The Last Days v2.4 (for .808) ---Next Release Date Unknown!

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Ancientwanker

Master Knight
The new topic for this thread is: http://forums.taleworlds.com/index.php/topic,199243.0.html



Download The Last Days of the Third Age v2.4

Download version .808 of M&B --if you don't have it

TLD forum at MBX

The current version of mount and blade is 1.011. If you want to install the older .808 version to play TLD just install .808 into a different directory and then install the mod to the .808 version. You can have multiple versions of M&B installed at one time.  Click this link for details about the future update to 1.0 or later.



--2.4:  Bugfixes, tweaks, great new orcs from stefano, new models and textures from ursca, dablade, merlkir, triglav. I called it 2.4 to avoid number confusion.  Sorry about the delay, ive been pretty swamped.  Includes the RCM from Ron Losey for TLD (an alternate weapon/armor balance scheme). Instructions to install the RCM file are in the tld_readme.txt file.  --new game required.  Apparently Ive changed the mod folder from The_Last_Days to TLD. Make sure you load TLD to access v2.4. The old man will now tell you what version you have loaded.

--2.3: Ok, new version is out. Its not the war revamp but there is some new stuff. I translated it to .808 back in march and have since added a few things with the help of the team and polished it a bit. Ill post a list of features after a few days. For now Ill just thank all the contributors.  The usual suspects:  Dablade, Merlkir, Triglav, Yoshi and Octoburn. All did lot's of good stuff for the mod in terms of models,textures, backgrounds, sounds, etc.  This time we also had big help from Yoshi and Stefano. Yoshi remapped some of the armor sheets to be more economical last fall and then did most of the scripting and models for the new rescue thing, which worked out really well imo. Stefano did some great helms, polished up some other stuff and worked on the orcs (should be in the bugfix) and trolls ( next m&b version).  I also used Highlander's formation script and modified it up a bit.  Turin and Llew also did some models and we used some of Dain's LOTR weaponpack.  David Carlson did most of the new voices but some are also from Prowler, Buzvonlurt and Bryce. Ill go over this tommorrow make sure I didnt miss anyone and update the proper credits.  Ah, and of course professor420 from FATW did the original rohan helmet models and some of the new weapons in this version as well. These were later modified and textured by Triglav and Octoburn. Thanks to all.

Oh yeah, and thanks to Armagan and his team for the new models and stuff to play with.



Update Notes:
Version 2.4
+bugfixes,
+new orc heads from stefano
+new models and textures from ursca, dablade, merlkir, triglav
+RCM version (optional) from Ron Losey.
Version 2.3
+new stuff (its in the readme if you want spoilers)
Version 2.2.1
+bugfixes
+faction morale system
+some new textures from dablade
+new splashscreen from merlkir
+new voices from buzvonlurt
+new faces and interior textures from Triglav
+new helm from Jon Snow
+many new options at the brigand fort
Version 2.2
+elf war
+new map
+new textures from Dablade
+trolls and wargs from Yoshi
+new icons from Thorgrim
+orc voices from Buzvonlurt
+modifiable army cap limit
+better map ecology
+additional difficulty options changeable at brigand fort's old man
+evil men can become frenzied after sacrificing prisoners
+archers reduced skill at night. elves, orcs and dunedain less so
+new difficulty mode available when playing against mordor
+certain units can select what weapon they use via dialogue
Version 2.11
+bugfix for the bugfix
+orcs rebalanced a bit
+some gondor feudal units
+a few new meshes from dablade
Version 2.1
+bugfix update
+some new meshes and textures (dablade, Jon Snow, Janus)
+can change faction strenghts at the brigand fort's old man.
+mordor much stronger, isen a bit, everyone a tiny bit.
+stats for raptor weapons courtesy of Damien
Version 2.0
+Graphics Update I
+better worldmap ecology regulation
+unit revamp (check out the upgrade trees on this page)
+new reward items
+gain ye olde influence points from combat (small amount)
+latest version of Janus' arena mod
+Raptors weapons pack
+bugfixes (though not all Im sure)
Version 1.7
+quick bugfixes
+can select npc hero wound/death chances.
Version 1.6
+Includes Janus' arena mod
+New orc scimitar from Lynx
+2 new map icons from Thorgrim
+3 new armor textures from dablade
+Lords and camp captains are now recruitable heroes
+NPC hero major wound/death system
+Orcs weaken during the day
+Merchants sell appropriate faction gear
+Isengard stronger in reserves and other strat script changes

