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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:
scripter64
Wolved
posted 01-29-13 02:45 PM CT (US)     1051 / 3940       
I'm so sorry for the trouble with AIs in multiplayer, BF_Tanks. The entire network system and packet management code has been rewritten since AoFE was released, based on feedback and reports. In particular, the multiplayer issue where the game would lock on a permanent, unescapable vote panel should now be resolved in the current release of 1.1.

The issue was caused by network packets overflowing the resend cache, which since 1.0c only provided 500 slots for storage. AIs often send several orders of magnitude more packets per second than humans (sometimes 1000+ per game turn), which would fill the resend cache and prevent future packets from being stored for resending.

If a packet was dropped in transit to a player while the cache was full, the sender would be unable to retransmit, and "to maintain sync lol" everyone in the game would be forced to wait for that packet to arrive at its destination, which could never happen. Either the player waiting for the resend would have to drop/resign/disconnect or everyone would need to just abort the game without saving.

I'm sure in 1.0c, people have seen games where a vote panel would appear and one player would not change from "Wait" status and would not be chatting to anyone. These players would likely have been thought to be intentionally trying to hold up the game, but the reality in at least some of these cases is that the resend cache overflowed, causing their vote status change packets and chat message packets to be placed on hold pending the receipt of the packet that was lost and could never be resent.

This bug ruined many great games during testing over the past several years. At one point, test games were being run to collect 100s of MBs of logs per game, where the testers would run these AI games knowing that they would be wasting an hour or more of their time and never be able to finish/restore the game because the game would break in this way. Later on, the vote panel auto-save feature was added, so these games could be restored, but before that was an absolute disaster.

Thanks so much to LightTree/Xhip, Grok (these two alone ran and continue to run countless games to isolate failures and lag), fenris_wolf, Offwo200, Scottish_Hero, Vengeance, robink, ryshep, greg and company, Cysion, The_Prophet, the AoFE team, and many others for their time and tremendous effort. I'm sorry for all of the trouble (and this off-topic post).

[This message has been edited by scripter64 (edited 01-29-2013 @ 02:52 PM).]

Jorgito_aqua27
Squire
posted 01-29-13 10:46 PM CT (US)     1052 / 3940       
Slowly i am getting more practice but still is terribad

I guess i fixed the houses following your advices, and the buildings have the proper size now.

I also make a stable, i am pretty sure i should change that horse models because they look pretty skinny and weird.

Next thing to do is the barracks (I dont know how many buildings i need to redo, if you could post a list it would be great), i still cant make the game work properly, also how do i take screenshots ingame? haha.



OH btw i am not following the same design i made with the copy paste long time ago, i am trying to make something new, so i could have some fun making new stuffs

___

Hate rohan.
Pulkit
Squire
posted 01-29-13 10:55 PM CT (US)     1053 / 3940       
I just dropped my jaw.

Tales of Middle-Earth | Don't miss it
Mr Wednesday
Cavalier
(id: matty12345)
posted 01-29-13 11:22 PM CT (US)     1054 / 3940       
Beautiful. You are still a master, haha. I don't care what method you use, these are amazing.

Okay, building list (not counting 3 houses, keep, and stable, which you have finished)

1. Archery Range
2. Barracks
3. Dock
4. Blacksmith
5. Town Center (can be one building, however you want. We got rid of the old aok style town centers)
6. University
7. Siege Workshop
8. Mill
9. Market
10. Castle (my hornburg will still be available through tech upgrades, but you should design your own castle)
11. Infirmary (replaces old monastery)

Stuff you don't need to do:
1.Wonder? (I don't think this needs to be done. There are so many Golden Hall's -mine, yours, etc-we should be fine. I can always redo some of the textures on mine to match your new buildings)
2. Walls and gates. Current walls and gates I did are fine. Unless you want to do walls and gates, but they aren't much fun, just loads of work.
Hate rohan.
Yeah...why do you think I left them all this time until you came back? I hate Rohan too.

I tried to design them a long time ago, but it was hard work and I was busy with units and other stuff. I only did the houses:



Yours are better though haha. More Rohanish.

