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#21 Archon

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Posted 23 July 2009 - 01:36 AM

@ttandatchotmail: that's okay, for me personally (I don't know about Predi) this is just my pet project that I've been experimenting on. So it's cool whether it gets looked over or not :evgr:

@Predi: great work, especially for a first try mate! I would suggest not putting in so many trees though, it kind of clogs up the map. But otherwise its great :sad2: Have you tested it ingame yet?

Edited by Ar-Adûnakhôr, 23 July 2009 - 01:40 AM.

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#22 Predi

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Posted 23 July 2009 - 10:04 AM

It's just a tool for me to use my creativity, but I prefer the pencils ;) so, no, I haven't tried it out ingame. And I don't mind if it's not gonna be implemented. It's just a thing I did in my free time, I'm not into mapping that much. Mostly I translate Star Wars comics from english to hungarian, to fight the evil boredom... Maybe I'll get back to draw some sketches of camps at my workplace, when I have time...
Anyway, I hope the "Evilmen" faction is starting to get to it's final shape. Keep up :D

#23 Archon

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Posted 23 July 2009 - 01:39 PM

All right guys, I have some good news:
I finally figured out how to extract the vanilla maps using FinalBig, and I updated the Isengard lair (the Dunland tents work great, thanks {IRS}Athos!) And I will have a look at the Dol Guldur campaign map for scripting the civilized lairs.
So a big accomplishment! :D Expect more lairs to come out soon! ;)

Edited by Ar-Adûnakhôr, 24 July 2009 - 11:24 AM.

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#24 ttandchotmail

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Posted 23 July 2009 - 07:20 PM

Coolies :D
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#25 {IRS}Athos

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Posted 24 July 2009 - 03:04 AM

I'm glad I could be of service, Lord of the West. I look forward to seeing your future conceptions. :cool2:
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#26 Devon

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Posted 24 July 2009 - 09:05 AM

Perhaps these "civilized" lairs could be coded so that if a unit from the faction they represent comes within the usual attack radius, they gain control of the camp and all the units therein...



That's what I'm thinking, but unfortunately it's beyond my skills at the moment :cool2:


If unit of unitype 'Something' enters area 'something else' transfer alliance of team 'Custom creep' to local player.



You could do it that way, but you'd have to do a script for every unit in the faction. So, it could work, but it would take a while :good:

I think anyway...it's been a while since I scripted seriously.

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#27 Dre@mer

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Posted 24 July 2009 - 04:58 PM

I think anyway...it's been a while since I scripted seriously.


When was that? :cool2:

#28 Devon

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Posted 24 July 2009 - 07:41 PM

Seriously? Erm...bfme2 :cool2:

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#29 Archon

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Posted 25 July 2009 - 08:55 PM

Another update on lairs:

Well, all I can say is that scripting is INSANELY hard. :blink:
I made a topic in the 3rdAge forum and got some help from m@tt, who gave me some helpful tips on scripting. I now should be able to have the units run around on patrol like in a regular lair and have the buildings spawn treasure when they die (still working on that.)

On the downside, I'm still having problems with the "good" camps, and I'm not really sure that I'll be able to figure that out (Yoda's suggestion only works with preset units from some reason). so I think I'm going to shift my focus to making 3 custom maps to put the Mordor, Isengard, and Haradrim camps in. Eventually when it's finished I'll put it up someplace for download. If anyone has any suggestions where that would be great, since I really don't know :)

Edited by Ar-Adûnakhôr, 25 July 2009 - 08:56 PM.

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#30 Skipper 24

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Posted 01 August 2009 - 11:27 AM

I would prefer if you didn't give up on making the revamped lair system. Some custom maps would be nice but your lair system I was looking forward too.
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#31 Archon

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Posted 01 August 2009 - 02:11 PM

I do plan to release the lairs I've already finished, but scripting the 'good' camps is giving me a lot of problems at this point in time...
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#32 Emperor of the East

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Posted 07 August 2009 - 11:51 PM

This really is very good work. Unfortunately, though, your Haradrim lair's building design is already being used by Nazgul himself for a Variag Barracks.

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#33 Archon

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Posted 08 August 2009 - 12:47 PM

I saw that, but since I can't make buildings, I can only use the reg Haradrim Palace or the one I have...I still haven't decided.
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#34 khamulrulz

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Posted 17 January 2010 - 01:53 AM

about the haradrim camp, there are other haradrim buildings in the worldbuilder, and actually the variag units are a bit redundant, so you can probably use that building anyway.

i like the look of these "camps", and they could be like a step up from lairs. there would be one for each faction. there could be these camps based on where the map is (so an ithilien map would have a gondor camp, an iron hills map would have a dwarven camp). i would like to see one camp per faction. so there would be a mordor camp like above, although it uses the same tent as the isengard one. there are more tents available in worldbuilder i think. there are some "goblin" tents as well, which you posted on post number 12. these could replace the goblin lairs, and make it a more full-fledged goblin camp.

the gondor one looks fine, and for the rohan one it could be one of those "refugee camp" buildings, with some white rohan tents. for dwarves, there are some dwarven buildings in the worldbuilder, and these could be placed by cliffs, with dwarves protecting the opening, sort of like they are protecting a mine. for the elves, there could be a lorien tree house or a rivendell building, with some elves protecting it.

as for their allegiances, the "good" camps would attack evil guys, and the "evil" camps would attack good guys.

now here is the list of lairs:

Fire Drake (same)
Troll (one cave troll, one mountain troll)
Wolf (some wolves, some wargs)
Spider (same)
Barrow-Wight (same)
Huorn (some static ents, lair is a vine-overgrown ent moot)
Camps: gondor, rohan, lorien, erebor, rhun, isengard, mordor, moria

EDIT: the attached pic is my attempt at a dwarven camp. imagine that it is against a mountain side. the banner isn't supposed to be there - for some reason i can't select it to remove it.

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Edited by khamulrulz, 17 January 2010 - 02:44 AM.

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#35 Predi

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Posted 17 January 2010 - 10:24 AM

Not bad khamulrulz. :) That could really look like a dwarven camp. It would be great if these kind of camps could be implemented. But I think the camps should be bigger, more stronger, because they're pointless if you could destroy them with one battallion. There should be like 30-35 warrior, and some heavier stuff (catapult, troll etc.) or even a light guard tower.
But sadly I think these camps are too much work for their worth, and never will be implemented. :p But it's good to dream....

#36 khamulrulz

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Posted 18 January 2010 - 11:52 AM

yeah i was trying to keep those outposts light, because they are something you destroy early-mid game to get money, and if the camps have lots of heavy guys then it could defeat the purpose of them. there are lots of stuff in there for orc and human camps (and an elven one could be centred around a lorien treehouse), so i hope someone with actual skill in this field (as opposed to my noobish amateur-ness) can create something good.
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#37 Nazgûl

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Posted 01 January 2013 - 03:06 PM

Archon... are you still around? SEE might need you... <^_^

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#38 Bofur

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Posted 01 January 2013 - 04:57 PM

Last active : December 04 2010..

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#39 Nazgûl

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Posted 01 January 2013 - 07:54 PM

yeah I know... maybe he'll show up though, or get a notification from this thread. Who knows

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#40 Phil

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Posted 01 January 2013 - 08:12 PM

He's not following the topic so he won't get any notification. Try sending a PM, he'll probably get an e-mail then.

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