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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:
Fedemantoni94
Squire
posted 06-22-18 11:12 PM CT (US)     3851 / 3940       
Hi guys, how are you? I have not been following the project for a long time. My old account was Fede_rokr and I had collaborated with the graphics HUDs for the Rohirrims.
I did not continue in the project because I did not have to move to another city and I did not have more time and I had problems with my PC and I lost everything.
But during all this time I studied more about design and programming and now I am with a couple of projects for the HD version, so I would like to go back with this new account and reactivate the project with the graphic part and help them.

I see that there is an updated version, does this work for the HD version?

@matty12345 I recommend you use this server to upload the images of the main post

#========{O}========#
-\\ Legendary Edition //-
Total conversion coming soon
Enhanced Interface Edition
Sounds of Empires
#========{O}========#

[This message has been edited by Fedemantoni94 (edited 06-22-2018 @ 11:15 PM).]

Mr Wednesday
Cavalier
(id: matty12345)
posted 07-19-18 05:53 PM CT (US)     3852 / 3940       
Posting a long overdue update...

First off, welcome back Fede! Your hud graphics are still being used.

The project, as most of you have tested and played with, is in largely completed state. Since the 0.8 soft release, Pulkit has done a lot of fixes and editing based on bugs, feedback, and outstanding issues. He is largely not active anymore here, mostly because every visit to this thread balloons the to-do list, but he is still working. The current item being worked on is an auto updater which will ensure everyone is playing the right version. More specifically, this will allow us to upload the most current version to ModdB, with regular updates coming after that. The file likely won't appear on the blacksmith for some time, as the blacksmith is not a great system for dealing with this kind of release.

As for missing content, balance issues, etc...keep in mind that the primary goal of any mod is to be played. As long as we are adding things, we can't play multiplayer games. We can't design scenarios. So the choice is easily to release this now, get everyone playing it just like the beta version, and start having fun. We will be focusing on closing tasks on the list, fixing glaring playability bugs, and keeping the mod headed in the right direction after that.

Granted, there will be a lot of missing things we all hoped to see, and the mod probably won't be even close to perfectly balanced (it's probably not even well balanced), but the things to focus on here are:

1. Tales of Middle Earth is going to be released for everyone to enjoy.
2. You can start playing games, making scenarios, and challenging others in this thread or anywhere else right away.
3. What you are playing will not be the final sealed version, there will be updates rolled out to address crippling issues, so be patient.

When the installer is finished and the mod is up on ModdB, I will remake this thread to update the 6 year old info. I would expect Tales of Middle Earth to be up on moddB in a matter of weeks, not months, so keep checking for updates.

Until then, please discuss the Amazon show below :P

"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
Mahazona
Squire
posted 07-21-18 06:48 AM CT (US)     3853 / 3940       
Awesome news for everone who is waiting for this.

Just curious can we(me) use graphics from the mod once its released?
Bofur
Squire
posted 07-26-18 03:32 PM CT (US)     3854 / 3940       
Any chance of getting the 255x map size to work?
Pulkit
Squire
posted 07-30-18 00:10 AM CT (US)     3855 / 3940       
New version is up on ModDB! Anyone using the launcher will be getting the notification as well.

Even though the mod is now public, it is still being updated. So long as you use the launcher to play you will be in the loop.

Please use the appropriate forums to provide your feedback:

1. Here on AoKH: general feedback, ideas and balance discussions.

2. Github page: report specific issues or bugs, or check for existing bugs.

3. Directly on the ModDB page: fan comments and questions will be actively answered.

Cheers and have fun!

Tales of Middle-Earth | Don't miss it
Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 08-02-18 01:44 PM CT (US)     3856 / 3940       
That's great news guys. Thanks for the hard work, I'll give it a look.
Mr Wednesday
Cavalier
(id: matty12345)
posted 08-03-18 08:43 AM CT (US)     3857 / 3940       
I've been so busy but I'll try to spend a few hours this weekend on updating this thread and 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
Vardamir
Huskarl
posted 08-03-18 02:49 PM CT (US)     3858 / 3940       
Congratulations! Great to see this project moving forward!