Version 1.3 More bug fixes. A few heroes for each faction. Heroes accept orders on the worldmap with no faction point cost. Enchanted/finely crafted rewards available at the capital armories. Faction point rate gain doubled.  New weapons models from Lynx. New uruk helms from Paradox. New icons and map tweaks from Thorgrim. New Rohan shield texture from Dablade.
Version 1.0 Okay, lots of bugs fixed again. Beta is over I suppose though there will still be a few bugs Im sure. Orc armies rebalanced toward the low end with a larger force.  A few temporary elements added at Eastfold Inn to help you get started.
Version .992 Okay, lots of bugs fixed.  Mordor now has more reserves available and is harder to defeat.  Rohan has had some slight changes to its troop line. Unarmored uruks now move faster on the worldmap.
Version .98 First release Dec/3. The armory for rewards is currently disabled (not enough rewards yet). Most of the textures need tweaking and maybe half need to be thrown away. Ill put in more textures and fix some existing ones over the next week.

Features:
- Strategic war system with faction elimination. As the power of a faction wanes they get fewer troops and eventually risk falling into ruin. Faction strength can be recovered through time or a great victory over the enemy. If Rohan and Gondor fall, Isengard and Mordor declare war on each other.
- 13  factions tracked in the war. You can belong to one of four major factions.
- Great Hosts from six factions that actively pursue the war. Their behavior will change depending on the war results.
- Faction influence system. You gain influence based on rank and battlefield success.

    1) Spend influence to order allied armies in the field..
    2) To gain access to rewards from the armory
    3) To have missions cancelled.
    4) To recruit experienced units from the lords.
    5) To recruit the lords or camp captains themselves.

- Faction morale system keyed to events, faction strength and faction elan.
- Lords take to the map where they can be captured, killed, etc.
- Infiltration missions into enemy fortresses to rescue captured heroes.
- Heroic perks and traits
- Troops with special abilities
- A limited formation system with audible commands
- NPC hero major wound/death system.
- About 50 heroes divided between the various factions
- Enchanted items
- Many new models, textures and voices
- Includes a modified Janus' arena mod.
- Includes several weapons pack (Raptor, Dain) & Dablades Soundpack
- Troll and Warg models from Yoshi & new orcs from Stefano 

Raptors Weapons Pack:
Raptor65

Arena Mod Credits:
scripting: Janus
textures: dablade
scenes: Taurandhir

Dablade's Soundmod:
Dablade

Dain's LOTR Weaponpack:
Dain Ironfoot


Last Days Credits: (In most cases the models and textures are reserved for use by this mod for now. Its just a matter of preserving a unique look for the mod within the m&b community while we are still under development. In the case of the general weapons packs (JIK, Raptor, Dain) you should check their threads at taleworlds for the rules of use.)

Textures by Dablade:
Some rohan shields detail work, ranger jerkin, rohirrim jerkin, all other new rohan and gondor armors (leather,mail and scale), all of the easterling shields, all of the corsair shields, corsair war leather and raid leather, corsair war mail, the plated rohan shield, orc leather, orc gladiator skirt, the rohirrim and gondor light horses and heavy warhorses (including dol amroth), red wolf mail, goblin/scorpion blade, corsair raider hauberk,  corsair assasin leather, lothlorien heavy scale, lothlorien light scale, elven jerkin, woodelf leather, lothlorien helm and shield, rivendell shield, elven warhorse, easterling mask helm, warg texture, variag kataphrakt, variag lamellar, wainrider, lamellar.. more than this. Bunch of new stuff for .808, Ill get a list together later.

Textures by Triglav:
Many orc armor textures and man/orc/uruk/uruk hai faces.  Most of the map icons (minas morgul, pelargir, moria, dol guldur, camp icons, towers, mount doom, barad-dur, etc).  Many new shield, armor and helm textures (evil shields sheet and models, all of the trig_shield stuff, etc).  The dunlending scale helmets, the black numenorian dragon helmet, etc.  The new "red mordor" skybox set. He really did a ton of stuff for version .808.

