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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:
Vampirus Mortem
Squire
posted 01-10-18 04:01 AM CT (US)     3816 / 3919       
I'm not sure if Jorgito is still around or not, or if the team would be willing to do this whether or not he is, but it would be interesting to have the elite Woodland Realm troops (In brownish-red heavy armor) shown in the Hobbit films as the graphics for the top tier Mirkwood royal guard instead of guards in the armor of the Noldor.

Looking forward to future updates!

[This message has been edited by Vampirus Mortem (edited 01-10-2018 @ 04:02 AM).]

UnknownPlayer
Squire
posted 01-12-18 10:52 AM CT (US)     3817 / 3919       
Hi guys.

I've installed the mod but when I try to launch a game, it doesn't work and this message appears : "an error occurred while trying to start the game". When I try to launch a game from the editor, another one appears "The senario could not be saved. Free some disk space, and then try again".

I don't really understand why it does not work (the conquerors runs whithout any problems).

I really want to try this new version, (I've been waiting since 2013 xD), so if you guys know how to fix it, it would been nice.

Thanks for working on such an incredible mod guys !
Mahazona
Squire
posted 01-12-18 09:25 PM CT (US)     3818 / 3919       
All the units he made are in the mod, with maybe a few odd exceptions. I'm not sure what people are remembering, but as far as I can see in the graphics folders the only bad unit we have graphics for that got 'cut' was the castellan for Dol Guldur./q]
aidenpons
Squire
posted 01-13-18 06:29 AM CT (US)     3819 / 3919       
Hi guys.

I've installed the mod but when I try to launch a game, it doesn't work and this message appears : "an error occurred while trying to start the game". When I try to launch a game from the editor, another one appears "The senario could not be saved. Free some disk space, and then try again".

I don't really understand why it does not work (the conquerors runs whithout any problems).

I really want to try this new version, (I've been waiting since 2013 xD), so if you guys know how to fix it, it would been nice.

Thanks for working on such an incredible mod guys !
So ToME starts up fine, but throws all sorts of errors when you actually try to play anything, but standard AOE2 TC works just fine?

Have you installed Userpatch? (Give it a Google!) That might do something.... or does ToME automatically install UP?

Failing that, try uninstalling and reinstalling. Also turning your computer off and on again :P
Sebastien
Dark Samurai
posted 01-13-18 07:01 AM CT (US)     3820 / 3919       
Failing that, try uninstalling and reinstalling. Also turning your computer off and on again :P
Sounds like a GPU error to me, not initialing the graphics drivers.

A good way to fix this is just by tapping slightly on the card with a hammer.

Check your install paths, is everything definitely within *ageofempiresdirectory*/Games/TOME folder?

[This message has been edited by Sebastien (edited 01-13-2018 @ 07:02 AM).]

Vampirus Mortem
Squire
posted 01-13-18 08:11 PM CT (US)     3821 / 3919       
All the units he made are in the mod, with maybe a few odd exceptions. I'm not sure what people are remembering, but as far as I can see in the graphics folders the only bad unit we have graphics for that got 'cut' was the castellan for Dol Guldur.
Not what I was suggesting. My idea was for an entirely new unit graphic if anyone can still do them, not cut content.
Mahazona
Squire
posted 01-13-18 10:54 PM CT (US)     3822 / 3919       
True but jorgito is not around so we might not see any new units from him again.

I hope they have graphics by jorgito to replace the few old cut past graphics still in use.
Vampirus Mortem
Squire
posted 01-14-18 11:38 PM CT (US)     3823 / 3919       
I don't know if they do, I can't recall seeing any in the screenshots (whatever few of them can be salvaged).