They are very hard to design, wood and thatch are much harder to model than stonework. They are also hard to get to look like Rohan and not something different. But you are doing a wonderful job.

EDIT: Posting that image reminded me, you are missing player color on your buildings.

"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 01-29-2013 @ 11:24 PM).]

Mr Wednesday
Cavalier
(id: matty12345)
posted 01-29-13 11:36 PM CT (US)     1055 / 3940       
Also, before I go to bed I wanted to say how absolutely awesome the terrains are going to be. I've been keeping in touch with Seb, and we aren't just replacing terrains for no reason. Each terrain now fits a region of Middle Earth. Instead of desert and Dirt 1, for example, there is Harad Desert and Harad Dirt. There's Arnor/shire grass and then there is Rohan grass, and they look just how those locations should. All the credit for these terrains goes to Seb, who is doing amazing work.

I was concerned when I mapped the terrains to aok by location that we would be a little short, but a nice side effect of User Patch is we will have a few more terrains to deal with, so the whole thing should map out well.

Also Carter, I have been online Monday and Tuesday and couldn't get a hold of you, so I think there might be some skype issues. :S

"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 01-30-13 01:26 AM CT (US)     1056 / 3940       
EDIT: Posting that image reminded me, you are missing player color on your buildings.
It's okay, I can add PC on my own later.

Nice new logo BTW! Want to add it to the credits file?

Tales of Middle-Earth | Don't miss it

[This message has been edited by Pulkit (edited 01-30-2013 @ 01:27 AM).]

ModRocker
Squire
posted 01-30-13 02:06 AM CT (US)     1057 / 3940       
Hi sorry I haven't kept you guys posted, I can't find my stupid mouse and it's nearly impossible to do copy paste stuff or anything useful with the laptop pad. I still want to finish the unit but for now it will have to remain on hold.

anyways it's awesome that you guys are still working on this, I'm loving all the new building graphics. It's nice to see jorgito is back. Stop being so hard on yourself bro, your graphics are and always have been awesome. I've learned not to criticize people's work so much so I'll keep it simple, the buildings are great but they definitely need some color fleshed out. These buildings look very movie inspired which I like but they are very specific in that they look like rohan and nothing else. Maybe you could use these new buildings for rohan, and use the old ones for the other native men sets, just a thought.

anyways good luck guys, carry on.
MarcAnton
Squire
posted 01-30-13 02:40 AM CT (US)     1058 / 3940       
@Matt: Your houses are nice as well maybe at least put them into the game as a scenario editor item?
Mr Wednesday
Cavalier
(id: matty12345)
posted 01-30-13 07:02 AM CT (US)     1059 / 3940       
anyways it's awesome that you guys are still working on this, I'm loving all the new building graphics. It's nice to see jorgito is back. Stop being so hard on yourself bro, your graphics are and always have been awesome. I've learned not to criticize people's work so much so I'll keep it simple, the buildings are great but they definitely need some color fleshed out. These buildings look very movie inspired which I like but they are very specific in that they look like rohan and nothing else. Maybe you could use these new buildings for rohan, and use the old ones for the other native men sets, just a thought.
No worries there, as Rhun and Harad will have unique sets, so these buildings really only need to be for Rohan and Rhovanion. We could also use those houses I made as Rhovanion alternates, come to think of it.

No worries on the unit. When I saw how involved it was (how many part you were copy/pasting) I knew it was going to be a longshot to ever finish lol. If you ever do get back to it let us know though.

@Pulkit, Sebastien made that logo, and added to the thread himself. I'll probably use it for the updated credits file, which will need to be redone to reflect the many new contributions to ToME.

"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 01-30-13 07:03 AM CT (US)     1060 / 3940       
These buildings look very movie inspired which I like but they are very specific in that they look like rohan and nothing else.
They don't need to look like anything else now. Rhun and Harad are getting entirely new graphics.

Tales of Middle-Earth | Don't miss it
Jatayu
Squire
(id: Sword_of_STORM)
posted 01-30-13 07:13 AM CT (US)     1061 / 3940       
Pulkit, I want to change up the random maps a bit. They are just the somewhat changed Aok maps right now and they don't work right/ not themed well. Good idea?

