so here's my project..not exactly a sub-mod as you'll find out if you keep reading..
heroes played an important role in the tolkien universe ,so this ,mainly, revolves around the various Generals
the main feature are hero abilities..one could then according to HIS liking edit them and assign them to who he wants..so it's more of a resourse..
the following tutorial (divided in spoilers) will help you understand how to use the files BUT also how to make everything from scratch...so don't let it intimidate you cause it's long...i just tried to include everything i got to learn while doing this...this way you'll have everything in one same page and you won't have to search ,like i did, in various tutorials or loose time by trying out some stuff...of course some things i may not have seen or understood 100% but this happens with everything in modding...
Spoiler Alert, click show to read:in any way, the fact is that someone can make an ability for everyone and just leave it there
even though ,since one has to also consider that
1.) AI will most likely spam these abilities IF it uses them ...cause i got my doubts that it even uses them...
2.)not all factions start with the same number of generals and only starting or scripted-spawning ones can have a hero_ability
he shouldn't make em too availiable etc..anyway that's up to you..personaly i'm against gratuitous boost-spam
the whole thing involves 4 files and the battlepage(s) which is a tga (picture) file
-in descr_hero_abilities.xml for the effects
..... (data folder)
-in expanded.txt the entries for the tooltips (meaning the text that appears when you hover your cursor on a button in the battle-control panel)
...(data>text folder)
Spoiler Alert, click show to read:
in order to make the new tooltips appear you'll have to delete the expanded.strings.bin file,right underneath the expanded.txt file
...if your installation is correct it should regenerate on its own upon starting the game...
i've had problems with this when my installation was divided between main installation path and visual store folder (i'm using win 7 and hadn't disabled UserAcountControl at the time...if you haven't too here's a link http://www.twcenter.net/forums/showt...59#post8287059 try fix #3)
WHATEVER SPOILER YOU OPEN ...SCROLL IT ALL THE WAY TO THE RIGHT AS I'VE INCLUDED INSTRUCTIONS/INFO RIGHT NEXT TO THE CODE PARTS
-in battlepage_04.tga the sprites for the buttons and then an entry in battle.sd.xml (in data>ui folder) for the buttons-sprites assignment
Spoiler Alert, click show to read:
(the game reads battle.sd that gets generated-edited from the battle.sd.xml
...unfortunately the whole thing can be really frustrating at times cause of some ,not so clear ,limitations...i'll come back to that later with more details..
EDIT: (if you're going to also edit the battle.sd.xml ,by adding more battlepages ...
it shouldn't be necessary ,but since this is a "tutorial" ...Spoiler Alert, click show to read:seems like the "problem" is battlepage_04 size..........
- max size is 512 x 512 ,larger than that will give you crashes...if you want to expand over this ,you could add more pages...
IMPORTANT: remember to edit ,correctly the pages count/size-entry in the top of the battle.sd.xml file and to also edit correctly the sprites count ,right underneath if you're gonna add even more buttons or pages than i did
here's the coming with installation file....
Spoiler Alert, click show to read:sprites start from "0" so even though your last sprite in the file is gonna actually be "163" ,the sprites count is "164"...so every time you add a sprite entry ,you should add +1 to the "sprites count" entryCode:<?xml version="1.0"?> <root> <version>6</version> <enumeration_name>BATTLE_SPRITES</enumeration_name> <texture_pages count="5"> <page file="battlepage_01.tga" width="512" height="512" force32bit="0"/> <page file="battlepage_02.tga" width="256" height="256" force32bit="0"/> <page file="battlepage_03.tga" width="141" height="143" force32bit="0"/> <page file="editor_battle01.tga" width="256" height="256" force32bit="0"/> <page file="battlepage_04.tga" width="141" height="143" force32bit="0"/> </texture_pages> <sprites count="164">
and here's mine
Spoiler Alert, click show to read:Code:<texture_pages count="5"> <page file="battlepage_01.tga" width="512" height="512" force32bit="0"/> <page file="battlepage_02.tga" width="256" height="256" force32bit="0"/> <page file="battlepage_03.tga" width="141" height="143" force32bit="0"/> <page file="editor_battle01.tga" width="256" height="256" force32bit="0"/> <page file="battlepage_04.tga" width="500" height="510" force32bit="0"/> </texture_pages> <sprites count="293">
here's a last one ,with more pages...
Spoiler Alert, click show to read:Code:<texture_pages count="6"> <page file="battlepage_01.tga" width="512" height="512" force32bit="0"/> <page file="battlepage_02.tga" width="256" height="256" force32bit="0"/> <page file="battlepage_03.tga" width="141" height="143" force32bit="0"/> <page file="editor_battle01.tga" width="256" height="256" force32bit="0"/> <page file="battlepage_04.tga" width="500" height="510" force32bit="0"/> <page file="battlepage_05.tga" width="141" height="143" force32bit="0"/> </texture_pages>
- not so sure bout this one, but i have reasons to believe that if a certain battlepage isn't included in the mod folder ,like battlepage_02 for TA ,the mod is gonna "draw" its sprites from med2TW files..in fact the "halt" or "run/walk" buttons are nowhere to be seen in the TA files, yet they still work correctly..)