Hopefully Jorgito will have a change of heart and come back to make .slps great again.
Bofur
Squire
posted 01-15-18 08:08 PM CT (US)     3824 / 3919       
While I don't have problems running the current version there are several issues with the editor crashing due to setting starting age and other indeterminate reasons. Hopefully these issues will be addressed in version 1.0.
Vardamir
Huskarl
posted 01-19-18 07:01 AM CT (US)     3825 / 3919       
Mahazona mentioned this elsewhere, but it seems someone released a workshop version of ToME: http://steamcommunity.com/sharedfiles/filedetails/?id=1272363891

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Genie Converter - an AKX installer for modern times
Mahazona
Squire
posted 01-31-18 06:53 AM CT (US)     3826 / 3919       
How is the progress its been a while without any news.
nhoobish_est
Squire
posted 02-01-18 03:28 AM CT (US)     3827 / 3919       
@Vardamir
Was an interesting read in the Comments.
battlechaser
Squire
posted 02-04-18 07:58 AM CT (US)     3828 / 3919       
Any news ? Haven't seen any progress on the Github-page either.
aidenpons
Squire
posted 02-06-18 03:05 AM CT (US)     3829 / 3919       
How is the progress its been a while without any news.
Mr Wednesday said something like:
What, just because you don't push any updates out for a couple of months means people think you've abandoned years of effort?
Life is busy....
Mahazona mentioned this elsewhere, but it seems someone released a workshop version of ToME: http://steamcommunity.com/sharedfiles/filedetails/?id=1272363891
I think that's why the Report button exists!



..... Also, a little something I'd like to add about balance.

There's no need for Poison Arrows, or Flaming Arrows to exist. The +1 damage really becomes OP (I'm looking at you, 7+6 dmg Half-Orc Archers), and it just isn't neccessary.
For starters, the base value is pretty high (in my opinion even vanilla Crossbows had too high attack, it should have stayed at 4) and enough to punch through most pierce armor (& nearly enough to punch through catapult PA). They get +3 from range upgrades (that's fine), then +1 each from Horns, Poison Arrows, and Flaming Arrows.

In the case of Poison Arrows, you could change that to Poison Blades, and give melee units +1 attack (maybe even +2?).

In the case of Horns, well, again that could only affect melee units.

For melee units, increased attack is less critical - they usually do enough attack to punch through melee armor. If you're already doing 7 dmg through armor, then +1 is only a 15% increase on your damage dealt. Contrast to archers, whereby +1 attack may mean you've gone from doing 1 damage to your target to 2 - a solid doubling of attack.
That's why I reckon Horns and Poison Arrows should be +2 for melee units.

...I guess what I'm trying to say is that archers don't need an attack bonus.



Lastly, if I mod this myself (eg to remove Poison Arrows :P ), and then an update comes along, will my mods either:
a) vanish into thin air
b) become incorporated with the mod, providing the mod hasn't changed what I modded
c) prevent the mod from installing?

Either way, I think I'll do my ToME modding in a duplicate folder :P

[This message has been edited by aidenpons (edited 02-06-2018 @ 03:06 AM).]

Mr Wednesday
Cavalier
(id: matty12345)
posted 02-08-18 08:14 AM CT (US)     3830 / 3919       
The update will overwrite your existing data file, so you'd lose your mod.

As for updates, I haven't had much time lately. I had done most of the icons but I have a few to finish. Perhaps this weekend I will finish them off and then bug Pulkit for an update on his end.

"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 02-10-18 06:19 PM CT (US)     3831 / 3919       
Aaaaaalso, I had an idea: terror units and buildings, especially that USELESS Tower of Morgai, should have an area effect.

But perhaps you could go even more than "generic area effect" and make it affect all units around the terror-dealing unit. Consider the Tower of Morgai. Is it possible to make its attacks damage ALL units in, say, 5 radius within the tower?

If a Nazgul screeches at the guy next to you, you're also going to run and hide (or collapse on the ground and die). Just because you're not specifically being screeched at doesn't mean you should get off terror-free

This is a pretty crazy idea, but it's definitely a unique one and makes terror really interesting to play around with as opposed to "armor-ignoring damage."

It might also provide another counter to nefariously OP archers, which have a habit of bunching up which makes them invulnerable to infantry for exactly the same reason they're terrible against area-of-effect units.



