Mordor faction
#342
Posted 19 March 2009 - 09:48 AM
i myself increased his scale to 1.67 from 1.5 ..and i think it perfectly suits him..with that scale he became fractionally taller than the other heroes but still way shorter than SauronG'day robnkarlafan
Not a bad idea but I'm not sure how big sauron is. It might look stange to have the witchking the same size as the big guy.
you should try that scale and let Nazgul know about it..because S.E.E is all about bringing realism to the game ..donot forget about the high res skin though.
Edited by RobnKarlaFAN, 19 March 2009 - 10:05 AM.
#343
Posted 26 March 2009 - 10:40 AM
1mordor units grond and mumakil are to big bigger than fortress,so would you increase the size of all fortress for all races??and make a litlle smaller grond and mumakil.
2i wont that witch king if you make him walk have that weapon on chain when fighting eowyn in battle for minas tirith in the movie??
3would you add a mumakil hero with a pirate riding??i dont no his name.
Edited by klementinos, 26 March 2009 - 10:42 AM.
#344
Posted 26 March 2009 - 11:06 AM
hi klementinos..please write in correct English..then it will be easy for the mod team to understand your problem..thanksi am playing this excelent mod for few months,maybe someone says this before me,but there is olways place to upgrade and improve
1mordor units grond and mumakil are to big bigger than fortress,so would you increase the size of all fortress for all races??and make a litlle smaller grond and mumakil.
2i wont that witch king if you make him walk have that weapon on chain when fighting eowyn in battle for minas tirith in the movie??
3would you add a mumakil hero with a pirate riding??i dont no his name.
#345
Posted 26 March 2009 - 04:32 PM
#346
Posted 26 March 2009 - 05:41 PM
1. Mumakil and Grond are too big compared to the fortresses in-game, something needs to be rescaled.
2. It would be nice if the Witch King could have the weapon (flail) he uses against Eowyn in ROTK.
3. Could a Mumakil hero be added (I can't remember the rider's name either xD)?
I'm sorry, I just don't see what's not to be understood of what he said?
#347
Posted 26 March 2009 - 11:38 PM
The WK already fights with the flail + the sword, so i don't know what else i could do to improve on that.
And i think a Mûmakil hero is in planning, just not for Mordor but for Rhûn/Harad.
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#348
Posted 27 March 2009 - 10:50 AM
1 i was talking about scaling mumakil,grond and fortress,bigger fortress and smaler grond and mumakil?'
2sorry i play it yesterday and see that wk olready have flail,i nevr played with it unmounted
3mahud is the name of mumakil raider,like in the movie,i dont remember riders for other mumakils??
so mordor will lose,cp jacskson,pirates,haradrims,and mumakils which will be added to evil man or how this new fraction will be called??
Edited by klementinos, 27 March 2009 - 10:58 AM.
#350
Posted 28 March 2009 - 10:40 AM
well i said that i tried that 1.67 scale and it really works fine for him..you should give a try..just test that scale by yourself Sûlherokhh..that scale has a negligible effect on the mounted version..its really hard to notice..but his unmounted version looks really cool with that scale..you know more real..Scaling the witchking is a real problem, because the mounted version will be automatically scaled alongside, which is really weird to look at.
The WK already fights with the flail + the sword, so i don't know what else i could do to improve on that.
And i think a Mûmakil hero is in planning, just not for Mordor but for Rhûn/Harad.
and can a more high-res skin be added to the Witch-king???
#351
Posted 30 April 2009 - 12:07 AM
I'm sorry but i wasn't sure if this has been done yet or is on the to do list.......
I keep getting surprised by Grond!
Just worked out how to get the AI to globally anounce that he has been created (to forewarn you)
Not too difficult to code.
Has this already been addressed or should i just post the code here in my humble effort to help you guys out.
Really do need some indication that Grond is on the way.
Again - apologies if this has already been covered.
#353
Posted 30 April 2009 - 03:35 PM
Paste this into Grond file
Grond audio parameters
VoiceCreated = EVA:GrondCreated // new code
VoiceCreated = CampOrcCreateGrond // re-enabled
VoiceFullyCreated = EVA:GrondCreated // new code
VoiceFullyCreated = CampOrcCreateGrond // re-enabled
VoiceMove = GrondVoiceMoveMS
VoicePriority = 98
VoiceSelect = GrondVoiceSelectMS
VoiceSelectBattle = GrondVoiceSelectMS
VoiceGuard = GrondVoiceMove
Also paste this line in his engineering parameters (not sure if needed - but all works fine)
End
Paste this in the eva.ini file ( i just used saurons stats for reference )
// Globally announce the creation of Grond - god we need a warning - LOL - marksmod
Priority = EVA_RING_HERO_CREATED_PRIORITY
TimeBetweenEventsMS = EVA_RING_HERO_CREATED_TIME_BETWEEN_EVENTS
ExpirationTimeMS = EVA_RING_HERO_CREATED_EXPIRATION_TIME
CountAsJumpToLocation = No
SideSound
Side = Mordor
Sound = CampOrcCreateGrond
End
End
#355
Posted 01 May 2009 - 09:58 PM
It's always a great experience to find out and successfully implement something new.
