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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 02-13-13 07:51 AM CT (US)     1331 / 3912       
Pulkit: I don't see why we should be cutting corners in the design by using the AOK mill fan. It will literally take two seconds to render the new animation ...
Well, you have a convincing argument there.


@Jorgito: Alright, could you do the animation for the mill fan? You can make the whole mill animated or just the fan separately, anything will work. Though I think the first option (mill with fan together, animated) will be best. Just upload the bmps in the Dropbox folder you now have access to!
As for the deviation from the concept: The Bridge in the movie is really a very short bridge and in AoC/TOME the bridges needed would have to span wider distances, therefore the deviation...
First, would it be possible to stick exactly to AoK bridge sizes? Bridges are very difficult to work with, I hear, and setting anchors on them is going to waste a lot of my time.

Second, I concur with Seb's suggestions:

1. The eaves of the parapet (the edges of the bridge on the sides) are wider in the original screenshot (shaped like a "T") while yours are straight (shaped like a "|").

2. The colours of the original screenshot show a lot of variance: greens, greys and browns. It gives an impression of a weather-worn construction, discoloured with use, wind, algae etc. It makes it look richer! Though this touch up can also be done with Photoshop I think.

3. Also note, in the original screenshot, the ring of aligned stones around the arches. That adds a lot to the looks of a well designed bridge.

The reason all this is important is because unlike other buildings, bridges don't have much eye candy going on. So these things will get a lot of attention and must be taken care of!

Overall, I think, this looks very promising! And I love your wooden piers! Those would be excellent for Esgaroth designs.

Tales of Middle-Earth | Don't miss it

[This message has been edited by Pulkit (edited 02-13-2013 @ 07:59 AM).]

MarcAnton
Squire
posted 02-13-13 08:07 AM CT (US)     1332 / 3912       
@Pulkit: To quote Matt:
I'd like to see a bridge, but narrower than the ones in aok. Preferably, it could be a bridge something like in FOTR that Gandalf rides his cart over. Something smaller and more useful for designs than those aok clunkers.
So he told me to do a narrower bridge :P Blame him...

As for the other points: As I have said. I didnt intend to do the texturing and it is, same as with ALL my other models, just done to show how it could be used. I havnt done UV Texturing in ages and TBH not that much time right now. If Matt could do the texturing it would be nice, but I thought this was clear to you... =/

As for the T railing: Its already in (I updated the file some time ago)

So the eaves of the parapets would probably easier to be done in photoshop/uv texturing than in modeling but if you insist I do do these aswell. Its all work in progress anyway and I'm listening to your feedback.

[This message has been edited by MarcAnton (edited 02-13-2013 @ 08:10 AM).]

Pulkit
Squire
posted 02-13-13 08:19 AM CT (US)     1333 / 3912       
From my understanding of 3D design, I was quite sure those changes I mentioned (other than the colour variance) can't be done in Photoshop as easily as adding extra polys in your 3D program - to enable having separate textures independent from the rest of the polys of the bridge (e.g. the ring around the arches).

But I'll take your word for it! You are the designer and probably know much better about these things.

Also, are they narrower than the AoK bridges?! They looked wider, and that was what worried me. I think narrower is okay. Anyway, I'm more concerned with the length not the width. I recommend you keep the length of the bridge pieces the same as AoK's, so that the pieces don't overlap when placed.

Tales of Middle-Earth | Don't miss it
Vardamir
Huskarl
posted 02-13-13 08:24 AM CT (US)     1334 / 3912       
Are there any plans to include bridges from older mods? Battles of Middle-Earth and Rome at War had some that I thought were quite good.
MarcAnton
Squire
posted 02-13-13 08:29 AM CT (US)     1335 / 3912       
You have to keep in mind that when viewed in AoK and in 256 colours a lot of the detail is lost. I can add the rings to the bridge-arcs in the 3d model. I just guessed it was probably easier doing this in mapping since it would probably look better (the stones are "uneven" and, therefore, it is not as easy to do the arcs "uneven" as well - if you get what I mean).


