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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:
plank_thetank78
Squire
posted 12-17-12 08:49 PM CT (US)     351 / 3938       
that one dosnt have triggers and is a little undone iv just subbmited another one with triggers and more detail.

iv only just noticed but its supper cool how the belrog sets fire to the grass when attacking.

i just updated my first senario check it out

NeWzEaLaNd

[This message has been edited by plank_thetank78 (edited 12-17-2012 @ 11:09 PM).]

Pulkit
Squire
posted 12-17-12 09:06 PM CT (US)     352 / 3938       
so yeah. the installer goes straight to the normal installation location. any chance you could put up a manual installation version (same deal, it just doesn't have the installer) so I can install it in a non-standard location? (IE, in a different drive)
The installer allows you to change the location to pretty much anyone you want. Did you not find the "Browse" button in the AoK folder selection screen?

Tales of Middle-Earth | Don't miss it
Mr Wednesday
Cavalier
(id: matty12345)
posted 12-17-12 09:10 PM CT (US)     353 / 3938       
Pulkit I sent you a big jumbled up email, but I still managed to forget something. What's your opinion on the flying units? IE Smaug, maybe a fell beast, eagles, etc. Leave them for the editor or incorporate them into the gameplay?

"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
Jatayu
Squire
(id: Sword_of_STORM)
posted 12-17-12 09:20 PM CT (US)     354 / 3938       
I feel that is balanced by Isengard's cheap techs, enhanced resource gathering and such civ bonuses. Plus the early scouting advantage with a Spearman as scout (can take down enemy scouts) and the automagic Crebain scout birds. Do you reckon?
Oh yes I forgot to mention the spearman. The spearman as the scout is actually a weakness not a strength. He's too slow to do anything and cant catch up with other scouts. In RM scouting fast is essential to get your resources and get to your enemy, so a spearman sux at that. The crebain take up training time at the TC and scout in random directions which can't be controlled. I can't see any RM player making them.

While this mod may be more about scenario design than random maps and does not necessarily need to be ultra competitively balanced, I see no harm in trying to make it a bit fair. AoCH had similar problems when I pointed them out and then some of them got fixed I believe.

I've only played 3 factions till now- Harad, Isengard and Dol Guldur. Dol Guldur is extremely powerful - lol spam spiders, hill trolls, balrogs and orcs that revive on death. Yes please. Isengard I have mentioned is quite weak- even n late game their tech options just don't do a whole lot. Harad is mostly ok but the archer mumak needs a fix, it's kind of useless atm.

Edit:
What about AI for this game?
Does this game have an AI? It feels like it doesn't- the computer mostly just trains random units and frequently mangonels.
You didn't respond to my offer of making an AI for the game, is someone else doing that?

,
Jatayu O===|¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯/
`
Battle of Saraighat, 1671|Atlantis, the Lost Realm|AOE Roman Modpack|My profile
ि
StormWind Studios

[This message has been edited by Jatayu (edited 12-17-2012 @ 09:27 PM).]

CarolKarine
Squire
posted 12-17-12 09:39 PM CT (US)     355 / 3938       
The installer allows you to change the location to pretty much anyone you want. Did you not find the "Browse" button in the AoK folder selection screen?
I must be blind.

Proud owner of Splash Splash XLIV: Leave it there for someone to find, Which is on record for being the fastest thread to reach 2500 posts - which was completed in 28 hours and 17 minutes, from start to finish!
Yeah, the republican party is pretty much one big schizophrenic ball of contradictions nowadays. - Ax_man1
double post for milestone, then relentlessly bash on the community for the hell of it... stay classy thymole. - Lurker
Mr Wednesday
Cavalier
(id: matty12345)
posted 12-17-12 09:43 PM CT (US)     356 / 3938       
Hey Jatayu, to answer your question, no. There is no dedicated AI. The standard AI sort of struggles along atm. On DM, it does pretty well. In RM it will make some units, too much of which is siege, and it's not terribly competitive. If you can do one, I'd love to see what you can come up with.

