View Full Version : Lord of the Rings
Duke John
07-09-2003, 14:46
Actually most of that is already done. At the moment I'm working on weapon and shield coordinates and the last three BIFs; Dunlendings, Wargs and their Riders. Unit stats just need to be playtested and then some minor graphical adjustments. See here (http://www.leftzed.com/lotr/viewtopic.php?p=94#94) for an updated list.
Cheers, Duke John
NagatsukaShumi
07-09-2003, 16:08
A small note for all, these Historical Campaigns WILL work on both VI and V1.1, there is however only ONE problem between the two, its a simple matter of the crusader_prod11.txt, in VI at the bottom Viking Units are added, without them there problems will arise, I shall, keeping in faith with what I said I'd do, get it to work on VI the moment it is released to you all (It's easy enough to do, simply adding the LOTR units to the tope of my VI prod11.txt, or if DJ wants I shall send him the VI unitprod).
Gregoshi
07-12-2003, 06:17
Could one of you fine LotR modders take a moment or two to hop on over to this (http://www.totalwar.org/cgi-bin/forum/ikonboard.cgi?act=ST;f=15;t=8883) topic in the EH to answer new patron Earendil Finfarfin's question? He's working on his own LotR mod and is having trouble with making custom maps with new terrain (Helms Deep). He's specifically talking about the "setcastlemap" section of the "startpos" file. Thanks.
Gregoshi
07-13-2003, 05:12
Earendil Finfarfin requested that I pass along the following information for the LotR modders:
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Thanks very much GilJay for your help and Martyr for your invitation.
I hope I'm not covering old ground. Well here goes
I'm pleased to say that I've managed to solve the problem of using special castle maps for campaigns and now 'custom castle maps', made in map editor, can be used for siege battles in a campaign, not just a custom battles
I hope that this will help, especially the LOTR modders (if it's not old hat to you; I haven't managed to find this info' in threads so far).
Can you imagine a Middle Earth Total War campaign with custom castle maps for as many regions as you wish; Helm's Deep fortress, Orthanc, Baradur and Lothlorien? Well here's how.
How to use custom castle maps for castle siege battles in a campaign.
Normally castle maps for siege battles are chosen at random from the castle maps found in the 'Battle\maps' folder, according to the size of the castle in the particular region. But the 'startpos' file
has a map-group number specifier in 'setattributes', and any number set other than -1, will result in a specific group of maps used for selection purposes. (The number -1 will result in a random selection from all castle map groups).
Studying the numbering of the castle maps found in Battle\maps by experiment shows the following;
The general form of name and numbering of castle maps and their info files is "castleterraintype"0X_Y_Z.inf/jjm.
Where terrain is that specified in setattributes for the region's terrain.
Where 0X turns out to be the castlemapgroup number that is specified in 'setattributes' (startpos file).
And Y is the technology level (1 to 5).
And Z is the castle type within that technology level (0 for the base. 1 and 2 for upgrades).
For example a castle of the 'citadel type' in a hilly region with a Barbican upgrade in castle map group 2 would be specified as "castlehilly02_4_1.info/jjm." (speech marks not included).
In the maps folder there are castle maps for mapgroups 1 to 5. However it is possible to specify map group numbers from 0 to 99 and all work
So you want, say, to use, for example, your fantastic custom castle maps made with the editor for Rohan (Helm's Deep) in your campaign mod?
Simply give your region (Rohan) a castle map group number from 0 to 99, but other than 1 to 5 (already used) or -1(random selector switch), and specify this number in region 'setattributes' (startpos file).
Then place your custom maps in the Battle\mapsfolder named and numbered correctly for the regions terrain and castle map group number. And you Uruk-Hai better watch out if you're planning to assault Rohan, because it's now got one hell of a mountain fortress to fall back to
If you want a different castle map for each upgrade you can have them all and they will occupy a complete castle map group ie. 15 maps numbered 0x_1_0 to 0x_5_2.
But there is nothing to stop you from having one great Fortress map for all the castle upgrade maps (just give 15 copies the required numbers). This is ideal for Helm's Deep with an existing fortress. Then any upgrades you make, and they will still be worthwhile, will add to the number of troops garrisonable there.
Have fun modders ................. I dearly want Sauron defeated beautifully upon the battlefields of the Org's LOTR mods. Hope this helps.
Your's faithfully upon the great battlements of Helm's Deep..
... your servant Earendil Finarfin of The Noldor.
(Please pass this on to the LOTR modders). http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
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GreasePaintMonkeyBrains
07-24-2003, 18:52
hello lotr team
could you be so kind as to post an update soon
regards
GPMB
Lancer6969
07-24-2003, 22:54
So did everyone give up on the Nap mod? This post has been here forever.....the castle post, not Greasepaint.whatever.
NagatsukaShumi
07-24-2003, 23:35
I believe you meant LOTR MOD http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif. No it has not been given up on, go to our forums and have a read, thats where most of the stuff goes on now rather than this thread.
Lancer6969
07-25-2003, 23:12
SORRY http://www.totalwar.org/forum/non-cgi/emoticons/wacko.gif http://www.totalwar.org/forum/non-cgi/emoticons/wacko.gif I totally meant LOTR mod, I am terribly sorry, were can I find the forums??