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

Proteus and Genie Converter - AKX installers for modern times
patine
Squire
posted 08-07-18 07:05 AM CT (US)     3859 / 3940       
My biggest suggestion would be the addition of Dwarves. I was quite surprised to not see them on the list of factions, to be honest. Otherwise, this sounds like it should be astounding.
TriRem
Huskarl
posted 08-07-18 10:46 AM CT (US)     3860 / 3940       
The coverage of this mod is expanding, here https://kotaku.com/mod-brings-lord-of-the-rings-to-age-of-empires-1828124203 and here https://www.reddit.com/r/aoe2/comments/95bylg/tales_of_middle_earth_a_lord_of_the_rings_mod_for/ . I hope many people try out ToME, the success of this mod would be very much deserved.

Fluctuat nec mergitur.
Mr Wednesday
Cavalier
(id: matty12345)
posted 08-07-18 05:16 PM CT (US)     3861 / 3940       
That's pretty cool. Hard to believe I started working on this 11 years ago because I wanted to make three scenarios about Beren and Luthien, the Children of Hurin, and Gondolin. I had outlines and sketches for the first two done actually. Lifetime ago.

I wonder how quickly I could produce a campaign to keep interest up.

"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
scripter64
Wolved
posted 08-07-18 07:40 PM CT (US)     3862 / 3940       
Congratulations on the release!
Jelv
Squire
posted 08-08-18 04:35 AM CT (US)     3863 / 3940       
Congrats on the release! Found out about it on the Dutch technology site Tweakers: https://tweakers.net/geek/141813/fans-brengen-lord-of-the-rings-mod-voor-age-of-empires-ii-uit.html
aidenpons
Squire
posted 08-10-18 08:48 AM CT (US)     3864 / 3940       
New version is up on ModDB! Anyone using the launcher will be getting the notification as well.
Even though the mod is now public, it is still being updated. So long as you use the launcher to play you will be in the loop.

Please use the appropriate forums to provide your feedback:

1. Here on AoKH: general feedback, ideas and balance discussions.
2. Github page: report specific issues or bugs, or check for existing bugs.
3. Directly on the ModDB page: fan comments and questions will be actively answered.

Cheers and have fun!
HOOOOORAY!

they were prepared to cheer at every full stop - comments about Bilbo's partygoers.
It's great that another update has arrived! - and an update that will make further updates even easier!

I had quite a bit of trouble getting the installer to function properly - because my AOE2 directory is quite a mess of renamed folders, installations copied out, folders moved, etc. I eventually got everything to work by copying the game files that Setup spat out from its standard installation path to where I wanted the game files, then editing ToME.ini; this could be entirely avoided by being able to specify an installation directory?
Perhaps I'm unique in having such a screwed over AOE2 directory, and implementing it would benefit very few users

At least, I'm pretty sure I got it to work; there's now a text description for Incendiaries (which was not there before!) and Orc Draught is no longer hiding in odd places in the House of Healing. And Sea of Rhun now generates a player's TC and scout properly. I think that's new!
How much else has been changed? I'm just unsure.
My biggest suggestion would be the addition of Dwarves. I was quite surprised to not see them on the list of factions, to be honest. Otherwise, this sounds like it should be astounding.
Firstly, a civ with little archers and no cavalry fits badly in balance. Secondly, check out Eregion; they're more or less half a dwarven civ anyway

Balance issue: Numenor's "King's Men" or "Elendilli" choice is available in the Second Age. Picking King's Men allows you instant access to Steelbows and Champions - in the Second Age. At least Hillmen of Rhudaur was Third Age
Bug: Dwarven Alliance does not grant a HP bonus to Picket Walls

Oh and Mr Wednesday, would be great if you could finally get around to fixing the original post's pictures Now seems like a fitting time to do so

Lastly, do you want me to type up bugs on Github, here, or both? I can do whatever is easiest for you.

[This message has been edited by aidenpons (edited 08-11-2018 @ 07:08 AM).]