Aaaaalso... if you were to give flying Nazgul 2 terror attack but a radius of 15 or something (like Minas Tirith, when they were just flying up in the air screeching and lowering everyone's morale.... now that'd be interesting.... especially if you fly over their lumberjack camp...

... You could even make them also affect your units as well, as Orcs didn't get on particularly well with the Nazgul
Sebastien
Dark Samurai
posted 02-11-18 06:18 AM CT (US)     3832 / 3919       
aidenpons : IF you know how to code in area effects and morale stats for AOK then I'm sure lot's of people here would love to hear how

Considering it's impossible to do right now.

[This message has been edited by Sebastien (edited 02-11-2018 @ 06:19 AM).]

Dr Roach
Squire
posted 02-15-18 05:48 PM CT (US)     3833 / 3919       
You could give it a scorpion-like projectile, then have it shoot a bunch of them in a ring. I know I pulled it off screwing around with missile spawn locations or something.
aidenpons
Squire
posted 03-05-18 10:57 PM CT (US)     3834 / 3919       
A little testing later... Most of these are very minor and have almost no impact on, well, anything.

- Shadows on Dwarven Castle, Dwarven House of Healing, are off
- Damaged Dwarven Wall looks like the Saracen one
- Vambraces and Black Arrows (archers, towers +1 range +1 attack) work funnily with Dwarven Architecture. If you research those, THEN research Dwarven Architecture, your Castle only has 8+1 range. Research Dwarven Architecture THEN those, and your castle gets 8+3 range, as expected.
This does not happen with Darts (the Second Age variant).
- Which civs do and don't get Black Arrows is REALLY arbitary, both from a gameplay (that +1 range is super impoertant) and lore perspective. Lothlorien should have it for their gameplay but they don't, Mordor has them for no reason, etc etc)
- AI has NO clue what to do if their base gets invaded by a Goblin - they'll garrison their TC, not even shoot the Goblin, ungarrison it after two seconds, get shot by the Goblin, garrison in their TC, etc etc etc...
- EDIT: Speaking of goblins, I forgot to mention that you can't tell a vil to attack them. They'll attack once they get shot, but you can't tell them to directly attack. You can tell military units to attack though.
- Just like Wargs, Wild Wargs leave no corpse.

Requests:

- More Gaia "predator" units - Cave Trolls, Orcs, Balrog... I really like the Goblin and the Warg that are there already!
- Road Other (the dark road) and Road should allow all objects and units to be placed on them - gold mines, buildings, etc. This is much nicer for RMS scripting - currently Road Other only supports units. Road currently supports buildings, but not resources.

[This message has been edited by aidenpons (edited 03-06-2018 @ 08:47 PM).]

HockeySam18
Dúnadan
posted 03-06-18 02:13 PM CT (US)     3835 / 3919       
I believe that there are legitimate RMS reasons for those terrains behaving the way they do. In the original game, Acropolis and its variants, for example, make use of the Road (Other) terrain because it cannot be built on, which is a critical feature of that map.

In any case, you can bypass terrain restrictions in the editor by using the ctrl-s feature to swap between placement modes that allow you to override editor radii, terrain restrictions, and other such things.

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
aidenpons
Squire
posted 03-06-18 09:01 PM CT (US)     3836 / 3919       
I believe that there are legitimate RMS reasons for those terrains behaving the way they do. In the original game, Acropolis and its variants, for example, make use of the Road (Other) terrain because it cannot be built on, which is a critical feature of that map.
Ah yes, I'd forgotten that. So you can either have non-buildable terrain, which makes it nice for gameplay, or you can have buildable terrain, which makes it a lot nicer for looks. (Currently my own Moria random map script is having to use Dirt_Harad as its base. Road_Other would make it look a lot better).

