Page 1 of 13 1234567891011 ... LastLast
Results 1 to 20 of 269

Thread: Comments, Suggestions and Gameplay Issues

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Comments, Suggestions and Gameplay Issues

    ===============================================
    GAMEPLAY INFO
    ===============================================

    -----------------------------------------------------------------------------------
    LAUNCHING THE SCRIPTS

    When you reload a savegame you have to select a character or settlement, and then to click on the advisor when it appears to activate the scripts.

    -----------------------------------------------------------------------------------
    SPECIAL VnVs

    Some traits introduce in the game new rules that you should know to play properly:

    - WOUNDS: When your general is wounded, you should send him to a settlement and keep him there until the wounds are healed. If the injured character moves or stays out of a city there is a chance that the wounds get worse (so he lose command and hit points). If the wounds reach the 3th level (seriously injured), he has a chance to gain the permanent trait "scarred" that reduces his influence progressively until the wounds are healed.
    Wounds are better healed in big cities (core building>= imperial palace), and better if the city has healing houses.
    The reason of this rule is mainly that you don't use always the same character for all battles.

    There is an special wound produced when you fight against a Nazgul. Dark wounds are harder to heal, and they can completely remove all the movement points of the character if he doesn't reach a settlement soon.

    - CORRUPTION: The other important rule introduced by traits is the burden points:
    When your character carry items which sum more than 25 burden points, he has a chance to gain a demoralized trait. The chance is higher if the burden points are more than 50 or 100.
    To counter this trait, the character must rest in a happy settlement or to reduce his burden points under 0.
    This rule tries to avoid that players give all the ancillaries to the same character.

    The One Ring also causes a special corruption trait that has no going back. If the corruption of the Ring bearer reaches level 3 (Entranced by the Ring), all the other factions start declaring war on you (except if the Ring bearer is a hobbit).


    -----------------------------------------------------------------------------------
    UNIT BALANCE

    This mod do not use many of the available special attributes like "spear", projectile "ap", or "thrown" because they cause big unbalances when they are used against elephant units, and also big differences between different difficulty levels.
    In lotr-tw, each unit type has his own characteristics, and sometimes they are hidden, I'll try to list the hidden parameters here so people can evaluate them properly:

    Spearmen:
    - instead of "spear", they have plain attack bonuses against cavalry, from +2 to +8 depending on the weight of the spearmen.
    - they use to have more mass or closer formations to stand better against charges.
    - Kill ratio ~ 0.5

    2 Handed
    - they do not have "armour piercing", but 2 handed animations are fastest than anyone else, so they kill quicker than other units, even if his attack is lower.
    - they use to have higher charge and mass values than standard swordsmen, and at the same time looser formations.
    Kill ratio ~ 0.85

    Infantry
    - they use to have the better balance between attack, defence/shield and killing speed
    - Swordsmen: Kill ratio ~ 0.7
    -Daggermen: Kill ratio ~ 0.6

    Cavalry
    They are not killing machines like in other mods.
    The mass is not enough to break close formations, so do not try to charge frontally. They are better used to surround the enemy, and to attack missile units, taking advantage of his speed.
    About the speed, heavy or medium cavalry can not catch scouts or mounted archers. You need light cavalry (like Wargs) to eliminate them.
    Heavier cavalry has more mass and charge, but lower speed.


    -----------------------------------------------------------------------------------
    DIFFICULTY LEVELS

    We have tried to balance the mod so it is well balanced for any difficulty level, though I would like to explain the main differences:

    CAMPAIGN: I like to play VH/VH, but most of the testing for the mod was made at M/M.
    The main difference I notice in the campaign level is the happiness and taxes of the cities. You can go VH if you like some challenge with the managing of your settlements.
    It seems the AI becomes more aggressive against the human player at VH, but I think the probability of allies attacking you is similar in all levels.

