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Thread: DCI: Tôl Acharn 1.2.3 released 13th Jan 2013 - unleash the mighty Dúnedain Counter-Invasions for TATW 3.2

  1. #181
    Withwnar's Avatar Chuck Norris Disciple
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    Default Re: DCI - Dúnedain Counter-Invasions: unleash the mighty Tôl Acharn - v1.0 is out

    Great! "Almost always" is better than I hoped.

    Yep, nothing says it like a happy evil emperor...

    Exthellent!

  2. #182
    smoesville's Avatar Baitai kihei
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    Default Re: DCI - Dúnedain Counter-Invasions: unleash the mighty Tôl Acharn - v1.0 is out

    Just one thing i've noticed, the animation for the journeyman is for a priest who has a staff so it looks a bit odd since the he mimes using a staff. It's an odd since it's set to merchant.

    PS
    I found the fix, just change the islamic priest skeleton to strat_diplomat or strat_merchant It seems the game is reading the correct model(loremaster) but giving him the skeleton listed under islamic priest.
    Last edited by smoesville; April 20, 2012 at 07:49 PM.
    That Which is Written, Survives|The Last Kingdom |Uí Néill Faction Submod

  3. #183
    Ngugi's Avatar The Ferrit
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    Default Re: DCI - Dúnedain Counter-Invasions: unleash the mighty Tôl Acharn - v1.0 is out

    Aha! Good point, goes into the to-do-list then



    TATW submods + my art
    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 - enhanche cultures trough images

    Recomended TATW compilations: MOS & Withwnars Submod Collection


    van Gondor - a LotR + van Helsing parody
    Who Moderates the Moderators? - the TATW detective comics
    The People of the Pillars - short story from the Writing Competition summer 2012
    A Goblin Tale - a humorous short story series; 41 episodes + Epilogue

  4. #184
    smoesville's Avatar Baitai kihei
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    Default Re: DCI - Dúnedain Counter-Invasions: unleash the mighty Tôl Acharn - v1.0 is out

    Just realised what the journeymans humming is from, my precious?
    That Which is Written, Survives|The Last Kingdom |Uí Néill Faction Submod

  5. #185
    Aragorn Ellesar's Avatar Ikko-Ikki
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    Default Re: DCI - Dúnedain Counter-Invasions: unleash the mighty Tôl Acharn - v1.0 is out

    Is this compatible with the baron's mod?

  6. #186
    Ngugi's Avatar The Ferrit
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    Default Re: DCI - Dúnedain Counter-Invasions: unleash the mighty Tôl Acharn - v1.0 is out

    No, so far DCI only works with vanilla 3.1



    TATW submods + my art
    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 - enhanche cultures trough images

    Recomended TATW compilations: MOS & Withwnars Submod Collection


    van Gondor - a LotR + van Helsing parody
    Who Moderates the Moderators? - the TATW detective comics
    The People of the Pillars - short story from the Writing Competition summer 2012
    A Goblin Tale - a humorous short story series; 41 episodes + Epilogue

  7. #187
    Aragorn Ellesar's Avatar Ikko-Ikki
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    Default Re: DCI - Dúnedain Counter-Invasions: unleash the mighty Tôl Acharn - v1.0 is out

    Thanks for the information
    But come guys it's a pity.It would be great if this mod was compatible with Baron's mod or with mos...

  8. #188
    Ngugi's Avatar The Ferrit
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    Default Re: DCI - Dúnedain Counter-Invasions: unleash the mighty Tôl Acharn - v1.0 is out

    It will be in MOS later on
    And at the same time it will be available for other compilations as well though least I will not do that merging as its quite some work involved and one effort will have to be enough (being part of the MOS crew thats the natural for me to work with)



    TATW submods + my art
    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 - enhanche cultures trough images

    Recomended TATW compilations: MOS & Withwnars Submod Collection


    van Gondor - a LotR + van Helsing parody
    Who Moderates the Moderators? - the TATW detective comics
    The People of the Pillars - short story from the Writing Competition summer 2012
    A Goblin Tale - a humorous short story series; 41 episodes + Epilogue

  9. #189
    Aragorn Ellesar's Avatar Ikko-Ikki
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    Default Re: DCI - Dúnedain Counter-Invasions: unleash the mighty Tôl Acharn - v1.0 is out

    If it's compatible with MOS it will be more that enough !
    right now I feel excited !!!!! I cant wait for it

  10. #190
    smoesville's Avatar Baitai kihei
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    Default Re: DCI - Dúnedain Counter-Invasions: unleash the mighty Tôl Acharn - v1.0 is out



    PS
    WTF? i can't seem to post images that are hosted on twc?

    Last edited by smoesville; April 21, 2012 at 09:11 AM.
    That Which is Written, Survives|The Last Kingdom |Uí Néill Faction Submod

  11. #191
    Ngugi's Avatar The Ferrit
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    Default Re: DCI - Dúnedain Counter-Invasions: unleash the mighty Tôl Acharn - v1.0 is out

    Very good looking smoe'
    Long to see it ingame!

