View Poll Results: Favorite faction to play as so far?

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  • Mordor

    24 6.56%
  • Gondor

    81 22.13%
  • Rohan

    25 6.83%
  • Isengard

    32 8.74%
  • Rhun

    14 3.83%
  • Dale

    15 4.10%
  • Balchoth

    5 1.37%
  • Variags

    7 1.91%
  • Harad

    6 1.64%
  • Eriador/Men of the West

    35 9.56%
  • Reunited Kingdom

    33 9.02%
  • Beornings

    8 2.19%
  • Dwarves of Erebor

    24 6.56%
  • Dwarves of Ered Luin

    8 2.19%
  • Orocarni Dwarves

    25 6.83%
  • High Elves

    41 11.20%
  • Galadhrim Elves

    26 7.10%
  • Mirkwood Elves

    21 5.74%
  • Avari Elves

    31 8.47%
  • Dunlendings

    6 1.64%
  • Corsairs and Outlaws

    11 3.01%
  • Orcs of the Misty Mountains

    5 1.37%
  • Orcs of Gundabad

    5 1.37%
  • Brood of Ancalagon

    6 1.64%
  • Brood of Glaurung

    2 0.55%
  • Brood of Scatha

    2 0.55%
  • Spawn of Ungoliant

    2 0.55%
  • Creatures of the Night

    2 0.55%
  • Creations of Eru

    10 2.73%
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Thread: Dagor Ennor (aka PCP) ~ M2TW & TATW Re-Imagined ~ 31 Factions + 32 Rebel Factions ~ MAXED Buildings/Units/Regions ~ Interact with ALL the indigenous peoples of Middle-Earth... and then terminate them with extreme prejudice.

  1. #181

    Default Re: ~Perillicious Creature Mod~

    I HAVE to wait for 2.0, it is essential to what I am doing in the campaign with this submod. Otherwise I probably would have released it weeks ago with some basic textures and let you guys retexture them to a higher quality. Until 2.0 comes out I can't do anything but texture and make small improvements to models as I go. When 2.0 comes out (if its not too buggy) I will start adding units to the campaign and tweaking stats, I have had a few offers of help with that so it shouldn't take long if the help materializes. I do lots of projects in my free time, and this is only one of them, so I make no promises on a release date. It is done when it is done, if you want to help out then it will be done sooner rather then later.
    Last edited by alreadyded; June 24, 2010 at 01:30 AM.

  2. #182

    Default Re: ~Perillicious Creature Mod~

    Nice mod man!

  3. #183

    Default Re: ~Perillicious Creature Mod~

    Me thinks you need help with this, seriously, nothing new has been added, it is more of a concept so far.

  4. #184
    JorisofHolland's Avatar Primicerius
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    Default Re: ~Perillicious Creature Mod~

    Quote Originally Posted by Berserker1 View Post
    Me thinks you need help with this, seriously, nothing new has been added, it is more of a concept so far.
    Did you even read his last post?
    The Enemy of Human Souls
    Sat grieving at the cost of coals;
    For Hell had been annexed of late,
    And was a sovereign Southern State.

  5. #185

    Default Re: ~Perillicious Creature Mod~

    It is far beyond just a "concept" now, most all of the hard work has already been done. But I am not about to waste my time working on things the TATW team is already working on for 2.0.

  6. #186

    Default Re: ~Perillicious Creature Mod~

    Quote Originally Posted by alreadyded View Post
    It is far beyond just a "concept" now, most all of the hard work has already been done. But I am not about to waste my time working on things the TATW team is already working on for 2.0.
    I don't think they have done anything even close what you are doing here, so keep the models/animations coming .

  7. #187

    Default Re: ~Perillicious Creature Mod~

    Man I have high hopes for the future of this mod. Imagine one day this gets put into vanilla, and we have spider clans moving around the map where they should be lore wise, and tribes of wild mountain trolls that patrol the mountains. It would add that deadlyness that ME in known for into the game. You would think twice before sending a scouting party into the wild, for the wild-life may attack it! keep up the good work.

    Groovy

  8. #188

    Default Re: ~Perillicious Creature Mod~

    Is it even possible to have neutral forces? That would be freakin awesome

  9. #189

    Default Re: ~Perillicious Creature Mod~

    Quote Originally Posted by Berserker1 View Post
    Is it even possible to have neutral forces? That would be freakin awesome
    Well rebels are neutral but they never seem very aggressive - they usually ignore armies I find. I don't know how this mod would work in that respect.

    ________Loyal fan of Stainless Steel and Third Age________
    (\_/)
    (ಠ_ಠ { WHAT ARE YOU LOOKING AT?!)
    c(")(")

  10. #190

    Default Re: ~Perillicious Creature Mod~

    Rebels attack when they have a larger army than their victims. I didn't plan on making rebels very aggressive, like attacking your cities, and I have never seen it happen so I don't know if it is possible. But if I want to script some sort of small or large invasion at a later date then I can just make a Mongol like faction. For now the creatures will just be spread out on the map and have control of rebel regions, so you will have to attack them unless you are exploring with a smaller force and they ambush you.
    Last edited by alreadyded; June 25, 2010 at 02:08 PM.

  11. #191

    Default Re: ~Perillicious Creature Mod~

    ^ Okay - sounds cool. Im definitely looking forward to this. I just wish 2.0 would hurry up and get released now!

    ________Loyal fan of Stainless Steel and Third Age________
    (\_/)
    (ಠ_ಠ { WHAT ARE YOU LOOKING AT?!)
    c(")(")

  12. #192

    Default Re: ~Perillicious Creature Mod~

    Well done on the mod..it will add even more splendour to an already great mod...good luck in ur development

  13. #193

    Default Re: ~Perillicious Creature Mod~

    I'm in no rush for 2.0 to come out, I just hope they can accomplish everything they set out to do. Otherwise I have a lot of boring work ahead of me... so I hope they take as much time as they need to do it right. I don't think I have even played TATW in months other than custom battles with the units I am making anyway, I guess I just got bored of the campaign. Maybe that was why I started this mod? I don't remember, I'm sure I was really high at the time. I'm really high right now!
    Last edited by alreadyded; June 25, 2010 at 06:41 PM.

  14. #194
    Calaurin's Avatar Libertus
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    Default Re: ~Perillicious Creature Mod~

    Quote Originally Posted by alreadyded View Post
    Maybe that was why I started this mod? I don't remember, I'm sure I was really high at the time. I'm really high right now!
    LOL
    I totally see your point... you are cool, man

  15. #195

    Default Re: ~Perillicious Creature Mod~

    Could you make some of these things mercinaries for evil?

  16. #196

    Default Re: ~Perillicious Creature Mod~

    When will this submod be ready?

  17. #197
    JorisofHolland's Avatar Primicerius
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    Default Re: ~Perillicious Creature Mod~

    To be original:
    When it's done
    The Enemy of Human Souls
    Sat grieving at the cost of coals;
    For Hell had been annexed of late,
    And was a sovereign Southern State.

  18. #198
    Senator
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    Default Re: ~Perillicious Creature Mod~

    your best writing so far Joris

  19. #199

    Default Re: ~Perillicious Creature Mod~

    well after reading some of the negative and doubtfull posts i just want to say good luck with this...if it works awesome..if not well at least you tried while others didnt....best of luck to you man...dont give up..

  20. #200

    Default Re: ~Perillicious Creature Mod~

    The only thing that is really boring me is the UV mapping... gets old real quick.

    Finding good textures is not all that fun either.
    Last edited by alreadyded; July 07, 2010 at 09:18 PM.

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