Modding Union

Submods => Submods Deutsch & Submods English => Thema gestartet von: The_Necromancer0 am 29. Jan 2018, 12:30

Titel: [Submod] The Rise of Angmar: Remastered
Beitrag von: The_Necromancer0 am 29. Jan 2018, 12:30
SilverElf's mind: "But what if the Angmar campaign was... in Edain". And a new submod was born.

The Rise of Angmar: Remastered

The concept is simple, we take the Angmar campaign and make it use the fixed plots system so as to be compatible with Edain. And then we add some stuff. The stuff added varies but ranges from extra objectives for some added difficulty, extra heroes and some bonus objectives... and Gildor (after all why would we not include such an extremely skilled scout).

All of Angmar's heroes appear at least once, but because of their number you won't be able to play with all of them in every mission. The reasoning behind each hero are sometimes loosely based on the Angmar RP that is hosted here on Modding Union.

Installation
Click here (https://modding-union.com/index.php/topic,35205.msg480846.html#msg480846)!

1.Foundations of Angmar
Please don't walk on the fortresses
The Witch King and Durmarth have arrived in Angmar and must now convince the the Black Numenoreans present in the area to fight for them, along the way they will meet unlikely allies to aid them.

Why the heroes? Well, it is mentioned in Durmarth's RP that he once went into the North to tame Trolls so there he is. Also, sorry for all the Trolls lovers but the Troll units and heroes will only be present in this level and as part of the starting army sometimes but you will not be able to train them.

(https://i.imgur.com/fF1uUIj.jpg)

2.Fall of Rhudaur
Where's Hwaldar?
Mandated by the Witch-King, Zaphragor and Helegwen, a numenorian of rhudaur and a hillwoman, that rose into power, have come to convince Hwaldar and the Hillmen to serve the Iron Crown, they must first free Hwaldar he has been captured by the troops of Arnor. Mornamarth is following them close behind with troops and supplies to create a base which will arrive once the east side of the is clear of all enemies.

Why the heroes? Zaphragor and Helegwen, a numenorean of Rhudaur and a hillwoman  in the RP, they have joined up with the Iron Crown in hopes of a better future and desire to convince the rest of their people to do so. We have also established Mornamarth as commander, not one leading and inspiring the troops but rather sitting at the back, ordering troops around.

(https://i.imgur.com/IVtNNpH.jpg)

3.Invasion of Amon Sul
But the fourth one stayed up
Now that Angmar has risen in the North and Rhudaur has fallen in the east, it is time for the West to suffer the same fate, it will begin at the watchtower of Amon Sul. Zaphragor and Mornamarth have rejoined with the Witch King and now lay siege to the Arnor fortress.

Why the heroes? Zaphragor is Witch-King's first blade, while Mornmarth commands the troops from the back, Zaphragor is first on the battlefield, carving a bloody path through the enemy lines. Mornamarth, of course, is the army commander and the Witch-King needs no explanation :D

(https://i.imgur.com/QZ5KiZh.jpg)

4. The Dark Lord's Eye
Please stop trying to shoot the Nuclear Palantir.
King Arveleg has managed to flee Amon Sul with the palantir, the enforcer Durmarth has been sent on his trace, with the zealot Zaphragor tailing him. The King seeks refuge in an Arnorien Outpost, but the wolves of Angmar give in no respite, will he make it in time?

Why the heroes? As an enforcer, we portray Durmath as a hunter, carrying out the Witch-King's dirty work. So it seemed obvious to have him, the second pick was to have Drauglin, however, we wanted the player to be able to make use of Durmath's Guardsman Palantir, so a more expensive, tankier hero was required. Zaphragor seemed like a reasonable choice.
(https://i.imgur.com/oXfr3Ds.jpg)

5. Barrow Downs
Downs??
With the King dead it is the Prince's turn to join his forefathers. The men of Arnor are not fools, and they hide behind their great walls in hope that Angmar's armies will smash against it like water on rock. But they are prideful people, if we desecrate the tombs of their ancestors they will march out to wash their honour. Gulzar must stand atop the barrow, the Sorcerer's reputation will anger the Arnoriens further.

Why the heroes? Gulzar was a bit of an obvious pick, since this is the first time the player has access to sorcerers. Hwaldar leads the hillmen that protect Gulzar and his sorcerers. However, those are not the only heroes, a few more will join your ranks as reinforcements arrive, so make sure to clear the map of Barrow Guards.

(https://i.imgur.com/vdmF538.jpg)

6. Carn Dum
Remember kids, Dum spelled backwards is Mud
In an attempt to give Arnor the time to recover, the Elves lead an attack upon Carn Dum. Glorfindel leads the charge alongside Cirdan seeking to push back the evil. If they succeed, all the Witch-King's effort will have been and vain and Sauron will be much displeased. However, victory for Carn Dum will ride this war of the Elves' presence. The Witch-King, Mornamarth and Helegwen must now fend off the Elves while Zaphragor and Durmarth rally their forces in order to muster a war force strong enough to shatter the elves' offensive.

Why the heroes? Witch-King was a must, what ruler wouldn't be present to defend his strong hold. Mornamarth is the stewart of Carn Dum so of course he would be present.  Helegwen is more of a gameplay choice, a ranged hero can be very useful in siege and her crowd control abilities will play a key role in sealing off the chokepoints.

(https://i.imgur.com/tX8zYV5.jpg)

 
7.Barrow Wights
I See Dead People!
While both Angmar and Arnor recover, the Witch-King sends a small party back to the royal barrows. The Supreme sorcerer, Gulzar, has for mission to cast a giant plague on the entire country, however such a ritual requires a great amount of power to cast, and power must be drawn from the souls of the fallen. But they must hurry, if the sun rises, the light will disrupt the ritual. Once again, this ancient burial ground shall be desecrated by magic.