,
Jatayu O===| /
`
Battle of Saraighat, 1671|Atlantis, the Lost Realm|AOE Roman Modpack|My profile
ि
StormWind Studios
panel
Squire
posted 01-30-13 07:17 AM CT (US)     1062 / 3940       
Am loving the new banner, looks a lot better.
Mr Wednesday
Cavalier
(id: matty12345)
posted 01-30-13 07:20 AM CT (US)     1063 / 3940       
Pulkit, I want to change up the random maps a bit. They are just the somewhat changed Aok maps right now and they don't work right/ not themed well. Good idea?
Might as well wait until the new terrains are done, because the rms scripts will need reworking then anyway.

"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 01-30-13 07:49 AM CT (US)     1064 / 3940       
They are just the somewhat changed Aok maps right now and they don't work right/ not themed well.
Are they? I thought they worked fine, and fit the LotR theme well!

What suggestions do you have in mind?

Tales of Middle-Earth | Don't miss it
Jatayu
Squire
(id: Sword_of_STORM)
posted 01-30-13 10:51 AM CT (US)     1065 / 3940       
A lot of it is to do with the fact that ES RMs are.. well crap and thus their adaptions are bad as well. Lorien definitely needs a rework. Many of the others too.

When we are changing so much of the game already, why not improve the RMs while we're at it?

,
Jatayu O===| /
`
Battle of Saraighat, 1671|Atlantis, the Lost Realm|AOE Roman Modpack|My profile
ि
StormWind Studios
MarcAnton
Squire
posted 01-30-13 11:06 AM CT (US)     1066 / 3940       
Actually I like the RMScripts a lot.. Maybe minor improvements could be done or maybe a more Middle Earthish "REAL WORLD" approach tor RW maps that are based off Tolkiens maps.

So like Sea of Rhun: Ironhills (lots of ore/gold and stone) in the northeast, large wood in the southeast, lush country to the north (Dorwinion)

Or Forlindon/Harlindon with a nice coastline.

But this is something that can be added later. As for RMS itself:


-Lothlorien: I think that maybe lothlorien could need an upgrade. right now the Mallorn trees are far too close making it look a bit dull. Mirkwood is better in this regard...
- Breeland is cool, but somehow (at least for me) it is always regicide :-/ other than that it could use only a tad of spicing up (some marshes here and some hills/downs there ;-))

-Gondor: I think its too much water on these maps. Maybe make it more like the coastal maps in Aok with a coast (mainly in the south). Other than that I like it (and the idea of having Tolfalas as Island groups).

- Forochel: fits well

-Lake Evendim/Long Lake are a bit too similar Imho

- Enedwaith: quite nice, maybe add a smaller river to the RMS? Just an idea

- Harad: IIRC there are ash-patches on these maps?


-
Sebastien
Dark Samurai
posted 01-30-13 01:07 PM CT (US)     1067 / 3940       
Nice Rohan buildings Jorgi! Few crits:

- I agree, the horses look like they havn't been fed in a year - beef them up.

- The watchtower looks a little thin atmo, could you make it wider?

- The houses still look a little small. I think resizing them by x1.2 would look good; so just a slight increase in size.

Are you going to render all of these in 3dsmax afterwards? Or just photoshop them?

Also, is it possible, once you've done the main buildings to do a few Rohan eye candy bits using the same textures and style etc? Maybe extra houses, a stone/wooden well, and random bits and bobs to make the towns really come alive. Even Rohan style market stalls (standalone) would be great. You get the idea.
2. Walls and gates. Current walls and gates I did are fine. Unless you want to do walls and gates, but they aren't much fun, just loads of work.
I disagree. The current stone wall/wooden tops are low resolution compared to the rest of the buildings and kind of looks out of place. A new set of walls and gates in this new style would be awesome!

It's like I don't see all that is a lot of work, I do, but it just makes everything more awesome and you seem to be a fast worker.
When we are changing so much of the game already, why not improve the RMs while we're at it?
The problem is, changing the RMS at this stage is counter-productive. When you see the new terrain format and styles, as well as all the gaia landscape stuff and trees etc, you'll understand. The entire landscape is going through a radical change. In the long run, it should be a lot easier to write specific RMS's with the way it will all work out. If it's done now, everything will get mixed up and so on once the landscapes are complete.