As for the bridge length: Ah yeah I understand.
AoK Bridges are 2x3 (or 3x2 respectively) and I imagined this bridge to be either this size or 2x2.
However, you are right, I will have to shorten the bridge a bit in order to make it fit to 2x2 and 2x3.

Is it also possible to create a bridge that is 2 in width and 3 in legth?

[This message has been edited by MarcAnton (edited 02-13-2013 @ 08:33 AM).]

Pulkit
Squire
posted 02-13-13 08:37 AM CT (US)     1336 / 3912       
Technically it should be, I'll just confirm with daniel as he seems to have played around with bridges recently.

Tales of Middle-Earth | Don't miss it
Mr Wednesday
Cavalier
(id: matty12345)
posted 02-13-13 08:48 AM CT (US)     1337 / 3912       
As for geometry, just add the overhang on the outside of that top ledge. I can get the rest done, without adding polygons.

I'd cut it into three parts if I were you, same as Aok. Short bridges can be just two ends, medium ones have a middle, longer ones multiple middles.

Also, I just assumed narrower bridges would be easy to do. Sorry if I caused extra work and confusion.

"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 02-13-13 08:50 AM CT (US)     1338 / 3912       
@Matt: It is already cut into three parts. One lower/upper end and one "middle" part. The overhang on the railing is already implemented.
The corrected files are at the bottom of this post!
The only problem I see atm is that it is rather similar to standart AoK bridges due to the archs. However, if you (Matt) would find a nice and proper texture for the bridges they would look better than the dull AoK bridges


@Pulkit: Thanks. As I have said I never did some modding in AoK so building sizes and that stuff is something I have no experiences with.

Here is how I intended it to be:
The grid on the ground roughly corresponds to AoK sizes like this:
- 3x3 on the Maya-grid = 1x1
- The pier/embankment is supposed to be a 1x2 (width x length) walkable eyecandy piece or can be used as a 1x2 bridge ("stackable")

- 6x6 on the Maya-grid = 2x2
- as some sort of narrower bridge than the AoK ones

- 9x6 on the Maya-grid = 3x2
- standart AoK bridge size

EDIT:

Here is the updated version. Fitting to AoK sizes (Matt only needs to scale them in whatever program he uses):




In the second picture you can see the sizes.

Here is the link to the file(s):

http://www.file-upload.net/download-7203442/bridges.zip.html



The only question is whether this is doable. I can always resize stuff...

[This message has been edited by MarcAnton (edited 02-13-2013 @ 01:32 PM).]

Sebastien
Dark Samurai
posted 02-13-13 03:54 PM CT (US)     1339 / 3912       
You have to keep in mind that when viewed in AoK and in 256 colours a lot of the detail is lost.
I know too well about this. It's disheartening sometimes; seeing you're unit or building go to shit after converting to 256, but I guess you get used to it.

Anyway, I like the wooden bridge.
Jan dc
Squire
(id: Den cekke)
posted 02-13-13 05:07 PM CT (US)     1340 / 3912       
I can't wait for the next update, that looks awesome guys.
Mr Wednesday
Cavalier
(id: matty12345)
posted 02-13-13 05:10 PM CT (US)     1341 / 3912       
but I guess you get used to it
As someone who has done literally hundreds of models, no, you never get used to 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 02-13-2013 @ 07:36 PM).]

Mr Wednesday
Cavalier
(id: matty12345)
posted 02-13-13 09:00 PM CT (US)     1342 / 3912       
How many trees do we need for a forest? I've got nine done for Fangorn Forest and I'm seriously running out of ideas. You'd be surprised how little imagination you have left once you hit the sixth tree or so.

This is probably why the AoK trees all look so alike. Poor ES guys were on a deadline too.

Might have an idea for one more. Ten enough?

"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 02-13-13 09:16 PM CT (US)     1343 / 3912       
If you choose to replace the Bamboo SLP, that's got a smaler frame count (9 I think). That might be suitable.