Why the heroes? While everybody is busy rebuilding the two that weren't present at the battle are off to their nefarious schemes again. Gulzar was a must be, as the mission is once again very heavily sorcerer focused. And Hwaldar provided a nice synergy in the last mission so we decided to give him an another opportunity to gain some levels to reach that sweet sweet lvl 10 ability.
(https://i.imgur.com/YfhwLA8.jpg)

8. Fornost
Next stop, Graceland!
Several years have passed since the great plague has begun, much of Arnor is now desolate and the remain of this once mighty kingdom of Men have fallen back into their final stronghold, Fornost. With Carn Dum rebuilt and at the height of his power, Witch King now lays siege to the fortress, throwing everything at it and emptying all the lands of Angmar. The fall of Fornost would mean the end for the Kingdom of Arnor...

Why the heroes? Well I mean, it's the last level, why wouldn't we add every hero?

(https://i.imgur.com/YS3uuKn.jpg)

Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Darkayah am 29. Jan 2018, 14:01
Looks good and sounds great! So we can see all Heroes of the new Angmar in the Campaign. I hope the missions are a little bit more demanding.  xD
I am curious for the missions.
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Edi der 3te am 29. Jan 2018, 14:28
it looks very good, they comes for the german version too?
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: The_Necromancer0 am 29. Jan 2018, 14:34
We'll consider translating it. If we don't, having the game in german will probably be enough to get you through the campaign. We don't modify that much, mostly character names and additional objectives the base of the campaign will still be the same.
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Walküre am 29. Jan 2018, 18:00
Well, good luck to all with the grand endeavour :)

Regarding things pertaining to the Good, how are you going to modify the epilogue of the campaign (if you are to change something in the first place)?
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: The_Necromancer0 am 29. Jan 2018, 18:13
At the moment our plans are mostly to give it a fresh Edain coat with the vanilla heroes being replaced with the ones from the mod. In addition, we will add a couple heroes to compensate for Angmar's increased roster. Our plans will become more defined as we approach that stage but I can tell you it will be a very ability heavy map, I hope to be able to make all the Angmar heroes use their symbolic abilities during the battle.
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: SilverElf am 30. Jan 2018, 11:50
On the 31th of January at 8 PM UTC we will be stream a sneak peak of the submod

On the stream will be Necro and me, I will be playing the first mission of the campaing to show up the changes. Necro will be there  to awnser any question you might have about the submod. Feel free to ask anything Just don't ask for the release date we don't know that yet  :D

It will be streamed on my channel here is the link to it: https://www.twitch.tv/elf_in_silver_armour
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: The_Necromancer0 am 31. Jan 2018, 22:34
For those that missed the stream it has been uploaded here. The stream contains the first mission and a part of the second mission.
https://www.youtube.com/watch?v=qoSvJQY7bUY
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: The_Necromancer0 am 1. Feb 2018, 01:08
4. The Dark Lord's Eye
Please stop trying to shoot the Nuclear Palantir.
King Arveleg has managed to flee Amon Sul with the palantir, the enforcer Durmarth has been sent on his trace, with the zealot Zaphragor tailing him. The King seeks refuge in an Arnorien Outpost, but the wolves of Angmar give in no respite, will he make it in time?

Why the heroes? As an enforcer, we portray Durmath as a hunter, carrying out the Witch-King's dirty work. So it seemed obvious to have him, the second pick was to have Drauglin, however, we wanted the player to be able to make use of Durmath's Guardsman Palantir, so a more expensive, tankier hero was required. Zaphragor seemed like a reasonable choice.
(https://i.imgur.com/oXfr3Ds.jpg)
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: OakenShield224 am 1. Feb 2018, 17:36
So after being asked about this on the Discord Server, I've come up with a couple of ideas on how to change the Angmar spellbook for the campaign.

 -  Instead of Blight (a very multiplayer based spell), I would bring back the Summon White Wolf Lair power from 3.8.1. I know that the Wolf Lairs are available on settlements but for the campaign where you would need to continually build up and replace large armies, I feel like most people would go for the resource structures. The Wolf Lairs would offer a small amount of defense.

 - If Rogash will be a regular hero in the submod, then maybe just keep the current spell but replace Rogash with another troll. However, an alternative would be to summon some sort of Troll Lair from which you could recruit Snow and Hill Trolls. This would only apply if you haven't already come up with some plan regarding the trolls.

 -  Finally, the Stronghold of the Iron Crown could be replaced by a Cold Drake Summon. While Avalanche is instant damage, the Cold Drakes could provide a slightly longer term help to your army.

I hope these suggestions will help in some way and I look forward to seeing how the submod progresses.
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: The_Necromancer0 am 2. Feb 2018, 17:51
5. Barrow Downs
Downs??
With the King dead it is the Prince's turn to join his forefathers. The men of Arnor are not fools, and they hide behind their great walls in hope that Angmar's armies will smash against it like water on rock. But they are prideful people, if we desecrate the tombs of their ancestors they will march out to wash their honour. Gulzar must stand atop the barrow, the Sorcerer's reputation will anger the Arnoriens further.

Why the heroes? Gulzar was a bit of an obvious pick, since this is the first time the player has access to sorcerers. Hwaldar leads the hillmen that protect Gulzar and his sorcerers. However, those are not the only heroes, a few more will join your ranks as reinforcements arrive, so make sure to clear the map of Barrow Guards.

(https://i.imgur.com/vdmF538.jpg)
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Ectheldir am 3. Feb 2018, 20:53
One little question: Will you also implement missions that were not in the original RotWk campaign, but later in the Edain 3.something version, like the one were yu had to slaughter Gobos after Gobos to make Rogash King of Gundabad?

