Nice ^^ Troll size?
Kingdom of Lindon preview video out
DCI: Last Alliance - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
Favorite TATW compilation: Withwnars Submod Collection
Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory
Take your word for it on both acocunts!
Kingdom of Lindon preview video out
DCI: Last Alliance - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
Favorite TATW compilation: Withwnars Submod Collection
Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory
I just noticed that my new faction (orocarni dwarves) were never added to THE ONE RING SCRIPT in campaign_scrip.txt
Now after studying the script a little I realized that its ok to keep the Orocarni Dwarves out of it since they were menat to be an independent faction that does not align with any side. (Is that lore friendly???)
Any problems in the game functionality if keeping them out of the script?
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Another thing...
Seems like my try to replicate the ents aytonomy (fangorn) to Beornings (Beorn's woods) failed.
Anyone willing to do this? Its just about copy and paste the script and change the values.
Will be this their capital?
Spoiler Alert, click show to read:
crafted from the expert hands of Arkay?
For those of you who like RTS, because I don't...
https://www.bfmereforged.org/
Does anyone know about any unit from any other mod wich animations could fit for GREAT BEASTS like those we see in the return of the king Siege of Gondor pulling Grond?
There is a rhyno mount in call of warhammer that could fit well but theyr are too small, I would need to resize them like 3x bigger, but this means I would need to resize the animations/skeleton too and this is not somehting I know how to do.
Any hints?
EDIT:
I FOUND IT!
https://www.moddb.com/mods/call-of-w...tform#imagebox
And there is the model:
https://www.moddb.com/mods/the-horse...t-two#imagebox
LOL how come I never knew about this? I installed DAC days ago for the first time just to check it out and didn't notice these guys there.
I thought I would need to do it all from scratch.
Thanks for showing me this. I think I will make a few changes in the model anyway.
So far, no.
they were made by zarathos if i remember right, i hope that you could play more your mod and the others, to enjoy the art of middle earthLOL how come I never knew about this? I installed DAC days ago for the first time just to check it out and didn't notice these guys there.
I thought I would need to do it all from scratch.
Maybe they could improve with a bigger horn and better animations?Thanks for showing me this. I think I will make a few changes in the model anyway.
hope one day to play all these peaces of art togetherSo far, no.
these settlement could made north ragion much interesting:
BURZAKÛL
FULL ALBUM: LINK
Rukhskibil (the new region north of Gundabad) is now called Burzakûl.
3 gates, 2 arrow towers and 2 two entrances to the main square. You can deploy units everywhere on the walls. The settlement has also a unique light effect at night.
or these:
Barrow Downs: https://imgur.com/a/f5dI1
and the new cair andros version Cair Andros 2.0: https://imgur.com/a/VkmQO
You should check Alternative patch changelog sometimes: Beorn Halls, Cair Andros, Tolfalas, Annuminas and Fornost(both ruined and rebuilt) from Arkay are all included already, since version 2.0. Burzakul was made by DaC team entirely for their purpose and their map, and I don't see, what it can bring to balance Leo's map, particulary Orocarni problem.
Barrow Downs tie-in would be interesting, through, and good addition to "rebels in cool places" script.
This is included in my prayer every night, though it seems like modding is my karma and Im cursed tied to this for the rest of my life, always sufering, never playing.
Yes, a bigger horn and with better textures is in my plans. But animations? NO WAY. First of all I dont know how to make them. Secondly, they look perfect for me the way they are. It seems like the guy who made this unit had the brilliant idea of siply modifying an elephand *cut off his ears and give him a horn), and voila, we have great beasts. Now, dont ask me why but I never got this Idea, I was looking for a model, and thinking about using animaiton from another unit, a lot of work that would probably lead to a poor result.
Only if Barrow Downs were a mandatory passage like Falls of Rauros and Argonath so that encounters would eventually happen there.
Being in the middle of a clear area means the rebels would be there, but you could simply circle them with your army.
The Rebel in cool places work very well by the way, even AI deals with them from time to time. It turns the campaign very dynamic. One of my best ideas.
Just came to express how happy I am with the results I got with my new wargs.
Using a mix of models and animations from different mods, I managed to build up a very solid set of wargs.
Say goodbye to camel animations (although I have got rid of them in a previous release, the new ones were not perfect and the models too small, I ended up adopting camel animations again due to usage of another mod's animations pack)
Now the wargs are really large, and the animations fit like... 80% perfect, you wouldn't notice much glitch unless you look close enough.
Considering I've made all this without even touching animation edition, its a real miracle.
In the last model, I was assigning vertexes for 30 minutes in milkshape, absolutelly exhausted and pissed off, sure that there would be many glitches, thinking about how many times I would need to test it in game and come back to fix, dealing with lots of vertexes and joints... but then... I tested it in game and the damn model WORKED SO PERFECTLY that I couldn't trust my eyes. Everything perfect in the first try. Hand't to change even a milimeter.
Well, modding has its moments.
Thank you Leo
Help me here, guys.
I dont want to create new units for gundabad faction. My policy since I started dealing with units is to keep the 3.2 vanilla units' stats and only change their models and textures. A way how to keep the game ballanced.
However, now Im facing the following situation:
Gundabad faction does not have units with stats strong enough to fit that large well armored movie like models Im implementing. It will be weird to see a heavily armored guy dying too soon or unable to kill an enemy unit.
So my idea is: Increasing these units stats while decreasing their men number (unit size).
Would this keep the game ballanced?
I mean, 10 men with 5 strenght is like 5 men with 10 strenght, right?
Unfortunate addition, but they do look good, good job!