Models and textures and script by Yoshi:
The rescue mini-game scripting. Trolls, and the Warg/Wolf model, The exterior Minas Tirith Mesh and Hornburg Meshes. Many of the rescue interior meshes. The gondorian courtyard and the gondorian gate/street too.

Art, Textures and Menus by Merlkir:
The splash screen and logo, all the new hand-drawn menu screens (moria, mt, edoras, morannon, mounds, pyres, etc) and concept art. (several textures as well).

Models and textures by Octoburn:
All of the new sheaths for raptor weapons and his own.  Many new swords and axes, the ceremonial rohan helms, brv helm, goblin mask helms, haradrim helms, lothlorien helm, elven oval shield, ranger mask, iron dunlending helms. The Isengard final dungeon interior mesh. The dunlending shields. Ill get a better list together soon.

Models and textures by Stefano:
The rivendell armor, corsair shell helmet, modified the dunlending spangel helms and did a new texture, modified the viking helm for m&b standards. He also did the great new orc head models and face textures in many shades and the new troll (in the next version).

Models and textures by Professor420: Elendil helm, Infantry helm, Isiludur/archer helms, Gondor helm and the Rohan and Gondor shield textures. Most of the rohan helm models were done by the Prof and then textured or otherwise finished up by triglav and/or octoburn. The gondorian infantry sword and heavy sword and some of the rohan swords as well.

Models and textures by Ursca:
A wide range of orc helmets based around a single orc helmet dds sheet. Sallets, Pothelms, Maskhelms, a few uruk-hai helms, etc. And the uruk-hai hand shield.

Models and textures by Lynx:
Orc falchion, Great Orc Falchion and barbed spear, fell blade, blade of westernesse, uruk shield, orc axe, orc scimitar. Also, the new horn, whip and saddle.

LOTR map icon models and textures by Thorgrim.
Edoras, Morannon, Minas Tirith, Hornburg, Isengard, Caras Galadhon, elven tree camps, rohan town, fort.

Models and textures by Raptor65:
All of the models for the new Gondor and Rohan shields and his weapons expansion pack.

Models by Jon Snow (textures from Raptors pack)
Umbarian short sword, easterlings sabre, noldorin noble sword (glamdring model), chieftan sword, Easterling mask helm.

Models and textures by Jik:
Rohirrim throwing spear and his item pack closed book. Three varieties of camp tent

Models and textures by Paradox:
Uruk helm and Uruk capt helm.

Textures by Chel:
Wolf skins for greater wolves.

Models by Janus:
goblin/scorpion blade

Models by Arab Archer:
harad dagger

Models by Llew:
Gondorian Royal Hall.

Models by Turin:
3 spiked mordor shields

Voice work by Burzonlurt (orc, gondor, harad)

Script by Yoshi:
Hero Rescue Script.

Script by Highlander:
His Formations Script

Script by Winter (from python exchange thread)
player's army prisoner eating dialogue (changed to be % chance of gaining useful meat)

Script  by Janus (from Arena mod)
re-purposed his reward script to grant faction influence as well.

Raptor weapon stats by Damien

Additional map work by Thorgrim

Additional dds consolidation by Yoshi

Medieval Weapons Pack from Tridinaut

Base dunlending helm model by Gerzi

Brytta Sword, Rohirrim Axe and Khamul Helm from Ivanpxxx

Sound editing and cleanup by Dablade

Scripting, Map editing, brf editing, dds consolidation and some scenes: Me

Thanks:
Thanks to Thorgrim for his many tools 
Thanks to Janus for the Repository and his installer script
Thanks to Winter for the forum
Thanks to Armagan and the Taleworlds staff for the fun game, models, and the great mod tools.
Thanks to all the unofficial beta testers for the mod who helped (are helping) debug it.
Thanks to everyone who offered suggestions.
 
FAQ

Q: When will you port to 1.011?
A: http://mbx.streetofeyes.com/index.php/topic,926.0.html.

Q: Where is the movie plate armor?
A: This is a book mod and there is no reference to medieval plate armor in the book.

Q: Lag! Laggy Lag Lag!?!? Motherlagger!!!
A: Two solutions. Lower your desktop resolution (m&b uses this. try 1024) and/or lower the texture resolution in the m&b options menu. Ill put out a low-res texture pack at some point and link it here. I dont know if this will be any different than lowering it with the menu. Might be for the initial load-up at least though I dont know. (orc head texture reduction: http://mbx.streetofeyes.com/index.php?topic=916.0). The next version (2.5) will use some of the LOD techniques from m&b .890 which should greatly improve performance.

