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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:
Vardamir
Huskarl
posted 02-17-13 00:29 AM CT (US)     1436 / 3912       
Here's a concept I finally finished ironing out:


A screenshot can't capture it, but this places like a normal wall, but automatically annexes on the other units that make it work.
Mr Wednesday
Cavalier
(id: matty12345)
posted 02-17-13 00:35 AM CT (US)     1437 / 3912       
very cool. If you make the turrets garrisonable, can men use them to go from ground onto the walls I wonder?

"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 02-17-13 00:45 AM CT (US)     1438 / 3912       
Yeah, garrisonable corners was originally the plan. However, I despaired of making this wall properly destructible, and garrisoning in a 30000 hp, infinite armor, regenerating building probably has a few abuses. Instead the scenario designer will have to place a staircase on either side of the corner piece. Assuming I can make a better staircase than the current hole in the wall that is.

Also, the walkable section is not at the base of the tower, so I'm not sure it would work anyway.
RPGaming
Squire
posted 02-17-13 02:25 AM CT (US)     1439 / 3912       
So when are these new buildings coming out? :]
MarcAnton
Squire
posted 02-17-13 02:33 AM CT (US)     1440 / 3912       
@Matt&Pulkit:
Woah noone wants to insult your balance or design decisions (at least I hope so ) it is just mere opinion-raising and thoughts-mentioning we were doing when e.g. speaking about TLA ideas. :-/

@Vardamir: I would love to see this implemented Are the units on the walls actually attackable?

@Jorgito: Love the buildings! Can't wait for the next iteration of the mod.
Regarding Moria&the aquaeduct: Mind if I send you the model once I'm done(it was only a preview with no detail) and the texture I intended for it and you would do the rendering so that they both appear as done "by the same design"?

[This message has been edited by MarcAnton (edited 02-17-2013 @ 05:48 AM).]

Pulkit
Squire
posted 02-17-13 05:10 AM CT (US)     1441 / 3912       
Thanks, Matt. That meant a lot to me.

Tales of Middle-Earth | Don't miss it
Sebastien
Dark Samurai
posted 02-17-13 05:53 AM CT (US)     1442 / 3912       
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.
I agree 100%. It's frikken great that this mod is being done yet everybody has freedom to pretty much do what they want and design something they like. The good thing about it is, everybody is coming out with good quality stuff and doing things in different way and using their own styles etc.

I guess you saw my Skype comment; the question or points made isn't about the quality of the buildings or the design styles. Not at all, they look bad ass!

I just think things like scales can be easily resolved. I've seen people waffle on about scales since the first page of the original TOME thread, yet it is being ignored. Obviously it needs to be fun and so on, but listening to the audience is one of the biggest things an artist does, in any craft; and quite simply it looks better. The only reason I said it is because I believe you wanted to create better buildings, I appreciate the work you've put into it and I love the designs; it's a humble piece of advice - that is all. I'm not asking you to change them all, I just think even baring it in mind for the future would be a start.

IF preference is having one building in an entire build set a different colour and scale to the rest of of every other building in the set, well then is that really a preference or could it just be something that is over looked (which is understandable with a high workload, so really can it hurt for somebody else to mention)?

It's not about trying to please everybody by resolving it, it's just making it fit in and using common sense and having a consistent design element. It's nothing personal, it's nothing derogatory, it's just obvious.

Just like this brightness chat which you mentioned about Rohans buildings. It's got nothing to do with the buildings or the design, but it doesn't take a rocket scientist to realize that the yellow was over saturated and over bearing the rest of the colours. This isn't a personal preference, it's a design element that is obvious, the colors didn't match and were too bright. If Britons had some massive sun spot hit roofs on their buildings, but everybody else didn't; would you think that was a good design choice on Ensembles behalf? It's just about having a little bit of extra care and attention to the work being designed, and seeing as the workload isn't high (opening a few files, changing the spot intensity, render (10 seconds - done), I don't see why it can't be done until it looks more realistic in color tone. Hence why I waffled on about it more than I probably should have done haha! But hey, it's not taking anything away from Jorgy. The set is fantastic! Just like your Harad buildings are!