NagatsukaShumi
07-26-2003, 00:06
http://www.leftzed.com/lotr
Duke John
07-28-2003, 08:36
Minor update
I've been very busy with real life so that explains the lack of new screenshots but vacation has begun so here's a brief summarisation of what's happening:
- Warg and Rider BIFs are finished;
- Uruk-Hai Scout and Wildmen are the last BIFs to be finished. A more detailed work-in-progress list can be found here (http://www.leftzed.com/lotr/viewtopic.php?p=94#94);
- The forum is at the moment focusing on the campaign and we are all spawning ideas to make the campaign more true to the book. The forum can be found at: Developers forum (http://www.leftzed.com/lotr)
- A website is almost finished to give the mod a more official look.
We only have one chance to get a first impression and we want it to be good So have a little bit of patience and then you will be rewarded with a tested and finished product.
Cheers,
Duke John
I hope people aren't too impatient about the pace, but making the LOTR mod involves a LOT of unique problems, not ordinarily present. Especially as DJ is the only person to be able to make the new units we need.
Many issues: as an example, how do you prevent rebellions in empty provinces like Dagorlad? What sort of tech-tree should Gondor have? How do get the AI to cooperate with the spirit of Tolkien's universe. How strong should elven spearmen be in order to balance the other factions. Etc. Etc. Etc. Anyone who would like to volunteer to help out is more than welcome. Right now we're getting ready for playtesting some Rohan and Isengard troop types that DJ has made. MUCH work will need to be done on balancing the column 15 AI build probabilities so the campaign works right.
Currently, Wellington is absent dealing with RL problems, so no new movement on the LMM front. We have the provisional campaign map, but will need some expertise to translate the proposed map into .tga and .jpg files etc, so we can have a look at the campaign. If Welly doesn't get back soon we might need to get some other help as well. (Wouldn't hurt anyway if some of you experts on Lukmaps want to volunteer).
http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
solypsist
07-30-2003, 05:13
to be honest, i almost never come down to the Dungeon, but this caught my eye and I have to add my awe and impressed words to this: this is great i am very very impressed with this whole project, especially the attention to detail in the graphics. all i kept saying as i went through this thread was "Wow."
good luck you may have saved this game from "vanishing" before RTW comes out. you're a credit to the Org
Teutonic Knight
08-03-2003, 20:24
I didn't have time to read this entire thread, but when do you guys think the LOTR mod will be all nicely polished and ready for the public to download? http://www.totalwar.org/forum/non-cgi/emoticons/eek.gif
Duke John
08-12-2003, 11:40
At the moment I'm finishing the coordinates for the animations and after that we will playtest it for a week or so. After that the first BETA will be released.
Here's another screenshot (notice the Rohirrim names):
http://chronicles.metw.net/images/screenshots/screenshot_battle_names.jpg
Cheers, Duke John
shand994
08-13-2003, 00:02
MAy i just say that my mouth is literally watering for this mod. I cant wait for its release. keep up the good work
Please keep in mind that the BETA release won't be a full working campaign, but an historical battle: The Fords of Isen between Rohan and Isengard. Still it will be VERY cool You will be able to see the amazing new units DJ has provided and they really are amazing, (especially the uruk-hai troops which really look like orcs)
Did you notice the little flag icons with the White Hand of Isengard (nice touch). http://www.totalwar.org/forum/non-cgi/emoticons/cool.gif
Boy are you guys going to LOVE this mod I've just been making some initial playtests of some of DJ's unfinished units. It's a very different world with warg riders and Rohan javelineers, etc. The animations for the warg riders are great They look very different from horses when they run, kind of bounding up and down in a pack like dolphins swimming. This stuff alone is going to make this mod worth the wait. The Riders of Rohan have long flowing blond hair, which you can see from the back and side views. I imagine that systems with better graphics than mine show these details even better.
See this post for the initial results: http://leftzed.com/lotr/viewtopic.php?p=1743#1743
goldenarms
08-16-2003, 14:55
you guys are doing a great work
this is going to be sooo sweeeeet..
massive respect
Duke John
08-22-2003, 12:19
Just a little news-flash.
Name of the mod
Our mod is called Middle Earth: Total War. Although by some people referred as the Lord of the Rings mod, this mod is focusing on the entire history of Middle Earth and has in fact besides the major battles little to do with the events as written in Lord of the Rings.
This mod has nothing to do with the movie. We use the books written by Tolkien as our material and on those will our mod be based.
In the future we will make a new topic named "Middle Earth: Total War" and that in that topic will all the news be gathered. I ask the moderators to unsticky this topic when the ME:TW topic has been posted.
From now on we will refer to this mod as the Middle Earth: Total War mod or for short, ME:TW mod.
Developer forum
At the moment our forum is open to all visitors, but this will change in the future. It will be a private board only visible and accesible to contributing team-members. We expect a large increase of posting on that board after the first release and it might hinder us in our progress. And that is something we all want to avoid, right?
Secondly don't think that making the forum private means that you can't get to see the development or screenshots from the ME:TW mod. We will update the Middle Earth: Total War topic as quickly as possible to keep you all informed.
Cheers, Duke John
Marshal Murat
08-29-2003, 03:06
What other nations are you coming up with. I personally want elves, not specifics, just elves.
Duke John
09-03-2003, 21:12
Could a moderator please unsticky this topic. It's no longer valid since we renamed the mod to ME:TW for legal reasons. We would really appreciate it if you would close this topic and let it rot in some corner of the Dungeon.
On the other hand we have have set up a new topic called Middle Earth: Total War which is our new medium to keep in touch with the Org community.
Cheers, Duke John
shand994
09-04-2003, 00:20
Closed - because DJ asked for it
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