    BATTLE: It seems the effect of battle difficulty is just a bonus to attack: +4 at hard and +7 at very hard (using Complete EDU guide as reference).
    In battle, I suggest MEDIUM if this is your first campaign, because the mod already gives some bonuses for all AI units (+2 to experience).
    Note that the morale and defence values in this mod are greater than those of vanilla RTW, and so the difference between difficulty levels is smaller.

    Since LOTR-TW do not use the overpowered bonuses of special attributes to differentiate the units, we do not have such problems of unbalances when we increase the difficulty settings, experience, or weapons/armor level.
    However, we have more problems with AI morale, probably because of the big differences between attack and defence values for each different faction. That is why we need to increase the morale, and to give extra experience to the AI.

    An useful tip to choose difficulty level is to start a custom battle, 10.000 gold, flat land, choosing the same faction you are going to play in campaign, with a balanced army.
    Then choose a 10.000 gold balanced army of inexperienced units for the Computer, and then rise the experience level of all AI units to +2 (2 chevron, no matter the final cost of the army).
    Play some battles in Medium, High and Very high (or Easy) until you see the forces are even.


    -----------------------------------------------------------------------------------
    NEW BUILDINGS

    We have tried to redistribute the buildings bonuses so all buildings share similar usefulness.
    And also to reduce the construction requirements to give more freedom in the building development.

    - Barracks: Recruitment of militia and core units, Law. Spawn pits: also Population growth.
    - Forges: Recruitment of advanced units, Siege weapons, Armour bonuses, Trade, Happiness.
    - Training (new): Weapon bonuses and Experience.
    - Markets: Taxable income, Trade, Mercenary units.
    - Fountains (healing houses): Health, Happiness, and Removing of wound traits.
    - Slavery (new): Farming and Trade (it replaces farms for orcs).
    - Sauron/Saruman influence (new): Taxable income, Law.
    Last edited by Bardo; October 06, 2010 at 10:13 AM.

  2. #2

    Default Re: Comments, Suggestions and Gameplay Issues

    ===============================================
    LIST OF SCRIPTS included in the background script file:
    ===============================================

    ===== No-year =====================

    The winter season has been removed from the game to turn all generals ageless.
    If you see snowy terrain, the scripts are not active, and you should reload the game to activate them properly.

    ===== Garrison =====================

    This script spawns a garrisoned army in a settlement controlled by the AI when an army of the human player ends the turn near the settlement. The garrison only appears if the AI faction is being besieged (at any point), and only if this faction is the original owner of the settlement.
    The size of the garrison depends on the importance of the city, and also on a random factor.

    ===== Genocide/Sacking =====================

    This script cull the population of settlements when captured by orc factions, or when orc settlements are captured by other factions. It is done before the 3 capture options are presented to the player, so he can only choose the occupy option.

    ===== Money Help =====================

    The AI factions receive a sum of money each turn in order to help them with their economy:
    +1000 per turn

    Mordor and Isengard receive an extra ammount of money when the human player controls a good faction, and the extra money goes to Rohan and Gondor when the human plays an evil faction.
    +1000 extra money per turn

    ===== Automatic Reinforcements =====================

    Some elite units can not be recruited, they appear automatically at certain settlements when:
    - there is a governor in the city
    - the happiness level is at his maximus (green level)
    - the treasure of the faction is over 0
    - arround 5% chances each turn

    These are the special settlements and units:
    - Urabhaya: trollman
    - Hobbiton: hobbit archer, hobbit militia
    - MinasˇTirith: gondor ranger dunedain, gondor fountainguard
    - Fornost: gondor ranger dunedain
    - Nenuial: gondor ranger dunedain
    - Beorn: beorning
    - Barad-dur: battle trolls
    - Fangorn: ents (not yet)

    ===== The Noldor's Return =====================

    The Noldor would rely on script to get their best units (swordsmen, spearmen, archers, cavalry). They must first build "Foundry of Manwe" at Mithlond, Forlindon and Harlindon which would cost a lot and takes a long time. This would limit the Noldor from using their uber units to conquer all of the map.