Jorgito_aqua27
Squire
posted 08-10-18 05:15 PM CT (US)     3865 / 3940       
Hell yeah!! Middle earth wins! Thank you Matt and Pulkit to finish this

patine
Squire
posted 08-11-18 02:16 AM CT (US)     3866 / 3940       
@Mr Wednesday I just downloaded and installed this, and double-clicking on the desktop shortcut doesn't start the mod. There's no error message, sign of a failed attempt, or anything. It's just like the program completely ignored my attempt to start it.
Mahazona
Squire
posted 08-12-18 02:18 AM CT (US)     3867 / 3940       
Hell yeah!! Middle earth wins! Thank you Matt and Pulkit to finish this
Welcome back very nice job on the units.I think I remember seeing previews of cavalry archers and skirmishers for each type of units,were they never completed?
Jatayu
Squire
(id: Sword_of_STORM)
posted 08-25-18 09:09 AM CT (US)     3868 / 3940       
You guys seem to have gotten some press

https://kotaku.com/mod-brings-lord-of-the-rings-to-age-of-empires-1828124203

,
Jatayu O===|¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯/
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Battle of Saraighat, 1671|Atlantis, the Lost Realm|AOE Roman Modpack|My profile
ि
StormWind Studios
Possidon
Slayer
posted 08-25-18 12:39 PM CT (US)     3869 / 3940       
aidenpons
Squire
posted 08-26-18 05:07 PM CT (US)     3870 / 3940       
@patine Wander into your AOE2 directory, age2_x1, and run tome_unwrapped.exe . If it isn't there, run the installer again and see where it spits out its files, then try to manually move those files to where they should be.



Some more balance notes:

- I'm not sure how you're supposed to beat the Rhun UU Wainrider. They have very high pierce armor (4, I think?) making shooting them very difficult (unless you have 13-dmg Half-Orc Archers ) - certainly the usual Skirmisher counter does peanuts against them due to their pierce armor and anti-armor bonus. Because they're cavalry archers the AI can skirmish them like nobody's business, making spearmen useless against them.

I would suggest simply massively incrementing their price to 150w 100g, as well as lowering their range to 5, lowering their armor a bit, and maybe dropping some attack as well.
They're a UU, they should be strong, it's always a shame when your UU is terrible (eg Spiderlings and Nazgul ), but they're a bit strong at the moment. (Mumak take the cake for "most overpowered unit" though - this is merely nitpicking in the grand scheme of things )

- What if Spearmen cost Gold(+food) and the regular "Town Militia" line ("infantry") cost wood(+food)? As it stands if you've managed to obliterate the AI's trade carts they spam Vanguard and Royal Guard, making you not really want to send in your elite Trolls, heavy cavalry, or anything monstrous - and you don't want to send infantry in either, because everything counters infantry (& also population efficiency - 20 trolls and wargs are much better at killing things than 20 Champions). Speaking of population efficiency, is it possible within the AOE2 engine to do the AOE1 upgrade of "Infantry cost 1/2 a pop unit?" I feel like this would really help a Mordor player feel like he's got an army of Orcs at his hands.

In addition, because Spearmen are now gold-intensive you could give them some pierce armor without breaking balance (they have a giant shield that covers half their body and you say they have 0 pierce armor? ), thus also lowering the effectiveness of archers which even when nerfed will still be powerful because of the Genie engine.

It's a pretty crazy idea, but I'm curious as to what you (and anyone else) would think.


- Why does Mirkwood get a foraging bonus (2x carry, 50% faster?) This and Angmar's "lumber and mining camps 50% cheaper" make no real sense in the world of Middle-Earth

- It's possible as a bunch of civs to get 3,100 HP Palisade Walls, because Rammas Echor adds 1200 HP to Palisade Walls. Then research "2x HP on Palisades" at the TC and you've now got more HP on your Palisades than you do Stone
- Burg Stonework and Dwarven Architecture HP bonus doesn't apply to Palisade Walls - no clue about the armor bonus as that's not easily visible in-game



Lastly, is it possible for me to help you out with low-level .dat editing - just sorting out the overpowered Mumaks, fixing Wonder build time, sorting out Sauron's inability to attack, nerfing archers, etc; just low-level .dat editing. If so, how could I help you out?