,battlepage(s)_04 is(are) a bit more in deep,in every one of the cultures subfolders in ui ,like
southern european ,northern european ,eastern european ,middle eastern ,greek and so on..)
make sure you replace it in every interface folder ..with your new -culture specific- or all culture-generic one..
(abilties can possibly have even sound fx ,which seems to be the most "complicated" issue about it..but also one of the coolest)
-in (data > worlds > maps > campaign >imperial campaign ) one can "distribute" the abilities assigning them according to his liking through
- descr_strat.txt (for starting generals) and/or
- campaign_script.txt ( for scripted to spawn ,like aragorn in gondor..)
Spoiler Alert, click show to read:by just adding
",spacehero_abilityspacethe_Namespace" in the first line of the general's entry *
the ability's name must be exactly the same as the one used in descr_hero_abilties.xml and put as others are put...just see an other general's entry, with a hero_ability ....example
(so attention to spaces " " ,underscores "_" and commas ","Code:character Gandalf, named character, male, age 22, x 117, y 248, battle_model gandalf, portrait Gandalf, hero_ability Light_of_the_Faith traits Gandalf 1 , LoyaltyStarter 1 , GoodCommander 2 , ReligionStarter 1 , GoodAttacker 1 , Loyal 1 , Just 2 , StrategyChivalry 1
also small-capital letters matter too... keep it in mind..so just copy paste the name-title from descr_hero_abilities.xml into descr_strat )
*if you're going to make your own-new abilities... personaly,i suggest for simplicity and in order to avoid silly mistakes ,to use ONLY capital letters ,for the abilities names in both descr_hero_abilties.xml and descr_strat ,since all other entries about your abilties are gonna be in capital letters too...
(i've done that in my files, except for the "terror of the nazgul" and "terror of the witch king" cause they are already included in various submods as such and it would mean unecessary-stressful searching-editing..)
you should use small letters only in the edited tooltips for the ingame titles and descriptions...
..i hope you get a better understanding of what i'm talking about...
let's see an example on how not to mesh up...watching the entries in the files to edit
Spoiler Alert, click show to read:
an entry's start in descr_hero_abilties.xml...
the ability's entry in expanded.txt...Code:<name>Light_of_the_Faith</name> see how the original title is ? that's how you should <duration>60</duration> put it in descr_strat...BUT...see how most of the <activations>2</activations> other entries are...all capital letters... <cooldown>10</cooldown> <normal_tooltip_label>EMT_LIGHT_OF_THE_FAITH_NORMAL</normal_tooltip_label> ability's name entry in capital letters <selected_tooltip_label>EMT_LIGHT_OF_THE_FAITH_SELECTED</selected_tooltip_label> it points to what tooltip entry the game <disabled_tooltip_label>EMT_LIGHT_OF_THE_FAITH_DISABLED</disabled_tooltip_label> should look in expanded.txt <normal_sprite>HERO_ABILITY_LIGHT_OF_THE_FAITH_BUTTON_IMAGE</normal_sprite> ability's name in capital letters <selected_sprite>HERO_ABILITY_LIGHT_OF_THE_FAITH_BUTTON_IMAGE_SELECTED</selected_sprite> pointing to what sprite the game <disabled_sprite>HERO_ABILITY_LIGHT_OF_THE_FAITH_BUTTON_IMAGE_DISABLED</disabled_sprite> should look in battle.sd.xml <sound_effect>guglor_starlia</sound_effect>
usually, the abilities tooltip entries are located at the bottom of expanded.txt...if not then just insert your new entries right underneath the last existing ability's one...Code:{EMT_LIGHT_OF_THE_FAITH_NORMAL} Here I Can write whatever i want in anyway i wANt... {EMT_LIGHT_OF_THE_FAITH_SELECTED}cause as long AS i don't mess with the part in the curly brackets...that HAS to be in all capital letters...it's all fine {EMT_LIGHT_OF_THE_FAITH_DISABLED}so..this is the part that's gonna appear in game...
(and remember to delete expanded.tx.strings.bin file ,right underneath expanded.txt in the text folder)
and the ability's buttons entries in battle.sd.xml
and finaly the ability put in descr_strat or campaign_script (scroll to the right>>>)Code:<sprite index="157" name="HERO_ABILITY_LIGHT_OF_THE_FAITH_BUTTON_IMAGE" page="4" left="35" right="70" top="72" bottom="107" x_offset="0" y_offset="0" alpha="1" cursor="0"/> <sprite index="158" name="HERO_ABILITY_LIGHT_OF_THE_FAITH_BUTTON_IMAGE_SELECTED" page="4" left="70" right="104" top="72" bottom="107" x_offset="0" y_offset="0" alpha="1" cursor="0"/> <sprite index="159" name="HERO_ABILITY_LIGHT_OF_THE_FAITH_BUTTON_IMAGE_DISABLED" page="4" left="105" right="139" top="72" bottom="107" x_offset="0" y_offset="0" alpha="1" cursor="0"/>
so why bother and possibly make a mistake ? just use capital letters all the way (easy for just copy-pasting too) ..and do something like this..Code:character Gandalf, named character, male, age 22, x 117, y 248, battle_model gandalf, portrait Gandalf, hero_ability Light_of_the_Faith traits Gandalf 1 , LoyaltyStarter 1 , GoodCommander 2 , ReligionStarter 1 , GoodAttacker 1 , Loyal 1 , Just 2 , StrategyChivalry 1
in descr_hero_abilities.xml
...blah blah...<name>LIGHT_OF_THE_FAITH</name>....blah blah... ,
and in descr_strat or campaign_script
..........blah......... battle_model gandalf, portrait Gandalf, hero_ability LIGHT_OF_THE_FAITH ...(blah)....