    The script checks if these 3 cities have these 3 buildings. Then it checks if the Noldor is at war with Mordor, Isengard and Orc Rabbles, and not at war with Silvan and Galadhrim. If they meet the conditions, a new building is created at these 3 cities, allowing them to recruit the noldor elite units.

    ===== Mordor Garrison =====================

    There is an special garrison script that spawns orc armies on the Plains of Mordor when the aome player's army ends near Mordor. One army is spawned for each border city (Minas Morgul, Morannon and Durthang) that Mordor still controls.
    This way, in order to siege Barad'dur, the player must first conquer the surrounding regions. Failure to do this will result in great hosts being raised near Barad'dur. This is to limit the player from going straight to Barad'dur and siege it and destroy Sauron.

    ===== Call of Sauron ==================

    This script tries to create a sense of urgency to the player, by giving to Mordor reinforcements of armies depending on the number of regions controlled by Mordor and his allies (Easterlings and Southrons).
    There is a large reinforcement at turn 15, representing the army that invaded the Pellenor fields (3 or 4 stacks), and then random reinforcements all along the game until Mordor is destroyed. The chances are doubled when Sauron controls the One Ring.
    These reinforcements are reduced when Minas Morgul or Morannon are conquered, and the reinforcements dissapear completely when Barad-dur falls down.

    ===== Other Reinforcements ==================

    Some other factions are helped with extra troops when they are controled by the AI:

    - Gondor: 2 or 3 stacks representing the troops arrived just before the siege of Minas Tirith.
    and random reinforcements at Osgiliath.
    - Isengard: 2 stacks to represent the armies sent to attack Helm's Deep
    and random reinforcements at Orthanc.
    - Rohan: 1 stack when Helm's Deep is under siege.
    and another stack when Minas Tirith is under siege.
    - Umbar naval invasions: whenever a pirate ship ends his turn near Gondor coasts, it automatically appears a stack of umbar pirates in the land near to the ship.
    - Rhun: Easterlings receives random reinforcements coming from the East border of the map.

    ===== The Nazguls =====================

    The Nazguls are respawned near Barad'dur when they are defeated in combat. One Nazgul is spawned each turn (not all the dead ones at once).
    The only way to destroy the Nazguls is to destroy the One Ring or to conquer Barad'dur.

    The Nazguls have a 25% chance to return mounting a Fellbeast (50% for Withking)

    ===== Leader Dependant Factions ====================

    These factions depend on their leader's survival to exist:
    - Mordor with Sauron
    - Isengard with Saruman

    Both leaders are immobile until they capture the One Ring. And the death of any of them would result in the defeat of their faction.

    Sauron is invulnerable in battle while Mordor owns at least 5 regions (only if Mordor managed by the AI). Saruman is not invulnerable, but very powerfull in battle.

    ===== Army of the Dead =====================

    Each battle won by Aragorn, he has a chance to obtain Anduril sword.

    If Aragorn ends his turn in Dunharrow (playing Rohan) or Erech (playing Gondor), carring Anduril, the advisor will appear allowing the player to recruit this special unit led by the King of the Dead.
    The Army of the Dead dissapears after his first battle, and there is also a time limit. The King of the Dead gets an special trait that is randomly increased every turn, and the deadmen dissapear when this trait reaches the 3th level (arround 10 turns).

    ===== Fellowship of the Ring =====================

    If the player controls The Fellowship of the Ring, their members will receive negative traits if the player declares war on some good faction, or if he reaches the peace with some evil faction. The traits are removed with the time if the diplomatic stance is restored.

    ===== Palantirs =====================

    The player can use the Palantirs to inspect the campaign map. There is a probability of 10% each turn for the advisor to appear giving to the player the option to use the Palantir. If the player accepts, he can inspect a region on the map, but then the owner of the palantir increases his coruption traits.