I have absolutely zilch experience with modding terrains, but is it possible to add more? If so, you could simply have two identical-looking terrains: one that allows buildability, for pretty RMSes, and one that doesn't, for gameplay. The only problem with this is that it could cause great confusion, especially if you mix the two in the same map
In any case, you can bypass terrain restrictions in the editor by using the ctrl-s feature to swap between placement modes that allow you to override editor radii, terrain restrictions, and other such things.
Indeed - but there's no such method in an RMS script.



For their name, "Royal Guard" are one of the (next to Olog-Hai and Dwarflords) one of the worst units in the game. I would never station them by my personal chambers as the Steward of Gondor. This is partly due to the amount of anti-infantry units in the game, and partly just because their base attack sucks.

I flood my enemies with a trash stack of so-called "Royal" Guard. I don't put them on anything important.


(okay okay, I actually flooded my enemies with a trash stack of Thrors and Galadriels, but that's because wonder units are... broken, to say the least )
TriRem
Huskarl
posted 03-06-18 09:06 PM CT (US)     3837 / 3919       
When ToME will use UserPatch 1.5 it will be possible to modify terrain restrictions via rms, and make any terrain buildable or not depending on your needs.

Adding new terrains is impossible sadly.

Fluctuat nec mergitur.
Mr Wednesday
Cavalier
(id: matty12345)
posted 03-07-18 11:03 AM CT (US)     3838 / 3919       
Wonder units just need a limit imposed on them, at one, preferably.

"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
HockeySam18
Dúnadan
posted 03-07-18 07:07 PM CT (US)     3839 / 3919       
Are you sure, Aidenpons? I seem to recall that before the days of data editing tools, the way designers got hidden objects in the game or other things (like buildings on water for mapcopying purposes) was through messing with RMS scripts to generate these.

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
TriRem
Huskarl
posted 03-07-18 08:09 PM CT (US)     3840 / 3919       
You can indeed use rms to get objects on terrains they can't be placed on usually. El_Dorado with TC on shallows is a good example of it.

Fluctuat nec mergitur.
aidenpons
Squire
posted 03-08-18 01:42 AM CT (US)     3841 / 3919       
Are you sure, Aidenpons? I seem to recall that before the days of data editing tools, the way designers got hidden objects in the game or other things (like buildings on water for mapcopying purposes) was through messing with RMS scripts to generate these.
TL;DR yes you can, but they all stack on one another except when they don't, and you must use place_on_specific_land_id .


Lemme check:


I have GAIA buildings, resources, units, Troves, and eye-candy spawning on this terrain.
When I use DIRT_HARAD, a standard "buildable & everything" terrain, everything spawns.
When I use ROAD_ASH, the units, troves, and eye-candy (pillars, rubble, towers) all spawn - no buildings or resources. I have a variety of buildings and a variety of resources, and they're consistently not spawning across a wide settings of maps.
When I use ROAD, I don't get resources - everything else generates fine.

However, this is using terrain_to_place_on . I cannot use place_on_specific_land_id because one of the intricacies of that command is that it will place it on any landmass that is connected to it (not separated by water) - so in a map with no water, it will place the item anywhere.



Now, RMS scripting experiments, on an entirely separate script:

When I cover the player land in water (or medium water, or deep water) I can force any non-wall non-farm building to spawn on water - nothing special attached, just create_player_lands { terrain_type WATER } and then plonk any building down I care to name using set_place_for_every_player.

Any further buildings will spawn directly on top of that buildings.

The same goes for units, EXCEPT villagers - they cannot be placed to start with, but can be placed on the stack.

This seems to stack indefinitely (up until 99 objects at which point the RMS script will crash).

However, if I plonk down 100 objects (number_of_objects 100) the game will only plonk one, on top of what's already there.


Now, if I have forests as player_lands, the game will not plonk down anything until I've put a building down. The game will then stack any more units on top of this building like it does with water.


This is player lands - set_place_for_every_player.

With non-player lands - random ones you create, with a specific zone and a land_id... a similar thing happens. All the (gaia) units will be plonked on one spot (using place_on_specific_land_id).

Except.... only occasionally, this extra TC I'm trying to spawn actually appears. When it DOES, it's always apart from the main stack. Nothing further is placed on it, despite other objects being below it in objects_generation.