got it ? maybe i'm insisting on something obvious ..maybe i'm saving you from unecessary trouble...
one other handy thing to do would be using short names for your abilities, preferably one word only.. (let's say "LIGHT" for the previous example)
this way you will never screw up cause of a missing underscore "_" or space..afteral the ingame ,ability's name (the one you actually get to see) is the full customizable one in expanded.txt (on the right of the curly brackets {} as in the previous example-spoiler)
and a last advice...personaly i look to use as much as possible the same short name for every ability entry and its sprites in battle.sd.xml (makes all the copy-pasting easier)
27/7 minor-edit....http://www.twcenter.net/forums/showt...31#post9997831
unfortunately changes in
- descr_strat and campaign_script..aren't save-game compatible as also in
-expanded.txt since ,given the fact that the game reads only the expanded.strings.bin file ,generated every time you start a game..so as i said before,
every time you include a new tootlip in expanded.txt ,in order to see the change ingame ,you'll have to delete the strings.bin file right underneath it and start a new campaign (cause the game will still load the old strings.bin data ,form the old saved games)
..fortunately
- co-ordinates entries in battle.sd.xml are ....as also whatever change of the battlepages.tga files
so instead of breaking your @@ with coordinates in battle.sd.xml ,i suggest you just moved/edited a bit the spirtes in the battlepage_04
(i'll be providing a perfectly edited "couple" of battle.sd and battlepage_04 ,to use as "canvas"...coordinates are spot on and there is enough space between
sprites in the tga ,for you to move em and achieve the perfect smooth-fit)
- as also effects in descr_hero_abilties.xml (so you can edit the abilities after having started a new campaign)
IMPORTANT !!!IF YOU'RE GOING TO MAKE A SUGGESTION PLEASE READ BEFORE POSTING
(a quick view on how abilties work..)
WHATEVER SPOILER YOU OPEN ...SCROLL IT ALL THE WAY TO THE RIGHT AS I'VE INCLUDED INSTRUCTIONS/INFO RIGHT NEXT TO THE CODE PARTS
Spoiler Alert, click show to read:
in general i can tell you that
-every starting or scripted playable, General can have a hero_ability..with its specific buttons-sfx and effects
without interfering with his BG units ,special formation one (like deployment-stakes or ,in battle-sciltrom / shield wall etc..) even though there is "an order of command" in which all kinds of special uses buttons overide each other...
Spoiler Alert, click show to read:
general's hero ability >
(when all of its uses are done)
rally horn >
(if more than one generals are on the battlefield then the highest in command gets that one and he will never be able to use his units special formation,if the unit had one..example would be saruman with orthanc guard..he will never use the sciltrom as he will always get the horn..on the other hand, after just editing the first army unit >bg unit< in descr_strat ,let's say for denethor ,giving him a fountain guard i got to keep the spear wall...so i'm not really sure how this works.. )
units' special formations >
(like sciltrom ,spearwall ,shieldwall ,fire arrows)
units' special abilties
(like druid chant and warcry)
a...every ability (as in activation button) can contain several default effects that can "target"
.........own_army.........allied_armies..........enemy_armies
and can be comibined in various ways
Spoiler Alert, click show to read:
-rally (routing) troops
(at a locked morale level and min. time in seconds, before rerout)
morale values can be :wavering / shaken / firm / high / impetuous(may charge without orders)
Spoiler Alert, click show to read:Code:<hero_ability_effect> <name>rally_units</name> <target>own_army</target> <morale_level>firm</morale_level> <min_time_before_rout>120</min_time_before_rout> </hero_ability_effect>
-lock_morale
(doesn't affect routing units..if pre-ability morale is higher it will lock to the effect's-established one...
possible values are :
..impetuous
..high
..firm
..shaken
..wavering
Spoiler Alert, click show to read:Code:<hero_ability_effect> <name>lock_morale</name> see? in this example ,the target is <target>enemy_armies</target> >enemy_armies< <morale_level>shaken</morale_level> </hero_ability_effect>
-army_morale
(with regulated +/- values...relates to various entries in EDU like mental value or disciplined/trained/untrained etc..)