After what I can see already this looks like a very good project. Someone shouldve had this idea earlier you would think. It seems so obvious, but somehow nobody did. I wish you best of luck further for your work on this mod.
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: SilverElf am 3. Feb 2018, 23:03
We aren't sure about that one yet, There a few problems with those missions. They are pretty buggy. Someone had a look at it before and there are a alot things to fix about it. Depanding on how much time it will cost. Other one is most Rogash. We have to replace rogash and with some one. We dont know who yet. Cause no one seems to fit in that mission.  And we gonna have to rest all his level caps in all other mission that on itself is not hard, Picking which hero is harder, The reason why we want to stay away from rogahs cause his bulky animantion, It is laggy and the model is just not good
Titel: [Submod] The Rise of Angmar: Carn Dum
Beitrag von: The_Necromancer0 am 12. Feb 2018, 00:50
6. Carn Dum
Remember kids, Dum spelled backwards is Mud
In an attempt to give Arnor the time to recover, the Elves lead an attack upon Carn Dum. Glorfindel leads the charge alongside Cirdan seeking to push back the evil. If they succeed, all the Witch-King's effort will have been and vain and Sauron will be much displeased. However, victory for Carn Dum will ride this war of the Elves' presence. The Witch-King, Mornamarth and Helegwen must now fend off the Elves while Zaphragor and Durmarth rally their forces in order to muster a war force strong enough to shatter the elves' offensive.

Why the heroes? Witch-King was a must, what ruler wouldn't be present to defend his strong hold. Mornamarth is the stewart of Carn Dum so of course he would be present.  Helegwen is more of a gameplay choice, a ranged hero can be very useful in siege and her crowd control abilities will play a key role in sealing off the chokepoints.

(https://i.imgur.com/tX8zYV5.jpg)
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: The_Necromancer0 am 15. Feb 2018, 21:15

7.Barrow Wights
I See Dead People!
While both Angmar and Arnor recover, the Witch-King sends a small party back to the royal barrows. The Supreme sorcerer, Gulzar, has for mission to cast a giant plague on the entire country, however such a ritual requires a great amount of power to cast, and power must be drawn from the souls of the fallen. But they must hurry, if the sun rises, the light will disrupt the ritual. Once again, this ancient burial ground shall be desecrated by magic.

Why the heroes? While everybody is busy rebuilding the two that weren't present at the battle are off to their nefarious schemes again. Gulzar was a must be, as the mission is once again very heavily sorcerer focused. And Hwaldar provided a nice synergy in the last mission so we decided to give him an another opportunity to gain some levels to reach that sweet sweet lvl 10 ability.
(https://i.imgur.com/YfhwLA8.jpg)
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: The_Necromancer0 am 5. Mär 2018, 17:11
8. Fornost
Next stop, Graceland!
Several years have passed since the great plague has begun, much of Arnor is now desolate and the remain of this once mighty kingdom of Men have fallen back into their final stronghold, Fornost. With Carn Dum rebuilt and at the height of his power, Witch King now lays siege to the fortress, throwing everything at it and emptying all the lands of Angmar. The fall of Fornost would mean the end for the Kingdom of Arnor...

Why the heroes? Well I mean, it's the last level, why wouldn't we add every hero?

(https://i.imgur.com/YS3uuKn.jpg)

If all goes well, the next mission should be quite an unexpected one (no, I don't mean we're adding the Hobbit Campaign)
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Lord Thirisdir am 5. Mär 2018, 17:27
Amazing im hyped to see more  ;)
Keep up the work and if i would have my pc i would say make me a Beta tester so i can help you out but well i do t  :(
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: The_Necromancer0 am 31. Mai 2018, 17:56
A chill wind blows across the lands of the West...
Titel: [Submod] The Rise of Angmar: Remastered - Released
Beitrag von: The_Necromancer0 am 8. Jun 2018, 20:34
The Rise of Angmar: Remastered

After a couple months of work we've finally managed to convert the entire campaign to Edain 4.0 and test it too. The campaign now uses all of Angmar's heroes (and more...  ;) ) and the fixed build plot system. The final count of missions is 11 including the epilogue campaign. I won't go over the missions because A) it's already been done in the previous posts and B) I want to keep the ones we haven't covered a secret.

To add some challenge to the campaign we implemented a sort of "butterfly effect" system, this means that sidequest that are optional and don't bring you any benefits in one mission might come back later to bite you in the back on another mission. As an example, given that a missions tasks you with the destruction of a wildmen camp of Arnor-sympathisers but you refuse, in a future missions you might come to regret that decision as you see hordes of wildmen running down the hill to aid the Arnor outpost you are currently sieging. On the contrary, if you destroy the camp when asked to do so, the wildmen hordes will scatter and no reinforcements will come to Arnor's aid. This system should bring a extra level of challenge and keep you always wondering whether an optional quest is truly worth ignoring.

The entire campaign has been balanced as best as possible, at least for both the easy and hard difficulty. The medium difficulty was not modified beyond the enemy stats already defined by the game. Any player should be able to enjoy themselves on easy, issuing general commands and micro-ing heroes should be enough to beat the campaign, although it is still slightly harder than the vanilla one. The hard campaign provides a true challenge which has been fine tuned. Full use of control groups, shortcuts and powers will be required alongside a strong micro and sometimes a good macro.

Because I am a complete beginner to map.ini modding and have a short patience for stuff that doesn't tell me what's wrong you will find that installing the submod does modify the angmar faction in skirmish. For this reason it is probably best to only have the submod installed when you desire to play the campaign as the submod's Angmar no longer has access to certain spellbook powers and the stats of units have been modified to better suit the campaign's balance.

