The Video uploaded on MyVideo.de
Click here for the trailerdownload
The Battle for Numenor Thread
#41
Posted 18 November 2007 - 02:45 PM
#43
Posted 11 March 2008 - 11:35 AM
Today I have a big update for you, I know, that the snowwarg skin ist not the best, but I hope you enjoy them
Bolg at level 1
Bolgs level 3 ability: leadership
level 4: throwing a dagger
level 7: Bolg can now ride his troll
Bolg vs. Balrog
level 9: spawning 3 trolls
And now Bolgs Guardians ingame:
Bolgs Guardians without any upgrades, they have permanent poison, the green fx
And now with all upgrades
All Goblin heroes on one picture, only the warg heroe is missing
Goblin Warg
Snowwarg
Warg heroes with a stolen troll armor
The Wargs will get three upgrades: a bloodthirst upgrade that will work like an heavy armor upgrade, a claw upgrade (forged blades) and the banner carrier upgrade.
Edited by Turin Turumbar, 11 March 2008 - 11:36 AM.
#45
Posted 15 March 2008 - 09:36 PM
Today I have a new trailer for: a battle between the Goblins and the Dwarves
Hope you enjoy it
Click here for the Trailer
#46
Posted 24 June 2008 - 02:27 PM
I want to show you some screenshots today..
The first screen is the starter of the mod(sorry for german version on the screen)
The pictures after that screen are screens of Urkbrug, a goblin shaman. Urkbrug will be one of the main characters in the campaign.
The last two screens are the screens of the bloodthirstiness of the wargs. They will change their skin with this upgrade.
The (german) Starter
Urkbrug
Urkbrug normaly attacking
Urkbrug attacking with fireballs
Normal warg with bloodthirstiness upgrade
Snowwarg with bloodthirstiness upgrade
Turin
#47
Posted 19 November 2008 - 02:51 PM
Here the last news:
We are back now after a long time!
The "The Battle for Numenor Mod" is available in new version, this time with many new extras!
Now I want to show you some of these extras:
Let's start with the completely new starter:
Many new features are available with the starter. There is now a World Builder for the mod, so that you can use the units from the modification on your own maps. Also this starter allows you to play the original game and the modification.
The mod is available in two different versions and in two different languages.
I will explain these two versions now:
1st Standard version:
This version searchs for a new version every start.
The system "Living Middle Earth" is active, more about that later.
This version requires an internet connection.
2nd Non-Auto Update version: This version will not search for updates automatically.
The system "Living Middle Earth" is active.
This version does not require an internet connection.
You can play multiplayer matches with the standart version.
This modification includes many new units and heroes!
Fight with the powerful Balrog or with the strongest dragon in Middle-Earth, Smaug!
A new campaign: The "The Battle for Numenor Mod" contains a completely new campaign, this is
completely self-invented, but plays with the characters from Middle Earth. The campaign portrays the
story of the Goblins after they left Moria during the "War of the Ring" and how they become a new power. The current version contains 2 campaign missions, every new version after this version will include one or two new missions, which will continue the story. The system "Living Middle Earth" is now final, this system allows, that guards and civilians are running around the buildings of every faction, this should give the bases a life.
Download Battle for Numenor v2.0 on ModDB
System requirements:
Athlon 3000 or a comparable Pentium 4 processor.
Geforce 6600GT or comparable NVidia or ATI graphics card.
1024MB RAM
150 MB of free hard disk space.
Credits:
Turin Turumbar: Leader, coding, skinning, modelling and Buttons
Adamite: buttons, Palantir images
Herunor: modelling, skinning
Arthur B. Machado: Blood Mod
The Dead Player: Dale Fighter Heavy Armor Shield texture
firmus: some codes for smaug
#48
Posted 19 November 2008 - 04:42 PM
#49
Posted 29 November 2008 - 09:09 PM
I want to show you a new update today.
I made some render and worldbuilder screens of a new unit and of a campaign map.
I will start with the new unit.
It is a new unit for the elves, the Mirkwood Dagger Fighter.
These units are fast, strong and nearly unvisible assasins, which will attack you on the new campaign map.
The new map will be the third part of the campaign and is called "Field of Wargs".
You can see the base of the map on the screens, the scripting is not ready yet.
Turin
#50
Posted 15 January 2009 - 07:07 PM
Today I have a new update for you.
At first: The mod now uses my day night and weather script in most of the maps.
Because of this I changed the spellbook powers, so that you can´t change the weahter.
Here are two screens showing another feature:
I will change some of the haradrim, so that there are corsairs and haradrim.
I will also add this feature to the other ships.
Turin
#53
Posted 16 January 2009 - 03:50 AM
#54
Posted 16 January 2009 - 11:44 AM
Can they attack too?
Yes they can, but the main weapon are still the fire arrows from the ship.
#55
Posted 07 February 2009 - 08:39 AM
Turin, well done for the job! I like very much the way you did Beorn and Bolg, especialli on the trol.
I don't want to underestimate your job but i have some critiics.
1. The living Middle Eart is great idea, but i think it is getting a bit overcrouded. Can you make that the people around the bildings are 2-3 not around 6, as it is now.
2. Even though the Dwarvenriders are one of the biggest upgrades, i don't think you should have made them at all. Dwarfs do NOT ride. It's a fact from Tolkin.
3. The Dale swordsman and pikeman are recruitetd from the archery range, which is not very presize.
and I like less than half of you half as well as you deserve.
#56
Posted 07 February 2009 - 02:19 PM
1. The living Middle Eart is great idea, but i think it is getting a bit overcrouded. Can you make that the people around the bildings are 2-3 not around 6, as it is now.
This mod looks great - have already downloaded it but not tried yet
(computer issues)
LOVE the Living Middle earth idea !
Maybe let the peasents spawn from the farms ONLY to keep numbers down
The bear idea is also brilliant /as is the riding troll
GREAT WORK :
Edited by JUS_SAURON, 07 February 2009 - 02:28 PM.
#57
Posted 13 May 2009 - 01:48 PM
Today I have a little new update for you.
Because the Numenor buildings are currently using the Gondor skins and some very bad skins of mine, I have decided to reskin them. They are still using the Gondor building modells, so that you can see, that the Numenor are the ancestors of the Gondorians.
[Click on the Pictures to enlarge them]
Here is the farm, ignore the overlaying parts, you will not see them ingame.
And here the archer range, the other buildings will come later.
I hope you like the new skins, criticism is welcome.
Could someone move this thread into the showcase, please?
Turin
Edited by Turin Turumbar, 13 May 2009 - 01:48 PM.
#58
Posted 13 May 2009 - 02:41 PM
#59
Posted 13 May 2009 - 06:34 PM
i liked the ice wargs...
#60
Posted 09 December 2009 - 10:59 PM
To the professor, John Ronald Reuel Tolkien.
-yams in a can
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