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Thread: LotR-TW Campaigns Addon V2.6

  1. #141

    Default Re: LotR-TW Campaigns Addon V2.6

    Quote Originally Posted by Halvar von Flake View Post
    Hello again, I hope you feel well!

    The balrog model...hmm...Arda total war has one...maybe we will have one in the future, too...
    Interesting, how's it look? (could you share pics?
    Also, my old question of "b) figure out how to code them in gameplay wise so that they make sense" still remains, how would you do it?

  2. #142
    Halvar von Flake's Avatar Senator
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    Default Re: LotR-TW Campaigns Addon V2.6

    Quote Originally Posted by CapnDan View Post
    Interesting, how's it look? (could you share pics?
    Also, my old question of "b) figure out how to code them in gameplay wise so that they make sense" still remains, how would you do it?
    Arrrgh, you got me! I guess I was just saying "hello"...but...I read in the thread "ARDA: total war released" the following:

    21 factions
    440 units
    balrog and ather maiars


    I am playing a freaking awesome CapnDan2.6-WaroftheRing-FreePeoples-Campaign and when I reached Moria I was thinking of a real battle between Gandalf and the Balrog at the Brigde of Khazadum...but you are probably right as most of the time at least for my beloved free peoples faction...Gandalf is a diplomat at this point and the fellowship should bypass Moria...hmm...maybe a video popping up showing the fight... ...for other factions there could be a stationary balrog with a fire whip item showing -200% movement...I don't know if it is possible to integrate Gandalf the Grey as a fire ball unit like Saruman and coding that after the battle regardless of its result the fellowship of the ring is landing east of Moria and Gandalf the Grey and the Balrog being dead...hmm...difficult... ...but on the other hand you need the diplomat to fullfill the quest with V2.6 aggressive AI behaviour to free Gandalf the White at Fangorn...if you dont make peace with Isengard until this point Uruks will attack Gandalf the White waiting in the forest in most of the cases...hmm...but! it would be great fun to have Gandalf the White as fireball unit anyway…I don’t like the grey company unit very much…in my opinion Riders of Rohan for Gandalf would be the best solution for this unit…

    I noticed in my current free peoples campaign that the samwise unit does not have the “hide_anywhere” trait making it impossible for Frodo and Sam to go a single step without being killed after Amon Hen and the split at Rauros…I changed that by myself…I am short after Henneth Annun in my current campaign and I had a funny fight between Frodo, Sam and the Gollum unit near the Pass of Cirith Ungol and Gollum fled…this unit has only little description which is a pity I think…it has a trait showing “Smeagol – no effects”…
    Spoiler Alert, click show to read: 

    Here the wikia quote
    http://lotr.wikia.com/wiki/Gollum
    "My precious!"
    —Gollum referring to the Ring
    Gollum, originally known as Sméagol (or Trahald), was at first aStoor, one of the three early Hobbit-types. The name Gollum was derived from the sound of his disgusting gurgling, choking cough. His birth can be estimated to have happened in the year TA 2430. His death date is given asMarch 25, 3019. His life was extended far beyond its natural limits by the effects of possessing the One Ring. At the time of his death, Sméagol was about 589 years old, a remarkable age for a creature that was once aHobbit, but he had been deformed and twisted in both body and mind by the corruption of the Ring. His chief desire was to possess the Ring that had enslaved him, and he pursued it for many years after Bilbo Baggins found it while walking in the Misty Mountains in the book The Hobbit. In the movies, he was a deuteragonist-turned-secondary antagonist.


    I was thinking that it would be nice to hire the rogue bandits bowmen and light spearmen riders as mercenary unit or as common unit for free peoples….the one handed axemen would better fit as infantry…moreover, I noticed that some units still have the light axemen captain and not the improved model…maybe you remember that I was thinking that a ranger captain would be the ideal model… …by the way I disabled the -200%movement trait of Vilya and Elrond stays in Rivendell most of the time…so thanks a lot for your wonderful addon project!

    EDIT: Hmm...what would be the best company for Gandalf as a rider...

    EDIT: I read some of our old dialogues and I guess I have to try a hopeless Numenor campaign after my current campaign during the next weeks...there should be some time left...
    Last edited by Halvar von Flake; May 31, 2017 at 05:00 AM.

  3. #143

    Default Re: LotR-TW Campaigns Addon V2.6

    Whoa that was a crowded post just there, haha.

    Quote Originally Posted by Halvar von Flake View Post

    I am playing a freaking awesome CapnDan2.6-WaroftheRing-FreePeoples-Campaign and when I reached Moria I was thinking of a real battle between Gandalf and the Balrog at the Brigde of Khazadum...but you are probably right as most of the time at least for my beloved free peoples faction...Gandalf is a diplomat at this point and the fellowship should bypass Moria...hmm...maybe a video popping up showing the fight... ...for other factions there could be a stationary balrog with a fire whip item showing -200% movement...I don't know if it is possible to integrate Gandalf the Grey as a fire ball unit like Saruman and coding that after the battle regardless of its result the fellowship of the ring is landing east of Moria and Gandalf the Grey and the Balrog being dead...hmm...difficult... ...but on the other hand you need the diplomat to fullfill the quest with V2.6 aggressive AI behaviour to free Gandalf the White at Fangorn...if you dont make peace with Isengard until this point Uruks will attack Gandalf the White waiting in the forest in most of the cases...hmm...but! it would be great fun to have Gandalf the White as fireball unit anyway…I don’t like the grey company unit very much…in my opinion Riders of Rohan for Gandalf would be the best solution for this unit…
    -Video popup - would certainly be cool but too much work for too little gain for me anyway
    -Fireball Gandalf is there in the game code, I believe you can even get him in skirmish matches for FP (you may need to make him available in EDU)
    -Riders of Rohan Gandalf unit, I believe, is what you'll get if you play the Rohan Campaign

