And it looks great form these pictures. ;)Thank you so much CragLord :D
Thanks again man! :) I am looking forward to this map!
Keep with your work, it is amazing so far! :)
Command_ConstructMirkwoodWächterPfadeHorde
The map is looking amazing, looking forward to play it!How Do i add in the codes haha, and thank you for letting me know :)
As for Tauriel, the Mirkwood map.ini force Tauriel to be recruitable via Outpost:
But, depending on the citadel youre using, im not really sure how to add her to the list of heroes. The game usually follows the order defined on playertemplate (module changed in the map.ini code above).
As for the Watchers, you can add those to the citadel commandset and see what happen:Code: [Auswählen]Command_ConstructMirkwoodWächterPfadeHorde
Great map!
Object LothlorienCastleBaseKeep
CommandSet = MakeUniqueName
End
Object LothlorienCastleBaseKeep
CommandSet = LothlorienCastleBaseKeep CommandSet_MapMirkwood
End
Object LothlorienCastleBaseKeep
CommandSet = LothlorienCastleBaseKeep CommandSet_MapMirkwoodCa lsash
End
The map looks nice, I am actually also making a Woodland Realm map, but yours looks better :). I actually used 3ds max 7 to cut some parts from the Mirkwood outpost buildings, and from those parts now I have Mirkwood columns, arches and stairs in WorldBuilder :)
The map looks nice, I am actually also making a Woodland Realm map, but yours looks better :). I actually used 3ds max 7 to cut some parts from the Mirkwood outpost buildings, and from those parts now I have Mirkwood columns, arches and stairs in WorldBuilder :)Yes thorin i could do with tutorial on how to do that or if it would be possible if you could send me the new buildings that would be amazing if you could :P and thank you :D
Nice work, be sure to announce it again when you have finished the map. I am looking forward to trying it out. :)I will post frequent updates on the maps progress just like my other maps :) and thank you :D
Yes thorin i could do with tutorial on how to do that or if it would be possible if you could send me the new buildings that would be amazing if you could :P and thank you :D
Ah well then i will have to make do, and if he does have a way to get around that then i will implement them, by the way with the code ive gotten tauriel to work but not the mirkwood watchers as i couldn't quite follow the instructions i got a bit confused.Yes thorin i could do with tutorial on how to do that or if it would be possible if you could send me the new buildings that would be amazing if you could :P and thank you :D
Im not sure but i think you can't add new objects nor models to maps without messing with game files.
Maybe theres a way to put the files inside without messing with the compiled .BIGs thou, by just dropping them into the folder, but still, you would have to add them in the handcreatedimages.ini, wich is currently inside the Edain .BIG, so in any cases you will end messing with Edain BIG files, wich isnt a really good idea, since when a update arrives the launcher makes a hashcheck for the BIG files, and any altered BIG will be overriden with the original Edain files.
That said, without implementing new objects directly into the code, you cant use new objects on maps =/
Ill write a example code when i get home, no worries ^^Thanks alot mate :)
All you can do is creating a map.ini, which changes the code for only one map.^^
What exactly do you mean by "is not working ingame"?Basically everything has been set up right, just like how i've done it in other maps with custom fortresses and with hoho's tutorial but when i start the game the building i want for the fortress is replaced by a normal castle and i don't know why. and the build plots in the fortress aren't working.
Making an area visible is quite easy:
Create an area with the area tool. Then open the script window, create a new script, open "Actions when true" and click on "New".
Then look for maps->shroud and reveal-> reveal map inside trigger area for player.
Now just write down your area name and the player who shall see those parts.
Probably you're using a fortress object which isn't meant to be the citadel of a fortress. Try to use the WOTR_something objects, they are working. If you want to use other objects you have to give them all the behaviors of one of those objects with a map.ini :)All right thank you Gnomi :)
It's fairly simple: you can open, for example, the Mirkwood citadel building's model in 3ds max 7, then delete all the parts of the model (by clicking them and pressing 'Delete') except one column, for example. Then extract the model of the column alone, and you have a Mirkwood column :) You can repeat the process with other Mirkwood buildings and leave different parts of the models.The map looks nice, I am actually also making a Woodland Realm map, but yours looks better :). I actually used 3ds max 7 to cut some parts from the Mirkwood outpost buildings, and from those parts now I have Mirkwood columns, arches and stairs in WorldBuilder :)Yes thorin i could do with tutorial on how to do that or if it would be possible if you could send me the new buildings that would be amazing if you could :P and thank you :D
So, heres the full code with Watchers. However, this code was made for the Lothlorien citadel, (LothlorienCastleBaseKeep). In case youre using another fortress, you will need to add some extra code. Ill try to go over what you will need to do:Thank you for putting so much effort in to help me, so i entered the code but this error came up everytime i tried to play the map: http://imgur.com/XWwXjY2
Full map.ini code:
So, i marked in RED the parts you must note. Also, in the Mirkwood Base and in the Camp, i replaced the default archer with the guardians.