(also ,units lacking the "can_withdraw" EDU attribute seem to be immune to - morale effects)
Spoiler Alert, click show to read:Code:<hero_ability_effect> <name>army_morale</name> in this example..i 've put <target>own_army</target> three entries, one for every <morale_modifier>15</morale_modifier> type of possible target... </hero_ability_effect> just for helping you understand <hero_ability_effect> ............................................ <name>army_morale</name> you could combinate them in <target>allied_armies</target> whatever way...maybe one army <morale_modifier>12</morale_modifier> could have lock_morale ,instead.. </hero_ability_effect> <hero_ability_effect> <name>army_morale</name> <target>enemy_armies</target> <morale_modifier>-10</morale_modifier> </hero_ability_effect>
-soldier_combat_effectiveness
(as in kill chance modifier..it can be set to 0 kill chance, reduced (-kill) ,or increased (+kill)....)
...0 kill is of course the lowest...
...0 to 1 is decreased ...
...1 is normal...
...larger than 1 is increased..don't really know what the max. is..if there is any)
Spoiler Alert, click show to read:Code:<hero_ability_effect> <name>soldier_combat_effectiveness</name> <target>own_army</target> <kill_chance_modifier>2.5</kill_chance_modifier> </hero_ability_effect>
-fatigue
(true or false, meaning persistent after ability or not...)
values between evident stamina levels ,like from fresh to warmed up are +/- 1000...so if a unit is exhausted it would need a -6000 fatigue in order to become fresh instantly ,whereas if on its own ,it depends on its EDU entry attribute hardy/very_hardy that translate ingame as good stamina/very good stamina..
* "sprint effect" -not default- an "effect" i came up with ,in order to add realism
by combining two contrary fatigue effetcs...
stamina will rise during the ability BUT will fall under the pre-ability stamina lvl after ,leaving the troops more tired than before...
example..
unit is tired..you press the ability and unit is fresh..ability's over ? unit will not be tired but very tired or exhausted..
important : in order to get this to work ,you'll have to put the "true fatigue" effect first and then the "false fatigue" effect
Spoiler Alert, click show to read:valid during the ability's duration....soCode:<hero_ability_effect> effect starts <name>army_fatigue</name> <target>own_army</target> <fatigue_modifier>1000</fatigue_modifier> +fatigue ,so the army gets tired <permanent>true</permanent> </hero_ability_effect> effect ends (see the / in the start ?) <hero_ability_effect> <name>army_fatigue</name> <target>own_army</target> <fatigue_modifier>-2000</fatigue_modifier> -fatigue so the army gets rested BUT si <permanent>false</permanent> since it's not true but false it will only be </hero_ability_effect>
by making it larger than the true one you
get the 'sprint effect'...stamina rises during the ability ,but the units will be even more tired aftrewards....
-unit_infighting
(no damage ,they just go inactive, "arguing" among themselves..BUT..if you attack them they "wake up"..) works with :
.. a % set-chance ,for each separate unit
(efficiency seems to relate to the mental and discipline EDU values..some units are anyway immune ,like generals BG for example)
..and its own timer...that is independent from the abilty's duration
* "momentum-hold" -not default- an "effect" i came up with ,in order to add realism
by setting a high infighting% but really low time interval...
acts as a "spam-break" as it kinna ruins the momentum for some ,overpowered or most likely to be spammed ,abilties..
Spoiler Alert, click show to read:Code:<hero_ability_effect> <name>unit_infighting</name> <target>own_army</target> if the targeted army was <percentage_chance>100</percentage_chance> >enemy_armies< then it could <min_effect_time>2</min_effect_time> also work as stunning effect <max_effect_time>2</max_effect_time> ...the time is always in seconds... </hero_ability_effect>
* "swiftness"...... another pseudo effect i came up with ,by combining the default ones...i use it to disengage,here's it's code...
AGAIN..scroll all the way to the right and to the bottom ,to also read info-comments
Spoiler Alert, click show to read:the whole multi-effect is supposed to have a really short duration...lets say 30 secs x 4 ,with 5 secs cooldown...so one can/should use it only for safe disengaging AFTER having pushed the withdraw button for the units he cares to disengage...since attacking the "momentarily stunned" enemies or shooting them with my archers will awake em....(so after having halted or changed target for missile units too)you can either try to rout them or reform the lineCode:<hero_ability_effect> a short (5secs) <name>unit_infighting</name> unit_infighting for <target>enemy_armies</target> enemies <percentage_chance>100</percentage_chance> <min_effect_time>5</min_effect_time> <max_effect_time>5</max_effect_time> </hero_ability_effect> <hero_ability_effect> added to a full fatigue <name>army_fatigue</name> loss (-6000) for own <target>own_army</target> army <fatigue_modifier>-6000</fatigue_modifier> <permanent>false</permanent> AND </hero_ability_effect> <hero_ability_effect> <name>army_fatigue</name> <target>allied_armies</target> full stamina loss (+6000) <fatigue_modifier>6000</fatigue_modifier> for allies and enemies <permanent>false</permanent> </hero_ability_effect> <hero_ability_effect> creating the illusion <name>army_fatigue</name> of a temporary "swiftness" for <target>enemy_armies</target> only my army (bullet time :)) <fatigue_modifier>6000</fatigue_modifier> <permanent>false</permanent> </hero_ability_effect> <hero_ability_effect> <name>soldier_combat_effectiveness</name> BUT with a 0 kill chance for me <target>own_army</target> so that i got to use it for <kill_chance_modifier>0</kill_chance_modifier> manouvring only and not </hero_ability_effect> for cheating <hero_ability_effect> <name>soldier_combat_effectiveness</name> <target>allied_armies</target> <kill_chance_modifier>0</kill_chance_modifier> </hero_ability_effect> <hero_ability_effect> <name>soldier_combat_effectiveness</name> also ,by reducing just a bit the <target>enemy_armies</target> enemy's kill chance i "make up" <kill_chance_modifier>0.8</kill_chance_modifier> for my advantage ,while still </hero_ability_effect> having a break
..KEEP IN MIND THAT..all effects are default and their values have pre-established ranges-limits ,into which one can variate them..