[This message has been edited by Tetsuo Shima (edited 01-30-2013 @ 01:10 PM).]

Mr Wednesday
Cavalier
(id: matty12345)
posted 01-30-13 01:17 PM CT (US)     1068 / 3940       
- The houses still look a little small. I think resizing them by x1.2 would look good; so just a slight increase in size
AokH shrinks down images slightly. Open it in a new tab and everything is slightly larger.
I disagree. The current stone wall/wooden tops are low resolution compared to the rest of the buildings and kind of looks out of place. A new set of walls and gates in this new style would be awesome!
Yeah, forgot about this. I was referring to the fortified wall one, which is 3ds max made.

"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
Sebastien
Dark Samurai
posted 01-30-13 01:49 PM CT (US)     1069 / 3940       
Nvm.

[This message has been edited by Tetsuo Shima (edited 01-30-2013 @ 01:57 PM).]

Mr Wednesday
Cavalier
(id: matty12345)
posted 01-30-13 02:01 PM CT (US)     1070 / 3940       
Jorgito,
I also noticed the shadows are a little off angle wise (should be at 45 degrees), and are casting a little too far, which is why the shaded sides are darker as Seb mentioned. In sketchup, you probably need to change the date and or time.

EDIT: this made more sense before Seb edited his post.

"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 01-30-2013 @ 02:02 PM).]

Sebastien
Dark Samurai
posted 01-30-13 03:22 PM CT (US)     1071 / 3940       
I decided against posting it in the end for obvious reasons (I like posting completed stuff, not WIP).

But here goes:



What I did find, is that the buildings were slightly small, that the colours were quite off (I appreciate they are unfinished and that only a little time in photoshop works wonders [as you can see]), and the shadows were very dark on one side and bright on the other. I think, rendering in 3ds max would be the ideal solution, with some photoshop after touches.

[This message has been edited by Tetsuo Shima (edited 01-30-2013 @ 03:28 PM).]

John the Late
Knight
posted 01-30-13 03:38 PM CT (US)     1072 / 3940       
What a beautiful picture :O
MarcAnton
Squire
posted 01-30-13 04:08 PM CT (US)     1073 / 3940       
I love the terrains Seb! But that Rohan Grass you posted earlier (3-4 pages before) was a bit too yellowish. But this and the very first terrain you posted (with the elvish buildings) are wonderful! Really upgrades the AoL graphics...
Sebastien
Dark Samurai
posted 01-30-13 04:13 PM CT (US)     1074 / 3940       
Cheers guys! And yea, that old yellow terrain you saw has since gone into the bin. Still just experimenting with most of them till I find something I really like.
Pulkit
Squire
posted 01-30-13 08:34 PM CT (US)     1075 / 3940       
A lot of it is to do with the fact that ES RMs are.. well crap and thus their adaptions are bad as well. Lorien definitely needs a rework. Many of the others too.