How to install
In terms of installation the submod is really simple, once you've clicked on the download link (here (https://modding-union.com/index.php/topic,35205.msg469011.html#msg469011)) you'll get a .zip file. To install the submod, open the .zip file and in there you will see a file called  _____campaign_remastered .big, this file you must drag and drop into your game directory. Which by default is "C:\Program Files\Electronic Arts\The Lord of the Rings, The Rise of the Witch-king". Make sure you don't have any other submods installed as compatibility has not been tested which could either cause your game to crash or either of the submods to not work. This submod is meant to work with Edain 4.4.1.

Important notice: The Angmar campaign will be called "The War of the Dwarves" and the Epilogue will be called "The Hobbit". A decision was made not to change that since it would have required the addition of a second file to the installation process.

Concerning the German version
There is no german version planned for the simple reason that neither Elf nor I speak german. However, if someone wishes to translate the campaign I have included all the map strings below. If somebody does translate it, I'd be more than happy to include it alongside the english version download link in the main post. Click here  (https://www.dropbox.com/s/dkwg5s36z5zj8yn/german_translation_template.rar?dl=0)to download the aforementioned string files.

Riddles in the dark
In the defense of your dark keep
Some allies will comes
But others you must seek
To call them
Listen to my words


Laying among beasts
I, the stunted, roll in the mud
Shatter the barrier to the west
And with thine cold cursed steel
Snuff out my life, oh Master of Winter,
To call the Stone Heart


The table is set
The water is boiling
The meat is cooking
All await the stewart
Face the acolyte if you dare
To call a great sorcerer...


But that is not all,
When you turn your coat
And march on the fortress of your old master
Hear what this skilled scout has to say:


Seek me out
Oh, true and brave knight
To make my power yours
Seek me out
From where the hillmen sprout
As you battle the wielder of blood and iron
Bring forth the masters of water and silver


Once you have found me
Bring me to the harbinger of winter
And let my arrows slay him
If you wish for the battle to end
Be warned, once you have discovered me
No other weapon but my bow
May slay the Lord of the Nine



Final note: This is the end of the development, many things could be added to the campaign (new missions, new heroes, more balance) but we decided that it was not within the scope of this project and beyond my skill. There is the possibility of a hotfix in the future if a bug is found but apart from that this is the last you'll hear from this project.

Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Martin am 13. Jun 2018, 19:25
Hey I really enjoyed playing the campaign after all these years. Thanks for that.

Some bugs I encountered:

I played it with the German version and it worked well, even thought it changed the game to English, so only German sounds.

Greetings
Martin
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: The_Necromancer0 am 13. Jun 2018, 22:10
Glad you enjoyed it :D About the bug: Not sure what went wrong, it worked last I tested it but I might have made a modification and forgot to test it. I'll run through the mission again and try to see what broke. Thanks for the report  :)
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Secret Keeper am 17. Jun 2018, 10:19
I can verify Carn Dum bug, no allies came. It was really tough mission even on Easy :D

Overall, I enjoyed this very much. So cool to be playing again with Snow Trolls, Hill Trolls and Shade of the Wolf. Thank you for this.

What do you say about remastering good and evil campaigns from BFME2 and BFME1 into Edain? With proper heroes and lore? Its a shit tone of work but one can only hope  8-| :)
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Wurm Morgoths am 17. Jun 2018, 19:32
Thank you for your great work! I love it.
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: OakenShield224 am 18. Jun 2018, 13:18
What do you say about remastering good and evil campaigns from BFME2 and BFME1 into Edain? With proper heroes and lore? Its a shit tone of work but one can only hope  8-| :)

I think Necro said that if he was going to do it (big emphasis on "if"), he'd wait until Misty Mountains were out so he can use all the goblin units and heroes.
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Walküre am 18. Jun 2018, 14:16
Converting the old iconic campaigns to Edain would definitely be a landmark achievement. I wholeheartedly root for such a proposition. Just imagine all the wonders one could make true, though the needed work would be insanely daunting for anyone embarking on the project.
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Rekudo93 am 19. Jun 2018, 00:18
Zitat
What do you say about remastering good and evil campaigns from BFME2 and BFME1 into Edain? With proper heroes and lore? Its a shit tone of work but one can only hope  8-| :)

I would be agree for a revision of the good and evil campaign.
But the campaign from Bfme 1 in Bfme 2 RotWk is not possible, because the campaign of Bfme 1 has a completely different systeme.
In addition, from bfme 2 there was a limitation of the maps that can be used for the campaign.
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Ealendril der Dunkle am 19. Jun 2018, 12:25
*Thumbs up*

Great work, Necro!
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Trapper am 19. Jun 2018, 17:29
Amazing job!

Thanks very much for the efffort. :)
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Secret Keeper am 19. Jun 2018, 19:25
Zitat
I would be agree for a revision of the good and evil campaign.
But the campaign from Bfme 1 in Bfme 2 RotWk is not possible, because the campaign of Bfme 1 has a completely different systeme.
In addition, from bfme 2 there was a limitation of the maps that can be used for the campaign.

I know that BFME1 campaign with world map and everything is not possible, but I thought about it in BFME2 style with episodes. 1st episode Moria, 2nd Rohan with Eomer, 3rd Attack on Lorien and so on. You would not have a choice anymore but I think the amazing movie feeling would stay. You could actually start not with Moria but Hobbits' journey and meeting with Ranger :)

Other plus is that you don't need to wait for Misty Mountains for BFME1 campaigns, we already have Rohan, Gondor, Mordor, Isengard, Lorien plus many more heroes and units :)
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: The_Necromancer0 am 19. Jun 2018, 22:16
I am extremely happy that everybody seems to be enjoying the campaign once again, I've been getting a lot of feedback from all side (discord, MU, moddb, ect...) Couple bugs there, couple suggestions here, as expected. I'll release a bugfix which should be the definitive edition fixing the bugs that were found and incorporating some minor suggestions. I look forward to some more feedback once people try the epilogue campaign (the one titled "The Hobbit" but that is actually the epilogue) which now contains not one but two missions.