Perhaps if Iengard got access to the warg in second age? A low level version that is. They only really need a second age boost. The Uruk is a serious unit in late game.

"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 12-17-12 09:45 PM CT (US)     357 / 3938       
Oh, Jatayu, you sound a bit pissed. No I assure you I'm heeding all your complaints against the weak Isengard. Just wanted to have an idea of what you think about those bonuses as well.

Good points against the scouting, I will look into them. Perhaps a faster Spearman, or simply a scout cavalry just like all the other civs get might do.
What about AI for this game?
Haven't really had a chance to discuss this with Matt so far. The default AoK AI works, that having been an important constraint and requirement for ToME since the beginning. We didn't want to delay SP experience. The current AI is capable to giving a varied gameplay each time you play, and it does make random alliance choices fairly well.

Some of the things the AI doesn't do are: create Castle in the Second Age, train any new units that are beyond the original AoK unit sets, and same with new techs.

Tales of Middle-Earth | Don't miss it
Jatayu
Squire
(id: Sword_of_STORM)
posted 12-17-12 10:31 PM CT (US)     358 / 3938       
Ok, I'll start working on the AI. Holidays are coming up, so will not be able to post much but still progress on the AI.

,
Jatayu O===|¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯/
`
Battle of Saraighat, 1671|Atlantis, the Lost Realm|AOE Roman Modpack|My profile
ि
StormWind Studios
Pulkit
Squire
posted 12-17-12 10:45 PM CT (US)     359 / 3938       
Feel free to discuss the internal workings if anything confuses you.

We are on PCGamer now, superb!

Tales of Middle-Earth | Don't miss it
Mr Wednesday
Cavalier
(id: matty12345)
posted 12-17-12 10:55 PM CT (US)     360 / 3938       
And we have crossed over 1000 downloads already on ModdB.

"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
plank_thetank78
Squire
posted 12-17-12 11:11 PM CT (US)     361 / 3938       
somtimes knights are edited with round shield and somtimes they are unmoded aok units is his on purpus or a bug?

and were do you train animals from i reash the hearding but i cant find were to train them?

a lava terrain would be a rely nice thing to include in the next update any thorts on making one?

NeWzEaLaNd

[This message has been edited by plank_thetank78 (edited 12-17-2012 @ 11:34 PM).]

Pulkit
Squire
posted 12-18-12 00:39 AM CT (US)     362 / 3938       
somtimes knights are edited with round shield and somtimes they are unmoded aok units is his on purpus or a bug?
Intentional. Slight variations exist throughout the game. You'll find the Elvish units usually have a striped shield, Westron units have a pointed crest, Native Men have round shields, and Harad and Rhun have slightly distinct flavours too.
and were do you train animals from i reash the hearding but i cant find were to train them?
From the Farms! Click a Farm!
a lava terrain would be a rely nice thing to include in the next update any thorts on making one?
Thanks for reminding

Tales of Middle-Earth | Don't miss it
plank_thetank78
Squire
posted 12-18-12 01:35 AM CT (US)     363 / 3938       
oh after doing a bit of race test i found out the variations

and thanks for telling about the farm

and you could use the dragon from bome for smaug because its red and glitch free.

NeWzEaLaNd
ModRocker
Squire
posted 12-18-12 02:41 AM CT (US)     364 / 3938       
i cant get the mod to install properly, its very bugged for me. However I did open the graphics in drs editor and I was impressed by the units. My favorite buildings are the gondor, they are a work of art, i didn't like the others though. I was disappointed that there wasnt a dwarf civ. also, why isn't angband in the mod? I didn't see the rohan swordsman from bome, could you guys please include it, it's a very good unit and one of my favorites from bome, I wanted to try and make an archer unit to match it.
Pulkit
Squire
posted 12-18-12 03:07 AM CT (US)     365 / 3938       
i cant get the mod to install properly, its very bugged for me.
You didn't answer: again, do you have the C-Patch installed?
there wasnt a dwarf civ. also, why isn't angband in the mod?
A Dwarf civ didn't fit the setting: Dwarven settlements are all subterranean. Likewise, Angband would be too powerful/imbalanced to be included. Plus, it is from a different time period. The mod covers the end of First Age onwards.

