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Mordor faction


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#341 ttandchotmail

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Posted 19 March 2009 - 04:59 AM

G'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.
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#342 RobnKarlaFAN

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Posted 19 March 2009 - 09:48 AM

G'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.

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 Sauron :shiftee:
you should try that scale and let Nazgul know about it..because S.E.E is all about bringing realism to the game :good: ..donot forget about the high res skin though.

Edited by RobnKarlaFAN, 19 March 2009 - 10:05 AM.

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#343 klementinos

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Posted 26 March 2009 - 10:40 AM

i 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.

Edited by klementinos, 26 March 2009 - 10:42 AM.


#344 RobnKarlaFAN

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Posted 26 March 2009 - 11:06 AM

i 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.

hi klementinos..please write in correct English..then it will be easy for the mod team to understand your problem..thanks

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#345 klementinos

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Posted 26 March 2009 - 04:32 PM

this are not problems only wishes.

#346 zakske

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Posted 26 March 2009 - 05:41 PM

How is it hard to understand what he's saying?

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 Sûlherokhh

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Posted 26 March 2009 - 11:38 PM

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. :p
And i think a Mûmakil hero is in planning, just not for Mordor but for Rhûn/Harad.

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#348 klementinos

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Posted 27 March 2009 - 10:50 AM

thanks

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.


#349 witchkingshour

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Posted 27 March 2009 - 01:12 PM

Mordor is gonna be all about Orcs, trolls, siege engine and the nazgul.. :evgr: So that is why we are getting a evil men faction... Mordor will still be quite strong believe me.
"The world of Men will fall"



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#350 RobnKarlaFAN

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Posted 28 March 2009 - 10:40 AM

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. :good:
And i think a Mûmakil hero is in planning, just not for Mordor but for Rhûn/Harad.

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..
and can a more high-res skin be added to the Witch-king???

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#351 sniggles

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Posted 30 April 2009 - 12:07 AM

Hi gang

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.
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#352 ttandchotmail

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Posted 30 April 2009 - 06:29 AM

G'day sniggles

I don't think that we have one yet so feel free to poste it up here and hopefully nazgul will see it soon :p
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#353 sniggles

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Posted 30 April 2009 - 03:35 PM

Hi guys - here are the easy steps to get a global announcement of Grond being created - GULP!


Paste this into Grond file


Grond audio parameters


CODE
VoiceAttack = GrondVoiceAttackMS
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)


CODE
Behavior = AnnounceBirthAndDeathBehavior ModuleTag_AnnounceBirthAndDeathBehavior
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



CODE
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

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#354 ttandchotmail

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Posted 01 May 2009 - 08:07 PM

Your awesomness is blinding me ;)
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#355 Sûlherokhh

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Posted 01 May 2009 - 09:58 PM

Thanks for the reminder. Has been at least a year that i haven't fiddled around with voices, maybe 3 years last time i changed any announcements. ;)
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.

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#356 sniggles

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Posted 05 May 2009 - 03:02 PM

OH DEAR -

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
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#357 Sûlherokhh

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Posted 05 May 2009 - 07:20 PM

Finally, somebody publicly appreciates the torturous logical procedures necessary even for comparatively straight forward stuff. I must be slightly masochistic, or compulsive, or both. :D
Great you got all of that figured out and present it in a way that just can't be misunderstood. :thumbsupdrool:

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#358 Tonarion

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Posted 23 May 2009 - 11:31 AM

I dont know if this was already said, but i think this should be done very easy:

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

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#359 yams in a can

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Posted 08 July 2009 - 01:36 AM

well... the black uruks should NOT be the most powerful units in the game,not even a "super" elite unit,BECAUSE,they were weaker than the normal uruk hai and sauron used them more than orcs(in the booka) mainly because they were close to the size of men (at the time of the war of the ring, 5 feet tall) but were weaker than isengard's uruks because they were weaker in sunlight ,so for elite units... THE HILL TROLLS OF GORGOROTH WITH SIEGE HAMMERS!!!!!!!!!!!!!!!!!!!!!!!, ........... might be too late to change this though, right :p

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#360 ttandchotmail

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Posted 09 July 2009 - 05:01 AM

G'day Tonarion

Yes it is possible :p 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 :p

Edited by ttandchotmail, 09 July 2009 - 05:05 AM.

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