We (Elf and I) did ponder on converting the other campaigns (BFME 1 (in a linear way) and BFME 2) and IF we were to do one of them first it would probably be BFME1 for multiple reason but, personally, because I find it more interesting. However it is such a massive undertaking considering the complexity of the task and the size of it I'm not sure I'd be ready to map it all alone, perhaps with one or two other mappers it would be easier. Anyways, this is all rambling and I won't confirm nor deny a potential BFME1/BFME2 campaign port to edain.
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Lord of Mordor am 19. Jun 2018, 23:26
Hey Necro,

we too are really impressed by this project! Once you're done with your patch for the definitive edition, we'd love to promote this campaign on our official channels (Moddb, news section of this forum) so as many people as possible get to enjoy it! If you could write us a news post presenting your project for people who haven't heard of it before, including all the necessary instructions to get started, we'd happily share it! I think the release of the patch might the best timing for that. What do you think?
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: The_Necromancer0 am 20. Jun 2018, 00:14
I think that sounds great  :D Elf and I are quite honored. We will write a comprehensive post on the submod and send it to you as soon as possible. Will it also be translated to german? A user (rekudo) recently translated the campaign strings to german, so we were planning to also release a german version of the campaign with the patch.
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Elendils Cousin 3. Grades am 20. Jun 2018, 00:19
Translation your post into german won't be an issue. Great to hear that you're planning on releasing a german version as well!
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Halbarad am 24. Jun 2018, 13:46
Great work, I really enjoyed playing it.  :)
Although I have to say too, that the Carn Dum mission was really tough compared to the others, but that was maybe also the responsibility of the traitor. [ugly]
Fornost: Seeing this giant army of hobbits die by one plague spell was a bit tragic  [uglybunti]
Amon Sul: I think Amon Sul could need some changes, these overpowered fire arrows forced me to go only for catapults and bowmen, while, except of the rain spell and this one hobbit hero from hobbit spell, Arnor didn't use anything to counter them, especially the catapults. The way mallorn trees defend themselves forced me even more to go for that tactic.
So, because of these stupid towers, the fortress looks like a holey cheese after time and there is no need for the player to attack a gate or even use rams. I finally won this mission by only attacking at the top of the map and then shooting with so much catapults, that even the repair-spell couldn't stop me. My bowmen countered the hobbits and killed units, who didn't even try to attack me because of the high range of my bowmen.

So if you think about changing something, my suggestions are:
1. remove fire arrows from towers or directly remove all walltowers and
2. replace it with normal wall, put on the spot an Amon Sul tower, so it looks the same as it did before but the wall has much more health, so the tower will be faster destroyed then the wall and we don't have that much holes in there
3. let from time to time Arnor cavalry attack the Angmar player, so he can't win by only by using arrows and Catapults
4. make the attack range of Arnor troops inside the fortress bigger, so they do also attack when Angmar bowmen attack them from far away.

Barrow Downs
5. Because of the high range from Gulzar, he can sneak out the riders on the hills without them running away, so its really easy to stop them calling for help. Maybe the rider could also call for help if he gets attacked?

Bugs:
- Zaphragor betrayed me at Carn Dum
- dwarven campain Spellbook at the last mission of the epilog (first one has no spellbook) 
--> the (dwarven) repair spell does not appear after being selected
- In the first mission of the Epilog I am not able to buy my soldiers heavy armor, fire arrows, banner carriers and forged blades after purchasing it. Only fire stones are available for catapults after I purchased it in the workshop.

This maybe sounds like a lot, but like I said before: Great work, I loved playing it, so thumbs up and if you want to work more on the campaign I hope you can use my feedback.  :)
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: The_Necromancer0 am 24. Jun 2018, 19:20
Thanks for the feedback xD

Regarding Amon Sul: We agree that Amon Sul's Siege is quite boring, these are good suggestions so we will incorporate some of them. The real challenge is my lack of mapping experience which often leads me to break working stuff or to be unable to fix scripts once ported to edain. I will try to get the Cav working again. I will also severely buff the walls to avoid the swiss cheese problem but probably still allow holes to allow the player to reach certain Mallorn Trees.

Regarding Barrow Downs: Good point, will be fixed.

Bugs
Fixed
Fixed (spellbook was suppose to be disabled)
Oops, will fix.
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: steven am 22. Jul 2018, 14:46
hi,

not sure sure if this is the right place..

i get in the first missions after a few minutes the "instant defeat"...
i copied the file into the directory...not sure whats wrong :)

maybe someone got a hint for me?

thx for help
Titel: Re: [Submod] The Rise of Angmar: Remastered v2
Beitrag von: The_Necromancer0 am 2. Aug 2018, 23:45
We've taken in account all the feedback and bugs that have been reported over the past months and have included several changes to create a more fun siege experience. Not all suggestions have been included either because we ran into too many bugs while trying to add them or we did not think the result would be worth the effort

General
- to fix many of the glitches involving witch king we have removed his mount and replaced it with screech. his mounted forms was just causing too many complications
- there is now a german version for the submod (thanks to Rekudo and Martin for the translation)

Amon Sul
- catapults limited to 3
- fire arrows for defenders removed
- cav will spawn from time to time to attack your catapults
- walls buffed

Carn Dum
- the "traitor" has changed his mind and decided that he'll come and help you if you hold out long enough (aka Zaphragor Bug fixed)

Fornost
- all heroes finally spawn [uglybunti] [uglybunti] [uglybunti]

Fall of Angmar
- lowered the amounts of starting troops
- moved thrall masters to avoid early triggering

A bigger news post will follow soon with a more detailed presentation of the submod. for now letme just give you the download links and let you enjoy yourselves.

