17. Mai 2022, 13:21 Hallo Gast.
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1
[Edain] General Suggestions / Re: Ring maps
« Letzter Beitrag von FG15 am 15. Mai 2022, 23:57 »
Really like the idea. But if there should be more than one of those maps, further twists of the standard rules are necessary, as Necro said.
2
[Edain] General Suggestions / Re: Ring maps
« Letzter Beitrag von The_Necromancer0 am 15. Mai 2022, 20:34 »
This suggestion is interesting but imo it would fit better as just community made maps. It doesn't offer anything really interesting beyond the ability to play around with the ring hero. The it would be an easy edit of just replacing the recruitment of a hero with their ring version.
3
[Edain] General Suggestions / Ring maps
« Letzter Beitrag von Le Sournois am 15. Mai 2022, 18:56 »

Hello,

There is one thing in Edain that in my opinion still lacks for the moment concerning Ring Heroes.

The Edain team has gifted the players with some exciting possibilities with Ring Heroes : giving Theoden, Gandalf, Saruman, Galadriel, or Smaug the ring is something really pleasing.

However, as exciting as it is, I feel like these aspects are a bit undervalued in Edain.
Why ? Because when appraising the difficulty of the AI the player want to face , the presence of Gollum in the map will not be considered as an asset nor a disadvantage.

Indeed, it is very difficult to find the ring, and the research of it is often inconsistent with the need to fight a hard challenging battle. Also, the player often find the ring when he has already obtained an advantage against his opponent, with the map control, and therefore the importance of the Ring is doubtful in the majority of the games.

I noticed that in the recent years, the Edain team has conceived always more subtle mechanics around these Heroes, the major example is Durin with Erebor : so much interesting. But once again, is there a lot of situations when a player has ever told himself "Thanks to Durin, I won this game !"? I am not sure.

Ring Heroes for the moments are more like easter eggs: something rare, something fun, but irrelevant in a challenging game. This is OK but I cannot help but suggesting this :

There are Arnor maps and also Horde maps. My suggestion would be to insert also Ring maps.

As for fortress maps, the player would have to place himself at as specified location in the map before launching the game to benefit from the ring.

The player who choose this spot would have the ring from the beginning in the citadel in the form of a button with the Ring. Gollum would not be here even if "playing with the Ring" has been activated in the start menu.

As soon as the player wants his Ring Hero to be given the Ring (for example once Theoden and Gandalf has been upgraded), he just has to clik on this button, and the Ring Hero would instantly gets to his full power, if he is already in the game, and as well if still to be recruited. If he dies, he is then revived in his normal form and the Ring is lost.

Such a mechanic would allow the player to adequately adjust the difficulty of the game  by taking into consideration the factor that he is sure he will have the Ring.
That doesn't spoil the fun of other maps when fiding Gollum is a really good news. But it will make sure to include Ring Heroes in very interesting and challenging games.

Such maps could include Dagorlad, The Black Gate, and some other maps in each region of Middle Earth. Maybe if it is not too complicated, also include some fortress maps.


To finish, I would like to add a quick opinion about Ring Heroes as they are :

The use of great leaderships for Ring Heroes (especially Saruman the Blessed, but also Gandalf) is the aspect I like the least in Ring Heroes.
Because this doesn't require a really good use of the Ring Hero because everyone is so buffed.
Gandalf healing capabilities are something that could be enhanced at the cost of a part of his leadership for example.

Quick recharge time for some abilities is also something more interesting than great leaderships in my opinion.

4
General Modding Questions / Re: Making unit recruitable
« Letzter Beitrag von Knurk am 14. Mai 2022, 17:00 »
Thank you for the reply!
I copied your code and got it working 8-). This unit is really cool and i thought it was a shame it was never added to the mod. Thanks again for helping and i recommend others to try out this unit aswell ;)
5
General Modding Questions / Re: Making unit recruitable
« Letzter Beitrag von Radagast der Musikalische am 14. Mai 2022, 11:45 »
Hi Knurk,

You have to adjust a few CommandButtons in CommandButton.inc and CommandSets in CommandSet.inc (path: data\ini\includes).
If you replace the current CommandButtons and CommandSets with those from below, the archers in the Mirkwood Fortress will be available once you have built the Vault of The King and researched Silverthorn Arrows and Longbows.