Resources, meanwhile, will go into any stack that isn't player_lands. If you tell them set_place_for_every_player, they don't spawn, but if you set place_on_specific_land_id they will join the stack of all the other units shoved on there.





This is water. What about ROAD_ASH, in my script? (Still using the test map)




Well, if I have two separate create_object commands it will spawn two Forage Bushes (or Gold Mines) right on top of each other. If I have one, and tell it number_of_objects 100, it spawns only one.

If I tell it number_of_groups 100, number_of_objects 1, which is equivalent to writing number_of_objects 100... it spawns none. This even happens with two groups. Or even one!!

This is still using place_on_specific_land_id and NOT terrain_to_place_on . This is because terrain_to_place_on spawns nothing. Using both results in them spawning as per "usual" (well, usual for the stacking behaviour shown above).

Now, how about buildings? (Still on Road_Ash!)

Surprise surprise, they all stack on one another - buildings, resources, the lot. Everything that can't go on there.

Now, what happens with ships?

They don't join this building-resource stack. Instead they make their own stack, upon which you can throw as many ships as you like.


Now, I go back to my old script - the proper RMS - and start fiddling.

But wait! A little testing later and it has been shown that you must have min_distance_to_players and max_distance_to_players, in such a way that using those two, regardless of placement problems, the building would spawn on that land anyway. (So max_distance_to_players 0 works out quite fine).

Aaaand... if I specify one with max_distance_to_players 0, and another max_distance_to_players 3, they will spawn in DIFFERENT SPOTS! Except that they're always in a diagonal line. They also don't seem to stack on each other, even though they could.
It seems that it always spawns at max_distance_to_players diagonal tiles right the centre of the land.


Also, elevation gimcrackery can be done with RMSes - elevation on water, shallows, generally places it shouldn't be.


So, in conclusion:

Yes, things can spawn on lands they're not supposed to, but always (?) max_distance_to_players tiles diagonally right (so right as you see it on your computer screen) of the centre of the land. Except the TC, which spawns on its own terms. Ships will spawn a separate stack. (These last two may be because I gave them different max_distance_to_players ?)

However, this hinges on using place_on_specific_land_id (& also max_distance_to_players - for a non-player land this is to the centre of that land). Unfortunately the first command there doesn't "stop" at edges. This makes it impossible on solely land maps.



Anyway, as much as I'd like to continue testing I have some homework and assignments that really need to be done.
Further tests:
- can I get away with Shallows & Beach as borders for place_on_specific_land_id
- what the heck is going on with max_distance_to_players and placing on stuff that can't go there
- why do groups cause nothing to generate??? was it the other mix of conditions I'd thrown in there.
Mash
Huskarl
(id: Mashek)
posted 03-17-18 06:49 PM CT (US)     3842 / 3919       
Valacian posted this comment for ToME. I am not sure what his issue could be but is anyone here able to assist him?
I have Windows 7 and I managed to download the mod. When it mentioned the "you have the wrong CD-ROM inserted I followed instructions and tried loading Age of Kings and then Conquerors normally, yet neither of them now load. My PC whirrs up as it tries to load then it just stops. Even in the Task Manager nothing appears so it seems that the mod is preventing my PC from loading either game. Any ideas?
Vampirus Mortem
Squire
posted 03-18-18 06:41 PM CT (US)     3843 / 3919       
He did not specify whether or not he's using the older version or the newest versions. Assuming he's using the older version; hence the posting on the Blacksmith, he should upgrade to the latest TOME here:

https://github.com/pulkit24/ToME

And also use SeryDavid's AI if he's playing single player:

https://github.com/xseryda/ToME
Bofur
Squire
posted 03-22-18 00:24 AM CT (US)     3844 / 3919       
Any chance of a melee ground dragon unit ex. glaurung, scatha
, for the editor? I seem to remember there were a few designs a long while ago. Also, the orc archer unit is gone? Seems odd given the numerous orc/half orc melee units.