But you get all Dwarven pizzazz with Dwarflord and Dwarven Guardian units, the Doors of Durin wonder (Eregion), and Dwarven building architecture after researching Dwarven Stonework (Library)! Try Eregion for all of this!
the rohan swordsman from bome, could you guys please include it, it's a very good unit and one of my favorites from bome, I wanted to try and make an archer unit to match it.
We didn't like it very much; reminds too much of the Viking Berserk. However, if you do get around to making a matching archer, it will make sense then.

Tales of Middle-Earth | Don't miss it

[This message has been edited by Pulkit (edited 12-18-2012 @ 03:18 AM).]

ModRocker
Squire
posted 12-18-12 03:22 AM CT (US)     366 / 3938       
yes of course I have the c patched installed...
I know it's just a personal favorite, I think it fits well and is the best choice as of now. I really wish jorgito would have uploaded his rohan units though.

idea; for every update, maybe include a new build set until every civilization is unique?

[This message has been edited by ModRocker (edited 12-18-2012 @ 03:30 AM).]

Pulkit
Squire
posted 12-18-12 03:32 AM CT (US)     367 / 3938       
If only Matt were a machine!

Honestly, I prefer common architectures rather than completely unique buildings for each and every civ. That would be overkill, and will detract from the lure of AoK.

Tales of Middle-Earth | Don't miss it
ModRocker
Squire
posted 12-18-12 04:00 AM CT (US)     368 / 3938       
"detract from the lure of aok"
your joking right?
Pulkit
Squire
posted 12-18-12 04:32 AM CT (US)     369 / 3938       
Nope.

Tales of Middle-Earth | Don't miss it
Feliks
Squire
(id: Joshooarh)
posted 12-18-12 05:15 AM CT (US)     370 / 3938       
You should put a link to this thread on the ModDB page. As the official page or something, so people can see the development.
fr steve
Squire
posted 12-18-12 05:34 AM CT (US)     371 / 3938       
And Matt, think about updating the OP. With the download link for example.

"Vous vous rendez compte, la France est le seul pays au monde où l'on recycle toujours les mêmes hommes politiques, même lorsqu'ils ont échoué !" Nicolas Dupont-Aignan

AGE OF VOIVODS
Still looking for DANISH, UKRAINIAN, LITHUANIAN and HUNGARIAN voices.
ModRocker
Squire
posted 12-18-12 06:06 AM CT (US)     372 / 3938       
ok well I don't want to scare off people by having unique buildings for all the civs but it worked in swgb and jorgito originally wanted all the civs to be completely unique, I mean I'd like to design a couple sets. I don't think it would ruin the experience at all.
Pulkit
Squire
posted 12-18-12 06:20 AM CT (US)     373 / 3938       
Matt, also change the line "ToME features will include" to "ToME features include"

Tales of Middle-Earth | Don't miss it
Pulkit
Squire
posted 12-18-12 06:39 AM CT (US)     374 / 3938       
You should put a link to this thread on the ModDB page. As the official page or something, so people can see the development.
It was listed earlier, I've removed it for this week or two because of some (probably paranoid) apprehensions concerning WB.

Tales of Middle-Earth | Don't miss it

[This message has been edited by Pulkit (edited 12-18-2012 @ 06:39 AM).]

Mr Wednesday
Cavalier
(id: matty12345)
posted 12-18-12 07:14 AM CT (US)     375 / 3938       
If only Matt were a machine!
Yeah, really. Besides, if anything I'd just do some variations and partial sets based on alliance. I'm very happy with the way it is now.

Besides, I'm on heroes and editor objects now.

"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 12-18-12 07:44 AM CT (US)     376 / 3938       
*drumroll*

Rank 2 on Top 100 at Moddb.