Q: I want/need/require sieges!
A:  Sieges are coming to mount and blade, which has been clear for for some time now.  Almost every mod will have sieges in future as Armagan is going to hand it to us.  I dont see a reason to even bother with something that Armagan will provide more support for both at the .exe level and the scripting level.  It will then be easy to make riffs on Armagan's system after I get a look at it and see if sieges will fit into a new war system

Q: Why is it so difficult to play the elven faction compared to rohan or gondor?
A: Its not fully developed yet and will just be a more difficult faction to play for now.

Q: Why are the orcs so powerful?
A: Just my call for balance purposes. If you disagree with my choices there are options with the old man to change the weapon skill levels and powerstrike/toughness of orcs or other troops. You'll find a wide range of options there to balance the mod to suit your tastes.

Q: I'd like to help. What can I do?
A: The number one need is for modellers, texturers and or voice work. There are some organizational things that could be done as well. We are chronically short-handed, like most mods, so volunteer away if you think there is something you can do. Check this thread for ideas: http://mbx.streetofeyes.com/index.php?topic=107.0


Victory Conditions:
Gondor:  Isengard, Easterlings, Corsairs, Dunlendings, Haradrim, Dol Guldur and Moria fallen. Morder spent and wavering
Rohan:    Isengard, Easterlings, Corsairs, Dunlendings, Haradrim, Dol Guldur and Moria fallen. Morder spent and wavering
Mordor:  Rohan, Gondor, Isengard, Dunlendings and all elven factions fallen.
Isengard: Rohan, Gondor, Easterlings, Corsairs, Haradrim, Dol Guldur and all elven factions fallen. Morder spent and wavering

--total military victory against mordor can only be achieved when all 4 mordor legions are activated in the options menu at the brigand fort. All 4 legions must be destroyed before mordor can fall. The total victory message will then be available when all other conditions are met. Dol Guldur must fall before Mordor as well.

General troop information:
Gondor:  Excellent infantry, some cavalry, good archers.
Rohan:    Excellent cavalry, some infantry.
Lothlorien: Medium infantry and excellent archers.
Mirkwood: Light infantry and excellent archers.
Rivendell: Elven heavy infantry doubling as archers, various dunedain units.
Mordor:  All infantry and poor archers.
Haradrim: Good light cavalry, very good archers and some horse archers
Corsairs:  Light infantry, crossbow troops, very small cavalry branch
Easterlings: Poor light cav, Good heavy cav, throwing missiles only
Isengard:  Mostly infantry, decent archers, some pikes and warg riders.
Dunlendings:  Mostly infantry, no missiles, decent horse branch
Dol Guldur:  Mordor Infantry, Olog-hai trolls
Moria:      Disorganized infantry, cave trolls, warg riders.

Troop tier information:
--Tiers are upgrade levels. So tier-1 is lowest gondor youth and tier-6 would be a tower knight of minas tirith.
--Orcs start at tier-2 and move up to tier-5 
--Normal men start at tier-1 and move up to tier-5
--Gondor/Rohan men start at tier-1 and move up to tier-6
--Gondorian feudal types start at tier-3 and move up to tier-5
--Dunedain start at tier-3 and move up to tier-7
--Elven units start at tier-3 and move up to tier-8

Upgrade Trees:













Color key:
Yellow    = Melee infantry line.
Light Blue = Melee infantry with chance of some missiles.
Blue      = Missile infantry line. (rangers, assassins, pit fighters and orc trackers are better at melee than missile)
Dark Blue = Dedicated missile line. Increased archery, poor melee, knife armed. (mirkwood archer, harad foot archer, blackroot vale)
Gray      = Mounted units.
Green    = Melee elites with light armor. 20 point melee bonus and athletics bonus.*
Red        = Melee elites with no armor. 40 point melee bonus and athletics, iron_skin bonus**

*  Some light and unarmored elite infantry move faster on the worldmap. (Rangers, some Uruk-hai).
** Some red elites (variag gladiators, pitfighters, berserkers, wolf-warriors) have battle-fury which affords limited regeneration.

I havent updated the troop trees in some time so heres a quick list of troops that have additional abilities.

