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Im actually still working on Mordor. I was using a model for the pikemen that was just a grufty orc because I was having problems with the Mordor Pike Orcs but I have decided to fix the Pike Orc no matter what. It will also free up the old model for me to use to make another new unit with. It might take a while though as Im relying heavly on help from other modders on modding forums but I can always work on other things in the meantime, like Gondor Spearmen (my next little project).
Ah, I did wonder. I rather doubt I'll be doing that to be honest. It would be chaos!
Do you mean remove the housecolor (the color you pick when setting up a battle)? Also, do you mean remove it for the sake of pictures or remove it completely?
Just added some more pics. I'll add the infor to the Feature later.
Yes, Im the only one? :/
Also, if I remove the Rohan units from Gondor then I'll have to remove the Rohan units from Rhonanion, Men of Dale from the Dwarves and Elves from Arnor. I'll have to have a good think about it.
I did actually think about removing all the Rohan units from Gondor but then I would need to replace them. I'd need to make some new Spearmen (like you said) and some mounted archers (I was thinking about mounted Rangers maybe). I did also contemplate making some Knights of Dol Amroth on foot at one point, I could have made them able to toggle weapons.
One of the problems I have with gondor as they are at the moment is that I think they have too many buildings. It makes their base a bit crowded. I think they could do with loosing the Marketplace but its too iconic as a Gondor building.
I might go have a look at Gondor, there could be some fun to be had with them but I'll not make any proises.
Hey there fella.
I've just been working on Mordor. I have removed all the humans and given them one or two new units. I have also removed the Mumakil pen and replaced it with a Wargpit. Obviously, doing all that doesn't take ages, what's been taking the most time is balancing. I couldn't get Mordor to survive the first rush so I had a lot of tweaking to do but it's all good now.
So, back to the finishing touches now, unless there are othere factions that people want to see changed.
I actually thought, I could just make the human units for Mordor available from the Inn, what do we reckon?
Alrighty, I've been playing around with Mordor and Im thinking of getting rid of the Mumakil pen and Haradrim Palace (and adding something else). What do you guys think, do you reckon that without the Mumakil and other human units Mordor would be ruined?
Basically, I just want to make it nearly all Orcs and Trolls and maybe some other Orcish units (like some form of Orc cavalry).
See, when I actually started making the mod, like I said I was just trying to add the Beornings. Then I had the idea to add some more units to Isengard, Mordor and Angmar. I was going to give Isengard some Wild Men, Mordor some more Easterling and Haradrim and Angmar some more King's Men units but in the end I had so many units that I just made them into new factions (with the exception of Wildmen).
The problem I have now is that I have used up nearly all my ideas for new units on the new factions. That said, nearly all my ideas so far have been human units (with the obvious exceptions) but there will be things I can do with the Orcs, Goblins, Uruks and creatures.
Leave It with me and I'll see what ideas spring to mind. : )
Btw, I have pretty much left all the existing factions as they were but a lot of people have asked me to improve them too. Im not really sure what I can do to improve them all that much but if you have any ideas, I'll see what I can do.
One thing that I did think of was to give Isengard some more Wild Men and a Wildman horde producing building of some kind. The books said that wild men did actually use horses (im not sure if they were used in LotR when they attacked the westfold though) so I could maybe give them some wild men cavalry or something too.
Anyway, if you have any ideas, just post 'em! ; )
I did think about giving Rohan both Ent heroes but then the Elves would have had none. In the end, I just left the Elven Entmoot how it was and just gave Rohan Leaflock.
Yea, I quite likes the scorpions too, particularly Ubayy, the Siege Scorpion. It took quite a bit of messing around to get him balanced and even now Im not completely sure if he's right. I might come back to him before the end. I also improved the the Haradrim's Mumakil too, gave them a bit more armour.
Ah yea, King's men, I found them quite a challanging faction to fight against. I actually want to change the spells that their Necromancers use but havn't got any ideas for them yet.
Hey there. I glad that you like it.
Just out of curiosity, what factions are you guys using? Like whats your favourites and why and whatnot?
Im glad you got it working Crow.
I also Finally managed to get a new version of the mod up but it's just awaiting authorisation.
That sounds like a problem with the shortcut, check that you have the shortcut target correct. One thing to check for is thatr you have a space before and after the "-mod" bit in the target.
Is actually on page 9 now but the link is still good.
There an explanation oh how to run compatibility mode on the thrid from bottom post on page 8 of comments.
Still trying to upload the new mod version guys.
Hey there Crow.
You might need to run the game in Compatibility mode. If you go back to the first few pages of the comments, there should be a few posts about hot to run it in compat mode.
Let me know if this doesn't work for you. GL ; )
Im just trying to put the new version up now but it seems to be getting stuck with the uploading of the file. I'll get it up asap.
It will be a new version of the mod so you will have to download the whole thing again Im afraid.
Im sure I'll get it in the end : )
Actually, atm, Pallando's and Alatar's abilities are exactly the same. They're like a mix of wind and water powers. If I can just get 5 abilities for them both, thats good enough to start with. I can change them againin a later update.
The problem Im having with Radagast is that I have too many abilities but I don't know which ones to scrap.
Anyway, back to getting everything ready for updating.
Hey there angeloo. I have all that done but I just wanted to have all of Radagast's, Pallando's and Alatar's abilities done before I released this next update and thats where Im stuck. I really can't think of any more original abilities atm. I think I'll just leave them out of this update and aim to have them in for the next one.
I'll try get this next update up for you tomorrow. ; )
Hey shadeshiv. I played a few games in multiplayer and everything seemed fine to me. I did only play with myself as I have no-one to play with atm. I don't suppose your running any other mods or using any edited files in the main RotWK directory?
If anyone else has had the same problem as shadeshiv, Please let me know.
The white Goblin King problem can only be solved by putting the model detail setting up to max (Ultra High). This mod has to be played with the model detail on Ultra High.
Yep, I havn't even started on any of that yet. After I get everything working on solo player and multiplayer, I'll get straight on that. From what I can tell, it really doesn't take that long at all to set up.
Ok, I'll have a look at them problems right away.
In the mean time, here's something that should solve the CaH proble:
Select the "Hero" drop down menu when setting up your battle. Click on any of the greyed out heros, then press the first letter of your Hero's name. Just press the letter a second or two after you click on a hero.
Also, If you have several heros begining with the same letter, then you can just repeat the prosess and it will cycle through them in alphabetical order.
Disable the house color for the summoned knights, all knights or for Imrahil?
Total random thing here but am I the only one that thinks that Radagast is blatantly Beorn's farther?