    ===== The One Ring =====================

    - Frodo: he starts with the One Ring, but there is a probability of 1% every turn for Gollum to kill Frodo and steal the Ring.
    While Frodo carries the Ring he has a 25% chance every turn (lower if the player controls Morodr) to appear in game at a random position (mostly around Mordor), and then he dissapears the next turn.
    If at some moment during the game, Mordor owns less than 5 regions, and Mordor do not control Morannon or Minas_Morgul, and there are no mordor units near the Mount Doom, then Frodo (controlled by the AI) has a chance to destroy the One Ring, and so to destroy the Mordor faction.

    - Gollum: if he gets the Ring (1% every turn while Frodo is alive), he has a 25% chance every turn to appear in game at a random position (mostly near Anduil valley), and then he has 25% every turn to dissapear again.


    - Ring captured: You can capture the Ring by killing the bearer.
    If the Ring bearer is killed in the battle map (no autoresolve), the winner character will receive the One Ring. If the winner is a general (no named character), the Ring will be lost.

    - Ring lost: if the Ring is lost, there is a little chance every turn to appear in a random character

    - Ring destruction: when a character ends the turn near the Mount Doom (any adjacent tile), an army representing the Entrance to Mount Doom apears, and the advisor tells you how to destroy the One Ring. Then, if the Ring bearer dies in battle against the Entrance, the Ring is destroyed, Sauron and the Nazguls are killed, and the faction of Mordor is destroyed.

    - Ring transference: when a Nazgul captures the ring, he is killed (50% chance each turn) and the ring is given to Sauron.
    If Sauron or the Wizards (Gandalf and Saruman) capture the Ring they become more powerful, the Fog Of War is removed, and they are able to move freely.
    While Sauron owns the Ring, Mordor has a chance every turn to receive troops of orcs/uruks/troll and easterlings/harad (if allied).

    - War of the Ring: when the ring bearer reaches the 3th level of Ring Corruption, other factions have a chance to declare war on the ring bearer's faction. The probabilities are higher between initial enemy factions and lower between initial allied factions.


    ===== FORCE DIPLOMACY =====================

    1. PC-PC
    It is hard to keep the AI from breaking the initial alliances, and there is a script that automatically restore those alliances between AI factions if they are broken. That is why you will see often diplomatic scrolls at the start of your turn.

    2. PC-Player
    There is script available to force the AI to accept any offer from your Diplomat, very useful to keep the alliances close to the lore.
    When in diplomatic scroll, click question mark (help button), click advisor portrait, and then click show me how button.
    Then they will accept any offer you made.


    ===== HOT SEAT MOD =====================

    The hot seat mod allows you to control more than one faction. You can use it to play alone or versus other human players.
    The code to play hot seat mode is included but not activated because it changes depending on the factions you want to control.
    If you want to activate a hot seat mod (recomended some modding experience), you need to open the file \alexander\lotrtw\data\scripts\show_me\background_script.txt, to search the words "set_counter hotseatmod" and to change the number in this line (default is 0) by:

    ; 0: No hot seat (default)
    ; 1: A New Power is Rising (Isengard-Dunland)
    ; 2: Forces of the Darklord (Mordor-Easterlings-Southrons)
    ; 3: Men of the West (Gondor-Rohan)
    ; 4: Sons of Men and Sons of Stone (Dwarves-Dale)
    ; 5: The First Children (Noldor-Galadhrim-Silvan)
    ; 6: The Ring Quest (Gondor-FreePeoples-Mordor)

    Quote from Myrddraal instructions (all the credits for the hot seat mod goes to him... in fact all what I know about scripting is thanks to him):

    Play your turn as you like. I advise you to make it a rule to auto-resolve all battles as playing them will give you an unfair advantage over the opponent, who will be controlled by the AI.