Flexible troops (can change weapons via dialogue with "change tactics"):
Brego Guard (?)
Knights of the Tower Guard
Knights of Arnor (?)
Rangers of Ithilien
Dunedain Rangers
Possibly some of the elves

Stealth capable troops (can pursue infiltration missions):
Rangers of Ithilien
Dunedain Rangers
All Elven units
Frealaf Raiders (rohan)
Uruk Scouts
Orc Trackers
Corsair Raiders
Corsair Assassins

Scouting specialized troops: (Add to players tracking/spotting/pathfinding skills. Larger numbers net larger bonuses)
Rangers of Ithilien
Dunedain Rangers
Lothlorien Wardens
Orc Trackers
Uruk Scouts (maybe, I cant remember)

Disciplined troops: (Can use formations (press I to cycle formations, tab to select))
All Gondorian and Rohirrim infantry above youth
All Elven infantry (possibly dunedain infantry too, iirc)
Uruk-hai pike
Corsair pike
Black Numernorian infantry
Black Uruk of Barad-dur (iirc...)

Formation basics:
"Form the Line" orders your disciplined infantry into a long line, where they will hold.
"Form Ranks" orders your disciplined infantry into a box formation, where they will hold.
"Fall Back" order will work with all units and sends them back to your baggage/flag.
"Break Ranks" cancels all formations.

Formations require that the units being ordered be given only the standard "charge" order. If you give them standard hold or follow orders they will ignore the modded formation orders. They are for melee infantry only though archers without ammunition and dismounted cavalry will obey a "fall back" order. 


Miscellaneous tips:

--The old man at the brigand fort will let you change many game options for the first day only. This includes strategy script changes and npc hero wound/death chances, troop skill modification and other gameplay modifications.

--Faction strength has the following ratings:
    --Unmatched  (mordor start)
    --Very Strong (isengard start)
    --Strong        (default start for the rest)
    --Weakened  (rivendell and moria start)
    --Spent and Wavering
    --Fallen or Withdrawn

--The war will begin before you hit level 10, its based on level and will be adjustable from v2.2.1 foward.
--Check the state of the war and the health of various factions by talking to the lords.
--Once you have a faction down to spent and wavering, eliminate their largest units. They should fall.
--Factions can recover over time or rally if the enemy is dealt a serious blow.
--Mordor cannot be reduced beyond spent and wavering. Getting them to that level is one of the conditions for victory for the free peoples or Isengard.
--The starting position for a faction is their strongest position and is the most difficult one to reduce.
--You can modify the starting strengths by talking to the old man at the brigand fort on the first day.
--There is no recovery from fallen/withdrawn but an occasional (rare) remant army may spawn.

--Orders to allied armies last 24 hours, except 'travel to' which lasts for 48 or until they arrive at their destination.
--You can only have one set of a given order active at a time. One follow, one travel_to, one hold.
--Orders to your own heroes dont count toward your orders limit but you can only have one "travel to" order for a hero active at at time.

--uruk archers of isengard are better than orc archers of mordor. As in the book, the uruk-hai use man-sized bows. The orcs dont get better than short bows.
--Neither orcs nor uruks are captured. They are assumed to be finished off after the battle.
--gondor feudal units start at tier-3 but only advance to tier-5. They have light armor and are experienced filler units in general.

--elven units can only be recruited with faction influence points from the elven leaders.
--elven units cannot be captured. They are assumed to be finished off after the battle. Elven leaders can be captured though.
--elven units can become the most powerful troops in the game (tier-8/level 40+) if you can keep them alive
--trolls can only be recruited with faction influence points from the leaders of dol guldur (olog_hai) or moria (cave trolls)
--trolls cannot be captured. They are assumed to be finished off after the battle.
--some armies of dol guldur and moria contain a few trolls. Mordor's southern armies dont have them at the moment.
--warg riders can be upgraded into from isengard or moria units. You can only purchase wargs to ride at moria at the moment.

--Active items will only grant abilities when wielded on the worldmap. Passive items will grant abilities when you own them and enter the worldmap (might need to move around a bit for it to kick in).
--Enchanted weapons that affect the same attributes will only allow one of that type to provide a benefit at a time.
--Enchanted weapons or equipable items will only give/take  abilities when wielded or put away on the worldmap. Once in combat those abilities wont change even if you put the items into your storage box. After combat it will update again.