it's combinations of effects that do the abilities and not the other way round
so there can't be any "let's make archers fire longer or more accurate" or "breaking down gates" or "firebolts" etc..
b...all the effects
-kick in simultaneously..
-there is no area effect..they apply to the whole "targeted" army or armies (own - allied - enemy)
(even though morale effects get influenced by ingame hard-coded area-morale-effects...
example
units near a general or some other unit with a + morale-local area-effect will be less sensitive to morale attacks...
units far from a general etc will be more sensitive to morale "attacks"
-abilities (containing the effects) can be instant or have a certain duration
-if with duration,it's gonna be the same for all effects
(infinghting has it's own timer of sorts though.. )
-could be activated more than one times (and cooldown between activations can also be
regulated)
-values of all these effects are anyway related to values in EDU as they modify them
(one example would be the army_morale effect ,that depends on the mental value in edu)
you might also want to take a look at " descr_hero_abilities.xml " in data folder..
right click and "open with" notepad
Spoiler Alert, click show to read:BY THE WAY..I STRONGLY SUGGEST YOU TAKE A LOOK HERE...OPENING POST contains an add-on for med2TW files !
IT'S AN AWESOME TOOL FOR EDITING FILES
http://www.twcenter.net/forums/showt...50#post9732550
( the concept inevitably "expands" ,in a concentric way , to other aspects as well..but..)
unfortunately my "modding" knowledge/experience is limited so it's gonna be a long and slow process..
if someone wants and can give me useful advice or even practical help they are the most welcomed to pm me or leave a message on my profile page ... )
it 'll be based on 2 factors :
-gameplay (variety ,fun and "strategy")
-lore (even though it has to be stretched a bit at times..still ,no raping whatsoever)
feats to be included
I.) completely new custom and old-reworked, hero abilities (+ reworked battle ui, buttons)
Spoiler Alert, click show to read:
" a small detail can make the great difference ..."
all kinds of them (will) have their own buttons and new tooltips (meaning the text that appears when you hover your cursor on a button in the battle-control panel)..in order to "set the mood" .. based as much as possible on the lore
Spoiler Alert, click show to read:
i) the selecting- preability- button has a general description-tooltip ( from the books) and the number of uses/duration info
example
The Voice of Saruman ("...low and melodious, its very sound an enchantment..." 2 x 60 sec)
as in the omonimous chapter from "the two towers"
ii) the selected- ability on- button further contains a lore description hinting the ability's effects
example NAZGUL_SELECTED}Cry Of The Nazgűl ("Filled with evil and horror ,more unbearable they became, not less, at each new cry")
iii) the deselected- ability off- button displays (the eventual cooldown, if they have more than 1 use)
(possibly even sound fx...if someone helps me..)
abilities featured...
stamina boostsSpoiler Alert, click show to read:
(evident levels go by +/- 1000 fatigue...so +/- 6000 from fresh to exhausted)
true for permanent...T.stamina
false for during ability...f.stamina
some could also have side effects...if lore wise hinted-justified
-army morale (goes by any number ..relates to edu mental and other entries..lets say +/-10 is a good-strong base number)
-kill chance (0 to 1 decreased...1 normal...1 to ? increased)
-unit infighting (% set chance for each unit "infighting" among themselves...
with it's own time range ...min to max secs)
MIRUVOR (h.elves)Spoiler Alert, click show to read:( "Just a mouthful each! It is Miruvor, the cordial of Imladris.." )
_SELECTED}Miruvor ( "The warm and fragrant liquer gives a new strength of heart and body.." )
1 x 120 s
T. stamina 2000
f.stamina 4000 .....................total 6000 full fresh from exhausted
lock_morale high
LEMBAS (s.elves)Spoiler Alert, click show to read:( "More strengthening than any food made by Men ,does put heart into you! A wholesome sort of feeling.."
