played a game against the computer with Eregion because I wanted to see if the Dwarven Stonework problem had been fixed (my biggest quibble with the last version, I loved the new look of the buildings and always wanted to do it lol) and while I'm still at the Castle Age I noticed some issues.

1) The mining camp seems to have the ability to lay down the foundations for another mining camp for no reason at all. It's the same cost and everything. I'm not sure if it's deliberate. Nothing game-breaking obviously. And it had a War Wagon icon.

2) The mill seems to have 100 gold (like markets and docks do), and mousing over the gold level gives up mine-like statistics (I'm not sure how clear this is lol). Again nothing game-breaking obviously.

3) The Castle seems to have a new unit called a Farmer with a King icon, a female villager's voice, a villager's stats and absolutely no abilities (like nothing whatsoever). It dies with a man's voice though. Like the rest, not game-breaking, but maybe it's supposed to have some abilities and this got missed out? I'm not sure.

4) Eregion seems to be missing the basic collection upgrades that you get from the Town Center in the Feudal and Castle Ages. Is this deliberate?

I'll finish my game tonight and update as needed.

Again, great job guys!

"Chaos is a ladder." - Petyr Middlefinger

"I love it when Heir is scum and knows he's been rumbled, he goes a bit mad."- Newt_Gunray

"And on that day my respect for Herr grew four fold" - SirDante

[This message has been edited by Herr Heir (edited 02-15-2013 @ 02:21 PM).]

John the Late
Knight
posted 02-15-13 02:53 PM CT (US)     1391 / 3922       
About the Rivendell walling:
Isn't this somehow appropiate? In LotR, Rivendell did not do very much besides being a safe place.
Herr Heir
Squire
(id: Heir of Elessar)
posted 02-15-13 03:06 PM CT (US)     1392 / 3922       
Yeah but you still have to maintain game balance. Walls that attack would be a gigantic advantage IMO.

Personally a defensive upgrade might end up being redundant because most MP players are so aggressive (not me, I have a strict no attack for 2 hours policy ).

"Chaos is a ladder." - Petyr Middlefinger

"I love it when Heir is scum and knows he's been rumbled, he goes a bit mad."- Newt_Gunray

"And on that day my respect for Herr grew four fold" - SirDante
John the Late
Knight
posted 02-15-13 03:21 PM CT (US)     1393 / 3922       
Those games where you play for hours with giant 200 vs 200 pop (more with UP or if in teams) showdowns without coming to a decisive, fast end and the whole thing repeating over and over are the funniest games, hands down.
Sebastien
Dark Samurai
posted 02-15-13 03:41 PM CT (US)     1394 / 3922       
After being impressed be all the screen shots you have been posting I am glad you want to do this. Thanks for taking this on!
Cheers dude. I'll certainly make it worth your wait. Still lot's to do but I'm getting there.

People were asking and mentioning the buildings need to fit into the terrains. Well, I've done a rough mockup of Jorgito's Rohan buildings and the 3ds max houses look 10x better than the sketch up renders.

Pulkit
Squire
posted 02-15-13 04:07 PM CT (US)     1395 / 3922       
1. Currently, those alliances are going to wear out the charm of the mod for me. ... I go even further saying that I would especially like to see the current availability of foreign units cut down a bit, i.e. limiting the civs with access to elvens, dwarves and such.
If you are talking about the new TLA ideas I posted, fear not. They aren't going to be implemented at all.

Other than that, let me tell you the Last Alliance is 4 separate techs, the Dwarven Alliance 3 separate techs, Vassals of Mordor again 3. I named them the same for consistency, but there are minor-to-major differences between the actual implementation for each civ that gets them.

Anyway, you ought to consider the common alliances as simply more techs and upgrades in AoK.

