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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:
Pulkit
Squire
posted 01-21-13 04:55 PM CT (US)     946 / 3940       
In a rush.

Idea: Walls shoot arrows.

(some tech for some civ)

Discuss!

Tales of Middle-Earth | Don't miss it
MarcAnton
Squire
posted 01-21-13 05:10 PM CT (US)     947 / 3940       
Garrisonable walls now that would be nice
If you implement this it shouldn't be that each wallsection automatically(without a garrisoned archer) shoots one arrow (10 wall sections would be far too good then) instead you would have to garrison 1 archer onto the wallsection/piece that would be cool. But I doubt its possible to display the garrisoned unit on top of the wall (due to many different archer types).


On a sidenote: is it possible to use multiple castle models at the same time? Like the three different houses? So that when placing two castles, the second may look slightly different than the first?

[This message has been edited by MarcAnton (edited 01-21-2013 @ 05:11 PM).]

Mr Wednesday
Cavalier
(id: matty12345)
posted 01-21-13 08:45 PM CT (US)     948 / 3940       
Yeah but right now the towers can not look over the wallturrets
But they can't in AoK either. :s

It would look really weird. Those ends are towers too sort of.

And walls firing arrows sounds really tricky to implement, but interesting.

"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 01-22-13 05:14 AM CT (US)     949 / 3940       
The problem is: In AoK, walls are not mannable/garrisonable and, therefore, we need to place towers behind those walls (or archers, but towers are definitely more effective). Which leads to the said aesthetic problem.

I think the following picture would illustrate it quite well. It simply does not look well to have such high wallturrets when placing towers behind them:


If you could remove the archs/windows in the turrets and lower the total height of them, it would look much better and would make much more sense (since wallturrets dont act as towers :P)


By the way, oriental(Constantinople) Towers in AoK CAN look over the wallturrets :P
BF_Tanks
Squire
posted 01-22-13 05:42 AM CT (US)     950 / 3940       
You can make walls a garrisonable building, quite easily, and change the garrison graphic flag to something like an archer standing on the wall, and just have the projectile it fires spawn at a height of 2.5 or something on the Z axis, under Missile Duplication in AGE2

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
John the Late
Knight
posted 01-22-13 07:49 AM CT (US)     951 / 3940       
You can make walls a garrisonable building, quite easily, and change the garrison graphic flag to something like an archer standing on the wall, and just have the projectile it fires spawn at a height of 2.5 or something on the Z axis, under Missile Duplication in AGE2
The Gondorian walls already have arrow loops/slits, why not let the arrows come from there?
Mr Wednesday
Cavalier
(id: matty12345)
posted 01-22-13 08:20 AM CT (US)     952 / 3940       
The real problem with making the wall ends shorter: Too much work!

I'm not really bothered by the aok style that I've copied over. I admit to seeing some merit in shorter wall ends, but it would require redoing the wall, wall damage graphics, and most importantly, all the gates. There are 8 gates (four directions, open and closed), and they are a nightmare to design. I'd rather spend that time adding 2-3 new units. Seems better time management. I will though keep this in mind for a future when I am not busy (a theoretical, wonderful future).

"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 01-22-13 08:25 AM CT (US)     953 / 3940       
Also, I realy like the walls you are doing in maia. If you want to, you could finish them and I will use them. If you do them Harad textured, I could use them for Harad. You might have to do the gates then too though

Alternatively, I could add them as an editor only wall for Gondor.

"And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king
John the Late
Knight
posted 01-22-13 08:34 AM CT (US)     954 / 3940       
Or make the towers (not wall turrets but the actual towers) 2x2 in size, more expensive, stronger and most important, larger/higher...

Edit: And if you really want to move the melee Mmak to the wonder, it has to be seriously buffed.

[This message has been edited by John the Late (edited 01-22-2013 @ 08:47 AM).]

Mr Wednesday
Cavalier
(id: matty12345)
posted 01-22-13 09:16 AM CT (US)     955 / 3940       
The Mumaks were a complete joke in the last version. Giant Mammoth crushers that took forever to kill anything.

They will be better, promise.

I also designed the dragon/Smaug unit last night. Pulkit, I did the animation to have him spitting a fireball, so maybe use the fast fire ship missile (just one at a time). Could also make it explode on contact, say the petard explosion.

Anyway I just wanted to thank everyone who has joined in and started helping since December. If anyone else wants to help, find something you really care about and let us know.

Current To Do list:
Carter: Rhun buildings
Me: 13 Harad buildings, Galadriel, Gollum, Arwen, Wainrider
Seb: Terrains, Cliffs
Federico: Interfaces
Jatayu: AI
Pulkit: Umm, everything.
Modrocker: Horselord

Our little two man effort is finally growing. It's great to see.

"And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king
John the Late
Knight
posted 01-22-13 09:21 AM CT (US)     956 / 3940       
I did the animation to have him spitting a fireball, so maybe use the fast fire ship missile (just one at a time)
The fire ship also only uses one at a time, but afaik has the same graphic set as a "trail", like trebuchet balls have, for example. What about giving him a whole bunch of those (fast!) projectiles (with trail) but with low accuracy but ludicrous damage? So the dragon might be less effective against a single powerful unit but an annihilator of armies. (Range of 3-5, maybe?)

[This message has been edited by John the Late (edited 01-22-2013 @ 09:22 AM).]

MarcAnton
Squire
posted 01-22-13 09:23 AM CT (US)     957 / 3940       
@Matt: Thanks a lot! As I said they are pretty much WorkInProgress and just because I wanted ti do something in Maya again :P But yeah I can happily continue modeling them I just imagined that I could turn them to a Harad-Style castle?!

I just dont know how to implement them in AoK/ToME because I never really modded AOK. But I could send you the .obj files or the .ma/.mb files (which should be openable in 3DSMax since its also an Autodesk Program).

Anyway: You said you would have to re-do the gates. But maybe you dont need to. You could keep the gates as they are and just lower the turrets height? I dont know just a thought


@BF_Tanks: Actually I also had this idea. I never really liked the 1x1 tile Towers of AoK and this would be a nice differentiation for ToME
Excelsior
Squire
posted 01-22-13 09:35 AM CT (US)     958 / 3940       
Yeah, I like the 2x2 idea as well, if Matt can do it/find time. Perhaps Matt could put the towers in trees, like his houses, that seems more appropiate for all but maybe Eregion.
My only beef with wall towers is that archers shouldn't be completely immune like they would be inside the current wall. Perhaps the wall could cough out the archer after taking a low amount of damage, like how the archer would normally be destroyed after a few onager shots?

John, I like that idea! They already have the Balrog for massive attack, although the Fell Beast may have a wide attack like you suggest, but it wouldn't be as good against buildings as the Dragon should be.

[This message has been edited by Excelsior (edited 01-22-2013 @ 10:03 AM).]

Mr Wednesday
Cavalier
(id: matty12345)
posted 01-22-13 10:07 AM CT (US)     959 / 3940       
The 2x2 tower idea seems more like a bonus for some civs instead of a universal thing. Maybe a stronger, higher garrison, more expensive tower for one or two civs. I'll have to chew on this a little.

"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 01-22-13 10:57 AM CT (US)     960 / 3940       
Replace Rhun/harad foot knight/ sword thain with this possibly?
http://aok.heavengames.com/blacksmith/showfile.php?fileid=11615
I'll ask for permission first of course, assuming we were to use it.

"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 01-22-2013 @ 10:58 AM).]

Carter938
Squire
posted 01-22-13 11:00 AM CT (US)     961 / 3940       
Matt, ive got max working. The only thing is how do you resize the textures? Theyre huge on my model.


What did Pippin do when he got drunk? He started to feel Merry!
Mr Wednesday
Cavalier
(id: matty12345)
posted 01-22-13 11:45 AM CT (US)     962 / 3940       
Two ways:

1. Resize the mapping. I wouldn't really recommend this, because...well, if you don't know what you are doing, you are likely to screw something up.

2. Click on your material ball in the material editor. There should be a section under there called maps. The texture you are using is under diffuse map. Click on it. A whole bunch of setting for that map can be adjusted, but you just want to change the tiling. it's going to be 1 and 1 (1 tile horizontal to 1 vertical). Switch it to 2x2, 3x3, etc. Whatever number gives you the size you want.

"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 01-22-13 01:00 PM CT (US)     963 / 3940       
Any ideas?





Not done of course.. I just dont know what to put into the courtyard =/ Maybe re-use one of your Harad-buildings?

[This message has been edited by MarcAnton (edited 01-22-2013 @ 01:02 PM).]

Carter938
Squire
posted 01-22-13 02:24 PM CT (US)     964 / 3940       
Matt, ive done the textures. Is it supposed to look like this? I cant get it to render properly.



What did Pippin do when he got drunk? He started to feel Merry!
Sebastien
Dark Samurai
posted 01-22-13 03:09 PM CT (US)     965 / 3940       
It looks as though you're using standard viewport lighting and not setting up your render properly. Do you have any lighting in the scene?
Mr Wednesday
Cavalier
(id: matty12345)
posted 01-22-13 04:17 PM CT (US)     966 / 3940       
Not done of course.. I just dont know what to put into the courtyard =/ Maybe re-use one of your Harad-buildings?
Looks great so far, if you want to make it into wall, you need to do the following:

1. The end wall turrets must be square (looks like they are)
2. The regular wall part must be cut to fit the same size square as the ends (one aok tile when you render, but you can design this all on as big a scale as you want for now). Cut a repeatable section facing on a sw or nw angle, and then mirror it for the other angle. this will give you the two angled wall pieces. Wall is made of five pieces. The turret, two angled pieces, and vertical and horizontal pieces.
3. For the vertical and horizontal pieces, you need to elongate your wall piece from step two to stretch across the diagonal. If you remember your trig, this means you need to multiply by SQRT(2), or 1.414. So take your wall piece, enlarge by 141.4% (but not in all dimensions, just length), and then rotate it 45 degrees to face you. Render, and rotate 90 degrees more to get the final angle.

Confused?
Matt, ive done the textures. Is it supposed to look like this? I cant get it to render properly.
You have some back facing polygons likely. Probably a crapload. I warned you.

Real solution: Under editable poly, select by polygons, there is a flip normals button in the graphite modelling tools. use that on each backwards face (you will know, it will go from dark to light in your viewport).

Much Easier, hack solution: Under Shader Basic Parameters on your material, click two sided. This will render all the backfacing polygons like normal anyway. Just check this box on each material.

"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 01-22-13 04:35 PM CT (US)     967 / 3940       
Heh, yeah now you really got me confused... Can we agree on me sending the respective .obj / (whateverformatyouwant) to you once I'm done modeling? I'll do the walls, turrets and a gate as well, I just don't have that much time right now on my hands

By the way:should I use the higher turret for the gate? I also kinda like the idea of having this sunshade-roof on the gateturrets :-) Fits to Harad imho ...

[This message has been edited by MarcAnton (edited 01-22-2013 @ 04:37 PM).]

Mr Wednesday
Cavalier
(id: matty12345)
posted 01-22-13 04:38 PM CT (US)     968 / 3940       
Yeah, send me the obj, and so long as it is in the right proportions we will be good. If not I might not be able to use it. And Gate turrets can be the same as wall turrets, sounds fine.

"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 01-22-13 06:38 PM CT (US)     969 / 3940       
Just been doing some tests and realised my terrains look completely different to each other on different screen resolutions.

The optimal screen size is 1920x1080, using the widescreen patch (which is compatible with TOME). This is also what I'm designing my terrains in and show the best representation and quality.

So my question is; how many people who play this use the widescreen patch? Or are you still stuck in the times on 1280x768?

Am I going to have to go back and redesign all my terrains to look better on 1280x768? Or can I happily plod on making 1920x1080 resolution terrains that look 10x better?

[This message has been edited by Tetsuo Shima (edited 01-22-2013 @ 06:41 PM).]

Jatayu
Squire
(id: Sword_of_STORM)
posted 01-23-13 01:09 AM CT (US)     970 / 3940       
I'm still stuck with 1280x768! Honestly I think it looks better than the widescreen anyway, so that's why I use it.

,
Jatayu O===| /
`
Battle of Saraighat, 1671|Atlantis, the Lost Realm|AOE Roman Modpack|My profile
ि
StormWind Studios
Carter938
Squire
posted 01-23-13 05:03 AM CT (US)     971 / 3940       
Okay. Very nice castle btw.


What did Pippin do when he got drunk? He started to feel Merry!

[This message has been edited by Carter938 (edited 01-23-2013 @ 05:56 AM).]

Basse
Squire
posted 01-23-13 05:44 AM CT (US)     972 / 3940       
I use UserPatch and play with 1080p in TOME
Pulkit
Squire
posted 01-23-13 06:27 AM CT (US)     973 / 3940       
Maybe Angmar, and the other evil nations should each get their own wonder unit as well, like the wizard of the "good" nations?
In addition to Matt's list, all (almost all) civs will get access to Heroes at the Wonder too, similar to Chivalry. Plus, unique techs.
perhaps ya'll could design a new building, say, a Fortress, where these units could be built instead of the Wonder? It could be a more expensive, more powerful castle, and you could build these to build your unit
The only reason we choose the Wonder is that it becomes a viable building to be built in non-Standard victory games. The Wonders in ToME are too good to pass over just like that.
As for Harad, Rhun, Umbar, perhaps instead of a super unit, the wonder could give a 75 pop bonus instead of 50? Would fit with the large populations of harad and Rhun at any rate. Alternatively, there could be a unique technology there instead of a unit. Say, the mobile barracks wains gain the ability to fire arrows through a unique tech.
Both excellent ideas. Rhun shouldn't ever get a pop bonus though, so a UT is better.
I'm trying to come up with an attack animation for Galadriel. Current idea is to have her hold up her hand/a vial and blast some bluish white light. I'm open to alternate ideas though.
Sounds fine.
Pulkit: Also what about the idea of having a renewable gold source? Would make it very different from Aok.
Having the most dreadful week ever. Will resume work this weekend.
I'm fine with Mumaks (the melee ones) being moved to the wonder I guess. Pulkit still has to weigh in on all this too remember.
Perhaps make them available at both locations. I'm more in favour of UTs instead for this one.
I couldn't find the Black Numenorean. Where is it at?
Play Umbar, do the Fief of Gondor, Independence and Southron Allegiance researches at the Castle (Southron Allegiance may require an FU Pikeman first, this is fixed in the next version).
I think dragons would be cooler, there's already Nazgul, and that's what the Witch King turned into, plus you could build several dragons, which there were a few over Mid Earth's history, and the Witch King's already a hero, isn't it? I think it would be fine to have it an only editor unit.
They are different units. The dragons will be available to Angmar at least. The Nazgul come in 3 variants now (foot, cav, winged), all available to Minas Morgul for adding variety to the gameplay. Witch-king is a hero, yes.

I'm toying with the idea of limiting the total number of Nazgul to 9 at a time, unless additional "Ring Forging" researches that unlock more Nazgul slots. Of course, I'm making the Nazgul strong enough for 9 of them to be sufficient. Let's see... (will need playtesters).
Can you change it so Screamo and melee Nazgl are two different units?
Done.
And why do they do terror, pierce and melee attack?
Partial implementation - the melee and pierce attacks are from an older implementation where the aim was to bypass any armour units may have. I've completely transitioned the Nazgul, Tower of Morgai and other things (yes, things now!) to solely terror attack.
is it possible to use multiple castle models at the same time? Like the three different houses? So that when placing two castles, the second may look slightly different than the first?
No, not possible.
I also designed the dragon/Smaug unit last night. Pulkit, I did the animation to have him spitting a fireball, so maybe use the fast fire ship missile (just one at a time). Could also make it explode on contact, say the petard explosion.
No worries.
Matt, about your post on Moddb, d'you reckon we should make a proper News post with a picture? Would be quite useful, a lot of folks are tracking the mod and may not be checking the comments regularly.
The 2x2 tower idea seems more like a bonus for some civs instead of a universal thing. Maybe a stronger, higher garrison, more expensive tower for one or two civs. I'll have to chew on this a little.
Pointless increase of workload, I say.
Replace Rhun/harad foot knight/ sword thain with this possibly?
Too ugly?
So my question is; how many people who play this use the widescreen patch? Or are you still stuck in the times on 1280x768?
I recommend you design for 1280x768, because that's the standard across the world of AoK players.