Anyway what harm is there in mentioning it, and why wouldn't an artist want feedback on his work...every comment is there to (potentially) improve not just the building, but awareness for future additions. I actually think these points are pretty light. Wait till you upload a model to somewhere like Polycount.com. They'll scrutinize every centimeter of that building, redraw it for you to how it should look, do paintovers and all sorts. Maybe that's where I get it from. But hey, 11 times out of 10, the end result always looks frikken amazing and the artist is pleased and has improved also. Luckily, we're not doing that here haha!
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.
Yea, and that's been great. I love how you guys have been so open for it, I love designing them for you guys and I want to make them the best as possible.

There have been a few comments though about my terrains, the water being too splashy and not good enough, the rock terrain being too bland and boring; it's just the way it is. Now I've gotta re-do them. But hey, I'm happy with that. I'm glad people like it and luckily no ones questioning my design styles etc (similar to yourself). However, if something was over or under saturated so it didn't fit in with the rest of the terrains, I'd expect people to tell me. If my stones on my stone path were too big and off scale, I'd expect someone to tell me. (I think you did mention once, the colour on my mud terrain via Skype - I didn't see it at the time, but you were right. The colour was too grey and desaturated. And by your suggestion, I changed the colour and now it looks 10x better).
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.
I can see and understand why you're frustrated, but please don't quit! You, along with Pulkit, are the most important member on the team and have brought so much, why quit now?

[This message has been edited by Tetsuo Shima (edited 02-17-2013 @ 06:44 AM).]

John the Late
Knight
posted 02-17-13 06:01 AM CT (US)     1443 / 3912       
Ok, I get your point on the alliance thing. I will shut my mouth now.
Don't leave!

Regarding the buildings: I think the darker buildings look better, the bright ones look like from a sunset photo, like I said before. Anyway, awesome as always.

And I like the new Mordor terrain, a good idea to use the ice terrain as a base, those borders look very cool.

[This message has been edited by John the Late (edited 02-17-2013 @ 08:00 AM).]

Pulkit
Squire
posted 02-17-13 06:37 AM CT (US)     1444 / 3912       
FWIW, the new terrains and the Fangorn forest you guys just uploaded to the box are simply amazing! I can hardly wait to make an Old Man Willow screenshot!
And I like the new Mordor terrain, a good idea to use the ice terrain as a base, those borders look very cool.
Totally agree, the ice border next to the lava is a brilliant idea.

Tales of Middle-Earth | Don't miss it
Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 02-17-13 06:52 AM CT (US)     1445 / 3912       
The progress you guys have been making is incredibly impressive! Like I said to Matt, Pulkit, I have an install script (using NSIS) ready that incorporates mod files with the Userpatch. If you want I can send you the code and it might save you some time. It's optimised for AoCH, but it shouldn't be too hard to fix the localisation.
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.
It's very important to know when to let go. Unfortunately this is a skill I've obviously not learned yet. (I did, however, develop a very thick skin, which is an alternative solution)

Kor | The Age of Chivalry is upon us!
Wellent ich gugk, so hindert mich / köstlicher ziere sinder,
Der ich e pflag, da für ich sich / Neur kelber, gaiss, böck, rinder,
Und knospot leut, swarz, hässeleich, / Vast rüssig gen dem winder;
Die geben müt als sackwein vich. / Vor angst slach ich mein kinder
Offt hin hinder.
MarcAnton
Squire
posted 02-17-13 07:51 AM CT (US)     1446 / 3912       
@Matt: =( I hope you really dont give up now. The criticism (which has been more or less 100% constructive!) was not meant personal or offensive from anyone of us and we certainly didnt want you to stop contributing to this great project
Vardamir
Huskarl
posted 02-17-13 09:47 AM CT (US)     1447 / 3912       
Quote from MarcAnton
I would love to see this implemented Are the units on the walls actually attackable?
My vote is for implementation as well. That's Pulkit's decision though. Yes, the units are quite attackable. They are attacking each other in the screenshot, actually.

[This message has been edited by Vardamir (edited 02-17-2013 @ 09:48 AM).]

MarcAnton
Squire
posted 02-17-13 10:02 AM CT (US)     1448 / 3912       
Okay, my Aquaeduct is more or less finished (although I will happily let someone else do the texturing :P) the only problem is the following:

When trying to render the final scene using normal Maya Software Render the Aquaeduct is somehow not lighted properly (therefore appearing black in the right hand picture) and when using the Maya Mental Ray Render (left hand picture) the mountain is too dark and the foliage is not rendered at all =/

Any ideas?
Plus: I have no idea how to set up the right perspective :P


http://s7.directupload.net/images/130217/772vdwz4.jpg

[This message has been edited by MarcAnton (edited 02-17-2013 @ 10:04 AM).]