--There are two hero npcs in each capital. You can recruit one at the start, you get the other later. You can also recruit one hero in the allied capital.
--All of the lords of towns and camps (cept the 4 faction "leaders") are also recruitable heroes, they are very powerful but require spending faction points. You cant hire them or see the option until you have enough points.
--Heroes can become wounded if you get ko'd in combat (its an additional penalty)
--All wounds heal over time. Its pretty random when but the rate can be accelerated by visiting the healer at Morannon, Edoras, Isengard or Minas Tirith.
--Once wounded in combat (with a major wound) it becomes possible for an npc hero to die in combat. More wounds=greater chance.
--You can change the wound chances, healing chances and turn on/off the chance of death at the old man at the brigand fort.
-- You can ask your heroes how they are feeling when you talk to them and they will notify you of any wounds. There are healers in the "capitals" that will accelerate healing a bit but it can still take a while if you are unlucky. If your heroes get badly wounded they can get killed in combat, even if in the rear at the moment. Best to get them healed at the healer or rest at an inn for awhile.
--Until you hit captain rank, you can only visit the healer once a week. More visits will cost faction points. The healer heals all standard damage for your company as well.

--Orcs, Uruk, Uruk-hai, Trolls, Elves, Goblins and Tribal orcs cannot be taken prisoner. They are finished off after a battle. Some elven leaders may be captured though.

Mini mods and optimization:

Low-Res Orc Pack 1.0

A low-res orc texture pack for Stefano's TLD orcs. For TLD v2.4 but should work with any 2.4.x version. Might improve your performance if you have a lower-end rig.

User made guides:
There are several guides floating around the back pages of this forum.
 
This thread will be for Merlkir and Dablade and any other contributors wanting to show off their latest work and any suggestions regarding the art, models or textures. Ill also stick any reference links that may be useful for contributors here: We still really need some armor modellers to make some of these a reality.

Merlkirs concept art:

rivendellinfantry-color.jpg


two remaining rivendell:

helmy1.jpg


Rivendell soldiers sketch :smile: just fun scribble

rivenchat.jpg


one lothlorien (knight)

lorknighelm.jpg


lorknighelm1.jpg


and my lorien knight design (rough sketch):

lorknigsketch.jpg


stitjizdalor1.jpg


rivshields2.jpg


Mirkwoodarcher.jpg


archers comparsion:

archers%20-%20lorien.jpg

archers%20-%20mirkwood.jpg

archers%20-%20rivendell.jpg


Lorien infantry. (not satisfied with this one. I'll do a color version with scale texture and all and see if it's better.)

lorieninf.jpg


And the lorien shields. I really couldn't come up with more. So...we're on seven or eight. I think it might be enough..

lorshields.jpg


and Veteran Lossarnach Axeman:

vetlossaxeman.jpg


lossarnachaxeman.jpg


Master Lossarnach Axeman (Cuirass for Damien :wink: )

mastlossaxeman.jpg


GuardAndSquite.jpg


And the Swan Knight Helm

swanhelm.jpg


First a sketch (really quick...just for fun between studying and more studying :smile:)  (the horse is bad. Never drawn horses. This is like...fourth one in my life.)

elvenknightsketch.jpg


blackrootarch1.jpg


blackrootarch.jpg


blackrootarch2.jpg


And the test of Lamedon clansmen look:

Larnedonchamp.jpg


Dunwarlord.jpg


Lamedon gear:

lamedonhelms.jpg


Dunlending Berserkr

Dunbers.jpg


BerserkerDoodle.jpg


Dunlending Warchief

Dunchief.jpg


Troll4.jpg


olog-hai ( I guess all the trolls are olog-hai, this is meant as the meanest strongest kind of Sauron's trolls)

Ologhai.jpg


Dunedain.jpg


haradrim
harlightcav.jpg


Farharad.jpg


Haradrim Helm ideas:
HaradCavHelms.jpg


splash screen ideas
loadingfin.jpg


MinasTirith.jpg


Eorl the young
Eorl%20the%20Young.jpg


Dwarf ideas:
DwarvenMiner.jpg

DwarvenSergeant2.jpg

DwarvenShields.jpg

DwarvenWarriors.jpg

TwoTypes.jpg

DwarvenWarriorHelms.jpg

Legendary%20helmet.jpg


Rohan ideas:
SnowbourneRiders.jpg

attachment.php


Sword of Westernesse:
Swords%20of%20Westernesse.jpg


More helmet ideas:
Captains.jpg

DwarvenScout.jpg

VariagHelmets.jpg

KnightImpaled.jpg

SwanKnight.jpg



Merlkir stuff from the old forums:











 
I am almost 100% sure that the maps for M&B were made in Blender, like all the other models in the game. Therefore the mod tools will probably include an exporter, using which you can make your own maps, but it won't be a map editor.
The area you chose for the mod is great, but there were some interesting battles in the North too.
 
I whipped up the falchion in a few minutes just for fun... but I'm sure te others that posted in here will make a much better one.


The model will look a lot smoother with a texture, anyway.
 
after you have made that area why not expand it north south and east. Possibly even include (if you can find tolkien maps with them) the lands of the Haradrim.
Another interesting but somewhat more obscure thing to mod from would be the Silmarilion.
 
Lhorkan. Did you model that falchion? If so how did you do that? Tell me.  :shock:





After one and a half years later....

Omg, I don't believe it that I actually was this noob.  :shock:  I didn't know how to make a cube back in those days...
 
Hey, thats great Lhorkan.

I am almost 100% sure that the maps for M&B were made in Blender, like all the other models in the game. Therefore the mod tools will probably include an exporter, using which you can make your own maps, but it won't be a map editor.
The area you chose for the mod is great, but there were some interesting battles in the North too.

Yeah, my concerns with having a more discrete area are keeping the riding distances accurate and the system I have in mind revolves around major and minor factions. I dont want much of the Dunlanders territory or Harad territory involved or Id have to rethink some stuff. As far as going further north, youd have to go quite a ways to get Lorien or Mirkwood into it and then youve got larger and larger areas of empty plains/waste seperating them from the main action.

It seemed like a good base given the uncertainty of what will be possible.
 
Hey Ancientwalker, I made some textures, but I originally wanted them to be in my Lord of the Rings mod.
I will give them to you, but only if you promise to be 100% accurate when doing the stuff.

I have for you:
- Black armor changed to Gondorian Armor (fits good)
- Plate armor changed to Dol Amroth
- Beginning of Ranger armor and hood
- Dol Amroth Shield, Gondorian Shield
- 3rd Age Citadel Guard armor made out of coat of plates, not exact

Also did gameplay changes, but I figure that's what you do.
I'd be more than willing to modify textures for you, but only if I get to decide about the gameplay, too, cause there is a lot of my work going into it and I want it to be as good as possible.
I will post screenshots asap so you can decide.

What I will have to do is to get an accurate Citadel Guard / Guard of the Fountain Court armor for High Level Units, because the Gondorian armor we already have (the black one) is from the 2nd age (first movie) and is not used anymore in the time you plan to do your stuff.
 
Ok here we go. There is more, just not finished yet.
First, Rangers.
I am still not sure if I want this to be the Dunedain or Faramirs Rangers. The latter will have a white tree logo on their padded cloth, maybe I will darken everything a little.
Basic stuff here. There is a bug with the hood, I'll get to that.


Now, I did some Elvish Runes on the Glaive texture. It looks better on the shorter one, but I made it too expensive to get it easily so I didn't have it at this time. I might fix this up but it seems impractical to have all glaives be elven weapon, so I will probably wait for the model editor/exporter.

--edited to avoid confusion
 
No but serious, very good job! I like the black armour that way, can you host the textures? :smile:

Well anyway.. could you retexture the nordic sword, so it looks more 'western' ? without the wood hilt etc?
 
I am not exactly sure yet why the cap clips the head.
Yeah, I will edit the weapons. The textures will be features in a Lord of the Rings mod :wink:

I only worked on them today, so there will be a lot more coming up tomorrow, day after tomorrow etc. :roll:
 
Zwaps, nice stuff but mostly im looking for new models but yeah, some of those like the ranger gear would be usable until new models pop up. Not keen on the Dol Amroth insignia though, its a bit blurry on both shield and armor. Also, ultimately for final models im not sure about plate for gondors soldiers, I think mail was stressed more in the books but well see what happens.