When we are changing so much of the game already, why not improve the RMs while we're at it?
I know we should wait for the new textures, but I assume you have gameplay suggestions (what do you suggest for Lorien, to start with?). If not, lets wait. Don't know what new devilry Matt and Seb are brewing up!
So like Sea of Rhun: Ironhills (lots of ore/gold and stone) in the northeast, large wood in the southeast, lush country to the north (Dorwinion)
The current RMS are already like that. Sea of Rhun includes mountains at the bottom as per the Middle-earth map.
Or Forlindon/Harlindon with a nice coastline.
Forlindon already does! And notice the Blue Mountain range on the right.
-Lothlorien: I think that maybe lothlorien could need an upgrade. right now the Mallorn trees are far too close making it look a bit dull. Mirkwood is better in this regard...
Not another Mirkwood! Mirkwood needs to be unique because a) it will hold its novelty as a creepy dense forest, and b) it is very unfair and uncompromising to play on (no build space!)
- Breeland is cool, but somehow (at least for me) it is always regicide :-/ other than that it could use only a tad of spicing up (some marshes here and some hills/downs there ;-))
All there already: elevations, ponds, farmsteads, country houses! Of course, I'll change the houses to more farm country looking.
-Gondor: I think its too much water on these maps. Maybe make it more like the coastal maps in Aok with a coast (mainly in the south). Other than that I like it (and the idea of having Tolfalas as Island groups).
Unfortunately, Gondor is a land of plenty of rivers in the LotR map.
-Lake Evendim/Long Lake are a bit too similar Imho
Agreed. And neither are novelty places. I'll be happy to replace.
- Enedwaith: quite nice, maybe add a smaller river to the RMS? Just an idea
I don't recall a river in the Middle-earth map IIRC.
- Harad: IIRC there are ash-patches on these maps?
If there are, thanks for reporting. Will look into it once the new terrains are in.
I disagree. The current stone wall/wooden tops are low resolution compared to the rest of the buildings and kind of looks out of place. A new set of walls and gates in this new style would be awesome!
The only reason I added the separate stone walls was because Harad and Rhun shared the set. Now I can just keep Matt's fortified wall graphics for Rohan and Rhovanion's walls. Unless Jorgito makes something, of course.

Tales of Middle-Earth | Don't miss it
Jatayu
Squire
(id: Sword_of_STORM)
posted 01-30-13 09:20 PM CT (US)     1076 / 3940       
Okay I'll wait for the new terrains, but you agree that the random maps need a little changing up right?

,
Jatayu O===| /
`
Battle of Saraighat, 1671|Atlantis, the Lost Realm|AOE Roman Modpack|My profile
ि
StormWind Studios
Dannflor
Squire
posted 01-30-13 09:22 PM CT (US)     1077 / 3940       
Yeah...why do you think I left them all this time until you came back? I hate Rohan too.
Is Rohan just hard to do the graphics for? Cuz Rohan if my favorite civ in LOTR and this mod.

Man, Dann, you sure did wipe the... flor... with him on that one! BAM! OOO! ~ Aro
Mr Wednesday
Cavalier
(id: matty12345)
posted 01-30-13 09:27 PM CT (US)     1078 / 3940       
I for one was pretty happy with the rms selection last version. It was one of my favourite things actually. The only real problem I had with them was that they still looked a lot like regular rms maps, because well all the graphics were the same (most of the trees, terrains, etc). But we are solving that.
Don't know what new devilry Matt and Seb are brewing up!
Boromir has all the cool lines.

Ok, here's what we are up to. We've rethought and begun redesigning terrains based on the following ideas:

1. Terrains in AoK are boring, flat, and uniform, meaning to create anything of interest you have to 'mix' terrains. It takes hours, works questionably at best, and muddles the minimap. Terrains should be pretty enough to stand more or less on their own.
2. The concept of cacti on Dirt 1 is being reproduced, but for more terrains. This means we design little flowers, or rock bits, etc, that go with a terrain. And these randomly come up on some tiles to give even more variance and life.
3. Terrains are based on location. Grass for example is found in three flavours: Eriador Grass, for Arnor, The shire, etc (lush grass), Rohan Grass (a brownish steppe grass for Rohan obviously but for other similar climates as well to be sure), and Gondor grass, a more yellowy field grass. Each region should have multiple terrains that belong to it or suit it perfectly, making the rms scripts and design choices fairly straightforward. Likewise, all new forests (except for the Lothlorien forest and the Mordor Forest, we'll keep those) based on locations as well, as opposed to tree type. Allows for more mixed forests straight out of the box.
4. Use of the few extra terrains available now through User Patch. We need every terrain we can get!
5. For SD purposes, there will be a large selection of patches like the flower1-4 units in AoK, but many more and much more varied in type.

Of course, there's still a long way to go, but it's looking pretty awesome so far. 99% of the credit should be going to Seb, who is doing all the art at this point, and will be until I finish these Harad buildings. My contributions so far consist of typing up text files and looking at screenshots.

"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 01-30-13 09:28 PM CT (US)     1079 / 3940       
Is Rohan just hard to do the graphics for? Cuz Rohan if my favorite civ in LOTR and this mod.
Yeah, I just mean the art. Rohan is one of my favorite places in Middle Earth as well.