In case youre not using a LothlorienCastleBaseKeep as primary base, you will need to add this to the end of the code, changing accordly in the red parts.
Thou i seriously advice you to use one of the Lothlorien bases, because if you dont do it you gonna have to add all the Behaviours from the normal base to your base, and thats really.. extensive. And potentially problematic. XD
Heres an ingame example:
(http://i.imgur.com/PxE3Xak.jpg)
Let me know how it works^^
For some evil reason theres a lot of line-breaking in the code when i posted. Ill upload the .ini itself later.Alright thank you so much man :D you have no idea how helpful you've been
Hehe np, im looking forward to play it! Think Mirkwood is one of the most aesthetic elven refuges left on ME, so it will be really interesting to give some shots there. Im sure the map will be glorious^^You've sent me just the tauriel code so the watchers and the command set for the base aren't there :/ sorry to keep asking this stuff of you.
Theres the file :) https://goo.gl/DU11Ur
Geeze, sorry, im getting old for this lol XDWorks amazingly well thank you so much man, I'm going to but your name in the map description for the help now, couldn't of done it without you :P, also amazing haldir textures!
Here is the file > https://goo.gl/oLIWdf
I can't open the map now but ill take a look when i get home.It is already unticked :/ and thank you for offering to take a look :)
As for the visible area script, make sure the option *deactivate upon sucess* is unticked. ^^
Your players are completely wrong.^^How embarrassing haha, thank you so much for taking a look and I will yes those bridges :)
Go to Edit->Edit Player List and delete PlyrElves, player1, player0002, PlyrMordor.
Afterwards just use the "Add skirmish player" button. This adds all the players you need, the named players are not needed and only take space (there is a maximum amount of possible players, therefore I'ld delete them).
Now you can just put your script in the PlyrCivilianfolder and say
The map is revealed inside area 'Reveal' for Player '<All Players>'.
Or you can just select the Player_1 from the list.
Never use such self created player names in skirmish, if you don't know exactly what you're doing. In 99% of the times things don't work as you intend and in 99,9999% you can make everything with the normal players which are added with the button in a smoother way. So don't use them until you know a bit more about the worldbuilder. Until then just use the normal skirmish players.^^
Another note:
Please test all your bridges. I don't know if those bridges count to the normal limit, but there is a limit of bridges which is set to ~7. Some bridges don't count for it, but please test all of them, as it could happen that they don't work.^^
All face the might of Gnomi and bow! lol :D
Nah, no worries, man, lets make this work. This was a really weird bug, but theres a workaround^^:It is now working very well thank you once again mate :)
https://goo.gl/jcZ09k
These new screens are some serious eye-candy work. ;) I hope the map is going well o/Thank you :D and the map is going very well I will probably have more screens to upload soon and I have started work on a video for it :p
YoI dont want to go to overboard on the tress as I'm going for the movie look and there isn't many inside the fortress and yeah it will be a castle on the outside of the map
if it's possible could you add a lot of tree inside and outside the fortress after all it's Mirkwood.
Will it be a castle or camp map for the faction outside the fortress ? (Please say castle)
The Map is looking really great!I think it will be rather interesting and fun map to play! :-)Thank you :D
Any news? or you are in "vacation" because this dates ?I have made a good amount of progress since the last update, I will begin working on the map again next week as i decided to take a break from map making over the holidays :)
Well happy holidays and greetings from Argentina :)
So when will you release this nice map ? :Pit should hopefully be done a bit before the middle of February
Seeing how awesome the Map looks,I can say that I am starting counting days as from now till the middle of February [uglybunti] [uglybunti]:P
I downloaded the map, and I must say it's excellent! It really captures the feeling of the halls seen in the Desolation of Smaug, and you recreated the inside of the halls very well :). It's actually the first Mirkwood movie map out there, which also helps show how nice your map is.Thank you very much :) and I can say the homely house more than likely will :)
P.S.: I can't wait for the 'Homely House', I hope it will have the new locations and buildings we saw in AUJ... ;)
Really nice map, she's freaking awesome and a lot of tree like I love no diggity !! I love the three unit you add in Mirkwood and the casern of Edain Mod 3.8.1, perfect I think it's what I miss the most in 4.0. The three towers outside are really nice.Wow thanks for pointing these out i will take a look and im glad you enjoyed the map :)
Unfortunately, I found some bugs nothing really serious but it can be annoying. During my first try, I play alone without enemy to see everything without being interrupting and this is what I found.