Mr Wednesday
Cavalier
(id: matty12345)
posted 02-17-13 12:28 PM CT (US)     1449 / 3912       
I can see and understand why you're frustrated, but please don't quit! You, along with Pulkit, are the most important member on the team and have brought so much, why quit now?
I'm not trying to punish anyone; but my original plan was to release the beta, do some updates and additions, and then be more or less done. Due to so many requests, the insistence on Harad and Rhun buildings, and so many other things, this next update is almost as large as the original mod. So my plan became to finish this update, and then do minor upgrades as I felt like it or as they were needed. But now it's clear that this update isn't going to be enough to satisfy anyone either. Already there is talk of unique graphics for every single unit for every civ, 18 full building sets, etc. That's not a level of commitment I'm willing to go to.

The reason I refer to these conversations as depressing is because they aren't reasonable suggestions or opinions. I don't mind if people say they hate our last alliance idea. But instead they say they hate all the alliance ideas. That's the fundamental structure of the mod. How are we supposed to redo that? If someone says one of the Harad buildings is too dark, can you lighten it? Sure. But can I redesign all twenty buildings? Different story.

Besides, the whole point of this mod was to (presumably) have fun with it when it was done. Someone has to at some point declare it done for that fun to begin. In my opinion, ToME will soon reach what I wanted it to reach. If others disagree, they are free to make a new LOTR mod with a more aggressive vision. They won't finish it, but they are free to try.

So I'm not rage quitting. I just think the mod has reached all the goals we set out, and much more.

"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
RPGaming
Squire
posted 02-17-13 12:29 PM CT (US)     1450 / 3912       
Dam, everyone's ignoring me :[
Mr Wednesday
Cavalier
(id: matty12345)
posted 02-17-13 12:34 PM CT (US)     1451 / 3912       
The next update will contain all the new graphics. Maybe a month. Hard to say.

"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 02-17-13 12:46 PM CT (US)     1452 / 3912       
The criticism (which has been more or less 100% constructive!
Not really. Complaints about the entire structure of the mod, insults that use words like 'ridiculous' or 'terrible', uninformed demands based on lore that don't even make sense to someone who has read the books, demanding the same changes literally dozens of times without accepting the responses we give, bug reports that are more outraged than informative, etc, these aren't constructive. They're very hard to read.

"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
Jorgito_aqua27
Squire
posted 02-17-13 01:06 PM CT (US)     1453 / 3912       
This is sad..

If you Matt and Pulkit give up i will quit too, the only reason i came back was for the dedication and time you guys put into this, god dam it you guys did the impossible!

After you send me the mail talking about the mod beign done i did everything to try to come back to help.
I was extremely surprised about the quality and dedication you guys put into this and i needed to help!

I dont have much free time, i usually have 2 hours free late at night and some days i spend that free time to "help" to finish this dream that i was forced to leave long time ago.

Lets be honest, the critics can be annoying as hell and sometimes i will like to punch some people in the face when i read some comments.

Is really that hard to understand?
Is not funny and nice at all to get all the time: hey that looks bad, redo it

I mean come on you slackers! we are not getting money for this, we are spending the same free time that maybe you use to play games or get drunk, who knows.. so maybe more consideration will be better.
Also some people complaining have no clue about 3d modelling and is really hypocrite to complain about something looking bad when you dont even know how to model a square
____

Matt: You are one of the best artists that i know, you have improved your quality over the years in a way that is incredible, maybe you dont realize because you see your own designs every day, but i quit some years and after i came back i was like: what the hell! this is amazing!

When i see screenshots of your buildings they look to me like if somebody else steal them from a real fantasy game and put it into aok. The quality you have developed is almost at the same level to let you do your own 3d game and call it: Matt of empires! haha that doesnt make sense but you get the point i hope

You better dont quit mister rage guy or you will regret of this! if you want you can release this update and just keep upgrading the mod in a private way just for us, like a personal mod

Pulkit: i have no words for you.. you have created a whole different game, i always considered you like the final "boss" that keep the order and make the mod possible with all your crazy data editing stuffs.

If is not for you, all we have will be a bunch of new graphics with not proper order or organization.

