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#201 Neth

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Posted 03 October 2011 - 11:57 PM

. . . Then DOUBLE NICE! . . .

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This face means nothing, these hands hold nothing, these lungs are empty, these eyes are blind


#202 JUS_SAURON

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Posted 13 November 2011 - 03:12 PM

This will be the last update for a while ...

AURA LEADERSHIP HERO MODE SPECIAL POWER
========================================================

Based off this power I helped create , where Nearby units gain an attribute when a Hero is in HERO MODE ( like Lurtz Carnage )

Power Discussion in Forum

I decided that this will suit both Lurtz and Gothmog

Lurtz gives 50% Damage to nearby Berserkers
and Gothmog gives 50% Damage to Barrdur Orcs in Carnage Mode ONLY ..

The units are elite so this power is dependent on your army size

Sort of a feeding Frenzy ...so have more elite units near your Heroes !

Pic of Power

Edited by JUS_SAURON, 13 November 2011 - 03:17 PM.


#203 JUS_SAURON

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Posted 18 December 2011 - 02:10 PM

Campaigns Of Middle Earth

Presenting the new installment of the Mod

Campaigns Of Middle Earth :

it is all the good stuff of the previous versions , with all the new powers etc ...
But now you can play some of the iconic BFME1 Campaign Maps
The maps are as listed ....more may follow ! :shiftee2:

GOOD :
amon hen
fangorn
helms deep
isengard
minas tirith

EVIL :
edoras
southern ithilien
shelobs lair ,
osgiliath ,
minas tirith


...(Testing this much maps is a @#@!)

ENJOY ... at the3rdage.net !

Edited by JUS_SAURON, 18 December 2011 - 07:58 PM.


#204 JUS_SAURON

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Posted 31 December 2011 - 05:44 PM

Did some more modding over the Holidays ..

Carrier Spider

These Spiders can transport up to 4 Hordes of Spiderlings
quite deadly ambush attackers , the battlefield will SWARM with Spiders !

Elite Uruks

Always wanted this Elite Horde .. never got the time to Renx it ..until now !

They use Bow and sword and have a variety of special attacks ..
Stun Arrow : Slows enemies and does damage over time
Battle Cry : Increased Armour , Damage boost and gains Experience Faster

----- SIEGE EQUIPMENT UPGRADED
I also redid the Trebuchets for Gondor
No more 'Fire Stones' .. they get

Tripple Ammuntion : Increased Damage and radius (with FX to MATCH) !
Cost : $2000 at the StoneMaker Structure

CounterWeights : Increased Range
Cost : $1000 at the SiegeWorkShop Structure

And yes you can puchase BOTH for a Trebuchet !!
They may be deadly but still weak armor as usual

Isengard gets Metallurgy :
ALL Siege Equipment gain increased Armour :Cost $2000 at the Armoury

Harad has no Siege Equipment , They have : Mumakil Spikes
Mumakils gain damage increase (with FX to MATCH) :Cost $2000 at the Mumakil Pen
-----
Finished Testing ALL the Campaign Maps !
-----

Enjoy : at the 3rdAge.net

JUS_SAURON : Campaigns of Middle Earth

Edited by JUS_SAURON, 31 December 2011 - 05:45 PM.


#205 Guest_robbiedizzle_*

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Posted 31 December 2011 - 07:58 PM

Did some more modding over the Holidays ..

Carrier Spider

These Spiders can transport up to 4 Hordes of Spiderlings
quite deadly ambush attackers , the battlefield will SWARM with Spiders !

Elite Uruks

Always wanted this Elite Horde .. never got the time to Renx it ..until now !

They use Bow and sword and have a variety of special attacks ..
Stun Arrow : Slows enemies and does damage over time
Battle Cry : Increased Armour , Damage boost and gains Experience Faster

----- SIEGE EQUIPMENT UPGRADED
I also redid the Trebuchets for Gondor
No more 'Fire Stones' .. they get

Tripple Ammuntion : Increased Damage and radius (with FX to MATCH) !
Cost : $2000 at the StoneMaker Structure

CounterWeights : Increased Range
Cost : $1000 at the SiegeWorkShop Structure

And yes you can puchase BOTH for a Trebuchet !!
They may be deadly but still weak armor as usual

Isengard gets Metallurgy :
ALL Siege Equipment gain increased Armour :Cost $2000 at the Armoury

Harad has no Siege Equipment , They have : Mumakil Spikes
Mumakils gain damage increase (with FX to MATCH) :Cost $2000 at the Mumakil Pen
-----
Finished Testing ALL the Campaign Maps !
-----

Enjoy : at the 3rdAge.net

JUS_SAURON : Campaigns of Middle Earth





The powers in the powers menu in the campaign still aren't selectable.