[This message has been edited by aidenpons (edited 08-26-2018 @ 05:24 PM).]

Wolffis
Squire
posted 08-26-18 10:38 PM CT (US)     3871 / 3940       
It's awesome you guys were able to release ToME, congratulations! It's still my favorite mod for Age of Empires 2.

I'm still fascinated by how the Mumak works. You said they can attack with both the archers mounted on it and with their tusks? Automatically? How is that possible? Sorry, I didn't were able to test it yet, but I'm interested to know how this thing works.

Put an eye on Medieval Chronicles modpack!


(Currently in Beta)
Pulkit
Squire
posted 08-29-18 05:23 AM CT (US)     3872 / 3940       
Mumakil use melee attack (tusks!) when attacking other melee units like infantry and cavalry. They fire arrows when attacking other ranged units because they are too slow to catch up to them, making arrow fire a better option. Attack type automatically switches based on the opponent.
- Why does Mirkwood get a foraging bonus (2x carry, 50% faster?) This and Angmar's "lumber and mining camps 50% cheaper" make no real sense in the world of Middle-Earth
Both a justified to achieve the intended gameplay for Angmar as per Middle-earth lore.

Angmar requires the boost to sustain their siege prowess, which is what they were known for having successfully besieged three Arnor divisions. Also aligns with their propensity for hoarding treasure troves (trollshaws, barrow downs) in line with the mining bonus.

Mirkwood was very well known for their wine trading business. Their ample grapes and berries and consequent conversion of this food into trade gold is reflected in their forage bonus.

All the civ bonuses are similarly designed to steer your civ's progression towards their true Middle-earth nature!

Tales of Middle-Earth | Don't miss it
Sebastien
Dark Samurai
posted 08-29-18 05:56 AM CT (US)     3873 / 3940       
Mumakil use melee attack (tusks!) when attacking other melee units like infantry and cavalry. They fire arrows when attacking other ranged units because they are too slow to catch up to them, making arrow fire a better option. Attack type automatically switches based on the opponent.
May I ask, how did you make it automatic? I can only get it to work through manual tasking; they don't switch on auto attack.
Pulkit
Squire
posted 08-30-18 04:11 AM CT (US)     3874 / 3940       
I'm quite sure it doesn't switch automatically when self-targeting. But it does switch modes automatically (as in doesn't need a pack/unpack manual trigger) based on the opponent you have targeted.

Tales of Middle-Earth | Don't miss it
Sebastien
Dark Samurai
posted 08-30-18 04:38 AM CT (US)     3875 / 3940       
Right ok thanks. When you say automatic it sounds like you mean the unit automatically changes its attack when auto attacking also.

In actual fact, what happens is, if you don't manually target an opponent it will only stay in the original mode. Let's say you manually target an archer, after this it will always auto attack as the ranged Mumakil, regardless of the unit class it's attacking. It won't switch by itself.

I tested it with units which changed when attacking buildings Vs units. The unit would attack with a sword for units, and when manually targeting buildings, they'd throw torches. Unfortunately, because they don't switch on auto attack it meant they still automatically attack buildings with swords and units with torches depending on what unit they currently are when auto attacking.

I wonder if it's something that can be edited/fixed via .exe editing

[This message has been edited by Sebastien (edited 08-30-2018 @ 06:05 AM).]

Pulkit
Squire
posted 09-01-18 07:29 AM CT (US)     3876 / 3940       
Correct.

I think an exe fix was developed by PCM’s author Daniel?

Tales of Middle-Earth | Don't miss it
Sebastien
Dark Samurai
posted 09-01-18 07:44 AM CT (US)     3877 / 3940       
I think an exe fix was developed by PCM’s author Daniel?
No, unfortunately not.
ohwisesolomon
Squire
posted 09-08-18 09:25 PM CT (US)     3878 / 3940       
Very cool total conversion mod!

I was wondering if it would be okay to use some of the models from Tales of Middle-Earth in my own mod/s. I would obviously give credit!