    End your turn as you normally would.

    At the end of your turn, your screen will lock, the UI will be hidden and a message will appear saying "save successful".

    1. If you are playing Hot Seat (several players on one computer)

    * Press CTRL + L
    * The next player should wait for the game to load, then start his/her turn by running the script...

    1. If you are playing Play by Email Multiplayer

    * Quit the game and send the Quicksave.sav file found in C:\Program Files\Activision\Rome - Total War\saves to the next player
    * The next player should load this file and start his/her turn by running the script...


    Don't forget to relaunch the script everytime you reload the game (everyturn in this case). If you do not activate the script before you press end turn, then you will need to reload the quicksave and to repeat the turn.

    ===== THE FELLOWSHIP OF THE RING (Free-Peoples campaign) =====================

    The campaign of the Free-peoples tries to follow, as far as the game allows, the events that take place during the War of the Ring.
    The most important events in the travels of the Fellowship of The Ring are represented by scripts that the player can activate, through the Show Me How button below the advisor portrait. It appears lightened when there is an available script, and the message of the advisor will explain its purpose.
    If it appears a red arrow when you try to activate the script, it is because you need to leave free that tile. You can try again next turn once the tile is void.

    All these scripts will help Frodo in the quest to destroy the One Ring, or they are prerequisites to unlock scripts in subsequent stages of the journey.
    In all cases, the event that triggers the advisor is when a named character of the free-peoples ends the turn near certain relevant places, usually 2 or 3 tiles close to a city.
    If there is a script available at some city, the city square appears highlighted in the campaign map until the script is triggered. At the end of each stage, a camera movement use to show the location where new scripts have been unlocked.

    Although any character can trigger the advisor, the scripts will only work if the right characters are present, usually Frodo bearing the Ring, or Aragorn with Anduril, or Gandalf.
    The scripts are designed to work if you meet certain conditions, but they sometimes are not able to verify all the requeriments. Do not try to cheat because it could cause weird effects.



    Full list of Scripts and trigger requeriments:

    1) Old Forest: Frodo+Ring near forest entrance to bypass the forest.
    2) Bree: Aragorn and Frodo+Ring at Bree.
    3) Nazguls: they appear randomly near the character positions.
    4) Rivendell: Gandalf the Grey (Diplomat starting at Rohan), and Frodo+Ring close to Rivendell.
    5) Paso de Caradhras: Gandalf the Grey near Misty Mountains pass (Aragorn and Frodo are also detected and moved), to bypas a bit the mountains at West of Moria
    6) Moria: Gandalf the Grey and any other named character close to Moria.
    7) Lorien: Frodo+Ring close to Egladil (Aragorn also detected and moved).

    8) Split at Rauros: (req: Moria and Rivendell) Gandalf the Grey must be dead, and all other fellowship members must be near Rauros fall. If any other fellowship member is dead, do not launch the script or it will crash.
    It unlocks Cirith Ungol pass for Frodo, and Gandalf the white returns at Fangorn.

    9) Fangorn: (req: Rauros) Any character close to River pass near Fangorn to free Gandalf.
    10) Edoras: (req: Fangorn) Any character close to Edoras to free Theoden, trigger Rohan and Isengard reinforcements, and to unlock Pass of the Dead for Aragorn.

    11) Helm's Deep: When sieged.
    12) Dunharrow: (req: Edoras) Aragorn+anduril close to Dunharrow.
    13) Minas Tirith: (req: Fangorn) Any character close to Minas Tirith to trigger Gondor and Mordor Reinforcements.

    14) Henneth Annun: (req: Rauros) Frodo+Ring close to trigger Rangers reinforcement and to unlock pass of Cirith Ungol..
    15) Pass of Cirith Ungol: (req: Henneth Annun) Frodo+Ring close to Gollum position (near Minas Morgul entrance).