When i tested the mod gameplay it was like played a new thing that feels like Aok but was different! was fun and my decisions where important, and you have done some stuffs that i wasnt even aware about that things beign possible.

Also you seems to know everything about the lore lol, and the balance between lore and gameplay that you did is simply amazing.

-----

I check some of the old comments about saying: hey this doesnt look like the original preview! is not the same!

People everybody just calm down, how old is aok? 10 years? more?

Ok, for more than 10 years modders where trying to make a Lotr mod and failing every time and never finish them..

Matt and Pulkit did the impossible, they finish a project that started in the times of Bome and Metc.

They took the mod into a new different level so you guys could finnaly have something totally free and with a really good quality based on Lotr...

So why on earth some people keep complaining?

10 years or even more of waiting to play something concerning lotr and you baddies finnaly have it!

Just enjoy what you have, if you dont like something do it your self and post it saying: hey i didnt liked to much the mordor tower so i make this one, do you think we can use it?

All i read in the most part is problems, complains, etc. If you tell me that at least Matt and Pulkit earn money for this i will be agree about your complainings and demanding super super high insane quality..

But this is not the case, they work for free, so everybody calm down..

Offer your apologies to Matt and Pulkit, the real creators of Tome and beg to them to stay and keep improving this amazing mod

_______

Sorry for the bad english and please stay, dont quit

[This message has been edited by Jorgito_aqua27 (edited 02-17-2013 @ 01:13 PM).]

RPGaming
Squire
posted 02-17-13 01:19 PM CT (US)     1454 / 3912       
@Matt LiVecchi

Thanks, looking forward to it! :]
alerommel
Squire
posted 02-17-13 02:27 PM CT (US)     1455 / 3912       
@Matt and @Pulkit

I am a big fan of your work, and really amazed by your moddding capabilities.
May I ask something about Turtle Pack, since you are the most suitable people right now?
I searched on some tutorials but I couldn't find an answer.

I have managed to create an .slp out of some bitmap images I have. I then went to ".drs editor" and replaced the default .slp with mine.
I then save the entire .drs and have a new graphics.drs with the .slp replaced.
My question is... do I really have to create an entire new .drs file if I want to modify a game. They are very large (80 MB !!!), and are hard to upload on AOK's "blacksmith".

At least ModPack studio, allowed to create install scripts, that would only replace the specific .slp. These were small and easy to upload.
Does Turtle pack have something like that? Or do I have to create (and upload) an entire new .drs file.

If so, then in "Tales of Middle Earth" you must have compressed with the installer more than 100 MB of files, right?

Sorry for my noobish question. Keep up the good work and I am really expecting your answer.

[This message has been edited by alerommel (edited 02-17-2013 @ 02:30 PM).]

Rambit
Squire
posted 02-17-13 03:39 PM CT (US)     1456 / 3912       
My question is... do I really have to create an entire new .drs file if I want to modify a game. They are very large (80 MB !!!), and are hard to upload on AOK's "blacksmith".
ToME uses an install script which injects the SLP files into the DRS files meaning they just send to package those SLP's into the installer.

However, a more simple way to do it is to just put all of your graphics into the gamedata_x1_p1.drs instead of the graphics.drs. It is a very small file with only a few other SLP's in it already. It will be slightly larger than using an install script but it will still be much smaller. Most of my mods are between 10-20 MB depending on how many graphics I add to them.
MarcAnton
Squire
posted 02-17-13 03:53 PM CT (US)     1457 / 3912       
@Matt: I can of course only speak for myself but when I said that IMHO there are sometimes too many non-realm-units available it was just MY impression and nothing anyone had to answer for or had to please my opinion with.
Honestly, there will always be people who don't like the way something is done or who would've done it differently ... BUT this is nothing to take personal or to give up over!

I love your work so far and even tho I would've preferred some stuff done otherwise, I know that I can't do it (or definitely can't do it better) myself and that it is YOUR mod. Not mine, even though I want to help you where I can.

Please don't give up over a few forumers who don't show the right respect :-/
John the Late
Knight
posted 02-17-13 04:02 PM CT (US)     1458 / 3912       
I got an idea on how to make Harad's -1 armor bonus work without tradeoffs:

Make the unit have different stats (not copying to all civs), namingly having -1 armor. Then add a tech limited to Harad, with "full tech mode" that gives harad +1 armor. Then add another tech limited to Harad (without full tech mode) that disables the first tech.
alerommel
Squire
posted 02-17-13 04:55 PM CT (US)     1459 / 3912       
@ Rambit,

Adding .slps on the gamedata_x1_p1 worked perfectly. Thanks a lot. You are a genius!!!