#206 JUS_SAURON

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Posted 31 December 2011 - 09:22 PM

The powers in the powers menu in the campaign still aren't selectable.


Done on purpose ..I don't want any Old Campaign Maps to have affected the new Campaigns
i.e when the Old Campaign is finished , you play the New Campaign with the Spell Powers Points untouched .
else you would start with too many Spell Powers Points for the New Campaign .

MOD LORE :
" The Harad desert is home to a special Herb .This Herb can be cultivated to
form a Special Potion .The potion is known to have the properties of sedating large animals .
The method of manufacture is known by the Haradrim .

Sauron , knowing that his orcs would not have the skill to make the Potion ,
formed an alliance with the Haradrim .The Men of the West cannot benefit from this Potion
as the Herb can only grow in the Arid Desert Soil close to the Volcanic Ash of Mordor .
Neither can it be stored for more than a day ,therefore the Haradrim have the upper
hand in its manufacture .Its effects however ,lasts a few weeks .

The Haradrim , in exchange for security , gave the potions to Mordor and the nearby Goblins .
This allows the Haradrim to train and ride Mumakils ,Golins the Large Spiders and Trolls ,
and even the Ringwraits use it to pacify their Nazguls ,(the potion is infused with the WitchKing's sorcery) "

EDIT : I just updated a bit so get the latest version :whathuh:

Edited by JUS_SAURON, 31 December 2011 - 09:43 PM.


#207 JUS_SAURON

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Posted 01 January 2012 - 04:36 PM

And probably the last update for the Season ..

Dual Weapons

The Wildmen now have an additional upgrade : DUAL WEAPONS

Dual Weapons : Does increased melle damage : COST $500

Fire torches : Add fire damage : COST $1000

And I re-made the Banner Carrier to show this ...

You must FIRST purchase Dual Weapons to get Fire torches

All done with EA's model ..just INI coding :rolleyes:

They are buildable at the Fortress for early game pillaging !

Edited by JUS_SAURON, 01 January 2012 - 04:40 PM.


#208 robdezzy

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Posted 02 January 2012 - 04:40 PM

First i'll say ive never played bfme1. that being said, since there are no objectives....i dont understand why i keep failing level 3 osgiliath of the evil campaiggn. any ideas? thanks

#209 JUS_SAURON

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Posted 02 January 2012 - 09:38 PM

First i'll say ive never played bfme1. that being said, since there are no objectives....i dont understand why i keep failing level 3 osgiliath of the evil campaiggn. any ideas? thanks

Oh .. its not EXACTLY like bfme1

And I left no objectives ...

Don't let Gothmog die ..or your few buildings destroyed

I purposely made All the Maps Harder for a challenge !

I may add the objectives and the full sound track ..
but thats ALOT more work and may make the mod file too big

PS : Have you ever beaten out the Alliance of Middle Earth Map ?

Edited by JUS_SAURON, 02 January 2012 - 09:40 PM.


#210 JUS_SAURON

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Posted 04 January 2012 - 03:10 AM

Yep .. hopefully the final update ( said that before )...

Marauder New powers


A redone Marauder Half Troll as a Single units with 3 new Powers

Poison Spit : Poisons a Hero , the hero then poisons surrounding units

Acid Breath : Damages Structures over time

Troll Vetreran : Increased Speed , Armor , Damage and can Heal when not in combat

In the pic the Gondor Soldiers are being damaged by Sam being close to them ,not by the marauder half-troll
The idea is that you have to isolate the Hero from all other units
Sam takes damage for a short time ..but its not enough to kill him ..
its the Gondor Soldiers that gets poisoned

#211 Unknown

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Posted 04 January 2012 - 01:12 PM

Hi JUS, I played a few maps and I got up to the Ithilien and I think that maps should stick to the original factions and stuff like that.
My ideas on Edoras would be:
Remove saruman and lurtz and replace them with wormtongue and only let the player build warg riders and men of dunland ;)
Ithilien:
Remove the goblins and add the mouth of sauron as well give the player a few orcs ;)
Cheers

#212 JUS_SAURON

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Posted 05 January 2012 - 12:16 AM

Remove saruman and lurtz and replace them with wormtongue and only let the player build warg riders and men of dunland ;)
Ithilien:
Remove the goblins and add the mouth of sauron as well give the player a few orcs ;)
Cheers


Thanks for playing :thumbsuphappy:

If you only get wargriders and men of dunland
it would be near impossible to beat without Siege weapons
and what's Isengard without the Uruks .