    16) Minas Tirith: When sieged.
    Last edited by Bardo; October 06, 2010 at 10:23 AM.

  3. #3
    Anakarsis's Avatar Biarchus
    Join Date
    Jan 2009
    Location
    Argentina
    Posts
    603

    Default Re: Comments, Suggestions and Gameplay Issues

    Question, this is all set in the Campaign script?

    How "Invulnerable" is Sauron while he has more than 5 settlements? How you done it?

  4. #4
    Hopit's Avatar Praepositus
    Join Date
    Jun 2008
    Location
    FINLAND!!!
    Posts
    5,355

    Default Re: Comments, Suggestions and Gameplay Issues

    Quote Originally Posted by Anakarsis View Post
    Question, this is all set in the Campaign script?

    How "Invulnerable" is Sauron while he has more than 5 settlements? How you done it?
    you can't kill him expect in auto battle, but you have huge change of loosing in it
    there is this immortal cheat...

    Quote Originally Posted by SgtScooter View Post
    If you went to the Skyrim forums you'll see a lot posts about how it's somehow been watered down and hampered by money men making the decisions. Fact is, it's a great game and people still complain. It's the same thing as the TW franchise.

  5. #5

    Default Re: Comments, Suggestions and Gameplay Issues

    Are you still having problems with the Ents implementation?

    If so, why not do something like you did with the balrog at Moria, make treebeard appear and sack isengard, and the ents and hurons finish off the fleeing isengard urak hai after the seige of helms deep.

  6. #6
    |Sith|Galvanized Iron's Avatar Protector Domesticus
    Join Date
    Feb 2010
    Location
    I live in Kansas
    Posts
    4,710

    Default Re: Comments, Suggestions and Gameplay Issues

    Quote Originally Posted by Bardo View Post
    - Ring transference: when a Nazgul captures the ring, he is killed (50% chance each turn) and the ring is given to Sauron.
    If Sauron or the Wizards (Gandalf and Saruman) capture the Ring they become more powerful, the Fog Of War is removed, and they are able to move freely.
    While Sauron owns the Ring, Mordor has a chance every turn to receive troops of orcs/uruks/troll and easterlings/harad (if allied).
    Odd, I captured the ring and gave it to Sauron, but the fog of war is only removed during enemy turns.
    Also responsible for the Roma Surrectum II Multiplayer mode
    Rest In Peace Colonel Muammar Gaddafi
    Forward to Victory Great Leader Assad!


  7. #7

    Default Re: Comments, Suggestions and Gameplay Issues

    Quote Originally Posted by |Sith|Galvanized Iron View Post
    Odd, I captured the ring and gave it to Sauron, but the fog of war is only removed during enemy turns.
    Delete the script and use the cheat, but play fair. Only do this if you have the ring.
    History repeats itself, first as tragedy, second as farce.
    Karl Marx


    I repeat... that all power is a trust; that we are accountable for its exercise; that from the people and for the people all springs, and all must exist.
    Benjamin Disraeli

  8. #8

    Default Re: Comments, Suggestions and Gameplay Issues

    the gondor blue roof buildings looks kinda wierd, really liked the old vanilla buildings with the orange roofs
    also a few issues with the custome buildings, the texture sparkles really bad even i applied max anti aliasing
    and some buildings in baradur(campaign) have missing sides in them, the sides are completely invisible
    a few sieges in gondor's eastern shores have the units start on the side of a cliff, the models are really stretched and kinda wierd since mumakils can climb cliffs

    other than that really enjoy this mod!!!!!

  9. #9

    Default Re: Comments, Suggestions and Gameplay Issues

    to be honest I think that the mod is pretty finished in almost all senses excepting the ents. Really there is a solution for th Balrog treating him like an spy or a proposal coming from Gollum but lord of the rings is not the same without ents. I heard that Wlesmana had already tested the ents and that´s why I think that maybe and add-on to include ents will boost that people joins to the game and also it will get taht new people wanted to participate ... what do you think on that??