Can I ask you something else? What program do you use to convert the bitmap files into the AOK/TC pallette?
In paint if you open an AOE pallette .bmp and then save it, it will remain as AOE pallette.

I am trying GIMP right now and I can't do the same thing. Even if the given .bmp file is AOE compatible, once I export overwriting it, the new file is changed and Turtle Pack can't recognise it any more.
It's rather annoying.

Do you know if there is a good TC pallette converter around?

Thanks again!

(Also, the install script used by TOME is it DRSbuild?)

By the way, can you give me some links to your mods? I am really curious to try them out.

[This message has been edited by alerommel (edited 02-17-2013 @ 05:00 PM).]

Rambit
Squire
posted 02-17-13 06:55 PM CT (US)     1460 / 3912       
@ Rambit,

Adding .slps on the gamedata_x1_p1 worked perfectly. Thanks a lot. You are a genius!!!

Can I ask you something else? What program do you use to convert the bitmap files into the AOK/TC pallette?
In paint if you open an AOE pallette .bmp and then save it, it will remain as AOE pallette.

I am trying GIMP right now and I can't do the same thing. Even if the given .bmp file is AOE compatible, once I export overwriting it, the new file is changed and Turtle Pack can't recognise it any more.
It's rather annoying.

Do you know if there is a good TC pallette converter around?

Thanks again!

(Also, the install script used by TOME is it DRSbuild?)

By the way, can you give me some links to your mods? I am really curious to try them out.
I don't personally make any graphics, my mods always use other peoples graphics. So I can't really help you much more than I have already. You may want to make a new topic for your questions as they aren't really related to ToME.

Most of my mods can be found here though: http://www.voobly.com/games/view/Age-of-Empires-II-The-Conquerors/Game-Mods
Sebastien
Dark Samurai
posted 02-17-13 07:09 PM CT (US)     1461 / 3912       
I am trying GIMP right now and I can't do the same thing. Even if the given .bmp file is AOE compatible, once I export overwriting it, the new file is changed and Turtle Pack can't recognise it any more.
You need to download the palette from the blacksmith on this site, then use it to change your graphic image into an index colour. There is a tutorial for it in the Modding Guild thread.

Edit: Jorgy. I've just put all your newly rendered Rohan buildings in game and they look brilliant! Really, really good.

[This message has been edited by Tetsuo Shima (edited 02-17-2013 @ 08:23 PM).]

Pulkit
Squire
posted 02-17-13 08:04 PM CT (US)     1462 / 3912       
@Matt and Jorge: You make great team mates guys. In the future if I'm visiting the Americas, I'd love to meet you all.
Like I said to Matt, Pulkit, I have an install script (using NSIS) ready that incorporates mod files with the Userpatch. If you want I can send you the code and it might save you some time. It's optimised for AoCH, but it shouldn't be too hard to fix the localisation.
I would love to have that code, thank you very much! I use Inno Setup for ToME, but yes, I've yet to figure out how to package UserPatch with the installer, and detect its presence from within the installer.
My vote is for implementation as well. That's Pulkit's decision though. Yes, the units are quite attackable. They are attacking each other in the screenshot, actually.
I have no idea what is happening in the screenie (who's whose annex, for one?). Do share a sample dat file so I could try it out live, if you'd like.
Matt of empires!
I'd buy the shit out of that game!
I got an idea on how to make Harad's -1 armor bonus work without tradeoffs:
I've removed that civ feature for Harad. It's a risky idea to vary unit stats between civs, because you are bound to use "copy to all civs" later on, forgetting that that'll overwrite these variations. Has happened only 5 million times in ToME so far.
(Also, the install script used by TOME is it DRSbuild?)
Correct.

Tales of Middle-Earth | Don't miss it
Mr Wednesday
Cavalier
(id: matty12345)
posted 02-18-13 00:36 AM CT (US)     1463 / 3912       
You better dont quit mister rage guy or you will regret of this! if you want you can release this update and just keep upgrading the mod in a private way just for us, like a personal mod
Don't worry, I'm still finishing this update. The mod is mostly done at that point, anything more will just be a bonus.

