Mr.Jox did, AFAIK: http://www.twcenter.net/forums/member.php?187100-Jox25
Mr.Jox did, AFAIK: http://www.twcenter.net/forums/member.php?187100-Jox25
Kingdom of Lindon preview video out
DCI: Last Alliance - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
Favorite TATW compilation: Withwnars Submod Collection
Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory
That was my impression as well... I knew he had done the new longbeard dwarven units, but I really wasn't sure about the Orocarni dwarves.
I think Leo did them based on Mr.Jox' work.
90% of chance of me getting back to modding.
Besides the already proposed ideas, I dream about pelargir and grey heavens custom settlements.
I also had an incredible idea that could bring a revolutionary change in gameplay for TATW, and it is quite doable.
good to HEAR leo looking forward tom your return
Last edited by ♔atthias♔; October 14, 2017 at 03:12 AM.
Rise of Mordor 3D Modelers Wanted
Massive Overhaul Submod Units!
Under the proud patronage of
Frunk of the house of Siblesz
If you need some inspiration, since the movies don't show a lot. Here's ArdaCraft's version of Mithlond:
https://www.youtube.com/watch?v=q9F4qJZhFz4
Great to hear, what is that idear. Please sound really interesting.
Well, guys... One of the things I'm dealing with now is ambient buildings.
Yes I'm planning to implement random faction specific ambient buildings in battlemap.
The point is, there is something problematic. MORDOR. No matter what, any ambient building showing up in mordor would result bizarre (This is actually the reason why I removed them from the game. Remember the Monasteries?) The only buildings that would look natural inside mordor are orc stuff.
The problem is that as soon as a new faction conquers a Mordor territory, its ambient buildings will show up there. And it seems to be hardcoded.
Does anyone know if it is possible to prevent other factions' ambient buildings to show up in mordor? Or maybe another solution.
what about do the same idea with custom tiles? Without make them visible on the campaign map and use slot resources? The battle map will be near specific point of interest and could be triggered by an rebel ambush or be secretly somewhere on the map?
An exemple:
-Create a battlemap for shelob lair. By campaign script will be spawn shelob with some spiders (with a locked status) that will attack everithing that will pass near in some turns.
-Similar idea for the path in mirkwood, where the player or the AI will pass.
-Camp or orc structures in Mordor
-Ruined village in enedwaith or rhudaur as custom tiles.
-Some caves or lair
There are a lot of possibilities, could be curious if custom tiles could be addressed via campaign script or missions, so the player will be direct to explore or find a certain place and controlling it for money or other reason.
Just some ideas, maybe they could work.
Sound interesting but never realised that existed
Please don't put mohawks in your settlements.
Work is still in progress, guys, don't worry.
For now I've added the new settlements by Arkay, see here. DAC team allowed me to use them, but only after DAC release.
I'm working now in ambient settlements. Bringing back the vanilla ones (except monasteries), and also adding new custom faction based ones. Don't worry, each faction will get it's proper ambient settlements.
Not sure how long it will take for me to finish the next version of my submob, I'm too busy playing CUPHEAD right now.