[This message has been edited by Bofur (edited 03-22-2018 @ 00:27 AM).]

Mr Wednesday
Cavalier
(id: matty12345)
posted 03-25-18 10:45 AM CT (US)     3845 / 3919       
I have ancalogon the black and glaurung /Drake graphics. It would just be a matter of adding them.

"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
Bofur
Squire
posted 03-25-18 10:49 PM CT (US)     3846 / 3919       
Cool.
aidenpons
Squire
posted 05-11-18 03:25 AM CT (US)     3847 / 3919       
I made two RMS scripts for ToME! The Old Forest and The Misty Mountains.

http://aok.heavengames.com/blacksmith/showfile.php?fileid=13109
Download and shove in your Script.RM directory under Games.


The Old Forest

Deep under the boughs of the Old Forest, trees lazily sway in oddly hot breezes. The Withywindle quietly runs its winding course past Old Man Willow... The forest is not impassable, and the trees will let you through, but do not expect to get through without the occasional malevolent tree ...

(Evil trees that function like Petards, turning into a "Standard Tree" after having dropped a branch on you, would be great This currently features no hostiles at all.)





You start with a bonus scout and a house; these can easily be turned off by opening up the RMS script with even Notepad and decommenting (or commenting) a line up the top. They're there to a) make the map start a little more varied and b) so one scout can 'do important things' whilst the other wanders off and gets lost :P

The Withywindle is a lot wider than would be expected for such a small river (scales with map size BTW, that screenshot is on 'Tiny'); this is to encourage the player to use naval strategies and not play entirely land-based. (Using 20-capacity turbo Lindon transport ships is quite funny ) To hammer the point home, there's even fish in it



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



The Misty Mountains

Hollin and Eregion were once a pleasant land... But since then the Elves and Dwarves have fled, to be replaced by goblin filth and wolves.




We found these Gold Miners sheltering on our Front Porch! ... Beat them! Bite them! Kill them all!

When exploring these inhospitable mountains... don't rest on a goblin's Front Porch. You might find that these mountains are teeming with life...





You start with quite a formidable force of trash; you'll need all of it to scout around getting the freebies on this map to defend your base against the Goblin and Wolf hordes you will find...



And what of the Dwarves of Moria? Will you find Balin, alive and well with a host of Dwarves, or will you only find a tomb and orcs? Answer: You'll nearly always find his tomb AND orcs AND dwarves. Need to randomize this up a bit




The Misty Mountains is already a script in ToME, but I thought it was... rather uneventful. A standard balanced map with the occasional hostile creature, and covered in white snow.

While I have made it much more eventful, stuffed full of hostiles, and gotten rid of some of the snow, this has been at the expense of balance. Do not expect a balanced game from this map!

That said, I wanted something different... which is why I made this map what it is!

Known issues with the Misty Mountains:
- There's no randomization of the map, seen it once you've seen it all (barring RMS bugginess). Any suggestions for further 'sub-biomes?'
- Snow Pine Forest spawns in random places (like around Moria); no solution known to me without axing all the Snow Pine Forest everywhere :|
- Resources aren't balanced But it does make sense that you'd find golden loot in goblin halls, and that you wouldn't exactly run out of stone in the Misty Mountains...
- Starting units don't match what your civ can get (eg trolls, orc archers, Knights...); there's no way to selectively place units depending on what civ I'm placing them for :| (excluding Scouts, which are unique in that regard)
- perfectly possible to rush an AI off the map using your starting units + some freebies



Anyone is welcome to do what they like with these maps! Credit would be nice.


(Oh, and the images got truncated a bit; right-click on them and select View Image for the full view).