English: Link (https://www.dropbox.com/s/do15x32rbrgxjru/_____campaign_remastered.big?dl=0)
German: Link (https://www.dropbox.com/s/49zteto2x5n59yd/_____de_campaign_remastered.big?dl=0)

Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Nicolas1603 am 4. Aug 2018, 07:37
Hab mir die deutsche version runtergeladen und musste feststellen, dass plötzlich alles auf englisch ist. Habs dann mal mit der englischen version probiert und die sieht genau gleich aus. Auf den ersten blick ist also die deutsche und die englische version ident!
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: The_Necromancer0 am 4. Aug 2018, 10:32
Ich denke ich weiß, was es verursacht hat. versuche es jetzt nochmal herunterzuladen, es sollte behoben sein. Ich kann es nicht sicher sagen, weil mein Spiel nicht auf Deutsch ist
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Edi der 3te am 4. Aug 2018, 10:47
habe das selbe problem, sobald ich die submod downloade wird mein spiel auf englisch umgeschaltet...
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Ushnot am 4. Aug 2018, 10:57
Dear creators of this submod,

I've downloaded the submod and put the .big-file in the correct folder according to the installation instructions (but there was no archive to open as mentioned in the description, just a big-file which can be opened with finalBIG, but there are many files inside instead of one).

Then I started Edain and the campaign, which began with witch-king voiceover, but nothing was to be seen (i.e. black screen). After three lines of the witch-king's speech the game just crashes. I've tried it several times now on different difficulty levels, but it always breaks off when the Witch-King mentions the mysterious troll warrior.

I hope you can help me with this problem, because I'd really like to see your improvements on the campaign.


Thank you in advance,

Ushnot

Edit: After reinstalling the whole game, everything works as intended; seems that a gamefile was corrupted or something like that. I look forward to playing the campaign and hope you'll consider doing the dwarven campaign at some point.

Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Mornen am 4. Aug 2018, 16:33
Also bei mir klappt alles! xD

Wundervolle Arbeit, vielen Dank. Ich habe die ersten zwei Karten schon gespielt und es hat mir sehr viel Freude bereitet wie in den alten Tagen Angmar zu erobern. Ein paar Anmerkungen/Bugs/Vorschläge:

1. Karte: alles gut soweit ich das sehen konnte. Drauglin sowie die Gardisten(?) beim Gegenangriff kommen etwas plötzlich und ohne groß vorgestellt zu werden, aber alles in allem TOP! :)

2. Karte: auch hier wieder eine grandiose Arbeit. Allerdings werden die Ork-Köpfe bei mir nicht immer angerechnet. So kam ich gerade auf die 300 (250 heißt es im Intro, 300 bei der Aufgabe). Vielleicht kann man die Schädelhaufen noch ein bisschen markieren, damit man nicht erst zum Schluss die Aufgabe ließt und den ganzen Weg zurück laufen muss! ;) Außerdem traf die Verstärkung (die könnte man vllt etwas hinauszögern, die braucht ja nicht sofort kommen) so ein, dass ein Schneetroll und eine Horde Wölfe in den Bergen oben stecken blieb. Hier könnte man die Pfade einfach etwas nach unten setzten. Die beschworenen Schneetrolle erfüllten bei mir die Nebenaufgabe nicht ebenso wenig wie die zerstörten Orktürme (denen man bitte etwas weniger Lebenspunkte geben sollte [ugly]). Der Outro-Text ist nicht komplett zu sehen sondern links und rechts abgeschnitten (deutsche Sprachausgabe).

Vielen Dank! (**)
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Rekudo93 am 6. Aug 2018, 14:44
Zitat
Der Outro-Text ist nicht komplett zu sehen sondern links und rechts abgeschnitten (deutsche Sprachausgabe)
Das liegt an den Vp6 Dateien. Keine Ahnung ob dass im normalem AdHk auch so bei dir wäre.
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Ar-Sakalthôr am 6. Aug 2018, 21:04
Erstmal grosses Lob and die Macher. Endlich mal Angmar Kapa wieder in Edain mit den Schicken neuen Designes spielen.
Ich bin sehr beeindruckt wie ihr die sache angegangen seit. Allerdings hab ich auch an ein paar dingen was zu meckern. :D
Dieses Feedback ist auf den Schwierigkeitsgrad LEICHT aufgebaut!

Allgemeines:
Ich finde die Schwierigkeitsgrade den umständen nach nicht umbedingt angepasst. Bei einigen Mission war der Schwierigkeitsfaktor um einiges schwerer als erwartet. Allerdings muss man sagen, dass es doch seinen Reiz hat. Die Vorposten und Siedlungen sind gut gesetzt und auch die "erneuerungen" sind gut gelungen.
Allerdings stört mich, dass bei gewissen Mission nicht die Helden auftauchen die man gerade bräuchte oder nötig währen.
Dazu aber später mehr.




Missionen:

Angmar:


Gundabad:


Rhudaur:


Amon Sul:


Auge des Dunklen Herrschers:


Hügelgräberhöhen:


Carn Dum


Hügelgräberhöhen 2


Fornost




Epilog

Reinigung Fornosts


Vernichtung Angmars:


Alles in allem eine gelungene Submod. Grosses Lob an die Macher und weiter so. Macht richtig viel Spass.