_SELECTED}Lembas ( "It feeds the will, and gives strength to endure, and to master sinew and limb beyond the measure of mortal kind.." )
1 x 150 s
T.stamina 2500
f.stamina 2500....................total 5000
morale + 10
KINGSFOIL POTION (eriador - arnor / gondor ?)Spoiler Alert, click show to read:( "The fragrance of morning dew and power to heal most evil wounds..even the black breath"
_SELECTED}Kingsfoil Potion ("When death's shadow grows and all lights pass, come athelas! Life to the dying ")
2 x 100s (cooldown 150s)
T.stamina 2500
f.stamina 1500.................total 4000
morale + 12
unit infighting "momentum-hold"
HONEY CAKE (beornings)Spoiler Alert, click show to read:( "Twice-baked, strengthening, honey cakes.." 2 x 130s )
_SELECTED}Honey Cake (On a little of which, troops could last much..)
2 x 130 s (cooldown 240)
T.stamina 2000
f.stamina 2000 ............ total 4000
morale + 8
unit infighting "momentum-hold"
CRAM (dale , dwarves maybe just to one of the erebor side gens )Spoiler Alert, click show to read:( "Biscuitish, is supposed to be sustaining.."
SELECTED}Cram ( "Certainly not entertaining, being in fact very uninteresting except as a chewing exercise.." )
2 x 115 ( cooldown 210)
T.stamina 2000
f.stamina 2000 ........... total 4000
morale + 8
unit infighting "momentum-hold"
ORC DRAUGHT ( orcs ...)Spoiler Alert, click show to read:( "A horrible burning drink ,giving a hot fierce glow..)
_SELECTED}Orc Draught ( "The pain vanishes and the head grows clear.." )
3 x 45 s (cooldown 60s)
T.stamina 2000
f.stamina 1500 ...........total 3500
morale + 10
kill 1.5
unit infighting 50% (10-15 sec)
(SNAKE'S VENOM ELIXIR) (rhun - harad )Spoiler Alert, click show to read:( A reinvigorating sip! )
_SELECTED}Serpent Elixir ( A strengthening elixir ,known only in the south and east where great serpents dwell..)
4 x 40 s (cooldown 60s)
T.stamina 1500
f.stamina 2000 ........total 3500
morale + 6
unit infighting "momentum-hold"
(BOOZE ) (other factions)Spoiler Alert, click show to read:(A reinvigorating sip!)
_SELECTED}Booze (A strong liquor ,to warm the spirit of fighting men..)
5 x 40 s (cooldown 60s)
T.stamina 1500
f.stamina 1500 ........total 3000
morale + 6
unit infighting "momentum-hold"
better the stuff (lasts longer and is stronger?)
more hard to get (less uses or longer cooldowns)
definitive list coming soon..work in progress
personal abs
here's a link to the sfx i edited so far
http://www.2shared.com/file/L8qFUbuB/abilities_sfx.html
to better understand the "sfx proposals"
Spoiler Alert, click show to read:
cry of the nazgulSpoiler Alert, click show to read:" The Enemy's most terrible servants; Darkness went with them, and they cried with the voices of death ,filled with evil and horror"
SELECTED_} "Their breath was of deadly cold and pierced like a spear; More unbearable they became, not less, at each new cry..
edited sfx proposal: nazgul cry
2 or 3 uses...very short cooldown ?
..... - 6 enemy morale (having also frighten mount and foot EDU attributes you could make enemies rout..)
terror of the witch kingSpoiler Alert, click show to read:"Put in command by Sauron, he is given an added demonic force;Not by the hand of man shall he fall"
SELECTED_}Wherever he came a madness filled his followers and fear fell on the boldest of foes, so that horse and man gave way and fled.... A great king and sorcerer he was of old, and now he wields a deadly fear
edited sfx proposals: "this is my hour" or don't you know death when you see it ??
1 use..
...lock enemy morale to shaken
...enemy kill 0.5
...own kill 1.5 ?
GANDALF
Spoiler Alert, click show to read:1 use..
rally own and allied routing units at high and firm (respectively) morale...
+20 own and +10 allied morale
enemy morale -8
f.stamina for own and allied 1000
for white...
rally own and allied routing units at high and high
+30 own and +10 allied morale
enemy morale -10
f.stamina for own and allied 1000
grey ) flame of anor (?)Spoiler Alert, click show to read:"Keeper of the secret fire ,wielder of the flame of anor...Warm and eager was his spirit ,enhanced by the ring Narya"
SELECTED_} "He was the Enemy of Sauron, opposing the fire that devours and wastes, with the fire that kindles and succours in wanhope and distress and those who listened to him awoke from despair and put away the imaginations of darkness"
edited sfx proposal:i'm the keeper of the secret fire..wileder of the flame of aaaanor...sfshhhhhhh
white ) first of the istari (?)Spoiler Alert, click show to read:"Sent back by Eru until his task was done, reborn as white ,the first of his order.."
SELECTED_}"Eyes piercing as the rays of the sun; power was in his hand..He raised his staff. The sunlight was blotted out and from his hand a shaft of white light stabbed upwards"
the voice of sarumanSpoiler Alert, click show to read:"Low and melodious its very sound an enchantment..all that it said seemed wise and reasonable.."
SELECTED_}When others gainsaid the voice, anger was kindled in the hearts of those under the spell
edited sfx proposal:cannot we make peace ...you and i ? sfx
2 uses...