And of course, that doesn't mean I won't add something once and a while. And you or Seb are free to add stuff as well. Just for me, I'm running out of steam here.
You make great team mates guys. In the future if I'm visiting the Americas, I'd love to meet you all.
Or maybe I'll head down under some day.

"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 02-18-13 01:42 AM CT (US)     1464 / 3912       
Ah well... Any thoughts about my updated Moria Aqaueduct renders?

[This message has been edited by MarcAnton (edited 02-18-2013 @ 02:31 AM).]

Pulkit
Squire
posted 02-18-13 06:27 AM CT (US)     1465 / 3912       
Time to turn the tables! (j/k)
I think they look nice. Don't mind the one without the herbage. Although, it looks like the water was hanging off the edge. Sort of alien physics to this world I thought!

Also, is it really worth spending time on a piece of movie scenery that was of little importance/relevance to the lore? Would you rather be interested in design a new elven ship for us? That's something that would really be appreciated!

-----

Just saw the final Rohan set in the Dropbox. Excellent job! Since the walls are wooden, I'll simply use burning fire graphics for the damaged look, instead of investing anyone's time in getting damaged versions done. I think it would fit well.

Tales of Middle-Earth | Don't miss it
Herr Heir
Squire
(id: Heir of Elessar)
posted 02-18-13 07:56 AM CT (US)     1466 / 3912       
Apparently Dwarven Stonework cancels out "Embattlements" or whatever the Murder Holes research is named. Or at least it does for Mirkwood, either it doesn't happen to Eregion or I didn't notice it.

Also attack for Dromunds (or at least Rhun dromunds) is 40-35.

And what all does that tribute research that shows up in the Town Center in the Great Ages (?) do? I would've read but I didn't realize that it was new until it had finished researching.

Lastly, did I mention earlier how beautiful Dwarven Stonework looks? Whoever did that did a brilliant job.

"Chaos is a ladder." - Petyr Middlefinger

"I love it when Heir is scum and knows he's been rumbled, he goes a bit mad."- Newt_Gunray

"And on that day my respect for Herr grew four fold" - SirDante
John the Late
Knight
posted 02-18-13 08:40 AM CT (US)     1467 / 3912       
Is it possible to include the mechanism of AoE docks and their trade goods (that have to regenerate) in AoK? Then you could implement that for your tribute from mills idea so the player can't just build a mill somewhere and have infinite money.
Herr Heir
Squire
(id: Heir of Elessar)
posted 02-18-13 09:00 AM CT (US)     1468 / 3912       
They don't, the mill actually ran out of gold very quickly for some reason. I think it does genuinely have a 100 gold deposit that you can collect and that's it. I didn't get to try it last game because I was playing v 2 computers on hard and was being Vanguard spammed from both sides.

I only won by destroying the enemy's gates. When they you do that they'll build a wall in it's place, so eventually you can get them to wall themselves in. After that it's a matter of waiting till they run out of wood, the farms dry up, and then you can sit some archers outside and empty them out before moving in. I had a score of 110,000 when the game finished.

"Chaos is a ladder." - Petyr Middlefinger

"I love it when Heir is scum and knows he's been rumbled, he goes a bit mad."- Newt_Gunray

"And on that day my respect for Herr grew four fold" - SirDante
MarcAnton
Squire
posted 02-18-13 10:32 AM CT (US)     1469 / 3912       
@Pulkit: The problem is that I cant get the normal render done (as I described in the original post...) and the aquaeduct somehow never receives light in the renders.
And yes the water is sort of hanging of the cliff (to sort of show that it is dropping off) but that is because I couldnt get a 3d-liquid-emitter working (have no experience with that) so either it will need to be added in photoshop or someone else will need to try it.

As to whether this is useful or not, since Matt didnt tell me anything else I could do, so I didnt know :P

Regarding the elven ship I would rather pass and take something easier
Also: There has already been a similar model posted?
HERE

[This message has been edited by MarcAnton (edited 02-18-2013 @ 11:02 AM).]

Jatayu
Squire
(id: Sword_of_STORM)
posted 02-18-13 12:17 PM CT (US)     1470 / 3912       
Back after a few days of holiday, and I would like to say that despite my criticisms I think Pulkit is doing an excellent job. He got a lot of things right and things like the King's Men research are really genious.

I would like to see the patch notes for the most recent dat file and see how it affects the civs. Thanks!
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