MfG
Ar-Sakalthôr

P.s: Die Kapa wird im Menü unter "Zwergen Kampagne" und der Epilog unter "Der Hobbit" betielt.
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Julio229 am 6. Aug 2018, 21:55

Danke für dein Feedback. Wir werden uns die genannten Punkte anschauen, aber so lange es kein Gameplay brechender Bug ist, wird er nicht bald gepatched. Der nächste Patch wird mit dem nächsten Update der Edain Mod sein.
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Ar-Sakalthôr am 6. Aug 2018, 23:00
Hey

Ich vergass zu erwähnen das die "Dunkelstahlschmiede" sowie der "Tempel des Zwilichts" unsichtbar sind. Man kann zwar die Schmiede aufwehrten, aber nicht den Tempel.
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Wurm Morgoths am 11. Aug 2018, 14:29
Hi Leute,

super Arbeit, es macht wirklich sehr viel Spaß mir Angmar zu spielen. Vielen Dank dass ihr wirklich so viel Abeit und Mühe in dieses Projekt investiert habt. Eine Frage hätte ich aber noch. Wieso wurde das Introvideo herausgenommen ?

Liebe Grüße
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Singollo am 15. Aug 2018, 11:34
Ich habe die Kampagne auch mal durchgespielt und muss euch als erstes ein großes Lob aussprechen. Durch die Neuerungen hat sie seit den alten EA Tagen einiges dazugewonnen.
Auch Edain's Helden machen sich in den Missionen sehr gut.

Mir sind noch einige Dinge aufgefallen, die man noch ändern könnte:
1. In der Fornost-Mission spawned Hwaldar wieder auf Stufe 1.
2. Auf Stufe 10 wird das Kreischen des Hexenkönigs wieder mit der Aufsteigen-Fähigkeit ersetzt. (Ich schätze, das hängt mit der Lebenstrinkerklinge zusammen.
3. Bitte gebt Rogash eine bessere Selbstheilungsrate. Gerade die Gundabad-Mission zieht sich sehr, wenn man Minutenlang warten muss, bis sich Rogash wieder erholt hat.
4. Die Carn Dum Mission hat es wirklich in sich. Vielleicht könnte man die Zahl der Katapulte etwas reduzieren. Ein Bombardement von 10 bis 15 Katapulten ist selbst mit einer größeren Armee schwer zu überstehen.

Abschließend habe ich noch einige Fragen:
1. Wie genau äußert sich der Carryover-Effekt? Ich habe die Kampagne zweimal durchgespielt ohne irgendwelche langfristigen Änderungen zu bemerken.
2. Was genau muss ich tun, um Gildor in der Fall Angmars-Mission zu erhalten? Soweit ich das bisher sagen kann, steht er einfach nur herum, ohne sich an der Schlacht zu beteiligen.

Nichtsdestotrotz eine großartige Arbeit!
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Glemli am 18. Aug 2018, 14:58
Hi everyone

As has been said a few times: great work on remastering this campaign! It's great to play with purpose again, skirmishes are fun but this is a very nice distraction from that!

I have some questions for you all, since you all seem to be better players than I am. :-) Do you have some tips on conquering the Carn Dum map? I've been playing the campaign on medium and I get wrecked immediately when the Elvish army attacks after 5 minutes.

Thanks!
Glemli
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: The_Necromancer0 am 18. Aug 2018, 18:55
Quick note: The whole team is currently on vacation but as soon as we’re back we will reply to all the posts (German and English) that have been made. Just sit tight for another week :P
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Singollo am 22. Aug 2018, 16:19
I have some questions for you all, since you all seem to be better players than I am. :-) Do you have some tips on conquering the Carn Dum map? I've been playing the campaign on medium and I get wrecked immediately when the Elvish army attacks after 5 minutes.

The first step to conquering this map is to observe how the AI behaves. As much as I have figured  out, they continue their first attack, until the Witch-King has been killed. Then they mainly attack with catapults. The units will resume their attack when the second gate has been destroyed.

The strategy that brought me through this map was:
1. Let the Witch-King die early.
2. Do everything you can to protect the second gate. You mainly have to take down the catapults. You can use the well-like buildings in the inner wall to heal damaged troups.
3. As soon as you have survived Glorfindel's attack, build up a strong army and attack the remaining troups.

I hope this can be of help.
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Glemli am 12. Sep 2018, 17:54

The first step to conquering this map is to observe how the AI behaves. As much as I have figured  out, they continue their first attack, until the Witch-King has been killed. Then they mainly attack with catapults. The units will resume their attack when the second gate has been destroyed.

The strategy that brought me through this map was:
1. Let the Witch-King die early.
2. Do everything you can to protect the second gate. You mainly have to take down the catapults. You can use the well-like buildings in the inner wall to heal damaged troups.
3. As soon as you have survived Glorfindel's attack, build up a strong army and attack the remaining troups.

I hope this can be of help.

Thanks for the help, Singollo. But I still get wrecked, I manage to hold the first gate for like 5 or 10 minutes, but I still get wrecked by at least 15 or 20 catapults then... Perhaps I should try Easy, but the other maps went okay in Medium so I should guess I could do this one as well... Any other ideas?
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Martin am 12. Sep 2018, 22:48
What helped me a lot is to use wolves to destroy their catapults and only defend the inner ring. But yeah it isn't easy.
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: The_Necromancer0 am 13. Sep 2018, 00:39
A bit later than expected but nonetheless I would like to provide closure to all users that have posted here.

For those that have a black screen during the first missions.I cannot fix that sadly, this bug has been reported occasionally by bug testers but it has occured with no consistency and often fixed itself, restart your game and see if that fixes it.

Rhudaur
The enemy dark dunedains and angmar officers are a result of not killing the angmar officers present at the back of the enemy army during the first mission. I will see if I can tweak the Wildmen's attack preferences and weaken Argeleb's army but the next patch won't be before Edain 4.5.