...enemy unit infighting 90%
...enemy t.fatigue 500
...enemy f.fatigue 1500
....enemy kill 0.5
dragon ('s) spellSpoiler Alert, click show to read:" Opened wide his lidless, serpent-eyes and gazed upon his foes"
SELECTED_}"He who looked straight into them fell under a binding spell of utter darkness and forgetfulness"
sfx some sort of hissing sound ?
1 use...( 2 times the voice's duration )
...enemy unit infighting 100%
...enemy T.fatigue 1000
...enemy f.fatigue 1000
...enemy kill 0
ent rageSpoiler Alert, click show to read:
( "An angry Ent is terrifying. Their fingers, and their toes, can tear rock up like bread-crust")
...............................................................................or can tear up rock ?? .........
edited sfx proposal:ent warcry sfx
SELECTED_} "Storming like a howling gale ,they roared and boomed and trumpeted, until stones began to crack and fall at the mere noise of them"
1use...
...(own kill 2 ? if someone makes them a separate faction..)
...own morale +18
...allied morale +15
...enemy morale lock to shaken
sauronSpoiler Alert, click show to read:"Master of shadows and of phantoms, foul in wisdom, cruel in strength, misshaping what he touched, twisting what he ruled ..his dominion was torment"
SELECTED_}"A dark cloud of fear fell upon those who gazed him and dared stand before the menace of the fell spirit in his eyes and the foul vapour of his breath"
edited sfx proposal:"black speech"sfx
1use...
....lock enemy morale to wavering (one step before routing that is)
....rally own and allied routing units at firm (min time before re-rout 5min)
....lock own and allied to firm
....enemy kill 0
....enemy unit infighting 70% (15-30 sec)
galadriel (lady of light)Spoiler Alert, click show to read:"She was proud, strong, and selfwilled, yet still dwelt in her the noble and generous spirit of the Vanyar and a reverence for the Valar that she could not forget")
SELECTED_}..on her finger was Nenya, the ring wrought of mithril, that bore a single white stone flickering like a frosty star..with the power of preservation
T.stamina...2000
f.stamina...2000........total 4000
own morale +20
enemy kill chance 0.5
elrond (vilya)Spoiler Alert, click show to read:
SELECTED_}..and upon his finger was a ring of gold with a great blue stone, Vilya, the ring of Air, mightest of the Three
T.stamina...2000
f.stamina...3000........total 5000
own morale +20
enemy kill chance 0.5
ARAGORN ...a heroic charge thing...the most powerful
Spoiler Alert, click show to read:
eriador) Strider .....Grim was his face, grey-hued and weary and wore a silver star upon his cloak ; There has never been a day when the Shire has not been guarded by watchful eyes ...
SELECTED_}The grey figure of the man, Aragorn son of Arathorn,was swift and keen-eyed and he looked as if some king out of the mists of the sea had stepped upon the shores of lesser men
gondor) Isildur's Heir ....The Heir of Isildur arose in the North, and he took the shards of the sword of Elendil, and in Imladris they were reforged; and he went then to war, a great captain of Men
SELECTED_} before all went Aragorn with the Flame of the West, Andúril like a new fire kindled, Narsil reforged as deadly as of old: and upon his brow was the Star of Elendil...
generic "racial" rallies and other stuff...
heroic charge (for good men) (sfx ...some sort of chaaaaaaaaaaargeeeee?)
stubborness of dwarves ..."axes of the dwarves ! the dwarves are upon you! " (it was the dwarven battlecry) (sfx i guess the same but with a more harse accent?)
for death and glory (rohan) sfx "or the deaaaaaaaaath" warcry or the edited sfx proposal: cavalry charge
light of elbereth ... "o elbereth! gilthoniel! " (it was an elven hymn to elbereth the star-queen) (sfx some sort of chanting or hymn ?)
legion unleashed... "some sort of growl" (for orcs) (edited sfx proposal:: .do not stop the attack...slay them all ?)
hatred (for dunland) (sfx some sort of barbaric warcry ?)
fury (for beornings) (sfx some sort of barbaric warcry ?)
whiping (for harad /rhun/orcs) (edited sfx proposal:"i shall have you whiped" for humans and "come onnnnn*whiping sounds* for orcs)
promises and lies (for harad/rhun) (sfx some sort of money droping sound ?)
ruling with an iron fist (for some human FL or orcs) (sfx some sort of "command" ? edited sfx proposal:..for orcs i have edited the "our master grows impatient")
generic "protective" ability...
own kill modifier 0.5
enemy kill modifier 0.5
allies kill modifier 2
edited sfx proposal:i have edited the "never again will the land of my people fall into enemy hands.heeeeeeee" that could be used for all non orcs factions
and "form ranks you maggots form ranks" for orcs
never got to actually finish the rest i had in mind.......who knows...maybe in the distant future ,IF i ever get to i'll come back to it...
Spoiler Alert, click show to read:
II.) reassigned starting (no changes to ongoin-game adopted ones) BG units (and as a consequence also a bit tweaking to the overall starting units roster for balance reasons), some changed portraits (and possibly new officers and campaign-map models...)
example..
