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Thread: Modding help - Create New Unit for Gondor

  1. #21

    Default Re: Modding help - Create New Unit for Gondor

    Quote Originally Posted by RTmanfre View Post
    The fellowship campaign for what I recall never worked in MOS.
    True, forgot 'bout that. If you wanna try, the fellowship goes under the timurids input. I've never really tried to edit that tho, so I cannot tell you about the outcome.

    Things to be said, I was talking about the "imperial campaign". If you replace any units, you have to edit the campaign files too to keep it working.

  2. #22

    Default Re: Modding help - Create New Unit for Gondor

    Quote Originally Posted by ErTidda View Post
    True, forgot 'bout that. If you wanna try, the fellowship goes under the timurids input. I've never really tried to edit that tho, so I cannot tell you about the outcome.

    Things to be said, I was talking about the "imperial campaign". If you replace any units, you have to edit the campaign files too to keep it working.
    Thanks for the suggestion but apparently no timurids unit is present in EDU.
    MOS creators most probably already got rid of fellowship units.

    I played at least 3 different version of MOS, one of the erliest and for sure 1.5 and 1.7, and I remember that some units like spiders, wolf and ents where broken in battle map.
    I dont recall in which version I was experiencing that but if I find any in 1.6.2 I will probably replace them with normal rebels and use their entries.
    Unfortunately I played only as Gondor, Eriador, Dwarves and High Elfs so I dont know if these units are used in some scripted events that would cause CTD or break the expirience for other factions.
    I will see what can be done.

  3. #23

    Default Re: Modding help - Create New Unit for Gondor

    I can't remember but I think all the fellowship units were removed, at least in the RK mod they were, I'll look at the edu later for 1.7 to see if the fellowship units have been removed. Unless Veteraan knows off the top of his head.

  4. #24

    Default Re: Modding help - Create New Unit for Gondor

    Did somebody say Fellowship Unit?

    Spoiler Alert, click show to read: 

    Last edited by Veteraan; April 24, 2020 at 01:07 PM.

  5. #25
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    Default Re: Modding help - Create New Unit for Gondor

    That's hijacking a thread! It's a hobbit unit with officers?

  6. #26

    Default Re: Modding help - Create New Unit for Gondor

    Quote Originally Posted by Callistonian View Post
    Did somebody say Fellowship Unit?
    Spoiler Alert, click show to read: 


    Who is the fift hobbit you are hiding behind Aragorn?
    And by the way you missed one fellow companion... as I can see in the mini map you are still in Rivendell

    Who is the fift hobbit you are hiding behind Aragorn?
    And by the way you missed one fellow companion... as I can see in the mini map you are still in Rivendell
    I quote myself to say no answer is requested.
    You shall not pass!
    This is the submod in which fellowships unit wont last long
    Last edited by Veteraan; April 24, 2020 at 01:10 PM.

  7. #27

    Default Re: Modding help - Create New Unit for Gondor

    Yes, it's a hobbit unit. Gandalf is the general. Aragorn, Legolas, and Gimli are the officers. There was no room for Boromir in the unit so he was cropped out. There is a fifth hobbit who I didn't mean to hide in this photo but it ended up that way. The unit size is obviously affected by the user settings so can't be fixed at 4 hobbits.

    We haven't used this unit in our mod. The script was deemed to be too silly.

  8. #28

    Default Re: Modding help - Create New Unit for Gondor

    Is still is quite good!

  9. #29

    Default Re: Modding help - Create New Unit for Gondor

    Callistonian I was jocking of course.
    I find the idea brilliant! In this way the fellowship campaign would be very enjoiable.

    It is a shame that the unit size is ruining your efforts.
    What about doing the opposit? Having hobbit officers with Frodo as general and the rest as soldiers.
    Maybe by merging the meshes of Gandalf, Aragorn, Gimli, Legolas and Boromir you can have them all in the same unit, is it possible?
    Probably this exclude Gimli as he has a different skeleton.

    What about just put Boromir in stead of Gimli and place Gimli as the fifth hobbit?
    Maybe they share the skeleton...they are both small and as Pippin said, hobbits can only grow sideways.

  10. #30

    Default Re: Modding help - Create New Unit for Gondor

    There is no way to control which mesh variations the game uses for each individual soldier in a unit. So you could end up with a whole unit of Legolas or no Aragorns or etc.. As you mentioned, Gimli would be bugged beyond recognition if he even shows up in the unit at all. The user determined unit size would still be a problem. All the soldiers in the unit would have to use the same animations whereas officers can have their own. And there are only 3 slots for officers, so you would only get 3 hobbits anyway. TLDR: it makes more sense for the hobbits to be the soldiers in the unit.

    We had also considered using Rivendell elves as soldiers (escort) as that would avoid some of the contrivance associated with the hobbits for the multiple factions who would presumably have access to the Fellowship unit. It would also justify making the unit a bit stronger (possibly ranged) so they do better in battles. This would of course be for a grand campaign script. For a Fellowship campaign, hobbits would be the way to go.

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