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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:
HockeySam18
Dúnadan
posted 02-15-13 06:50 PM CT (US)     1401 / 3913       
I'm also pretty sure AoFE doesn't want me borrowing anything from them.
Nah, I'm sure they'll be good with it. I can ask them if you want. That being said, the Boyar graphic might not be the best for Gondor, and I'm sure your LOTR graphics do a better job. But again, I'll ask if you want.
I'm hoping to run a contest at some point
I'm in! That would be awesome! I was also thinking I might do a few scenarios for you for TOME in the future...

This keeps looking better and better every day!

Storm on the Steppe | Galderton Hill RP | Proud member of Stormwind Studios

"Cattle die, kindred die, every man is mortal:
But the good name never dies of one who has done well." - Hávamál

"Hockey is the only sport left for true men." - ax_man1
John the Late
Knight
posted 02-15-13 07:10 PM CT (US)     1402 / 3913       
I'm also pretty sure AoFE doesn't want me borrowing anything from them.
In a way they have too, they cannot really say no after they took so many graphics from other people themselves.
Sebastien
Dark Samurai
posted 02-15-13 07:42 PM CT (US)     1403 / 3913       
Right, I've finally finished my complete terrain list and I now know what all slots are going to be filled with. I've removed Mordor Road. I've not seen anything roady, and even in the film near the black gates, there was no road - it's just dirt and rock.

The terrains all mainly blend together can all be used to represent different areas of Middle Earth, so to break it up a bit I'm gonna do more tree sets to represent each region pretty much (but again, these can be blended nicely)...anyway; here are the final trees:

Eriador Forest - You're typical English countryside appearance. Greens, lush beeches etc.

Rhovanion Forest - Ivy, Mossy, Scraggly, Broken, Windy type Old forest, lot's of thick trunks, tall trees and so on.

Hithaeglir – Forest - Basically a Pine forest mix newly done.

Forodwaith - Forest - Snow Pine redone.

Swamp/Marsh - Forest - This terrain will have only slight tree distribution. Lots of bendy branches, long straggly vines and branches etc with leaves and so on.

Mordor/Dead - Forest - Lots of burnt branches and dead trees.

Lothlórien - Forest - Mallorn set.

Rhun - Forest - Asian influence, red trees. (I'm looking forward to these)

[This message has been edited by Tetsuo Shima (edited 02-15-2013 @ 07:57 PM).]

Mr Wednesday
Cavalier
(id: matty12345)
posted 02-15-13 08:28 PM CT (US)     1404 / 3913       
I take it Rhovanion Forest is the one I did?

I'll post those trees to dropbox tonight.

"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
Fede_rokr94
Squire
posted 02-15-13 08:55 PM CT (US)     1405 / 3913       
The art of Eregion
I use this design for the HUD of Eregion civ. Like this??
And this for Lindon and this design for Lothlorien HUD.

In the Land of Mordor a new shadow rises...
-|----- Fede_Rokr94 -----|-

Mods Age of Empires 2
Pulkit
Squire
posted 02-15-13 09:02 PM CT (US)     1406 / 3913       
Nice choices. Just make sure Lorien and Mirkwood have lots of greens (e.g. ivy).

Tales of Middle-Earth | Don't miss it
Vardamir
Huskarl
posted 02-16-13 01:01 AM CT (US)     1407 / 3913       
Quote from Pulkit
I don't remember the bridge graphics in Rome at War

[This message has been edited by Vardamir (edited 02-16-2013 @ 01:04 AM).]

qaz123tfg
Squire
posted 02-16-13 01:05 AM CT (US)     1408 / 3913       
There is nothing wrong with more than one civ having access to the same techs/units.

Most of the civs in aoktc get champions. Middle Earth is all about alliances; look at the fellowship of the ring as an example. Theres a hobbit, an elf, etc.
MarcAnton
Squire
posted 02-16-13 03:04 AM CT (US)     1409 / 3913       
@qaz: yeah but The fellowship is not a realm.
Take Gondor: their troops consist of the typically gondorian soldiers & knights and the ithilien rangers. Rohirrim and knights of Dol Amroth are also possible but more seldomly used.
So this is more or less as much variation as there is possible (by lore). I am not sure if Gondor also receives the ECA but if it gets ECAs then I honestly think they shouldn't.

Same for Rhun. While there were Avari Elves in Rhun, it was never said that they took part in any wars against Rohan or Gondor! Therefore Rhun also shouldn't have ECAs (currently not sure if they do get them).
Pulkit
Squire
posted 02-16-13 03:10 AM CT (US)     1410 / 3913       
Rhun doesn't get ECA.

