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Thread: Immortal Nazgul Version 1.2 Released

  1. #101

    Default Re: Immortal Nazgul Version 1.0 Released

    Quote Originally Posted by kai View Post
    TW-Fanboy. I added your link to the first post, hope you don't mind.
    It's an honour to me that my conversion is the official . Are you still working on the mod or did you already reach your proposals?
    Last edited by TW-fanboy; May 15, 2009 at 12:09 PM.

  2. #102
    JuL14n's Avatar Centenarius
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    Default Re: Immortal Nazgul Version 1.0 Released

    Hmm.. The only way I see to get the strategic model into the game for "spawned witchking" is to bind it to a "Ancillary-trigger".
    Third_age\data\export_descr_ancillaries.txt

    I think it should look something like this, those with a little bit more experience can fix it,
    and add it ingame.
    ;----------------------------------------------
    Trigger Warlord_Mordor1
    WhenToTest CharacterTurnEnd
    Condition EndedInSettlement
    and SettlementName barad-dur
    and IsGeneral
    and TimeInRegion > 2
    and not I_WorldwideAncillaryExists king_mordor

    AcquireAncillary king_mordor chance 100
    This should also be changed if you by mistake having another nazgul to enter barad-dur before witchking
    Ancillary king_mordor
    Type king
    Transferable 1
    Image Zsarumanstaff.tga
    Description king_mordor_desc
    EffectsDescription king_mordor_effects_desc
    Effect Management 3
    Effect Authority 3
    Effect Command 2
    Effect Chivalry -3

  3. #103

    Default Re: Immortal Nazgul Version 1.0 Released

    Quote Originally Posted by JuL14n View Post
    Hmm.. The only way I see to get the strategic model into the game for "spawned witchking" is to bind it to a "Ancillary-trigger".
    Third_age\data\export_descr_ancillaries.txt

    I think it should look something like this, those with a little bit more experience can fix it,
    and add it ingame.


    This should also be changed if you by mistake having another nazgul to enter barad-dur before witchking
    I'll try to bind the king of mordor to the ring the witchking has.

  4. #104
    JuL14n's Avatar Centenarius
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    Default Re: Immortal Nazgul Version 1.0 Released

    Quote Originally Posted by TW-fanboy View Post
    I'll try to bind the king of mordor to the ring the witchking has.
    Wait a minute, so the strat_model goes trought the witchkings ring?
    Then bind the trigger to that.

  5. #105

    Default Re: Immortal Nazgul Version 1.0 Released

    Not necessary: I got it !!! I gave the spawning witchking the faction leader trait and took the nazgul trait from him. Because none of these traits: Orc general. Nazgul + anything: Nazgul. Only faction leader trait : Witchking. Only Problem: If a Orc gets faction leader he has a witchking strat model, but that's a bug in devil's_advocate mod, and I didn't have a orc general at all. For download see my first post on page 6. Oh, and of course you have to start a new campaign.
    Last edited by TW-fanboy; May 15, 2009 at 12:13 PM.

  6. #106
    Ellin Athinaios's Avatar Campidoctor
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    Default Re: Immortal Nazgul Version 1.0 Released

    Quote Originally Posted by TW-fanboy View Post
    Not necessary: I got it !!! I gave the spawning witchking the faction leader trait and took the nazgul trait from him. Because none of these traits: Orc general. Nazgul + anything: Nazgul. Only faction leader trait : Witchking.
    So the Lord of the Nazgūl won't have the Nazgūl trait?

  7. #107

    Default Re: Immortal Nazgul Version 1.0 Released

    Quote Originally Posted by Ellin Athinaios View Post
    So the Lord of the Nazgūl won't have the Nazgūl trait?
    He doesn't at all in version 1.1, because the nazgul trait triggers the nazgul campaign model. It's nothing about kais mod, it's the way it's managed in vanilla tatw. I plan to make a witchking trait, giving the advantage of nazguls without giving the campaign model.
    Last edited by TW-fanboy; May 15, 2009 at 12:20 PM.

  8. #108
    Ellin Athinaios's Avatar Campidoctor
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    Default Re: Immortal Nazgul Version 1.0 Released

    Quote Originally Posted by TW-fanboy View Post
    He doesn't at all in version 1.1, because the nazgul trait triggers the nazgul campaign model. It's nothing about kais mod, it's the way it's managed in vanilla tatw
    Cool, I didn't know that.