The Grond sounds are not the only unused voxes in the audio pack. Go check it out, it's really eerie to see (or rather hear) how much was ommitted, even if it was just some more variant sounds for upgrades or horde creations.
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#356
Posted 05 May 2009 - 03:02 PM
Sorry guys - the code i posted earlier to get a global (world) announcement of Grond being built is buggy and doesn't always work.
Should have done some more testing before posting the results.
The correct steps are below for anyone that may be interested.
Fully tested it this time and works every time.
In grond.ini
Delete (or ' comment out ' ) the top part of the AUDIO parameters and replace with the code below....
VoiceAttack = GrondVoiceAttackMS VoiceCreated = EVA:GrondCreated // new code VoiceCreated = +SOUND:CampOrcCreateGrondGlobal // new code VoiceFullyCreated = EVA:GrondCreated // new code VoiceFullyCreated = +SOUND:CampOrcCreateGrondGlobal // new code VoiceMove = GrondVoiceMoveMS;CatapultVoiceMove VoicePriority = 98 VoiceSelect = GrondVoiceSelectMS;CatapultVoiceSelect VoiceSelectBattle = GrondVoiceSelectMS;CatapultVoiceSelect VoiceGuard = GrondVoiceMove SoundAmbient = GrondFireAmbientLoop SoundMoveLoop = GrondMoveLoop
In eva.ini add the new section below (same as before)......
// New grond creation announcement - marksmod NewEvaEvent GrondCreated Priority = EVA_RING_HERO_CREATED_PRIORITY TimeBetweenEventsMS = EVA_RING_HERO_CREATED_TIME_BETWEEN_EVENTS ExpirationTimeMS = EVA_RING_HERO_CREATED_EXPIRATION_TIME CountAsJumpToLocation = No SideSound Side = Mordor Sound = CampOrcCreateGrond End End
Lastly - in voice.ini
delete or ' comment out ' the section under ' AudioEvent CampOrcCreateGrond ' (9 lines of code) and replace with code below
AudioEvent CampOrcCreateGrond Sounds = ECSalut_Gronda ECSalut_Grondb ECSalut_Grondc Delay = 16500 16500 Volume = #ADD( CAMP_ORC_VOLUME 0 ) MinVolume = #ADD( CAMP_ORC_MINVOLUME 0 ) Limit = 1 Type = voice world player enemies allies SubmixSlider = voice End
then also copy and paste in the new section below....
// new global event built cue (using sauron as ref) = marksmod AudioEvent CampOrcCreateGrondGlobal Sounds = ECSalut_Gronda ECSalut_Grondb ECSalut_Grondc Volume = #ADD( CAMP_ORC_VOLUME 0 ) MinVolume = #ADD( CAMP_ORC_MINVOLUME 0 ) Limit = 1 Type = world voice enemies allies player SubmixSlider = voice End
Okay - all done.
All that messing around just to get a global announcement of Grond being created - LOL.
You can appreciate how much work Naz and Sul and the rest of the team must have done to make SEE what it is today.
That must have been a lot of code writing and testing!
And Sul - thanks for the feedback and i have unpacked the audio files and you are correct - there are a lot of sound bites and dialogue not used - very interesting
#357
Posted 05 May 2009 - 07:20 PM
Great you got all of that figured out and present it in a way that just can't be misunderstood.
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#358
Posted 23 May 2009 - 11:31 AM
I´ve played whit some Black Uruks and i noticed that nearly all of them only had Swords and only 1 unit an axe. My question is:
Is it possible to create some Random weapons for them like for the orcs?? i had already some ideas:
the swords (the ones they already have)
the Axe (the one they already have)
two handed maces (http://theminiatures.../apr/81398b.jpg ; like these) using the sword animation??
Maybe a halberd??
Just a little idea
Tonarion
WE ARE THE FIGHTING URUK-HAI!!!!
March to Helm´s Deep, leave no one alive!!!!#359
Posted 08 July 2009 - 01:36 AM
To the professor, John Ronald Reuel Tolkien.
-yams in a can
#360
Posted 09 July 2009 - 05:01 AM
Yes it is possible I think all the battalions were going to have a random program added to them. At the moment it was just for hair colour but the idea about random weapons was mentioned at the time as well. I think the peasants ( rohan ) already have it but not 100% sure.
G'day Yams
Never too late mate but we seem to focus on one thing at a time We're focused on the evil men fortress faction at the moment so that's where most of the teams efforts are at the moment. But all the ideas people have ( if posted in the right thread like yours ) will be put onto the list of things to review when we finish all the other things
Edited by ttandchotmail, 09 July 2009 - 05:05 AM.