Spoiler Alert, click show to read:-i gave harad a troll-man general for instance, in that village in the extreme right of the map (near rhun) he says hi!he has a halfmen BG unit and also a beastmaster unit,starting with him ..so i deleted the starting southern spearmen in that settlement..Spoiler Alert, click show to read:![]()
-dunland gen ,starting with dunlending BG, hobbiton gen "transformed" into hobbit and starting with hobbit BG etc..
some certain characters ,like elrond ,celeborn ,thranduil ,dain etc will also get a major boost of their BG units starting exp and armor (afterall they should be really hardened and experienced...dwarves,dale and thranduil's starting BG units should have some of the best armor possible with all the riches they got...)
-i believe that some special-looking units like for example beastmasters, half men ,hobbits etc should have their own special-looking officer or campaign-map model..
-other example..
cities with "special" local troops will have generals with that kind of unit as BG..surely the starting ones..if i learn how and it's possible, also for later gens
kinna like
blackroot archers BG for calembel gen ,
pelargir marines BG for pelargir gen
axemen of lossarnach BG for arnach gen
swan knights BG for dol amroth gen
morannon guard BG for black gate gen
axemen of erebor BG for erebor gen
iron guard BG for iron hills gen
mithlond warriors BG for mithlond gen
hobbits in arms BG for hobbiton gen..maybe i'll turn that one to hobbit too
khand archer cavalry BG for khand gen
moria archers BG for moria gen
warg BG for dunland hills gen
dunlending BG for dunland gen
and so on..it's more fun ,lore and various this way..
-most of gundabad starting gens should have a warg BG
-in general ,most of each roster's "special" or "elite" units are gonna be made availiable as a starting generals BG unit or troop (just one of em..)
-quite every faction is gonna have a starting general with an archer or cavalry BG unit
-some high tier units from the start..
harad will start with a mumakil unit..not bg! ( i never made it to recruit it ,cause the damn castle wouldn't upgrade..)
moria leader will start with a troll unit ..not bg! etc..
III.) who knows ? other thoughts would be ,"minor" changes like
Spoiler Alert, click show to read:
HATE trait....(that gives +1 attack when fighting against the hated faction,maybe even more for some and possibly only for some selected gens)
for factions that hated eachother
gundabad / MM >vs< S.elves ...in both directions
gundabad / MM >vs<< Dwarves ...in both directions but more from the dwarves part..
rhun >vs< dale ...in both directions
dunlending gen >>vs rohan ...only for dunlending
harad >>vs< gondor...in both directions but more from harad's part..
mordor >vs<< gondor...in both directions but more from gondor's part..
mordor >>vs< all other "good factions"...in both directions but more from mordor's part..
just one or two starting gens from each faction
any suggestions ?
INCREASED LINE OF SIGHT...for
all elven starting gens
balin (he was the "lookout" man in "The hobbit"
aragorn
bard (he had a "cautious mind")
denethor (cause of the palantir)
saruman / gandalf
any suggestions ?
NIGHT FIGHTING
all orc starting gens
increased for the nazguls (and really increased for the witch king..)
* torch removing...torches should be removed for some units..making it more difficult for the human player to locate these units during night-battles..
mostly orcs (maybe all of moria and gundabad ) and some elven and dwarven units ..possibly even ranger men units (dunedain and ithilien)
http://www.twcenter.net/forums/showthread.php?t=444628
* loosing a battle by a nazgul comanding gen should also give a "the Black Breath" negative trait imo..
SOME EDU ATTRIBUTES CHANGES
-hobbits should "hide_anywhere" and shouldn't be "sea_fairing"
-"untrained" units shouldn't have officers and some of them should have the "horde" formation
-some big units should maybe get the "power_charge" attribute (still thinking about it though..balance?)
-maybe the "druid" attribute for some units
-some names/positions "corrections" ,for example..
no nazgul "card-game" names..
khamul in dol guldur as faction heir , instead of "dawndeath" (sounds like a star wars sith name) in minas morgul..
shagrat in cirith ungol (with uruk BG) and gorbag near by (in the orc encampment,with orcs BG) etc
* maybe aragorn shouldn't be "faction leader" (he didn't really care for titles ,especially when still as "strider"..seing him as "mayor of bree" really annoys me to be honest..i think he should be "faction Heir" and start somewher outside bree or maybe near weathertop..if the "faction leader " dies then he would become faction leader ,as in assuming the responsability to save and guide the free peoples of eriador etc etc and blah blah blah..
-maybe eomer changed into a scripted to spawn (full-grown) general some time after the invasion begins..
Spoiler Alert, click show to read:
-maybe gandalf, even if not in eriador's "family tree" should anyway have the max authority-command stars for that faction...
-maybe renaming some units too..example
bardian archers BG into "black arrows" BG
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
download for HERO_ABILITIES and BATTLE UI BUTTONS
attached here at the bottom
ps...
my special thanks go to Ngugi ,for his huge help and support while doing this project
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
here's the link to a full tutorial i made for anyone interested in further messing with the files
http://www.twcenter.net/forums/showthread.php?t=472641






Reply With Quote
