Not sure if we can't simply adjust the frame count in the dat file. I'll try. Otherwise there's always the possibility of duplicating your favourite frames!

Tales of Middle-Earth | Don't miss it
BF_Tanks
Squire
posted 02-14-13 03:36 AM CT (US)     1344 / 3912       
Pretty sure you don't need to match the slp count. You just need to change the graphics data in the .dat file to count all XX frames.

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 02-14-13 05:09 AM CT (US)     1345 / 3912       
@Matt: Should I change something about the bridges or are they ok? Any other suggestions?
Pulkit
Squire
posted 02-14-13 05:16 AM CT (US)     1346 / 3912       
That's how it should work, but for some graphics it is annoyingly hard-coded. (E.g. walls.)

Tales of Middle-Earth | Don't miss it
Pulkit
Squire
posted 02-14-13 07:20 AM CT (US)     1347 / 3912       
Musings on The Last Alliance tech

The Last Alliance in the Second Age currently only gives a tiny boost to the civs that get it. By rights it should be a significant research, given that it was the single largest, most powerful alliance after the end of the First Age.

So how about the civs get bucket loads of alliance units instead? Could be made as an expensive alternative to upgrading to the next age (just like King's Men, for e.g). Or do you think this is too much?

Rivendell
- Get Aithran and Galadhrim Sentry at the Muster Hall.
- Get Dunedain Chieftain at the Castle.
- Get Dwarven Guardian at the Muster Hall.
- Get Trebuchet at the Siege Workshop (Great Years).

Lindon
- Get Cano and Mirdan at the Muster Hall.
- Get Dunedain Chieftain at the Castle.
- Get Trebuchet at the Siege Workshop (Great Years).

Lothlorien
- Get Cano at the Muster Hall.
- Get Gondorian Commander and Gondorian Knight at the Muster Hall and Stable respectively.
- Get Trebuchet at the Siege Workshop (Great Years).

Mirkwood (cheaper)
- Get Gondorian Commander and Gondorian Knight at the Muster Hall and Stable respectively.
- Get Trebuchet at the Siege Workshop (Great Years).

Arnor (cheaper)
- Get Cano and Aithran at the Muster Hall.
- Get Elven Cavalry Archer at the Stable.

Gondor (cheaper)
- Get Silvan Archer at the Muster Hall.
- Get Elven Cavalry Archer at the Stable.
MarcAnton
Squire
posted 02-14-13 07:44 AM CT (US)     1348 / 3912       
IMHO I think your proposal is simply too much and would blur the boundaries between the civilizations too much. Why bother using a civilizations UniqueUnits if you would just use the other units instead...
Besides that according to Tolkien lore the last alliance was more or less only in the second half of the second age and later on (except for the fight against the WitchKing) the elves and men no longer had a direct cooperation.

So IMHO allowing access to that many units of other realms is overkill.

However, you could do slight changes to some civs like Arnor-Rhudaur. Except for the banner bearer there are currently NO other units trainable at the castle.
John the Late
Knight
posted 02-14-13 08:07 AM CT (US)     1349 / 3912       
I have to agree to MarcAnton, special units should be limited to very few to only one civilisation, this makes all civs affected by the tech somewhat similar.
Mr Wednesday
Cavalier
(id: matty12345)
posted 02-14-13 08:10 AM CT (US)     1350 / 3912       
Musings on The Last Alliance tech
Hmm, it's interesting. I've thought for a while what a lackluster tech TLA is. But on the other hand, I don't want to take away the unique feel of playing different civs. So I don't love the system too much.

Probably the ideal solution would be to create a completely new unit, called Alliance Warrior. We can try to come up with an interesting unit in terms of use, and I could design two completely new graphics for it, one elvish and one human. The men could get the elf version through TLA and vice versa for the elves. It's extra work for me but I'd be fine with doing it.

Perhaps it could be an eagle warrior unit of sorts. Fast infantry, expensive, small bonus vs cavalry with good pierce armor. Just one idea.

"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 02-14-13 08:18 AM CT (US)     1351 / 3912       
Or make the tech give a larger anti-orc and anti-beast bonus, so it only is of use if the enemy is something like Mordor... I'd like it that way so you do not benefit from this tech if your enemy is human/elvish like you.
qaz123tfg
Squire
posted 02-14-13 08:58 AM CT (US)     1352 / 3912       
"Or do you think this is too much?"

Its too much for the reasons others have mentioned.

Good looking bridge.

As far as the hobbit civ, just fishing. It was mostly humorous, but if someone actually went with the idea, I would not have objected. Ha

Have those who worked on this mod considered putting themselves in the game as hero units? I know, Im the one with wacky suggestions.

Some day Im going to finish my ufo mod...I have it laid out on my modding computer.

Oh I missed the wargs. Because of my free time im playing a civ or two a day and still working my way through them.
Mr Wednesday
Cavalier
(id: matty12345)
posted 02-14-13 09:00 AM CT (US)     1353 / 3912       
Or make the tech give a larger anti-orc and anti-beast bonus, so it only is of use if the enemy is something like Mordor... I'd like it that way so you do not benefit from this tech if your enemy is human/elvish like you
Too unfair to the evil civs IMO.

"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 02-14-13 12:50 PM CT (US)     1354 / 3912       
Hmm, had a new thought for Last Alliance, or an update on my original idea. How about Last Alliance replaces the muster hall units with two new units, an elf spear throwing unit and a human spearman (or vice versa). These new units would be more powerful (but still not elite units) and more expensive (but still not gold cost?). All Last Alliance civs would get both. Reasons this seems interesting to me:

1. Both units being 'replaced' by TLA are second age, makes this a second age gameplay choice.

2. The two main muster hall units have very little cool going on outside of Southron spears for a couple civs.

3. It's more dramatic; allowing the player to use trash units as something more than just counters, but as the backbone of their army is an interesting gameplay decision to have available.

4. Balance wise, it seems a good counterpoint to the muster hall orc units available to evil civs.

I'd have to do two new units of course, but I'm up to it. Thoughts?

"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
Rambit
Squire
posted 02-14-13 01:25 PM CT (US)     1355 / 3912       
I have been doing some thinking regarding ToME and multiplayer, specifically CS. As I have mentioned before I have been hosting ToME games with a quick CS map I made which has the terrain of a team islands map and a few minor changes such as bridges and unlimited resources. This show cases the majority of the ToME game while still being simple enough for most CS players due to the lack of economy and semi-safe environment of having a team island.

What I would like to propose/request is that a few people help me improve on this idea to help improve the map and more importantly ToME's popularity.

First request: Once the new terrains have been done (or close to if they will be an ongoing thing), I would like a map designer to design an attractive map that show cases all of the aspects of ToME. I would need to discuss a few minor details with you about what it would need (ie 2 main islands), but for the most part I won't get in your way.

I am just awful at making attractive maps so me doing it really isn't an option. So if anyone is interested in doing that it would be great - let me know!

Second Request: I would like a new unit designed for it. My idea was a flying dragon, but it could be anything you want (I am in no position to be fussy :P ). I have made flying units in the past and they work perfectly so long as you only select one at a time, if you select more than one they seem to revert back to their terrain restriction and can't move over buildings etc. But that shouldn't matter for this as I just want it to be a powerful gaia unit that is placed on a random (I will use a random generator to place it) small island and can be claimed by the first player to find it.

I guess this request is pretty much for Matt. The map would still be fine without the second request but it would be a great addition I think.

[This message has been edited by Rambit (edited 02-14-2013 @ 01:26 PM).]

Mr Wednesday
Cavalier
(id: matty12345)
posted 02-14-13 01:29 PM CT (US)     1356 / 3912       
I've got a flying dragon that spits fire balls and a flying fell beast with a Nazgul riding it that screeches and does terror damage. Both are done and planned for the next update. Pulkit hasn't done the dat editing yet to my knowledge for them, but will these work?

"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 02-14-13 02:06 PM CT (US)     1357 / 3912       
Honestly, regarding TLA: The civs are already a bit too mingled. Most Civs get Elven Cavalry Archers for example and most have access to either dwarves or rohirrim or rangers etc etc. Thus most civs are already very similar in their military prowess and somehow not "unique".

I like the alliance system but atm it is definitely too strong/too many non-civUU per realm.
Mr Wednesday
Cavalier
(id: matty12345)
posted 02-14-13 02:31 PM CT (US)     1358 / 3912       
Hmm, I find that to be a plus. It allows for regular old games to suddenly start recreating iconic moments, and it varies up the strategies. Additionally, the civs are broken up by region, not race. There's no reason to limit civs to all men or all elves. In my opinion this is the cooler way to go, the other being basically identical civs with different skins for the units. That's more traditional AoK, but this is more fun in rm games.

Also, there really aren't any battles in Tolkien's work that aren't a jumble of different armies. Alliances are one of the most important parts of Middle Earth.

I agree though Pulkit's first post might be over the top. But my suggestion is only two units, only one of which will be 'out of place' so to speak. And as all new units, it won't detract from other civ's originality.

But you might represent the popular opinion here. We'll have to see.

The bridge is great btw, but wait until Pulkit figure out sizes to send it to me.

"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
Rambit
Squire
posted 02-14-13 05:33 PM CT (US)     1359 / 3912       
I've got a flying dragon that spits fire balls and a flying fell beast with a Nazgul riding it that screeches and does terror damage. Both are done and planned for the next update. Pulkit hasn't done the dat editing yet to my knowledge for them, but will these work?
They both sounds ideal! I assume they are a decent size and having high stats would not look odd on them? I can always use triggers to make them stronger to fit the maps needs if they aren't already strong enough.

Sounds like it would be a good idea to try get this map ready so it can be released at the same time as the next update.

[This message has been edited by Rambit (edited 02-14-2013 @ 05:35 PM).]

Mr Wednesday
Cavalier
(id: matty12345)
posted 02-14-13 07:46 PM CT (US)     1360 / 3912       
They're huge.

Both are Wonder trained super units, so yeah, they'll be similar to the Balrog already in the mod.

As for the map, I would help design it, but my experience is strictly SP design. Also, I'm probably too busy getting this release ready to do the map until after, so consider me a last resort. But if no one else volunteers I can give it a go.

I really hope we see some quality scenarios (SP and MP) designed with this. I'm hoping to run a contest at some point and maybe offer some cool prizes, though ultimately most people won't be swayed by that. I'll worry about that after though.

If I get a positive answer on that Last Alliance Idea I will start doing the two units for that. If not, I'll just finish up the ones I have on the go and be mostly done my stuff.

"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 02-14-2013 @ 07:52 PM).]

Rambit
Squire
posted 02-14-13 08:07 PM CT (US)     1361 / 3912       
Oh good. Perhaps Pulkit could make hero versions of them so they are more significant to the ones made by players.

To be honest it would be great if you or someone else involved with this project could design it, as you would have the best understanding of all the elements of new terrains and eye candy while also making it true to the LoTR style. But yes I had assumed you would be too busy with other aspects of the project.

The person who does offer to do this wont require MP experience though. There will be a few specific requirements it will need which I can pass on, but for the most part it just needs to look pretty - which is something seen more in SP anyway.

Dark Reign did a similar project with me in the past where I made a scenario and he made it pretty. I think it worked well.
qaz123tfg
Squire
posted 02-14-13 08:09 PM CT (US)     1362 / 3912       
"How about Last Alliance replaces the muster hall units with two new units, an elf spear throwing unit and a human spearman (or vice versa). These new units would be more powerful (but still not elite units) and more expensive (but still not gold cost?). All Last Alliance civs would get both."

Sounds great.

I also think that a tech specifically against the evil civs is not a good idea.
ModRocker
Squire
posted 02-14-13 08:55 PM CT (US)     1363 / 3912       
Ok I know my suggestions aren't very popular but I will speak my mind anyways. I think this last alliance thing is a horrible idea and from reading the ideas, it will ruin the game play. aok is different from other rts games in that it offers a large roster of different factions. in terms of visual style, the civs don't vary much, and you can't have too much statistical differences or else the game would be horribly unbalanced. What you guys are suggesting is taking too much away from the feel of aok. there's a reason we all love this game and are choosing to play a mod rather than play battles of middle earth. Making all the civs have a choice which allows them to create units from different realms was a very risky move. at first the idea sounded bogus to me, but as I played the mod it seemed to make sense. This last alliance thing seems to further complicate the already game changing mechanics which in my opinion, don't need to be tampered with anymore. Matt, I think traditional aok is the way to go. Iconic moments should be left to scenarios. Each realm should be mostly identical, with unique building and unit skins and should only have slightly altered statistical changes. This is what makes aok so unique from other rts games and is the reason why everyone wants a lotr version of the game. Please don't complicate the game anymore.
Pulkit
Squire
posted 02-14-13 09:44 PM CT (US)     1364 / 3912       
Excellent discussion on the Last Alliance! I agree, I disliked my suggestions even as I was writing them up.

The two new units is a great idea, Matt. But get on to them only after you've finished every other piece of work from your list, please!

The changes derive from a revisit to Rivendell which, as Jatayu and others have reported, lags behind the other civs in terms of novelty. The Last Alliance is an important point in Rivendell history. At least for that civ, I'd like to buff it up somehow...
However, you could do slight changes to some civs like Arnor-Rhudaur. Except for the banner bearer there are currently NO other units trainable at the castle.
Good highlight. I'll think of something. If you have any suggestions, do let me know!
Each realm should be mostly identical, with unique building and unit skins and should only have slightly altered statistical changes
That'll wear out its charm sooner than you think. We need more variations in gameplay so that people stick to the mod longer. Part of the reason people enjoy Chivalry is because each civ offers at least 2 variations of gameplay, thus giving a total of 36 different civ experiences. ToME follows a similar path with alliances and such.

Still looking for ideas on Rivendell. Anyone's got any?

Tales of Middle-Earth | Don't miss it
Mr Wednesday
Cavalier
(id: matty12345)
posted 02-14-13 09:55 PM CT (US)     1365 / 3912       
Ok I know my suggestions aren't very popular but I will speak my mind anyways.
Everybody's suggestions get read, sometimes though they are either too radical or too different from what we are doing to implement. But I'm counting everyone's thoughts all the same.

Just so you make informed suggestions, here is what I am thinking:

1. Replace spear and skirm units with a second age tech. These units aren't even graphically unique for different civs anyway. So graphically, it's an upgrade.

2. Game wise, it isn't anything new. It's just an additional choice, like King's Men or Vassal of Mordor.

3. The units will be designed to look something maybe like this (one of each):
Concept art

4. It's not going to exactly flood men's armies with elves, or vice versa. It's one extra elf unit, and only if the player gets last alliance, which is a choice they won't even always make. Many players will just age up instead I'd imagine.

Feel free to keep disliking the idea. But it's not going to overturn gameplay exactly.

Edit: Ninja'd

Okay, I'll finish what I have left. Btw, that is:
1. Gollum
2. Wainrider
3. Huorns/ent - If we need an ent, I have to design one, and as I've mentioned I'm having trouble with it. If we go with huorns and your slow moving static take on them, there are several Fangorn trees I did which are on the scary or menacing side that can be used.
4. Render the gates for Harad
5. Old forest - If we can replace bamboo, I've got the required 9. After that, I'm totally out of ideas so maybe just duplicate some frames as you said. So done, basically. I'll make slps.
6. Two TLA units.

"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 02-14-2013 @ 10:02 PM).]

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