1. The Borderguard-Quarters and Galadhrim-Quarters inside the Greenwood fortress don't work property. The different units don't unlock in the citadel (Lorien Swordsmen, Lorien Archers, Lorien Spearmen, Galadhrim and Caras Galadhon Guardians). Only the singers and might be the Lorien Spearmen (don't remember for the last)
2. For the Sanctuary, we don't have every upgraded only three.
3. The Vault of the King inside the fortress. We cannot enable the research of the Mirkwood upgrades except Wine from Dorwinion.
4. The units created in the north part of the fortress (Mirkwood casern) cannot move upstairs they're stuck.
5. The Archer of Mirkwood (usually summon with Tauriel in the others maps) once they reach the level 2, their skin change completely and became Arnor Archer.
6. When we created the Lothlorien outpost, only three wings are available therefore we cannot make Lorien Swordsmen....
Otherwise nothing else to say for the different bugs. In my own view the most annoying are the number 5. Because I prefer to use only Mirkwood unit in your map.
Really nice map, she's freaking awesome and a lot of tree like I love no diggity !! I love the three unit you add in Mirkwood and the casern of Edain Mod 3.8.1, perfect I think it's what I miss the most in 4.0. The three towers outside are really nice.I have fixed the issues with the lorien units they are now recruitable
Unfortunately, I found some bugs nothing really serious but it can be annoying. During my first try, I play alone without enemy to see everything without being interrupting and this is what I found.
1. The Borderguard-Quarters and Galadhrim-Quarters inside the Greenwood fortress don't work property. The different units don't unlock in the citadel (Lorien Swordsmen, Lorien Archers, Lorien Spearmen, Galadhrim and Caras Galadhon Guardians). Only the singers and might be the Lorien Spearmen (don't remember for the last)
2. For the Sanctuary, we don't have every upgraded only three.
3. The Vault of the King inside the fortress. We cannot enable the research of the Mirkwood upgrades except Wine from Dorwinion.
4. The units created in the north part of the fortress (Mirkwood casern) cannot move upstairs they're stuck.
5. The Archer of Mirkwood (usually summon with Tauriel in the others maps) once they reach the level 2, their skin change completely and became Arnor Archer.
6. When we created the Lothlorien outpost, only three wings are available therefore we cannot make Lorien Swordsmen....
Otherwise nothing else to say for the different bugs. In my own view the most annoying are the number 5. Because I prefer to use only Mirkwood unit in your map.
I must say, I really love this map. It took me - forgive me the language - three fucking hours to beat the fucking Brutal AI spam, but in the end the White Hand has triumphed...or atleast, I wish I could. The only problem I've found is that there are some Wine Cellars and Vaults of the King which are placed in unwalkable spots (such as the wooden platforms and in the northwestern side of the map) which were also out of range of Siege Weapons, thus preventing me to destroy those puny Elves once and for all. Other than that, really awesome map^^I have honestly no idea how the dol guldur minimap got there hahaha and i removed it in the latest version i uploaded and thanks for pointing out those cellars i will be sure to disable them in my next patch of sorts. Glad you enjoyed the map :)
A curiosity: why did you use the Dol Guldur minimap? xD
Thanks, could you add the Mirkwood spearmen that Fredius use in his map (Battle under the Tree Mirkwood) too ?yeah im not sure why their skin changes it might be becuase they arent a fully developed unit im not sure and as for the mirkwood spearman i will try and get them added :)
I think I told you a bullshit earlier because I just found that the Archer of Mirkwood (usually summon with Tauriel in the others maps) once they have the silver arrow, their skin change completely and became Arnor Archer. Everything is okay once they reached level 2, same for the longbow.
And Btw, i know that you are working on Imladris (can't wait) but after that, could you make Erebor as it should be on BFME and how it is in the movie , with details such as your older maps. All the erebor maps that are out now (all i have tried) suck. It should be 1 Huge main door and maybe 1 postern gate, and Archer spots over the gate as in the movie. Plzhttp://bfme2.heavengames.com/downloads/showfile.php?fileid=1134 Try this erebor map its better than i could ever do ^^ and may be just what your looking for.
Yeah, awesome map, but it's no main gate. Its just huge stone.Im hoping for it to be done by mid march and after that i have two other maps to finish then I may ask Gagloin if i could convert his erebor map into a fortress map with a main gate ETC :)
when will your imladris map be finished. I have seen it on youtube and looks perfect, with all those bridges and details.
I saw your post along time ago but, what kind of two maps? after the imladrisOst-In-Edhil the capital of eregion and the capital of numenor :)
Hopefully Armenelos turns out as beautiful as all your other maps.It will be the first time I have tried anything that is a human settlement so lets hope for the best!
will your imladris map be finished by this month?Sorry for late reply, as for the camp no it wont but if you want a expansion point to build mirkwood inside I can tell you how and the map is out now :)