If you want to make the archers directly available, you can simply remove NEED_UPGRADE from the Options line and remove the NeededUpgrade line completely.
If you prefer to unlock them through the troop chambers you have to use the upgrade Upgrade_RaiseSchmiedekunst in NeededUpgrade instead of Upgrade_MountAI.

CommandButtons
CommandButton Command_ConstructElvenMirkwoodArcherHorde
    Command                 = UNIT_BUILD
    Object                  = ElvenMirkwoodArcherHorde
    TextLabel               = CONTROLBAR:ConstructElvenMirkwoodArcherHordeMod
    ButtonImage             = BEElvenBarracks_MirkwoodArcher
    ButtonBorderType        = BUILD
    DescriptLabel           = CONTROLBAR:ToolTipBuildElvenMirkwoodArcherHordeMod
    Radial                  = Yes
    InPalantir              = Yes
    IsClickable             = Yes
    Options                 = CANCELABLE NEED_UPGRADE
    ShowProductionCount     = Yes
    NeededUpgrade           = Upgrade_MountAI Upgrade_TechnologyLothlorienLongBows Upgrade_TechnologyElvenSilverthornArrows
    DisableOnModelCondition = RUBBLE POST_RUBBLE
End

CommandButton Command_SelectRevivablesMirkwoodCampKeepHeroes
    Command                 = PUSH_VISIBLE_COMMAND_RANGE
    TextLabel               = CONTROLBAR:SelectRevivablesMirkwoodCampKeepHeroes
    ButtonImage             = UCCommon_GoodHeroes
    ButtonBorderType        = SYSTEM
    DescriptLabel           = CONTROLBAR:ToolTipSelectRevivablesMirkwoodCampKeepHeroes
    Radial                  = Yes
    CommandRangeStart       = 10
    CommandRangeCount       = 13
    Options     = HIDE_WHILE_DISABLED
    DisableOnModelCondition = RUBBLE POST_RUBBLE
End

CommandButton Command_SelectRevivablesMirkwoodCampKeepHeroes_MapMirkwood
    Command                 = PUSH_VISIBLE_COMMAND_RANGE
    TextLabel               = CONTROLBAR:SelectRevivablesMirkwoodCampKeepHeroes
    ButtonImage             = UCCommon_GoodHeroes
    ButtonBorderType        = SYSTEM
    DescriptLabel           = CONTROLBAR:ToolTipSelectRevivablesMirkwoodCampKeepHeroes
    Radial                  = Yes
    CommandRangeStart       = 10
    CommandRangeCount       = 14
    Options     = HIDE_WHILE_DISABLED
    DisableOnModelCondition = RUBBLE POST_RUBBLE
End

CommandSets:

CommandSet MirkwoodCampKeepCommandSet
    InitialVisible = 10
    1      = Command_ConstructLothlorienMirkwoodFighterHorde
    2      = Command_ConstructLothlorienMirkwoodArcherHorde
    3      = Command_ConstructLothlorienMirkwoodSpearmenHorde
    4      = Command_ConstructLothlorienMirkwoodElkriderHorde
    5      = Command_ConstructLothlorienMirkwoodPalaceGuardHorde
    6      = Command_ConstructElvenMirkwoodArcherHorde
    7      = Command_SpecialAbilityMobilisierungsbefehl
    8      = Command_Sell
    9      = Command_SelectRevivablesMirkwoodCampKeepHeroes
    10    = Command_StartCitadelSelfRepair