Other random non RMS related notes:

- Rhovanion only gets Dwarven Alliance in the Fourth Age due to their UT of "True North" enabling it. This is a bit of a shame, as it means they can't get the very powerful Dwarven Axemen until lategame.
- With True North and Dwarven Alliance, Rhovanion still does not get 'Black Arrows.' Wut . If you can get away with that then I can get away with making the Withywindle ten tiles wide
- Using the scout / annex units shenanigans, Rivendell should start with a bonus Healer.
- Lindon transports when fully upgraded move hilariously fast

- Dwarven Guardians, the ranged axe infantry, really don't need an attack bonus vs infantry (or trolls, for that matter); they're fantastic as it stands!
- Black/Bar Numenoreans are silly: 10 melee armor and insane bonus vs infantry... but then 0 pierce armor. Are you trying to get us to spam archers like there's no tomorrow?

- All trolls could do with an area of effect and 1 range. The first is to actually be good fighters (they're not ATM ). The second is to help the game out a bit when a troll gets mobbed by infantry; the Genie engine will usually result in them losing 1/2 their HP trying to fight a unit they can't reach before starting to attack.
The area of effect will also make them better against vast hordes of archers.

- I know I've said it before, but it'd be fantastic to see more GAIA 'wild animals' (that attack you) placeable in scripts. The Spiders, Wargs, and Goblins are already really cool! I'd really also like to see Trolls, Orcs that are actually good at fighting (though massed Goblins can deliver quite a punch with their arrows), Old Forest Trees (drops a branch on you; when dead, turns into a standard tree; perhaps Petard type, drops a branch and then turns into a normal tree? Or just a really long reload time?), as well as some monster 'heroes;' Balrogs, Wild Grown Mumakil, Old Man Willow, Nazgul, and others? You've got the graphics for those already!



Suggestions regarding archer balance:

- You should be able to choose between Flaming Arrows or Poison Tips, just like you can between Longbow and Steelbow (answer: always pick longbow Steelbows need +2 dmg over longbows, not just +1.) Poison -> more damage to units, Flaming -> more damage to buildings.

- The last range upgrade is a bit of a mess. It's not important for murdering infantry, but it is important for beating up their counters; especially Skirmishers and Mangonels. Skirms with lower range will just get mulched, and I've already ranted to you about Half-Orc Archers vs Mangonels . My suggestion would be to have TWO upgrades here:
- Elven Shafts
- Black Arrows
Elven factions, being heavily archer-focused in general, would be able to get the last range and damage upgrade. 'Dwarven Alliance' would enable 'Black Arrows.'
(This might mean for non-archer-heavy factions that still get Dwarven Alliance, you might want to take away Vambraces to prevent really powerful archers. It'll also be a reason to pick something else in the Third Age that isn't the equivalent of Crossbowmen )

edit x about fiveish: Vardamir, that History you're writing is top-notch! It's written in the same dramatic style as Tolkien would use! I have only one minor complaint to make, and that is that Rhovanion bears no mention of the Battle of Dale in TA 3018-9, where King Brand and King Dain were slain. The rest is fantastic!

[This message has been edited by aidenpons (edited 05-14-2018 @ 03:36 AM).]

Bofur
Squire
posted 05-12-18 10:26 AM CT (US)     3848 / 3919       
These are really good; has the right feel to them, especially the misty mountains one.
Vardamir
Huskarl
posted 05-14-18 10:06 PM CT (US)     3849 / 3919       
Thanks! The articles have been a lot of fun to write. And Dale's part in the War of the Ring probably does deserve a bit more attention.

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Genie Converter - an AKX installer for modern times
Owlblocks
Squire
posted 05-27-18 08:14 PM CT (US)     3850 / 3919       
Wow, just got the chance to download and look at some of the new stuff (never had the chance because of hectic life) and wow. It looks really exciting. I do have one complaint though :P I remember asking on ModDB (a long long time ago, without an account, so you probably don't remember xD ) if you could make a Bullroarer Took hero. I really want that hero. A pony-riding Hobbit with a club, capable of playing golf with orc-heads, both for a scenario about Greenfields (I think that was the battle name) and the awesomeness factor.

So... I get that it's not top priority, but if you ever in the future get the chance to... it would be glorious. Really though, I'm excited to start playing nonetheless
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