And Gondor gets ECA because Gondor did participate in The Last Alliance and the ensuing battle against Mordor, back in the Second Age.

I can understand this piece of info is less well known because the movies weren't based on this period of Middle-Earth history.

Tales of Middle-Earth | Don't miss it
MarcAnton
Squire
posted 02-16-13 03:19 AM CT (US)     1411 / 3913       
But then it should be second age only right? Since Gondor had more or less no contact to the elves in the third age ...
Pulkit
Squire
posted 02-16-13 03:22 AM CT (US)     1412 / 3913       
Yeah, that's the exact trouble. While most alliances were temporary in the lore, it would be unfair if we take the alliance benefits away in AoK. That would just be cheating the players of the units they've payed for. It's a game limitation...

Tales of Middle-Earth | Don't miss it
Sebastien
Dark Samurai
posted 02-16-13 03:24 AM CT (US)     1413 / 3913       
Just make sure Lorien and Mirkwood have lots of greens (e.g. ivy).
Pulkit: That's what I said
Rhovanion Forest - Ivy, Mossy, Scraggly, Broken, Windy type Old forest, lot's of thick trunks, tall trees and so on.
Rhovanion will cover Mirkwood and Fangorm etc. Lorien will have Mallorn, but no doubt can be blended with a bit of Rhovanion and Eriador types trees.
I take it Rhovanion Forest is the one I did?
Yea, it is!!! I'm looking forward to seeing the Dropbox tonight then

Lemme know when you're next on Skype so we discuss what's next. I installed 3ds max last night and I'm now 85% done on the terrains, so I'll start modelling some stuff tomorrow hopefully. It's up to you what you do, if you want to move onto buildings or units that's fine, or just pick something out the never ending landscape hat - I appreciate the help.

[This message has been edited by Tetsuo Shima (edited 02-16-2013 @ 03:53 AM).]

John the Late
Knight
posted 02-16-13 04:56 AM CT (US)     1414 / 3913       
But then it should be second age only right? Since Gondor had more or less no contact to the elves in the third age ...
Good point.
Yeah, that's the exact trouble. While most alliances were temporary in the lore, it would be unfair if we take the alliance benefits away in AoK. That would just be cheating the players of the units they've payed for. It's a game limitation...
You could add a <b> <b>'d description to the techs unlocking units that states it is only a temporary bonus. I would absolutely love to see this, it would really make the mod stand out from others. (Making the techs cheaper to compensate for that would be fair, however.)
Pulkit
Squire
posted 02-16-13 05:20 AM CT (US)     1415 / 3913       
I could do it. This would affect only the Second Age alliances of Last Alliance and Dwarven Alliance (for some civs).

Are more people interested in the idea?

Tales of Middle-Earth | Don't miss it
MarcAnton
Squire
posted 02-16-13 08:06 AM CT (US)     1416 / 3913       
I'm in for that. Maybe replace the ECA with a normal cavalry archer in the third age?


Anyway, here is the hobbiton bridge. I wouldve also done the UVs but I dont have a UV Mapping program and Maya's one is somehow totally irksome to me (cant even move the UVs o.O).

http://depositfiles.com/files/41fwvg423
Sebastien
Dark Samurai
posted 02-16-13 08:36 AM CT (US)     1417 / 3913       
Marc:

You should set yourself up a box.com account. You can upload and share what you want then all into folders and stuff. Depositfiles sucks and is full of crappy adverts and wait periods.
qaz123tfg
Squire
posted 02-16-13 11:30 AM CT (US)     1418 / 3913       
"that states it is only a temporary bonus. I would absolutely love to see this, it would really make the mod stand out from others"

Bad idea. What is the point of researching something that will later be taken away? ...

"While most alliances were temporary in the lore, it would be unfair if we take the alliance benefits away in AoK. That would just be cheating the players of the units they've payed for. It's a game limitation... "

Exactly. What is the point of working for a reward only to have disappear? At some point, fun is a factor. It is a game, not a 100% authentic simulation. Aragorn killed how many orcs throughout the movies? Should a human male unit be able to kill exactly that many orcs?

Additionally, alliances are needed to have access to other units. Without those alliances the roster gets small and then balance becomes a major issue. The same effect is there if an alliance is given and taken away.
MarcAnton
Squire
posted 02-16-13 11:51 AM CT (US)     1419 / 3913       
Nobody talks about removing the alliances qaz.
And you Aragorn example is really bad :P Aragorn as a hero unit would definitely be able to kill that many trashORCunits :P

If the tech (TLA) is quite cheap it is not that much of a problem. Otherwise the ECA unit of the second age could be replaced in the third age by some similar human unit. This way it would at least make sense according to the lore.
Mr Wednesday
Cavalier
(id: matty12345)
posted 02-16-13 12:22 PM CT (US)     1420 / 3913       
I could do it. This would affect only the Second Age alliances of Last Alliance and Dwarven Alliance (for some civs).