    Quote Originally Posted by Halvar von Flake View Post

    I noticed in my current free peoples campaign that the samwise unit does not have the “hide_anywhere” trait making it impossible for Frodo and Sam to go a single step without being killed after Amon Hen and the split at Rauros…I changed that by myself…I am short after Henneth Annun in my current campaign and I had a funny fight between Frodo, Sam and the Gollum unit near the Pass of Cirith Ungol and Gollum fled…this unit has only little description which is a pity I think…it has a trait showing “Smeagol – no effects”…
    -Could all be bugs too, I didn't put too much work into the Free People's Main Campaign - just minimal stuff really, I've never been able to play a full one without running into some sort of issues

    -Yes, the old standard captains for Free Peoples still remain, I kind of like them and they fit with the lore, Rangers were kind of famously never really 'men of the people' anyway right?

    -'Return of Numenor' Campaigns plenty fun I think, hope you'll enjoy.

  4. #144

    Default Re: LotR-TW Campaigns Addon V2.6

    So, it looks like I might actually do a Campaigns Addon V2.7 - which will most likely be the definitive final version of the addon I hope.

    It's mostly just cumulative casual tweaking from the last little while and finally getting around to a couple of last wishlist items.

    While I'm at it though, I thought I'd ask if there are any other minor bugs, requests, suggestions, or whatever else that anybody still looking at the forum might have seen and could share.

    Also, if anybody knows if anybody still has admin rights to the ModDB page, I'd be keen to know as I'd like to post this up there for sake of easier sharing and for safekeeping.

    Thanks all.
    -Dan

  5. #145

    Default Re: LotR-TW Campaigns Addon V2.6

    My list of suggestions:

    -make elite Numenorean units available in all three starting regions;

    -reduce recruiting time of elite Numenorean units to 3 turns;

    -make that units to have 60 mens in campaign;

    -replace the peasant units with sellsword units.

    I hope this can help you.

  6. #146

    Default Re: LotR-TW Campaigns Addon V2.6

    Quote Originally Posted by CapnDan View Post
    So, it looks like I might actually do a Campaigns Addon V2.7 - which will most likely be the definitive final version of the addon I hope.

    It's mostly just cumulative casual tweaking from the last little while and finally getting around to a couple of last wishlist items.

    While I'm at it though, I thought I'd ask if there are any other minor bugs, requests, suggestions, or whatever else that anybody still looking at the forum might have seen and could share.

    Also, if anybody knows if anybody still has admin rights to the ModDB page, I'd be keen to know as I'd like to post this up there for sake of easier sharing and for safekeeping.

    Thanks all.
    -Dan
    CapnDan, I'm glad you kept working on your addon to fix bugs and to improve the balance of the campaign. It is something I'd have liked to be able to do myself.
    Let me know if you have some question where I can help you.

    Wulfburk was the admin of moddb page, and he seems active in this forums. I'll try to contact Wulfburk later (thanks and reagards if you read it ).

  7. #147

    Default Re: LotR-TW Campaigns Addon V2.6

    It's great to hear from you Bardo! Hope all's well over on your end!

    In terms of questions, I've pretty well picked through most of the coding in the mod a handful of times - so I do already know many of your secrets.

    And excellent work btw, it was a real pleasure actually reading through it all and seeing some of those creative uses of scripting; not to mention all the collective work and assets from the rest of the team.

    If you still have a RTW/LotRTW install floating around somewhere I'd certainly be interested in your feedback and thoughts - both in general and for the 'Return of Numenor' provincial campaign in particular (Numenor faction especially -it really does introduce a fairly new feel to the game I think). I could share the updated version within a couple of days if you'd be interested.

  8. #148

    Default Re: LotR-TW Campaigns Addon V2.6

    Since we released the latest patch, I have been unable to play this game again, and I have hardly played other games either.
    For some time I have been using linux in my pc, so I did not even have RTW installed. But recently I tried to run RTW under Wine, and it worked. Surprisingly, this mod also seems to work, just by executing:
    wine RomeTW-ALX.exe -mod:alexander/lotrtw

    I'm not sure how stable it will be, but I'll give it a try. I'd like to play at least some campaign as we released it, to remember a bit how it was balanced. Then I'll try to check your changes, if I can.

    In terms of questions, I've pretty well picked through most of the coding in the mod a handful of times - so I do already know many of your secrets
    Surely you already know more about the mod, than the little that I remember . I was just afraid that some of our odd "tricks" could have discouraged other modders from making their own submods.

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