    11     = Command_InfoButtonMirkwoodHeroes
    12     = Command_FakeRingHeroReviveSlot
    13     = Command_FakeCreateAHeroReviveSlot
    14     = Command_FakeHeroReviveSlot1
    15     = Command_FakeHeroReviveSlot2
    16     = Command_FakeHeroReviveSlot3
    17     = Command_FakeHeroReviveSlot4
    18     = Command_FakeHeroReviveSlot5
    19     = Command_FakeHeroReviveSlot6
    20     = Command_FakeHeroReviveSlot7
    21     = Command_FakeHeroReviveSlot8
    22     = Command_FakeHeroReviveSlot9
    23     = Command_RadialBack
End

CommandSet MirkwoodCampKeepCommandSet_GdK
    InitialVisible = 10
    1      = Command_ConstructLothlorienMirkwoodFighterHorde
    2      = Command_ConstructLothlorienMirkwoodArcherHorde
    3      = Command_ConstructLothlorienMirkwoodSpearmenHorde
    4      = Command_ConstructLothlorienMirkwoodElkriderHorde
    5      = Command_ConstructLothlorienMirkwoodPalaceGuardHorde
    6      = Command_ConstructElvenMirkwoodArcherHorde
    7      = Command_SpecialAbilityMobilisierungsbefehl
    8      = Command_Sell
    9      = Command_SelectRevivablesMirkwoodCampKeepHeroes
    10    = Command_StartCitadelSelfRepair

    ;11     = Command_InfoButtonMirkwoodHeroes
    12     = Command_FakeRingHeroReviveSlot
    13     = Command_FakeCreateAHeroReviveSlot
    14     = Command_FakeHeroReviveSlot1
    15     = Command_FakeHeroReviveSlot2
    16     = Command_FakeHeroReviveSlot3
    17     = Command_FakeHeroReviveSlot4
    18     = Command_FakeHeroReviveSlot5
    19     = Command_FakeHeroReviveSlot6
    20     = Command_GenericReviveSlot7
    21     = Command_GenericReviveSlot8
    22     = Command_FakeHeroReviveSlot9
    23     = Command_RadialBack
End

CommandSet MirkwoodCampKeepCommandSet_ForAI
    InitialVisible = 10
    1      = Command_ConstructLothlorienMirkwoodFighterHorde_ForAI
    2      = Command_ConstructLothlorienMirkwoodArcherHorde_ForAI
    3      = Command_ConstructLothlorienMirkwoodSpearmenHorde_ForAI
    4      = Command_ConstructLothlorienMirkwoodElkriderHorde_ForAI
    5      = Command_ConstructLothlorienMirkwoodPalaceGuardHorde_ForAI
    6      = Command_ConstructElvenMirkwoodArcherHorde
    7      = Command_SpecialAbilityMobilisierungsbefehl
    8      = Command_Sell
    9      = Command_SelectRevivablesMirkwoodCampKeepHeroes
    10     = Command_StartCitadelSelfRepair

    ;11     = Command_InfoButtonMirkwoodHeroes
    12     = Command_FakeRingHeroReviveSlot
    13     = Command_FakeCreateAHeroReviveSlot
    14     = Command_FakeHeroReviveSlot1
    15     = Command_FakeHeroReviveSlot2
    16     = Command_FakeHeroReviveSlot3
    17     = Command_FakeHeroReviveSlot4
    18     = Command_FakeHeroReviveSlot5
    19     = Command_FakeHeroReviveSlot6
    20     = Command_FakeHeroReviveSlot7
    21     = Command_FakeHeroReviveSlot8
    22     = Command_FakeHeroReviveSlot9
    23     = Command_RadialBack
End

CommandSet MirkwoodCampKeepCommandSet_MapMirkwood
    InitialVisible = 10
    1      = Command_ConstructLothlorienMirkwoodFighterHorde
    2      = Command_ConstructLothlorienMirkwoodArcherHorde
    3      = Command_ConstructLothlorienMirkwoodSpearmenHorde
    4      = Command_ConstructLothlorienMirkwoodElkriderHorde
    5      = Command_ConstructLothlorienMirkwoodPalaceGuardHorde
    6      = Command_ConstructElvenMirkwoodArcherHorde
    7      = Command_SpecialAbilityMobilisierungsbefehl
    8      = Command_Sell
    9      = Command_SelectRevivablesMirkwoodCampKeepHeroes_MapMirkwood
    10     = Command_StartCitadelSelfRepair

