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  1. #1

    Default Re: Extended map

    Is dead? That's too bad.

  2. #2

    Default Re: Extended map

    No, it's not dead euskingc made some excellent additions concerning the resources and other features, the thing is I was quite away from modding of TATW in the past months. Maybe euskingc is working on it and would like to publish hiw version; but I thaught he said even his own game was quite heavily modded.


  3. #3

    Default Re: Extended map

    Ok! Thanks for this information! It's good to heard that!

  4. #4

    Default Re: Extended map

    Would anybody know why does my radar map appear black here ?



    It's one of the new far Harad places, nothing special, a castle on a hill, low mountains, semi-arid climate.

    Edit: it seems to have something to do with the heights (too high positions...), and there are tiles that do the same thing on the original map as well
    Last edited by Adjudant-Major; June 06, 2012 at 11:16 AM.


  5. #5

    Default Re: Extended map

    So... I am more or less ready, my new map works fine, looks fine (for me), and I can move to other modding projects of mine. The attached zip file contains the base folder, and nothing more. Like I said before, my own game is heavily modded and I do not make this as a submod for 3.x... (we are in "Guides, Resources & Art" anyway)

    As far as I am concerned, anyone can use these files in any way and I do not ask for any credits, etc. If you want to implement these into your game, you will need to change quite a lot of things, starting with the descr_strat.txt, the campaign script, the texts, you might also want to adjust the regions to your liking, etc. Do not ask me how, please, read tutorials, or ask concrete questions

    One hint : the basic number you need to know is 168 - this is to be added to any Y coordinate of the original map system.

    Edit: updated files
    Last edited by Adjudant-Major; July 19, 2012 at 08:47 AM.


  6. #6
    Laetus
    Join Date
    May 2011
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    Suwałki
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    23

    Default Re: Extended map

    Maybe in south-west part of map could be added 2-3 isles ?

  7. #7

    Default Re: Extended map

    Where exactly ? There are none, except for the small ones near the coast, on the map I used for inspiration


  8. #8
    Laetus
    Join Date
    May 2011
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    Suwałki
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    23

    Default Re: Extended map

    Hmm maybe two isles on Belfalas Bay
    And one maybe on Rhun Sea? or maybe better somewhere under Harlindon?

  9. #9

    Default Re: Extended map

    There are none on the maps, so no, I am not doing it but it's not difficult and you may add them quite easily if you want.


  10. #10
    Laetus
    Join Date
    May 2011
    Location
    Suwałki
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    23

    Default Re: Extended map

    Ofc there not on the map , only in my imagination (:
    i ll be glad if u could tell me how to do it

  11. #11

  12. #12
    Rhaenys Targaryen's Avatar Campidoctor
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    May 2012
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    Bahrain
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    1,519

    Default Re: Extended map

    This seems quite interesting, how is everything going?

  13. #13

    Default Re: Extended map

    It works fine, I did not encounter any problem with the extended map.


  14. #14
    baz44331's Avatar Ordinarius
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    Ireland
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    Default Re: Extended map

    Its nice to see you got the map working man. Ive being away for a wile form TATW. So did you use most of the graphics i made? or did you have to total redo it

  15. #15

    Default Re: Extended map

    In fact I was able to do it, so my files are a bit different from yours. I am playing now a test campaign with it and so far everything seems to work nice, including Harad doing some nice naval invasions in Gondor.


  16. #16
    baz44331's Avatar Ordinarius
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    Ireland
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    787

    Default Re: Extended map

    Very nice its great it all worked . so what will we do next? do you want to extend it as in new city's and other stuff? turn it in to a full mod maybe or even ask the dev's would they like it use it for next patch.

  17. #17

    Default Re: Extended map

    Just try it and you'll see. I am not releasing it as a mod, and it's a very radical change to the game so I don't think it would ever be used by the team; I don't have such an ambition I am now working on my campaign script with a fellowship, one ring, sauron and saruman projects.


  18. #18

    Default Re: Extended map

    What you have done looks very impressive. It begs for a seperate Umbar faction. I hope you continue this and keep everything posted.

  19. #19

    Default Re: Extended map

    Hi, thanks,

    I am not adding Umbar nor any other faction, only an AOR subfaction system. My aims are opposite actually, I like the concept of formation of the Reunited Kingdom when Gondor takes over Eriador/Arnor later in the campaign (I've modified it a lot, Gondor recruits Arnor and Eriador units in the regions of the north-west, and Gondor units in the rest of the map, with several settlements that offer both). It is a nice reward and motivation. I want to offer similar possibility to other factions as well. So basically not to divide the factions, but the possibility to unite them under one banner


  20. #20

    Default Re: Extended map

    A small update after some tests, just minor cosmetic changes basically + variants that I use with a bat launcher for different situations of the campaign (I start with Isengard allied with the good factions, so the climate and ground types are nice there; 2) Isengard + Mordor are evil, 3) Mordor is gone, Isengard is evil, 4) Isengard and Mordor are gone, 5) Mordor is victorious). I've put back the island bridge at the mouth of Anduin because it really is necessary to offer Harad this passage, the Pelargir landbridge is removed (I've experimeted with a land bridge near Osgiliath and/or Cair Andros, especially because I wanted my allies, good or evil, to be able to pass accross the river there, but it takes too much of the strategical importance of both settlements - so now it's Mouths of Anduin or Argonath, good enough for Rohan, Elves and Harad I think.

    A screenshot that shows a variant of the map for the late stages of the war that the player may want to use in case Mordor is very succesful... the dust from the Mount of Doom spreads out, the world is consumed by darkness (+ there is also a large part of Fangorn consumed by the fires of industry with the same effect ) ...

    victorious Mordor...


    base.zip
    Last edited by Adjudant-Major; July 20, 2012 at 11:45 AM.


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