I never really like Wormtongue : EA made him perfect but my least favorite Isengard Hero

You do get Orcs when you get the Mordor Base
The mod has a MOD LORE explaining my move to mix Harad/Easterling ,Goblins and Spiders
This faction is really a Mordor Ally Faction : all evil things not from Isengard or Mordor
So Ithilien Map is basically the Evil Allies coming from afar to meet Mordor

Edited by JUS_SAURON, 05 January 2012 - 12:17 AM.


#213 Unknown

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Posted 05 January 2012 - 07:44 AM

Thanks for playing ../../public/style_emoticons/T3AEmoticons/thumbsuphappy.gif

No problem ;)
Always enjoy the campaign :p

If you only get wargriders and men of dunland
it would be near impossible to beat without Siege weapons
and what's Isengard without the Uruks .

Obviously the battering rams and ballistas and siege ladders will be needed but I think that Saruman would have sent the men of dunland to attack Edoras and Wormtongue was promised treasures and Eowyn ;)
And also, I think that Saruman would've stayed in Isengard watching battles with the Palantir :p
And Lurtz would probably be pillaging Rohan villages and towns :p

Edited by Unknown, 05 January 2012 - 07:45 AM.


#214 JUS_SAURON

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Posted 09 January 2012 - 12:36 AM

So I've been working on a bit of coding for Fire to buildings
The idea is that you can catch them on fire and put them out with the porter
And FreezingRain ,SnowBind, Flood horse , Avalanche will put them out

The fire will last 5 mins and can take out a Barracks slowly over time

Here's a pic
Perpetual Fire

It will be an EVIL factions power .. as the weapons match the effect
1. Isengard :Wildmen Torches
2. Mordor :Sentinel Orc Torches
3. Harad : Corsairs Firebomb

The fire knows no friend and will burn anyone too close
When you play with fire you will get Burned ... :shiftee2:

Only at the3rdage.net ...ENJOY :thumbsupsmiley:

#215 robdezzy

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Posted 09 January 2012 - 05:05 PM

ERROR PARSING ini BLOCK 3 IN FILE MAPS\MAP EVIL MINAS TIRITH\MAP.INI

CAMPAIGN CRASHES ON LOADING SCREEN FOR EVIL MINIS TIRITH CAMPAIGN. SKIRMISH MAPS WORKS AS GOOD BUT NOT AS EVIL.

#216 Unknown

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Posted 09 January 2012 - 08:50 PM

I had the same problem.
Mine said that the code for the construction of Grond was an unknown command.

#217 JUS_SAURON

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Posted 10 January 2012 - 10:44 PM

I had the same problem.
Mine said that the code for the construction of Grond was an unknown command.

Thanks for that bit of Testing ...

The Fix has been made with the latest version on the3rdage.net site
(testing 10 maps was a bit much )

#218 robdezzy

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Posted 19 January 2012 - 01:39 AM

still cant upgrade the fissure on the lorien campaign.

#219 JUS_SAURON

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Posted 21 January 2012 - 03:50 AM

still cant upgrade the fissure on the lorien campaign.

I'll have to FIX a few BFME2 campaign maps ...

I re-did some of the Objective texts to get through the mission ..

Its not perfect but I don't really want to redo the scripts for a BFME2 campaign map

...That means you've passed all the Old Campaigns ... Did you enjoy it ?

Edited by JUS_SAURON, 21 January 2012 - 12:30 PM.


#220 robdezzy

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Posted 26 January 2012 - 11:06 PM

Yeah, even tho it now says build a cave troll. it still doesnt let me pass it. i built 3 cave trolls and two of everything possible. As for the old maps, Lots of fun. nice and challenging without the power points.




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