Barrow-downs
Sorry, we have discussed this internally and externally extensively. No changes will be made to the difficulty of that mission.

Fornost
Will consider adding some cP

Epilogue campaign
The spellbook is meant to be disabled. Durmarth "escapes"the first time you encounter him.

Hey

Ich vergass zu erwähnen das die "Dunkelstahlschmiede" sowie der "Tempel des Zwilichts" unsichtbar sind. Man kann zwar die Schmiede aufwehrten, aber nicht den Tempel.

If assets are invisible update your mod, I don't think this is due to the submod.

Hi Leute,

super Arbeit, es macht wirklich sehr viel Spaß mir Angmar zu spielen. Vielen Dank dass ihr wirklich so viel Abeit und Mühe in dieses Projekt investiert habt. Eine Frage hätte ich aber noch. Wieso wurde das Introvideo herausgenommen ?

Liebe Grüße

Intro video was taken out because I really don't like (sorry, that's pretty much the only time I do something out of pure preference). For the rest of the feedback, all has been read and taken into account some changes will be made.

Thank you all for playing the submod, I hope you all enjoyed it as much as I enjoyed imagining it (not mapping it though, that was quite a pain)
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: garten96 am 17. Mär 2020, 15:16
Hello!

I don't know if you guys still answer on this forum. I was looking forward to this mod. It seemed easy to install the game works perfectly with edain mod but when i add the file to play the remastered campaign it refuses to start and i get a error message. It says the following:
[

An upgrade mask references Upgrade_EdainHandwerkerW erkzeuge,
Error parsing field 'TriggeredBy' in block 'Object' in file
'data\ini\object\evilfaction\structures\angmar\angmarmill.ini. line 401


Error parsing INI block '    TriggeredBy' in file
'data\ini\object\evilfaction\structures\angmar\angmarmill.ini.
7 addresses
(unkown)(0): gamedat + 239838 Debug::PostStaticlnit+3390
(unkown)(0): gamedat + 2346667
StringBase<char>::~StringBase<char>+262887
(unknown)(0): game.dat+2376649
LineSegment2D+20490
(unknown)(0): game.dat+6541831 Xfer::operator==+119943
(uknown)(0): KERNEL32. DLL+90969 BaseThreadlnitThunk+25
(unknown)(0): ntdll.dll+424820
RtlGetAppCointainerNamed ObjectPath+228
(unknown)(0):ntdll+424772
RtlGetAppCointainerNamed ObjectPath+180

Because of the severity of this error the game will now exit.


If you know how I can get it to work I would very much appreciate i :)
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Elendils Cousin 3. Grades am 17. Mär 2020, 15:19
The submod isn't compatible with Edain 4.5 yet, you'll have to wait for the creators to update it. They have already stated they are working on doing exactly that, so you'll just have to be patient for a bit.
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: garten96 am 17. Mär 2020, 15:39
Hello! Yes thank you I understand. Thanks again for the response :)
Titel: Re: [Submod] The Rise of Angmar: Remastered v3!
Beitrag von: The_Necromancer0 am 27. Mai 2020, 16:03
Took us a bit longer than planned but we finally go around to doing a full conversion. We've included some changes that were suggested in an attempt to make the submod more interesting. I assume this version will most likely have some bugs so if you see any bugs make sure to report them so we can fix them later.

Installation

Uninstalling

IMPORTANT NOTES
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Martin am 3. Jun 2020, 11:55
Nice work guys, looking forward to give it an other spin. Will report bugs later.

Greetings

Edit: good work, had a lot of fun! Some minor bugs, will send a report via pm.
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: karasis am 28. Jun 2020, 19:56
Hallöchen!

Würde dies mit der neuesten Version funktionieren?(4.5.3)
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Acthelior am 24. Jul 2020, 22:50
Is there any word on the Edain 4.5 compatible Remastered Campaign?
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Mon_Kay_D_Luffy am 13. Aug 2020, 20:48
Why not work together version 4.5.3
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: The_Necromancer0 am 19. Aug 2020, 11:34
Supporting every little patch is quite a burden mainly because I didn't code this submod with long term plans for porting it from version from version at the time. We will work on one last bugfix and port but after that I won't update it anymore. In the meantime, if you really want to play with the submod, I recommend installing a separate version of 4.5 that you don't update and downloading the 4.5 compatible version here: https://modding-union.com/index.php/topic,35205.msg480846.html#msg480846
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: The_Necromancer0 am 3. Sep 2021, 12:14
A small update, I've updated the files so that it's playable with the latest version. This does not fix any of the non-game-breaking bugs but I believe the campaign should be playable now. The links are the same, refer to this  (https://modding-union.com/index.php/topic,35205.msg480846.html#msg480846)for installation information.

There are plans in work to eventually make this part of Edain's War of the Ring Campaign system which is one of the reasons I'm not keeping this fully up to date.
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Martin am 9. Sep 2021, 12:06
Nice, thanks for the update and all the work!
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Mon_Kay_D_Luffy am 30. Sep 2021, 17:30
Please remove Zoom Limit
The viewing angle is very narrow
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Michi123 am 10. Dez 2023, 14:34
Hey, I tried to install the Submod for the campaign but I get an error and the game doest start anymore.
Grateful for any help
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: The_Necromancer0 am 10. Dez 2023, 14:45
Hello, the submod is now part of the Edain mod as a WotR campaign and as such will no longer be updated.
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Michi123 am 10. Dez 2023, 15:15
i am currently running the 4.7 edain mod but haven't the Angmar campaign
Titel: Re: [Submod] The Rise of Angmar: Remastered
Beitrag von: Halbarad am 10. Dez 2023, 17:18
Update to 4.7.1 with the launcher, then go to the game mode "War of The Ring" and select the Angmar Campaign as the Battle mode. :)