I am trying to do a mod for the Song of Ice and Fire/Game of Thrones world. I have it almost done (at least the initial phase). Just some little tweaks left, adding in heroes, and renaming things in the language file.

For graphics I mostly used units from Jorigto's HD units reskin, with a couple of other things I have found in the Steam Workshop and AOK Heaven. Ideally I would like to have all new graphics, but I can't do that at this point. I have made one new unit graphic so far out of cut and paste in photoshop, and it still needs work haha (walking graphic is pretty funky).

I was considering using some of the great models you have made to give more variety to some of the different factions in the mod and using one of the troll models for a giant. Let me know if that would be okay and/or if you need more details. Thanks!
MrMew
Huskarl
posted 09-09-18 01:46 AM CT (US)     3879 / 3940       
Run across a couple things playing:

-quingar attack sound is that of swords
-gallery ram move graphics change from idle graphics
-field trebuchets can't be told to target building
-Jonas AI doesn't resign

I'd suggest making the Jonass AI more aggressive, its very economical, but not milteristic until very late, and I still recommend to increase the amount of wood in huge trees.

Time of Tea
Still in the Dark Age
Don't be a melodramatic clown. ~Mr Wednesday
Mahazona
Squire
posted 09-09-18 05:53 AM CT (US)     3880 / 3940       
@ohwisesolomon there was a giant in the blacksmith.foot units in this mod are a tad taller to jorgitos other units so might not be the best fit unless itstall people like hound/moutain.

http://aok.heavengames.com/blacksmith/showfile.php?fileid=10371&ci=1d4f9faa80de5200e74336e03b6aa46eYToxOntpOjA7YToyOntpOjA7czoxNDoiU2VhcmNoIFJlc3VsdHMiO2k6MTtzOjM1OiJsaXN0ZXIucGhwP3N0YXJ0PTAmYW1wO3NlYXJjaD1HaWFudCI7fX0=

[This message has been edited by Mahazona (edited 09-09-2018 @ 06:36 AM).]

ohwisesolomon
Squire
posted 09-09-18 09:31 AM CT (US)     3881 / 3940       
@Mahazona Thanks for the link to the giant. I saw that one and was keeping it in mind to potentially use. I also noticed that the ToME units are a slightly larger scale/taller. I have been testing it out and for some of the foot unit models it is not too noticeable. For some it seems very noticeable, and for others not so much. The mounted units look good to my eyes too.
Pulkit
Squire
posted 09-10-18 04:18 AM CT (US)     3882 / 3940       
@ohwisesolomon: there are some trolls and such in the Blacksmith on this site too, including in the old BoME mod. Perhaps you could use those?

Based on your request I'd like to say I'm not comfortable sharing ToME's new unit varieties so soon. We've only very recently released the new version to the public. I'd like ToME to retain the charm of its graphical uniqueness for a while longer before we start letting these units be commonplace in other mods. Hope you understand and agree.

Again, there are many more useful items from the Blacksmith that you could use, with their respective author's permission of course.

Tales of Middle-Earth | Don't miss it
ohwisesolomon
Squire
posted 09-10-18 07:19 AM CT (US)     3883 / 3940       
@Pulkit Thanks for the quick reply. I definitely understand. The models are new and I know your team has worked on this for a long time. Congrats on releasing such an awesome mod, and thanks for humoring me!

For anyone interested in a asoiaf/GoT type mod I will probably be posting the initial version in the next couple of weeks, keep your eyes peeled.
flagstone
Squire
posted 09-13-18 02:01 PM CT (US)     3884 / 3940       
Hi.
Just updated. When I try to start a game, everything goes fine until the "nation jingle" is played. Then the game crash with the following message:
Invalid tech treemarker (expected NTT, version 1): ail, version 41

Got the same message when I tested opening the tech-tree.
MrMew
Huskarl
posted 09-13-18 11:53 PM CT (US)     3885 / 3940       
@Flagstone: Yea its a tech tree issue with 0.8.12, basiclly no one can run that version. I recommend switching back to 0.8.11. We've let pulkit know on the github page.

Time of Tea
Still in the Dark Age
Don't be a melodramatic clown. ~Mr Wednesday
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