And the hood clips all the time, even the vanilla one. The headwrap turban does the same thing on the side of the head. Thats why I avoided using hoods and wraps in mag-7.

As far as a say in the gameplay, its pretty much set (on paper) at this point. Ive already figured out the scope of it and how im going to handle factions, the triggers Ill need, and the 'end game' conditions. Planning wise, the only thing thats not done, and that I will do on the fly, is the actual composition of units and armies. I have one unique gameplay element I will put in immediately but Ill keep it quiet for now. In my opinion, with mods its best to avoid feature creep until you have something up and working.

Once tools are out the whole thing should fall together in just a few weeks. The only holdup will be getting enough models.
 
Well, obviously I have another mod which I can look forward to here. :grin:

Haven't had a chance to try Mag 7 yet unfortunately since I've been avoiding .703. Ah well.
 
zwaps said:
I am not exactly sure yet why the cap clips the head.
Yeah, I will edit the weapons. The textures will be features in a Lord of the Rings mod :wink:

I only worked on them today, so there will be a lot more coming up tomorrow, day after tomorrow etc. :roll:
clipping means 'going through'

so the cap on the archer goes through his head, and it was kinda sarcastic
 
Ancientwanker said:
Zwaps, nice stuff but mostly im looking for new models but yeah, some of those like the ranger gear would be usable until new models pop up. Not keen on the Dol Amroth insignia though, its a bit blurry on both shield and armor. Also, ultimately for final models im not sure about plate for gondors soldiers, I think mail was stressed more in the books but well see what happens.

And the hood clips all the time, even the vanilla one. The headwrap turban does the same thing on the side of the head. Thats why I avoided using hoods and wraps in mag-7.

As far as a say in the gameplay, its pretty much set (on paper) at this point. Ive already figured out the scope of it and how im going to handle factions, the triggers Ill need, and the 'end game' conditions. Planning wise, the only thing thats not done, and that I will do on the fly, is the actual composition of units and armies. I have one unique gameplay element I will put in immediately but Ill keep it quiet for now. In my opinion, with mods its best to avoid feature creep until you have something up and working.

Once tools are out the whole thing should fall together in just a few weeks. The only holdup will be getting enough models.

Well, as I said I will improve on the Dol Amroth buddy and all other armors.
The problem I see is that I used up the whole plate armor for Dol Amroth so I can see you not beeing to keen on that :wink:
Alright, best of luck to you. I am looking forward to your mod.

Oh Raz, I know what clipping means
 
Seems to be a great job once it´s finished. So, is this gonna be set at 3rd Age? I´m not an expert but just for curiosity, and maybe some help in some points.

Ancient: as you said about the map, there are some factions involved on it, and some more just at the edges. I think it would be good if you include some hireable units for that "outtern" factions (as mercenaries, just as you did with Kerghit for Mag7), and ramdon parties wandering around the map.

And also, I know it´s a lot of added work, but since you and N00b managed to create new items, I was wondering if would be possible to change something about factions´ equipment... Just imagine you make an orc faction, for sure you´ll need some chainmail or even coat of plates armor for its units (harder ones); just as Rohan faction will need a chainmail for most of it units. So, you have one chaimail model for both factions, and the current model doest seem "orchis", despite it fits well for Rohan. That´s it, if orcs had current chainmail, they wont really seem that nasty and obscure orcs were are used to imagine. But if you dont give them a chainmail armor (or equal in stats) they would be easier to kill than Rohan units.

That´s why I was wondering if you could create new items with actual meshes and give them new skins without replace their current equals. E. g. --> create a new item called orc chainmail using current meshes and same stats than current chainmail, but using new skins for it.
The problem is that would be needed to do the same with almost all the faction´s weapons and armors.
 
Thats what this thread is about, yup, getting new models. New orcish armor is one of the goals.

As far as hireable units, sure, if you belong to the free peoples youll have access to certain recruiters in different places, same for mordor or isenguard. You wont be hiring haradrim cavalry as a captain of rohan though.

Well, as I said I will improve on the Dol Amroth buddy and all other armors.
The problem I see is that I used up the whole plate armor for Dol Amroth so I can see you not beeing to keen on that
Alright, best of luck to you. I am looking forward to your mod.

Thanks for the offer though and I do like your stuff, its just that if new models are soon to be possible Id rather get as many of those as possible just to give a unique flavor.
 
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