11/10/2007 RJ-RotWK Update
#1
Posted 12 November 2007 - 12:28 AM
Some Top Entries: 1 2 3 4 5
2) I've finished the Harad Watchtower. Slightly different than other tower structures, the Harad Towers come with Haradrim Lancers standing on top of the building. They can only hold 1 horde of Harad Lancers and you can remove them from the structure and add them back on as well as upgrading the weapon of the tower itself to poison arrows.
Screens: 1 2 3 4 5
3) Rhun Dragon. Now as far as purism goes this unit is not exactly canonical, though I could probably go into a lengthy explanation of why Rhun could have one the last remaining species of dragon. Anyway, on the front two expansion points of the Rhun fortress you can build the dragon statues. From here you can purchase one and only one small dragon/lizard from each. As the dragon gains experience it changes. At level one it runs across the ground, at level 2 it begins to use it's wings as it jumps from place to place. At level 4 you can take to the air and fly, and lastly at level 6 he is adorned with armor. (Credit to Edain-mod for the dragon ground animations)
Screens: 1 2 3 4
4) Well, a lot more work has been done on the build-plot castles. There is still a lot more to be done overall, but they are all functional and can be played in MP fashion. Again, this is only going to be on specific maps. There are three different map types you can play and this is only one.
Screens: Angmar 1 2 3, Dwarves 1 2, Elves 1 2, Goblins 1 2 3 4, Gondor 1 2, Isengard 1 2 3, Mordor 1 2 3 4, Rhun 1 2 3, Rohan 1 2 3
5) Lastly an important item. I'm looking for anyone who would like to join or help out RJ-RotWK. I'm not sure if there is any modellers/skinners that are available to help out, but I'd thought I'd put the call out. A lot of the work that is left is around structures and fx coding, though the structure of RJ is such that anything can fit and high resolution is better as the cameras can be unforgiving. So if you are interested send me a pm or e-mail (rob.n.karla@hotmail.com).
Robert J.
#2
Posted 12 November 2007 - 12:43 AM
Wow.
The Build Plots look great!!!
Where can i get the latest patch for the mod.
Cant find it in the private forums.
#3
Posted 12 November 2007 - 12:49 AM
Robert J.
#4
Posted 12 November 2007 - 01:10 AM
Cant Wait!!!
Edited by lotrfan, 12 November 2007 - 01:13 AM.
#6
Posted 12 November 2007 - 01:19 AM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#7
Posted 12 November 2007 - 01:22 AM
Nice update, you're missing Arnor's Castle though . Everything looks great as always
Right now visually Arnor is the exact same as Gondor. I thought I'd show them once I finish Arnor's architecture. The walls will be similar to the Amon Hen Walls and I need to redo the fortress and buildings. So until then, they are just Gondor clones.
Robert J.
#9
Posted 12 November 2007 - 02:15 AM
#10
Posted 12 November 2007 - 12:17 PM
Nice work so far. It's hard to believe how far this humble mod has come since I joined.
Great Mod. I can´t wait for this release. This is by far the great Mod for ROTWK.
#12
Posted 12 November 2007 - 03:46 PM
#14
Posted 12 November 2007 - 06:21 PM
Looks pretty good, although I don't really like the idea of not having a Rohan skirmish AI again. Are you sure you can't finish it 'till the next release? :-(
Well, that is one of the things that I'm finishing up now. I've been going through and creating all the .bse files for them. (I'm also talking about Fortress maps and the 4-5 other AI maps). The only thing I might not get through it the spell purchasing scripts.) This is for the BFME2 style, btw.
#17 Guest_Justarius_*
Posted 15 November 2007 - 08:51 PM
The next private release is coming in the next day or so. I've been really worn out this week and did not get it ready in time, but it should be there in the next 2 days.
Robert J.
I really enjoyed this mod (1.04/1.05) and would really love to play the next update. How can I get in on the next private release? And will the Arnor faction bug be fixed on WOTR in the next release? Thanks a lot for all the hard work you all put into this. It brings a fresh experience every time I play.
Cheers!
#18
Posted 16 November 2007 - 06:16 PM
The same goes for SFX, without being able to assign sfx entries to characters I cannot test how well they work ingame. I felt the need to mention this in hopes that the next update will allow me to help out in this form...if not then no worries.
#19
Posted 21 November 2007 - 06:48 AM
Robert J.
#20
Posted 21 November 2007 - 08:08 PM
Same applies to hero powers, I said I could help with powers of the blue wizards, but until the have powers and assigned FX I cant work on them. I know some very basic coding, so altering things like FX coloring (if its lightning) wouldn't be too hard. I know this is asking alot but perhaps if you can think about it maybe? lol
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