    ;11     = Command_InfoButtonMirkwoodHeroes
    12     = Command_FakeRingHeroReviveSlot
    13     = Command_FakeCreateAHeroReviveSlot
    14     = Command_FakeHeroReviveSlot1
    15     = Command_FakeHeroReviveSlot2
    16     = Command_FakeHeroReviveSlot3
    17     = Command_FakeHeroReviveSlot4
    18     = Command_FakeHeroReviveSlot5
    19     = Command_FakeHeroReviveSlot6
    20     = Command_GenericReviveSlot7
    21     = Command_GenericReviveSlot8
    22     = Command_GenericReviveSlot9
    23     = Command_FakeHeroReviveSlot10
    24     = Command_RadialBack
End
6
General Modding Questions / Making unit recruitable
« Letzter Beitrag von Knurk am 13. Mai 2022, 17:13 »
Hi!
im basically looking for a way to make the unit called thranduils archer reqruitable for the lothlorien faction in the edain mod (basically the edain mirkwood archers that show up in some maps). I have tried looking around with finalBig, but i dont know exactly what im looking for. Pretty new to this stuff so any help would be appreciated :)
7
Vorschläge zu Imladris / Re: Cirdan proposed ability alteration
« Letzter Beitrag von raven9407 am 12. Mai 2022, 13:16 »
 :D
8
I agree with Watcher here - the journey into the West was a one-way trip for the Elves. They left Middle-Earth behind, which is why the later ages were dominated by Men. As it stands now, the ability is supposed to represent that all Elves who wanted to leave for Valinor came to Cirdan at the Grey Havens. You are right that technically, they did not answer his call and instead initiated their journey themselves; however, giving this ability to Cirdan is a more elegant solution in regards to gameplay for various reasons.
9
Vorschläge zu Imladris / Re: Cirdan proposed ability alteration
« Letzter Beitrag von Watcher am 9. Mai 2022, 07:58 »
I am perhaps not as masterful in lore as some others here, but I believe those Elves that returned to Middle-Earth was an affair that the Valar only allowed once, and this was quite a ways from the Third Age. After this time, Elves were only allowed to return by the express-permission of the Valar.

I am also a fan of Into the West as it currently is, though I'll grant it isn't necessarily fitting to Cirdan as he neither called Elves to the Grey Havens nor went with them personally to the Undying Lands until every other ship had left, yet this ability seems to suggest one or the other.

Regardless, I'd personally prefer Into the West remained as it is now; though I am perhaps but one voice.

Until our next meeting.
10
Vorschläge zu Imladris / Cirdan proposed ability alteration
« Letzter Beitrag von Malhakai am 7. Mai 2022, 10:03 »
Mae govannen fellow Edain fans,

I wanted to propose a slight alteration to Cirdan of the Imladris faction. I feel that his ability 'Into the West' is good, but could possibly be fine tuned.

The ability granted to Durin, to 'send a unit to Khazad-dum, returning as a veteran' is a great concept and the inspiration for my proposed alteration.

Instead of Cirdan teleporting units across the map, what if he sent the target battalion into the west. After a duration, and respecting the current CP, a more powerful unit returns to fight for the free peoples.

Thinking about how some Noldor sailed into the West, lived and learnt from the Valar and then chose to return to Middle Earth, I felt that this idea felt accurate within the lore. In regards to what unit returns, I initially thought a 'Veteran of the Last Alliance' unit however feel that does not fit. Noldor returning to Middle Earth is also rare too, so I would propose a new unique unit, limited to only 1 be the unit that returns from Cirdan's ability. I was thinking of the Elves that protect the Resting Camp from the spell 'Journey to Valinor'. The wiki says they are powerful units that deal AoE damage.

Curious what other's thoughts are. Looking forward to reading Middle Earth loremaster's points of view :-)

Thank-you for your time.
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