*confetti*


@Felix: I went ahead and added AoKH as the official page for ToME on Moddb just for you

Tales of Middle-Earth | Don't miss it

[This message has been edited by Pulkit (edited 12-18-2012 @ 07:51 AM).]

palabor
Squire
posted 12-18-12 07:49 AM CT (US)     377 / 3938       
Where can I download the "C-Patch?"
Dead_End
Cavalier
posted 12-18-12 07:56 AM CT (US)     378 / 3938       
John the Late
Knight
posted 12-18-12 08:05 AM CT (US)     379 / 3938       
@Modrocker: In SWGB there are only 6 civs at all! Here one would have to do a whole 18 sets! This is pretty much work, and personally I'm ust fine with havin the same sets for like Gondor and Numenor or Mordor and Dol Guldur etc.
palabor
Squire
posted 12-18-12 08:06 AM CT (US)     380 / 3938       
Thanks! Had just found it myself.
Hope I will be able to download TOME overnight. Looks good!
ModRocker
Squire
posted 12-18-12 09:23 AM CT (US)     381 / 3938       
i didn't mean replace every last civ and i dont expect matt to do it all, i just thought in further updates maybe more variation could be done, that is all.
ModRocker
Squire
posted 12-18-12 11:41 AM CT (US)     382 / 3938       
I finally got the mod to work properly, I'm actually pretty impressed by what you guys have done. the alliance system is a lot better then what i expected and makes a lot of sense, since theres so much history in middle earth, being able to choose how the different factions progress gives a lot of variety to the complexity of it all. I would have liked to have seen custom unit skins for the basic units, but I understand why you did it this way.

pulkit, earlier you said you didnt like the rohan swordsman because it resembled the berserk too much. theres a lot of units that resemble the unit they were made from, i would love it if you included the rohan swordsman. also you might not like this idea, but why not have some bome buildings in the mod? you could have the evil set in bome be the angmar and the realms in exile buildings be arnor. its just a suggestion, i just like variety but it doesnt matter. theres also a few units from bome i think should be included, such as the hobbit, dragon, orc banner bearer, siege weapons. finally the mod needs some warg units.
Julius999
Imposter
posted 12-18-12 11:44 AM CT (US)     383 / 3938       
Well done on getting this finally completed. I can recall various Middle Earth total conversion projects dating back for as long as I've been here. It's great to see a team with the application and drive to actually finish it.

1010011010
[ All_That_Glitters | Pretty_Town_Contest | Other_AoK_Designs | AoE_Designs ]
Member of Stormwind Studios
Pulkit
Squire
posted 12-18-12 11:51 AM CT (US)     384 / 3938       
I finally got the mod to work properly, I'm actually pretty impressed by what you guys have done.
Excellent news! Thank you so much, I'm really glad you finally got the game working. Hope you enjoy it
i would love it if you included the rohan swordsman. also you might not like this idea, but why not have some bome buildings in the mod?
Alright, I'll look into it and also get Matt's opinion.
a few units from bome i think should be included, such as the hobbit, dragon, orc banner bearer, siege weapons. finally the mod needs some warg units.
We took the Siege Tower, and we already have a Warg in the stables of Isengard (check it out).

Trouble with Banner-bearers is I have to manually make the graphics for the Banner-bearer carrying a trove (relic). After doing it for the regular Banner-bearer, I was totally exhausted to care about the Orc Banner-bearer!

Matt is working on the Hobbits and Smaug the Dragon. Perhaps we'll see about a playable Grond unit (BoME only had a static one-frame eye candy version).

Thanks Julius999!

Tales of Middle-Earth | Don't miss it

[This message has been edited by Pulkit (edited 12-18-2012 @ 11:52 AM).]

ryshep
Squire
posted 12-18-12 11:56 AM CT (US)     385 / 3938       
First of all, GREAT work! I love all the new graphics/units & MUSIC

Seems that the 'post-imperial' (Later Years if I Recall correctly?) does not work? Set me back in the second-age I think...thoughts?

Couple suggestions:

Move mod over to 1.1 (like AoFE)...so many bug fixes, improves networking, and allows for widescreen resolutions as well as much improved AIs

Reach out to GR asap to get ToME recognized as its own game (like AoFE and Chivalry)

[This message has been edited by ryshep (edited 12-18-2012 @ 12:00 PM).]

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