  10. #10
    Hopit's Avatar Praepositus
    Join Date
    Jun 2008
    Location
    FINLAND!!!
    Posts
    5,355

    Default Re: Comments, Suggestions and Gameplay Issues

    Quote Originally Posted by Chechu007 View Post
    to be honest I think that the mod is pretty finished in almost all senses excepting the ents. Really there is a solution for th Balrog treating him like an spy or a proposal coming from Gollum but lord of the rings is not the same without ents. I heard that Wlesmana had already tested the ents and that´s why I think that maybe and add-on to include ents will boost that people joins to the game and also it will get taht new people wanted to participate ... what do you think on that??
    ents will be 90% sure in 2.1 version

    Quote Originally Posted by SgtScooter View Post
    If you went to the Skyrim forums you'll see a lot posts about how it's somehow been watered down and hampered by money men making the decisions. Fact is, it's a great game and people still complain. It's the same thing as the TW franchise.

  11. #11

    Default Re: Comments, Suggestions and Gameplay Issues

    nice to hear it ... problem is that I start thinking that 2.1 won´t be released during this year, thatá why I propose a single add-on with ents if possible in the coming months

  12. #12

    Default Re: Comments, Suggestions and Gameplay Issues

    Does anybody knows if Roma Surrectum 2 plans to allow other mods to use their stunning new landscapes: vegetation, grass, terrain textures, ground generation, water, etc...

    I have been testing RS2 and it looks like a new TW engine, I would love to port this mod to that "game". I plan to ask the team, but I'd like to know first if people here knows about their policy to share their stuff.

    @sapped: true, I wish RTW would include an option to keep soldiers from moving on steep slopes. I also agree about building textures, there are many glitches. We tried to fix some of them when the creator of the buildings, Seth Krnell, had to retire from modding, but we decided it is not worth to continue development of those building. The plan was to replace some of them by other models, but there are no changes yet.

    @Chechu007: since wlesmana discovered the new way to crack the animation system, he has been working to improve the animations of monsters like ents, felbeasts and such. He even have tried to animate a Balrog, unfortunately he had no time to finish that work yet. When he find some time, then we can start thinking about future releases.
    Last edited by Bardo; October 10, 2010 at 02:39 PM.

  13. #13

    Default Re: Comments, Suggestions and Gameplay Issues

    Quote Originally Posted by Bardo View Post
    Does anybody knows if Roma Surrectum 2 plans to allow other mods to use their stunning new landscapes: vegetation, grass, terrain textures, ground generation, water, etc...

    I have been testing RS2 and it looks like a new TW engine, I would love to port this mod to that "game". I plan to ask the team, but I'd like to know first if people here knows about their policy to share their stuff.

    @sapped: true, I wish RTW would include an option to keep soldiers from moving on steep slopes. I also agree about building textures, there are many glitches. We tried to fix some of them when the creator of the buildings, Seth Krnell, had to retire from modding, but we decided it is not worth to continue development of those building. The plan was to replace some of them by other models, but there are no changes yet.

    @Chechu007: since wlesmana discovered the new way to crack the animation system, he has been working to improve the animations of monsters like ents, felbeasts and such. He even have tried to animate a Balrog, unfortunately he had no time to finish that work yet. When he find some time, then we can start thinking about future releases.

    I love roma surrectum 2, its the best rome rising era mod there is, better than europa barborum cause, i can never get that game to work right, even on my newer high end computer, it is laggy and crashes alot. For example i couldnt even play bactria, as it often crashed at the start. It looks cool and good and all but rs has alot of the same things and it doesnt crash or lag.

  14. #14

    Default Re: Comments, Suggestions and Gameplay Issues

    RS2 related posts moved to his own topic.

    @Cincinatus: Ents are planned to be included in future releases.
    Once I suggested to include huorns as assassins, like Shelob, but wlesmana did not like the idea, and now I agree it is better to minimize the number of assassins.