Are more people interested in the idea?
No, this is the dumbest idea possible.

Sometimes, you have to balance lore and gameplay. We give a little gameplay for lore, and vice versa. But you can't just trash gameplay in favor of lore. Aging up should never weaken your lineup in a game.

Isengard has the opion of remaining Rohan's ally in the Third age, even though they didn't in the books. Similarly, Last Alliance doesn't need to break up like it did in the books just because a player clicks a button.

Currently, the complaint is about one unit, the elven CA. Just take it away from Gondor, give them the Alliance warriors at the Muster Hall instead. As for the third age, the sons of Elrond fought in the Battle of the Pelennor Fields so there is some elvish support justified in lore.

We can make the elven CA a elvish only unit, and the alliance warriors shared by Men and elves. My thoughts anyway.

"And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king
Mr Wednesday
Cavalier
(id: matty12345)
posted 02-16-13 01:55 PM CT (US)     1421 / 3913       
Also, Fornost? The Witch King? Lots of instances of Men and Elves fighting together in the third age.

Trees are in the terrains folder of the dropbox. I still need to make them into slp's

"And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king
MarcAnton
Squire
posted 02-16-13 02:38 PM CT (US)     1422 / 3913       
Preview out of boredom I decided to try the aqaeduct (not done as always...), however I'm afraid Jorgito will do a much better one


[This message has been edited by MarcAnton (edited 02-16-2013 @ 03:51 PM).]

Mr Wednesday
Cavalier
(id: matty12345)
posted 02-16-13 03:51 PM CT (US)     1423 / 3913       
Looks fantastic. The material on the architecture could be zoomed in more, but the mountain is great.

"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 02-16-13 04:14 PM CT (US)     1424 / 3913       
Thanks for the support, qaz and Matt. I was about to give in. I should stop appeasing every single person. This is getting frustrating and very tiring.

Tales of Middle-Earth | Don't miss it
Sebastien
Dark Samurai
posted 02-16-13 04:35 PM CT (US)     1425 / 3913       
Jorgi, just checked the dropbox and noticed all the buildings. They look great. I don't mean to sound pedantic (and I know it's extra work), but actually, the buildings are too bright. That's a problem with a lot of the buildings on TOME actually, so ideally don't want to keep repeating the same problems. If you reduced your spot intensity by 30-50% I reckon it would be perfect; kind of like a midway point between what you had from sketchup renders and now.
Jorgito_aqua27
Squire
posted 02-16-13 06:12 PM CT (US)     1426 / 3913       
I noticed some people liked the 3d max render, others preffer the sketchup render, and like Seb says maybe i should aim for something in the middle?

I think this is the last building and Rohan is finished. (if i am missing some building let me know).

Allright, the siege workshop:

Sketchup dark color version-



Something between the dark and bright-



3dmax bright render-





You baddies better choose one and stop making me change stuffs or i will rage destroy lol!

... no more rohan.. friken rohan.. i need to move to another set, do some pretty stonework.. stop slowing me down

_____________

Marc awesome job! lol why do you think i will make something better? you are a great designer
ModRocker
Squire
posted 02-16-13 06:33 PM CT (US)     1427 / 3913       
This is tricky because there's parts that look better darker while other parts look better brighter. For example, the tools looks better darker and the roof looks better brighter.
Sebastien
Dark Samurai
posted 02-16-13 07:04 PM CT (US)     1428 / 3913       
The middle one is better, though I can't help feel a 10% further reduction in brightness would help.

I agree with Modrocker, the tools look better darker, however, the roofs and that yellowy/gold wood texture bit on some of the buildings were the main problem in the dropbox edition as they were way too bright and yellowy.
Jorgito_aqua27
Squire
posted 02-16-13 07:16 PM CT (US)     1429 / 3913       
Allright i will edit the textures in the tools to make them look darker.

So.. i will take the middle version and make it a "little" more dark, lol friken perfecionist people you guys are worst than me! thanks for the advices haha

___

I know i am supossed to not make the walls and gates..

Here is a work in progress of what i wanna do, keep in mind that there are no details, etc, etc i am just testing architecture and shapes.





Let me know what you think about it.
Sebastien
Dark Samurai
posted 02-16-13 07:38 PM CT (US)     1430 / 3913       
Haha Jorgi! Being a perfectionist is a good thing, that way the mod can be as best quality as possible.

Anyway it's best to tackle the problems as it comes and do everything now, otherwise there will always be that lingering thought around in the back of your head; did I make that the best way possible. It only saves coming back and re-doing it at a later date and whatever. So it might take a day or two now to change the texture, or re-render or whatever, but the result will be much more satisfying and content.

Anyway, I love the gates and the walls! Shapes and architecture are perfect.

Meanwhile, I've been working on Mordor terrain. I'm not 100% on this one. I'm kind of thinking to make the rock more lava/rock type and then doing a seperate rock terrain to blend. I dunno. Also, I'm not doing a Mordor Road, as even in the films it's just rock and dirt and whatever for Mordor and I can't see it being of much use, hence the possibility of having two rock types to blend.

I'm kind of running out of terrain slots now, so I'm gonna look at the possibility of removing a farm terrain from each type, dead and growing and replacing it with an actual terrain. I'll be redoing the farms anyway, and will mainly consist of delta objects for each stage. If I can do this, I'll have enough for everything I want (snow road and an extra rock plus swamp terrains).

Thoughts?

[This message has been edited by Tetsuo Shima (edited 02-16-2013 @ 07:49 PM).]

RPGaming
Squire
posted 02-16-13 08:01 PM CT (US)     1431 / 3913       
Hey, I downloaded this mod the day it came out (amazing work btw) just wondering if there were any new buildings/creatures added. Also, Would it be possible to make/add spell-like objects, like say the fire from a damaged building in to just an object? Just wondering because I wanted to use things like that for spells :P

[This message has been edited by RPGaming (edited 02-16-2013 @ 08:04 PM).]

Pulkit
Squire
posted 02-16-13 08:07 PM CT (US)     1432 / 3913       
Sebastien, the Mordor ash terrain lacks cracks and such nuances. Looks rather bland at the moment.

Tales of Middle-Earth | Don't miss it
ModRocker
Squire
posted 02-16-13 10:26 PM CT (US)     1433 / 3913       
the walls are great, nice and simple. the gate looks awesome, very good deign.
Jorgito_aqua27
Squire
posted 02-16-13 11:00 PM CT (US)     1434 / 3913       
Finished gates and wall:







Notice that i am using what i think is the "final" lighting, so it is not too dark and not too bright, almost in that magical middle in the one people says: mm ok looks good. (i hope).

__________

Also this is the finished version (i hope) of the Gates of Moria:

Mr Wednesday
Cavalier
(id: matty12345)
posted 02-17-13 00:02 AM CT (US)     1435 / 3913       
Jorgito, pick the brightness you like the most, render them, and be finished. This over analysis has killed the fun of making the mod. I'd swear I'd quit if it wasn't so close to being done. You don't owe anyone anything. I love your buildings, Pulkit loves them, and that's all that matters. You did a great job.
Haha Jorgi! Being a perfectionist is a good thing, that way the mod can be as best quality as possible.
Don't mistake perfection for personal preference though. Some people like one thing, some another. Trying to please everyone isn't perfectionism, it's just plain frustrating. As long as the quality is good, my opinion is let the artists run their own show. There are things I would do different if I did Rohan; but I'm not, and Jorgito needs some freedom to pursue his style. It's the same for the terrains, I'm trying to let you run your own show there as well, and anyone else who helps, provided they can produce high level stuff. 90% of the time when you show me a terrain, I give it the thumbs up. It doesn't matter if I wouldn't design it the exact same way, as long as it is good quality, fits the mod, etc.

I'm uploading the rest of my graphics to the dropbox when I finish them, and then we can compile this update. Then I'm out. The community can play ToME, and if it isn't perfect enough, they can go make their own LOTR mod, with to scale buildings (that aren't to scale), no elves for Gondor, and the hundred other little things we didn't do.

Frankly, this last round of discussion on alliances has just been plain depressing. Not to mention Jorgito's Rohan buildings (which are basically a bonus, as no one was going to do these until he came back), the rants about Harad (even after I spent hours specifically adding these buildings just to please people), or the way people insult Pulkit's balancing (even though the only reason it's so unbalanced is that we released the beta early as a favor to everyone who had waited so long).
This is getting frustrating and very tiring.
I will stick to skype, dropbox, and email until this update is done. You might want to do the same.

-----
Jorgito, you need to lengthen the horizontal and vertical pieces of wall. They won't cover the whole tile. Love the wall look though.

"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 02-17-2013 @ 00:07 AM).]

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