  9. #109
    JuL14n's Avatar Centenarius
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    Default Re: Immortal Nazgul Version 1.0 Released

    Quote Originally Posted by TW-fanboy View Post
    Not necessary: I got it !!! I gave the spawning witchking the faction leader trait and took the nazgul trait from him. Because none of these traits: Orc general. Nazgul + anything: Nazgul. Only faction leader trait : Witchking. Only Problem: If a Orc gets faction leader he has a witchking strat model, but that's a bug in devil's_advocate mod, and I didn't have a orc general at all. For download see my first post on page 6. Oh, and of course you have to start a new campaign.
    Awesome! A well earned rep+ is given to you for solving the problem!

  10. #110

    Default Re: Immortal Nazgul Version 1.0 Released

    Tw-fanboy. I would love to carry on but the exams are looming and revision must be done. Thanks a lot for all the effort you put in though.
    Want your Nazgul to live forever? Click Here!!

  11. #111

    Default Re: Immortal Nazgul Version 1.0 Released

    Quote Originally Posted by kai View Post
    Tw-fanboy. I would love to carry on but the exams are looming and revision must be done. Thanks a lot for all the effort you put in though.
    No prob. I saw, I wanted and I did. I love your mod and wanted it to be playable (with the newest version) Maybe I will make other compatibily work for RC, but at last for the next patch I will go on (if you still lack in time then)

  12. #112

    Default Re: Immortal Nazgul Version 1.0 Released

    Bah...doesn't seem that its really updated.

    All the Nazgul have rings of Barahir again, telling me the old ancillaries file was used in the process.

  13. #113

    Default Re: Immortal Nazgul Version 1.0 Released

    Quote Originally Posted by Kolaris8472 View Post
    Bah...doesn't seem that its really updated.

    All the Nazgul have rings of Barahir again, telling me the old ancillaries file was used in the process.
    The ring of barahir anc is the factor for respawning the nazgul

  14. #114
    Oddball_E8's Avatar Senator
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    Default Re: Immortal Nazgul Version 1.0 Released

    well id love to keep using this mod, but it doesnt seem to be finished yet...
    yesterday i lost two ringwraiths, but only one returned with a ring, the other one (number five) was without ring.
    addicted modder... but crap at it

  15. #115
    JuL14n's Avatar Centenarius
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    Default Re: Immortal Nazgul Version 1.0 Released

    Quote Originally Posted by Oddball_E8 View Post
    well id love to keep using this mod, but it doesnt seem to be finished yet...
    yesterday i lost two ringwraiths, but only one returned with a ring, the other one (number five) was without ring.
    Strange, they can lose ring of barahir, but they shouldn't lose ringone - ringnine. (you see it under traits)

    Two things need to be fixed:
    -Loyalty for respawned nazguls.
    -And nazgul/witchking trait for witchking, he dies too easy, instead of beeing like the
    other nazguls and beeing the last to die.

    I tried to make a Witchking trait, and he lost his strat model, dunno what went wrong

  16. #116

    Default Re: Immortal Nazgul Version 1.0 Released

    Could someone make this compatible with RC may 15??


  17. #117
    JuL14n's Avatar Centenarius
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    Default Re: Immortal Nazgul Version 1.0 Released

    Quote Originally Posted by TheGreatNazgul View Post
    Could someone make this compatible with RC may 15??
    I'll take a look

    --
    I'm deep into a campaign right now, so I can't install RC and test it.
    So you are free to report any bugs if anything is wrong.

    RC 15th of may compatibility: 100% done!
    Last edited by JuL14n; May 17, 2009 at 10:24 AM.

  18. #118

    Default Re: Immortal Nazgul Version 1.0 Released

    hey,

    i have a question:

    is there a way to only have 3 immortal nazgul at a time?or is it too complicated for myself to change it?

    bye
    Lufos

    PS: good job
    Last edited by Lufos; May 18, 2009 at 05:09 AM.

  19. #119

    Default Re: Immortal Nazgul Version 1.0 Released

    Quote Originally Posted by JuL14n View Post
    I'll take a look

    --
    I'm deep into a campaign right now, so I can't install RC and test it.
    So you are free to report any bugs if anything is wrong.

    RC 15th of may compatibility: 100% done!
    Thank`S JuL14n

    Now come the RC 18 out. Could this also be adjusted?

  20. #120
    Ahlerich's Avatar Praeses
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    Default Re: Immortal Nazgul Version 1.0 Released

    i think right now i wont implement it yet i think its pretty cool. especially good thinking to create this

    edit: opps gave tw fanboy rep for this mod by accident
    but strightened it out..
    Last edited by Ahlerich; May 18, 2009 at 05:39 AM.

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