    @Anakarsis: Great Eagles have already been suggested, but wlesmana never liked the behavior of felbeast and I doubt he will create them.
    Sieges are available in custom battles, you just need to select the setlement level in the advanced conditions. However, maps listed with an "x" do not allow siege battles. You can even load unique cities as:
    * Gondor huge city = Minas Tirith
    * Northmen huge city = Helm's Deep
    * Mordor large city = Isengard
    * Mordor huge city = Minas Morgul
    Last edited by Bardo; November 06, 2010 at 01:50 AM.

  15. #15
    Anakarsis's Avatar Biarchus
    Join Date
    Jan 2009
    Location
    Argentina
    Posts
    603

    Default Re: Comments, Suggestions and Gameplay Issues

    Thanks, great job at the unique cities.

    Yes, fellbeast skeleton has a strange behaviour, seems to keep flying instead of attacking most of the time. So sad that this could not be improved, anyways i dont remember any other mod with flying units, ithough that it was somewhat impossible

    Another suggestion: what about a better unit of Elven Horse Archers? In the Silmarillion, this type of unit is mentioned a couple of times, i thought that was pretty common.
    Last edited by Anakarsis; November 06, 2010 at 02:37 AM.

  16. #16

    Default Re: Comments, Suggestions and Gameplay Issues

    Quote Originally Posted by Bardo View Post
    RS2 related posts moved to his own topic.

    @Cincinatus: Ents are planned to be included in future releases.
    Once I suggested to include huorns as assassins, like Shelob, but wlesmana did not like the idea, and now I agree it is better to minimize the number of assassins.
    Oh that reminds me, shelob never carries out assassination attempts if she cant get there with in one turn's worth of movement, since no character i targeted ever got within range i dunno if she actually carries out the attempts at all yet. Is that supposed to happen?

  17. #17
    saxdude's Avatar Vicarius Provinciae
    Join Date
    Jul 2009
    Location
    House of Erotic Maneuvering
    Posts
    10,420

    Default Re: Comments, Suggestions and Gameplay Issues

    Bardo, yes, they are very much willing to allow anyone with the time to implement it to be adapted into there own mod, as long as proper credits are given, but i think thats a given.
    The thing with the terrain is that it was especifically adapted for the european map of RS2, I would assume that adapting said terrain to middle earth would be a workful process, not impossible though.
    Man i would love to see the elves in the forests of germania, or Harad in those deserts that the RS2 team made, or gondorians in the mediterrean plains and forests. Truly a marvelous experience.

  18. #18

    Default Re: Comments, Suggestions and Gameplay Issues

    Thanks Saxdude, your post motivated me to finally ask them permission personally, lets wait what they say.

    To import unmodded RS2 landscapes is relatively easy, I did it in one day. Then I needed 1 week to adjust lighting/daytypes to those new landscapes (while I tested them). And now I'm tring to asign to each lotr region the apropriate RS2 climate.
    As you said it is going to need some work to make them look like middle earth, but RS2 made so many new trees and grass and textures, that I think it is possible to get something similar to the movies if they allow us to use the files.

  19. #19
    Anakarsis's Avatar Biarchus
    Join Date
    Jan 2009
    Location
    Argentina
    Posts
    603

    Default Re: Comments, Suggestions and Gameplay Issues

    First of all, Great Mod, all works pretty well.

    I have a pretentious suggestion: can you make Great Eagles to appear in the mod? i would not dare to suggest such a thing if you did not already included flying creatures on it.

  20. #20
    Bull3pr00f de Bodemloze's Avatar Occasio mihi fertur
    Join Date
    Dec 2008
    Location
    The Netherlands
    Posts
    5,473

    Default Re: Comments, Suggestions and Gameplay Issues

    I think he is pretty much not killable

Page 1 of 13 1234567891011 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •