The pyramids, the great wall, etcAlso, the Pelargir-structure doesn't seem that hard to make, humanity has created much more astounding things in a way more primitive state then the Numenoreans
yes stuff like that
Somebody pls tell me how to have Minas Morgul in custom battle...What settlement level and culture is needed? (v3.1)
You can't sadly, also it's better to ask this stuff in the questions thread
Here ya go: http://www.twcenter.net/forums/showt...61921&page=402
Hadn't followed leo's work for a year or so, and I'm glad to see that his skills are at a new level
I read here about Amon Sul and Dwarven fortress, but I can't locate any pics of them. IS there any different link?
Just in case you don't know: Leo's Amon Sul is already implemeted in the 3.1 vanilla mod
So you could at least check out that one yourself
Spoiler Alert, click show to read:
Hehe, this aexplains a lot; I hacen't played TATW since 2.0 early days(nor Have i played MedII generally)
Esgaroth looks truely great!
You're getting better and better...
I know but the only custom settlements appearing on my custom battle maps list are: Hobbiton, Edoras, Moria, Isengard, Black Gates, W Osgiliath, Minas Tirith, Hornburg, Dol Guldur, and Riveldell.
I have v3.1. Could there be aan additional maps pack that I haven't downloaded??
Im tottaly against having more custom settlements in custom battles.
It took so much time to make them, then when they are released you just go in the custom battle menu and play them all in a row tottally destroyng the imerson. Play it on campaign, have the ambition of conquesting them, let your curiosity make you wish to atack the settlement, keep the settlements as misterious places in your middle earth map, do not waste all the potential of them in just a few minutes playing them one by one in custom battles.
This is how I play. Except for tests I did, I never played a battle in weathertop, not even in minas tirith, I dont want to spoil the surprise, my 3.0 map is still a mistrious place to me, wich makes my campaigns far more interesting.
PARADAMED's PROJECTS FOR THIRD AGE TOTAL WAR! CLICK HERE
The more units for the fiefdoms submod //\\ The Marka barded horses submod//\\The wolf, the eagle and the crebain submod
Could you maby make Lond Daer and Tharbad? They are two numenorean ruined cities and you could use kk osgiliath buildings. It would be fun to fight with ootmm, high elves, eriador and isengard in this cities.
ps: your cities look wonderful
Leo could you release a picture of carn dum with a unit inside? So we can shave a better impression of it's size.
I also have a question about settlement editor : I have almost no experience in modding, but I wanted to add another wall layer to dol guldur in a way it looks like it could have the vast laberinth of dungeons that gandalf described. SO my question is : do you think it's possible for a noob to make some minor change like this on a custom settlement (I think the answer is no but i'm not sure) without spending too much time? I also want to make it's second wall walkable.
This could also be a suggestion for your future work : make dol guldur look more like the vast laberinth of dungeons described in the books.
PARADAMED's PROJECTS FOR THIRD AGE TOTAL WAR! CLICK HERE
The more units for the fiefdoms submod //\\ The Marka barded horses submod//\\The wolf, the eagle and the crebain submod
can this go with baron samedi's compilation?
Lets first Wait if it will be part of TATW.
Well... adding new walls is not complicated, it could be done in 2 hours of continuous work.
The point you guys must understand is that every custom settlement must be tested lots of times to see if the AI works well in it.
So when you see the way KK did Dol Guldur, before thinking about changing it, remember that KK is the most experienced modder using IWTE and he probably did it to be functional the way he could.
My first try with car dum was way bigger, but then I found myslef with some lines of walls tottally empty as there is no proper stuff to fit evil sttlements like these.
I have another settlement finisehd but I cannot release it until the AI is working well on it. And it is a real challange to understand why the stupid AI sometimes gets stuck.
Anyway I dont think I can help anyone with this, there is too many things involved, if someone wants to learn it, start here: http://www.twcenter.net/forums/showthread.php?t=323503
Still, it's strange to see very important fortress like carn dum be empty like this, when it was comparable to barud-dur (angmar beeing to arnor what mordor was to gondor).
Honestly the texture of carn dum walls are just GORGEOUS, but appart this the settlement looks small and empty, while we are expecting one of the most impressive fortress of the third age.
my suggestion is that if you want you to fill carn dum with more evil looking stuff (buildings, statue...) you could inpire you from this for exemple : http://pcmedia.ign.com/pc/image/arti...428891-000.jpg
carn dum was probably partly builded by evil men, who could have builded stone houses (evil doesn't necessarily mean living in a tent (think of white house of the USA) and statue to angmar. It might might be full of dungeons and cells. Of course, making those kind of thing must be terribly long and complicated (even impossible for noob like me), but if you want to fill the fortress, then it's probably the solutions.
But still the settlement looks great like it is, it's just a little too small and empty for the fortress it is.