    PS Dunno ^^



    TATW submods + my art
    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 - enhanche cultures trough images

    Recomended TATW compilations: MOS & Withwnars Submod Collection


    van Gondor - a LotR + van Helsing parody
    Who Moderates the Moderators? - the TATW detective comics
    The People of the Pillars - short story from the Writing Competition summer 2012
    A Goblin Tale - a humorous short story series; 41 episodes + Epilogue

  12. #192
    smoesville's Avatar Baitai kihei
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    Default Re: DCI - Dúnedain Counter-Invasions: unleash the mighty Tôl Acharn - v1.0 is out

    Server seems a bit slow, could be something to do with it.
    That Which is Written, Survives|The Last Kingdom |Uí Néill Faction Submod

  13. #193
    Withwnar's Avatar Chuck Norris Disciple
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    Default Re: DCI - Dúnedain Counter-Invasions: unleash the mighty Tôl Acharn - v1.0 is out

    Starry, starry knight. Looks good Smoe.

  14. #194
    KnightsTemplar's Avatar Chugen
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    Default Re: DCI - Dúnedain Counter-Invasions: unleash the mighty Tôl Acharn - v1.0 is out

    A simplify version of Knights of Annuminas' helm...
    You gotta love this.
    Aure entuluva!

  15. #195
    smoesville's Avatar Baitai kihei
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    Default Re: DCI - Dúnedain Counter-Invasions: unleash the mighty Tôl Acharn - v1.0 is out

    Actually it's the battle-ready dunedain model, what i was showing was the star brooch which all jihad mercenary units will have in battle. This was a test and i grabbed the first ms3d file handy which is the grey company cavalry, this pic has the ivy leaf brooch hidden, i don't like the current mounted archer GC so this is the replacement. It's part of my dúnedain faction submod that has been long in the making. Very long.
    That Which is Written, Survives|The Last Kingdom |Uí Néill Faction Submod

  16. #196
    paradamed's Avatar Ronin
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    Default Re: DCI - Dúnedain Counter-Invasions: unleash the mighty Tôl Acharn - v1.0 is out

    Nice brooch!

  17. #197
    Top_Kaiser's Avatar Kabe difendā
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    Default Re: DCI - Dúnedain Counter-Invasions: unleash the mighty Tôl Acharn - v1.0 is out

    I'm not sure if anyone else has asked this but what I was thinking is that the counter invasion against Sauron could be implemented through a beacons system( like in the books/movies). The beacons run across the mountain range that connects Helms deep to Minas Tirith. It can be activated when you play as Gondor, and all good forces make there way to whatever play the invasion is call upon. How it works is that each turn 1 beacon out of 4 are lit, This is so that it gives the enemy forces a chance to get a head start because the good factions are still preparing. Hopefully the end result is that both Evil and good meat each other on the same battlefield ruffly around the same time (maybe the evil sides could get there earlier and the good guys like Rohan could arrive a couple of turns later to save to day, or something like that). That's basically all i can think of right now, but if i can think of anything else i'll be sure to post.

  18. #198
    Withwnar's Avatar Chuck Norris Disciple
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    Default Re: DCI - Dúnedain Counter-Invasions: unleash the mighty Tôl Acharn - v1.0 is out

    Thanks for the suggestion Top_Kaiser. This would be a nice feature for Gondor and Rohan but I'm not sure how it could be applied to Arnor/Eriador and Dale due to lack of adjoining mountains.

  19. #199
    Macilrille's Avatar Kei kihei
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    Default Re: DCI - Dúnedain Counter-Invasions: unleash the mighty Tôl Acharn - v1.0 is out

    We do not have any adjoining mountains in Denmark either, though we have more places called "mountain" than Norway...

    Anyway, in the Viking and Middle Ages- and probably in the Iron Age as well (actually until we got the telegraph), we had a beacon system set up on hilltops covering the country. I grew up near one of these "Jelshøj" (which was also a bronze age burial mound) the other near ones were 35 and 45 Km away respectively.

    What I am saying is that it can be done even in a flat country.

  20. #200
    Top_Kaiser's Avatar Kabe difendā
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    Default Re: DCI - Dúnedain Counter-Invasions: unleash the mighty Tôl Acharn - v1.0 is out

    Thanks Withwnar, The idea of the beacons could only really work for Rohan and Gondor, having them across the mountains. I'm not sure yet however how you could get Dale and the other good factions (apart from Rohan obviously) to Join, maybe your diplomat could ask for help, in the same way you ask another faction for trade rights and military access, that sort of thing. I'm sure there are better examples like creating a new beacon system that isn't in the books, like what Macilrille (above) said, it could be down on flat ground, it doesn't have to be across hill tops and mountain slopes. Come to think of it, just having the beacon system alone is enough, as soon as they are all lit, every good faction should join, even if they don't have mountain ranges near them or not, i don't think that should matter. I mean look at the orcs of the misty Mountains, when Sauron calls the invasion of Minas Tirith for example they have to cross one elven faction and Rohan alone just to get to Minas Tirith, they dont need a beacon system or anything to go, they just do. The idea of having beacons was just a cool way for all the good factions to rally and march to save the faction which is under siege.

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