In ToME, there are 2 kinds of techs/alliances:

1. Alliances with neighbours - Some of these are unique (e.g. Fief of Gondor, Red Arrow) but there is bound to be overlapping due to geography: e.g. all civs adjacent to Arnor should have access to Rangers of the North. If I don't do this, more people will cry foul. These techs, though not unique, allow the player a familiar route to gaining access to special units they may need (e.g. anti-beast Rangers).

2. Policy decisions - these run exactly like Chivalry's do. Case in point: Arnor's three civ choices.
I guess the problem is that most(all?) good civs have access to for example the elven cavalry archer, which makes those civs quite similar in that they all can produce ECAs etc etc.
As I said I like the alliance system but atm some civs get too many uniqueunits from other civs (except for mordor which should really have access to all these).
Don't consider ECAs as unique units! They are just another cavalry archer unit and for some civs, the only resort. Likewise with Gondorian Knight.

Not supposed to be unique. These units were intended to be common to a lot of civs. Players should be able to "tap into" stronger, more specialized variants of regular AoK units at will.

If we have too many unique units that'll lose the AoK charm.
No, I just said that the decisions are the same for many civs which makes it a lot less unique (like units shared by too many civs), you can not compare it to Chivalry's policy decisions. And don't want to get rid of the units, just limit them to fewer civs each than now.
Those common alliances are outnumbered by the unique alliances/civ choices, and that's the one you should be comparing to Chivalry's policy decisions.

Also, you shouldn't really be comparing one-to-one. We were inspired by the Chivalry model, but did not adopt it one-to-one.
Anyways, I played a game against the computer with Eregion because I wanted to see if the Dwarven Stonework problem had been fixed (my biggest quibble with the last version, I loved the new look of the buildings and always wanted to do it lol) and while I'm still at the Castle Age I noticed some issues.
Hehehe... Those are some proof-of-concept things that I've yet to finalize. The mining camp is an "abandoned dwarven mine" that you can build using your villie, and will get 1000 mine-able gold. The King Farmer in the Castle is the Tribute Collector, who can collect gold from the Mills. If you adventurous, try them out

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Pulkit
Squire
posted 02-15-13 04:20 PM CT (US)     1396 / 3922       

Bridges


Go ahead with the Bridges, Marc. You have a green signal.

Your latest screenshot looks fantastic!

Also, we can easily have different bridge graphics for different civs, so we can incorporate lots of looks. I don't remember the bridge graphics in Rome at War, but those in Celtica Mod were nice. All up to you graphics guys, though!

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Herr Heir
Squire
(id: Heir of Elessar)
posted 02-15-13 05:01 PM CT (US)     1397 / 3922       
Hm, that looks like a bit too much gold for me, especially since you can start tax collection as early as the Feudal Age. I suppose a collector can only be built once? I'll check.

What about the collection upgrades then, is that a bug or have they been removed?

"Chaos is a ladder." - Petyr Middlefinger

"I love it when Heir is scum and knows he's been rumbled, he goes a bit mad."- Newt_Gunray

"And on that day my respect for Herr grew four fold" - SirDante
Pulkit
Squire
posted 02-15-13 05:12 PM CT (US)     1398 / 3922       
Age availability, cost and other details are being ironed out. It's just a proof-of-concept, not a full implementation.

As for the upgrades in the Town Hall, you were playing Eregion, right? Eregion gets free Butteries and Storehouses!

Tales of Middle-Earth | Don't miss it
Herr Heir
Squire
(id: Heir of Elessar)
posted 02-15-13 05:14 PM CT (US)     1399 / 3922       
Dammit knew I should've checked.

They collect gold slowly so it's not that bad but IMO they should be restricted to 5 or something. Will move on to the rest at night.

"Chaos is a ladder." - Petyr Middlefinger

"I love it when Heir is scum and knows he's been rumbled, he goes a bit mad."- Newt_Gunray

"And on that day my respect for Herr grew four fold" - SirDante
John the Late
Knight
posted 02-15-13 06:29 PM CT (US)     1400 / 3922       
No, the darker roof looked better
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