Also keep in mind the widescreen patch and User Patch's widescreen are designed to stretch graphics nicely. But it is hardly reasonable to expect AoK to contract graphics as nicely to the standard resolutions.

Tales of Middle-Earth | Don't miss it
John the Late
Knight
posted 01-23-13 10:41 AM CT (US)     974 / 3940       
I've completely transitioned the Nazgul, Tower of Morgai and other things (yes, things now!) to solely terror attack.
This is a good thing, however there should be one little exception: The melee Nazgul should still inflict some (not much) non-terror damage, because he actually stabs his enemies with his knife, which should be able to harm even the people resistand to fear.
is it possible to use multiple castle models at the same time? Like the three different houses? So that when placing two castles, the second may look slightly different than the first?
No, not possible.
Why not? You can simply create new graphics based on house graphics, can't you?

[This message has been edited by John the Late (edited 01-23-2013 @ 10:42 AM).]

MarcAnton
Squire
posted 01-23-13 01:40 PM CT (US)     975 / 3940       
My question was whether its possible to have alternating graphics for buildings other than houses. If you place three houses, you usually get three different houses. If you place three castles they all look the same. It would add some sense of realism if you had slightly different castles each time
And it probably wouldnt be much work since the Models we have could easily be altered (rotated by 90, move a tower from position 1 to position 2 etc etc).

Now it's just the question whether thats possible in AoK =/
Mr Wednesday
Cavalier
(id: matty12345)
posted 01-23-13 02:18 PM CT (US)     976 / 3940       
It's actually a lot more work than you might think.

First, the model has to be adjusted, and most of them don't really rotate well. They were design to look good from only the front and are pretty bare in the back. Making slight alterations is somewhat easier, but still requires some effort.

The building then has to be rendered, Photoshopped (color the shadow, contrast, etc), converted to 256, decorated with eye candy, and made into an slp.

That's just the graphical end. There's a host of issues involved in trying to make "house like" castles in the dat file.

So yes, it's an interesting idea, but it's not really a very spectacular change, and probably not worth the effort. I'm a big fan of variety in terms of gameplay and units and such. But variety for variety sake is a luxury that will have to wait until the essential stuff is finished I'm afraid.

On the screen resolution thing, I'd really prefer they were designed for standard aok resolution as well, but I would add I tested a few out last night and they still look decent as is.

Funny side note: The dragon is red (obviously), but when importing it I did it under red at first, making it player color. I briefly considered doing it this way, but in the end the comedy factor was too high. Grey dragons looked nice, and yellow was a little interesting, but the rest were straight up Puff and Barney material.

"And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king
John the Late
Knight
posted 01-23-13 02:43 PM CT (US)     977 / 3940       
Purple dragons ermahgerd!
MarcAnton
Squire
posted 01-23-13 03:16 PM CT (US)     978 / 3940       
Ah yeah I agree that is definitely a lot to do Still it would be a cool feat

@Matt: I'm closing in on finishing the gate. I planned it to be a tad taller than the regular walls&turrets due to Mumakils having to somehow squeeze through... However, I don't know whether I need to model the gate's irongrid (? The thing that prevents enemies from entering) as well?!
Sebastien
Dark Samurai
posted 01-23-13 03:17 PM CT (US)     979 / 3940       
old

[This message has been edited by Tetsuo Shima (edited 01-23-2013 @ 05:39 PM).]

Pulkit
Squire
posted 01-23-13 04:28 PM CT (US)     980 / 3940       
The houses-like castle thing is not possible because the game doesn't automatically switch between castle frames. It seems to be hard coded for houses, walls, rocks etc. AFAIK

Tales of Middle-Earth | Don't miss it
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