"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 01-31-13 02:34 AM CT (US)     1080 / 3940       
@pulkit: Argh! You didnt read my post thoroughly enough

In the first parts about rhun and mithlond I was talking about REAL WORD maps which should be added in a later stage of the mod and by real world maps I mean geographically accurate But as I said this needs not to be regarded now...

As for Mirkwood/Lorien: I didn't say make it the same.I just said that currently the Mallorn trees are too close to each other(making it look dull) and that the tree spacing was better done in Mirkwood.

As for Gondor: yes that's true, but the Gondor maps I have played till now usually have too much water and more island style gameplay

Enedwaith: I don't have the map at hand but there are rivers like the Greyflood IIRC but its not necessarily needed. Just a suggestion to make it appear in say every 3rd Randommap


In general I love the RMS, its just a few minor things which I think should be reconceptualised after the new terrains are added.


@Matt: Sounds great!

[This message has been edited by MarcAnton (edited 01-31-2013 @ 05:44 AM).]

John the Late
Knight
posted 01-31-13 03:52 AM CT (US)     1081 / 3940       
Please keep the Long Lake map the way it is, I love it.
BF_Tanks
Squire
posted 01-31-13 04:13 AM CT (US)     1082 / 3940       
"I'm so sorry for the trouble with AIs in multiplayer, BF_Tanks...."
This sounds great, Scripter - but is it only in 1.1? I'm guessing it won't sync in enhanced 1.0c because of the network changes and what-not.

One thing I don't understand is how come the game would never freeze-up like that when on a Scenario?

(I suggest replying in an email, save this thread from the off-topic-ness. My email-address is in my profile.)

On-Topic: Seb, those buildings look beautiful. Will Rohan have walls?

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
MarcAnton
Squire
posted 01-31-13 05:45 AM CT (US)     1083 / 3940       
The buildings are Jorgitos
Pulkit
Squire
posted 01-31-13 06:24 AM CT (US)     1084 / 3940       
Okay I'll wait for the new terrains, but you agree that the random maps need a little changing up right?
Depends on what changes you suggest. Although I personally don't see any need of change in the current RMS, I am always willing to improve no matter.
Ok, here's what we are up to. We've rethought and begun redesigning terrains based on the following ideas:
That list of improvements just took the cake for this update!
In the first parts about rhun and mithlond I was talking about REAL WORD maps which should be added in a later stage of the mod and by real world maps I mean geographically accurate But as I said this needs not to be regarded now...
I got that. Only that most of those locations are already depicted by the random maps pretty well I thought.
As for Mirkwood/Lorien: I didn't say make it the same.I just said that currently the Mallorn trees are too close to each other(making it look dull) and that the tree spacing was better done in Mirkwood.
The trees in Lorien are the regular forest lumps. In Mirkwood, they are much more snaky and stuff. I wanted to give Lorien a neat look, and make it spaced out better. It is based off the Yucatan map. But sure, I'll try out your suggestion and show you a shot.
As for Gondor: yes that's true, but the Gondor maps I have played till now usually have too much water and more island style gameplay
Yeah, I didn't change much in the Rivers map there I could reduce the river prevalence...
Enedwaith: I don't have the map at hand but there are rivers like the Greyflood IIRC but its not necessarily needed. Just a suggestion to make it appear in say every 3rd Randommap
I wanted to add it myself, but actually Greyflood and Isen form the borders of Enedwaith. And there were already quite a few maps with rivers/ponds in them!
Please keep the Long Lake map the way it is, I love it.
Thanks!

Tales of Middle-Earth | Don't miss it
MarcAnton
Squire
posted 01-31-13 06:38 AM CT (US)     1085 / 3940       
@Pulkit:
Don't take it as criticism Pulkit Overall I think the RMS is quite good!

I'll show you whatI mean with Lorien











If you would increase the spacing between the trees in Lorien it would look much better. =)









Edit: just noticed that I was wrong about Harad, so I mustve had it appearing on some other desert-map So no "Ash-Patches" on Harad. Sorry!

[This message has been edited by MarcAnton (edited 01-31-2013 @ 12:18 PM).]

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