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Thread: TATW Unofficial patch 4.0

  1. #1301

    Default Re: Preview: Weathertop, Dunharrow and Crith Ungol

    I noticed that you changed Amon Sul from a castle to a villiage. Now when I upgrade it, the strat map model changes. I don't know if the battle map changes when that happens. I haven't played a battle in it yet. I hope you get it fixed for your next release.

  2. #1302
    Dutch-Balrog's Avatar Domesticus
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    Default Re: Leo´s Settlements - RELEASED!

    Hey Leo, i have an idea for the Gondorian castle settlement.
    How about making it a square 2 level settlement. I worked the basic idea out a little bit in Minecraft:

    http://cloud-2.steampowered.com/ugc/...A14FAA318877F/

    http://cloud-2.steampowered.com/ugc/...0A88DA39819AE/

    I hope you like the idea.

  3. #1303
    Stylix's Avatar MOS Team Member
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    Default Re: Leo´s Settlements - RELEASED!

    Quote Originally Posted by leo.civil.uefs View Post
    Hi. Loaded your savefile and yes, the issue is there. I found the reason and fixed it. I also fixed the animation paths for the walls, so now the correct textures will show when the walls get hit.

    Here is the file, for now.
    I will include that fixes for the next pack.

    https://mega.co.nz/#!9kM13JwI!PitktS...yJYtM1LJ8V_qiU

    just replace the one is data/settlements/unique_settlements
    Thank you for the quick fix!
    The rest of the settlements I have tested have worked well for me.

    I also noticed the same feature with Amon Sul mentioned in a previous post (change from castle to village) and modified the MOS files to prevent the village from being expanded, but as it remains a village, I have had to modify other files to provide for the features of this settlement. (i.e. added starting roads, changed some building bonuses and moved recruitment of AOR units to the MOS unique building located in the settlement since the normal recruitment buildings cannot be built due to the change to a village and the lack of advanced structures)

    Very well done settlements and this will improve gameplay for the users. I hope that you will continue to add new settlements and improvements.
    Last edited by Stylix; April 08, 2013 at 09:02 AM.
    MOS v1.6.2+ Bug fixer 30 Dec 2013

  4. #1304

    Default Re: Leo´s Settlements - RELEASED!

    is it playable with mos

  5. #1305
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Leo´s Settlements - RELEASED!

    Quote Originally Posted by billakoz 16 View Post
    is it playable with mos
    If fixed manually; Stylix is on to it however, so it will be settlements of Leo's in next version of MOS

    Kingdom of Lindon preview video out





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  6. #1306
    leo.civil.uefs's Avatar É nķis que vôa bruxão!
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    Default Re: Leo´s Settlements - RELEASED!

    Hum... the weathertop issue is simple to fix. I got some help from other modders to implement it so I dont understand much about this. But they keep helping me so I will fix it in the next release.

  7. #1307

    Default Re: Leo´s Settlements - RELEASED!

    Any plans for a custom Havens of Umbar settlement? This would be awesome for my Serpent and the Sisters submod.

  8. #1308

    Default Re: Leo´s Settlements - RELEASED!

    Oops, I see this has already been discussed. I'll keep my fingers crossed then?

  9. #1309
    Dutch-Balrog's Avatar Domesticus
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    Default Re: Leo´s Settlements - RELEASED!

    Quote Originally Posted by leo.civil.uefs View Post
    Hum... the weathertop issue is simple to fix. I got some help from other modders to implement it so I dont understand much about this. But they keep helping me so I will fix it in the next release.
    Did you read my last post? I wanna know your opinion.

  10. #1310
    leo.civil.uefs's Avatar É nķis que vôa bruxão!
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    Default Re: Leo´s Settlements - RELEASED!

    Quote Originally Posted by Dutch-Balrog View Post
    Did you read my last post? I wanna know your opinion.

    Creating new working layouts for cities with 4 entraces for the med2 engine is almost impossible.
    It will use vanilla layouts.

  11. #1311
    Dutch-Balrog's Avatar Domesticus
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    Default Re: Leo´s Settlements - RELEASED!

    Aah oke. Oh well it's still a very nice PvP spawn area.

  12. #1312
    paradamed's Avatar Praepositus
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    Default Re: Leo´s Settlements - RELEASED!

    Can someone point me on how to make Weathertop not upgradeable, pls?

  13. #1313
    Stylix's Avatar MOS Team Member
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    Default Re: Leo´s Settlements - RELEASED!

    Quote Originally Posted by paradamed View Post
    Can someone point me on how to make Weathertop not upgradeable, pls?
    This is how I did it for MOS:
    Spoiler Alert, click show to read: 
    Code:
    building core_building
    {
    ;    convert_to core_castle_building
        levels wooden_pallisade wooden_wall stone_wall large_stone_wall huge_stone_wall 
        {
            wooden_pallisade city requires factions { gondor, northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, dunland, } and not building_present_min_level hinterland_info_building3 info_Weather-Hills
            {
                capability
                {
                    wall_level 0
                    tower_level 1
                    free_upkeep bonus 1
                    recruitment_slots 1


    By using a building unique to the settlement, none of the other village settlements should be restricted in growth.
    MOS v1.6.2+ Bug fixer 30 Dec 2013

  14. #1314
    paradamed's Avatar Praepositus
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    Default Re: Leo´s Settlements - RELEASED!

    Thank you very much! +rep

  15. #1315
    leo.civil.uefs's Avatar É nķis que vôa bruxão!
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    Default Re: Leo´s Settlements - RELEASED!

    I've managed to answer an old request from the comunity. Minas Morgul walls are now deployable.
    I also rotated the settlement to fit corectly the strat map heighs and avoid reinforcement issues.

  16. #1316
    paradamed's Avatar Praepositus
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    Default Re: Leo´s Settlements - RELEASED!

    Good news, when I play as Gondor I always go for MM and then I fight countless times there.

    P.S.: Congratulations on your Artifex badge, Leo! You earned it!

  17. #1317

    Default Re: Leo´s Settlements - RELEASED!

    Quote Originally Posted by leo.civil.uefs View Post
    I've managed to answer an old request from the comunity. Minas Morgul walls are now deployable.
    I also rotated the settlement to fit corectly the strat map heighs and avoid reinforcement issues.
    Yeaaaaaaaaaaaah ! Thank you very much, leo !!!
    Sorry for my bad English ; I'm Belgian.

  18. #1318

    Default Re: Leo´s Settlements - RELEASED!

    Thats brilliant! Thanks Leo!

    Comgratulations on your artifex badge.

  19. #1319

    Default Re: Leo´s Settlements - RELEASED!

    The next update is going to be SOOO great !! Love you Leo, you give middle earth this special touch it needs.

  20. #1320
    Araval's Avatar Protector Domesticus
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    Default Re: Leo´s Settlements - RELEASED!

    Excellent!
    I think you should have went straight for Opifex.

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