JUS_SAURON Showcase
#141
Posted 09 July 2011 - 11:46 PM
Break dancing into the hearts of millions
#142
Posted 09 July 2011 - 11:56 PM
#143
Posted 10 July 2011 - 04:32 PM
I've been watching Prince of Persia lately ...
ANYHOW ! !!!!
WORKING AI FOR THE FACTION !!!!
I will still have the basic : Power Of the Ring : it is the most compliant with AI and WB : Finished Mods
I will Archive the Split Harad Mod as it is just a 7th Faction with NO AI !
I will upload the new POWER OF THE RING : RISE OF HARAD with the working AI
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The only problem is that I had to CHEAT the game by redoing most of Wild/Goblins structures and Units so
even though It has Working AI it will not be WB compliant . This is because the Goblin Faction has been Hijacked
eg MordorEasterlingHorde is now WildMarauderHorde to get the AI to build it in the Goblin Faction
This gives Mordor the Goblins
Harad gets Haradrim , Easterlings , Mumakils , Spiders ,Spiderriders
Heroes : Shelob , Gorkil , Drogoth , the three new Princes
Obsolete units : Marauder
This will be in finished section as it will not have much updates !
Oww my head hurts from speed modding !!!!
#144
Posted 10 July 2011 - 06:07 PM
find MODFOLDER\data\ini\object\default\skirmishaidata.ini
Find ArmyDefinition WildArmy (search for it, or go to the middle of the file ca.)
Then scroll down a bit until you come to the ARMY UNIT DEFINITIONS
Now, this tells the AI what hordes to use and how big a part they play in the AI's army at different phases of the game.
Simply replace the WildMarauderHorde with MordorEasterlingHorde and they will build them, if possible (they have to have a building that can build them first)
Your Easterlings will now be ca 20% of the AI's army at all phases (it seems). You can change that if you want
The 4th Age version 0.8 has been released: Link
#145
Posted 10 July 2011 - 08:11 PM
But what about the buildings ....
WildTreasureTrove = MordorTavern .. Hi-jacked those as well to get the AI to build them
Do I have to make some kind of Base file in WB for the game to reference ?
Edited by JUS_SAURON, 10 July 2011 - 08:41 PM.
#146
Posted 10 July 2011 - 08:54 PM
If you don't make a base (which is very simple when you've gotten your mod compatible with WB, check this link. Just include everything about your mod in the _a.big file) then you'll never get the AI to build stuff (except farms). Unless you opt for the hijack way, but it's bad buisness in the end really If you can't make a base, then you have to have a building for your new faction, for every building the Goblins have (Wild as they say..)
The 4th Age version 0.8 has been released: Link
#147
Posted 10 July 2011 - 09:48 PM
https://www.twitch.tv/vileartist - Yes shameless self-promotion
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"Old modders never die, they just fade away" ~ Hostile
#148
Posted 10 July 2011 - 10:38 PM
You can even make multiple different designs of the AI bases, to randomize the way the AI plays in the game.
Thanks a bunch guys ...!!!
Luckly its only a few buidings I've hacked and the units are building fine
In most cases I've redone the ini's so that the Art is different but the use is the same
..will try the base building in the future ...
Harad AI working
A Pic of the AI in action , the units are fine and the hacked buildings are as they should be
Towers for towers and Armory for treasure trove etc ...
The major test will be to run through the Good and Evil campaign and do testing ...
Edited by JUS_SAURON, 10 July 2011 - 11:27 PM.
#149
Posted 16 July 2011 - 12:41 AM
#150
Posted 16 July 2011 - 11:20 AM
Will test this ..Played twice, it seems that Malik progresses level but after level 2 his power dont "unlock".
I just uploaded a newer version so try it out .
Morgul Fire
Morgul fire
This is a Battle tower upgrade , Fire Orbs surround the area , exploding on Contact with enemy
They respawn after 30 secs , Each upgarded tower yield two Fire Orbs ...
This is to make up for a weaker Mordor Facton
#151
Posted 24 July 2011 - 11:23 AM
Dragon Fire
It automatically breathes fire on nearby enemy units . It also has a fear effect
The haradrim was able to harness the chemicals in fire drakes that create fire
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Also redid the Armor of the Goblin Fighters and / archers
And made the poison Blade / Poison arrows power Auto-click that activates when enemies are near
like a horde Blademaster / Dead-eye .. this makes the goblins a formidable bunch !
I also re-did their Fortress to my liking ...I did not like their original 'orange box'
so I used the Cave as the central structure with new expansions , Mostly for the look
what I envision their structures should be like . They are now the Mini-Faction in Harad
Edited by JUS_SAURON, 24 July 2011 - 11:36 AM.
#152
Posted 01 August 2011 - 01:36 AM
the MainGate
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Alliance Of Middle Earth : Scripted Skirmish Map BFME2
The mouth of Sauron has been commissioned to clear the lands of all the free people who oppose Sauron
You are given the task of destroying the Gondor Citadel Compound . But this is no easy task as it is Heavily Fortified .
The Gondorians have a strong defense , and are protected by their allies on either side .
You may choose to attack them head on or try to use alternate routes .
The coastline to the West is protected by Elven ships and the Dwarves to the Right are held up in the mountain mines .
As the game progresses you will be given re-inforcements from other Evil allies , but you must earn them !
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I've been wanting to do a Scripted map like a Campaign , this is as close as I'll get as the script work is tremendous
The map can function as a Normal Skirmish map but to really get the Gameplay I desired you must
play as Mordor to the South and have : Men ,Dwarves and Elves as your ememies .
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Please give feedback .... Its meant to be an uphill battle were you must use STRATEGY to defeat this map !
the map is part of the Rise of Harad MOD , so you must download the MOD to play it !
Edited by JUS_SAURON, 01 August 2011 - 01:37 AM.
#153
Posted 01 August 2011 - 02:32 AM
#154
Posted 01 August 2011 - 08:54 PM
I just finished beta-testing ( it took me a few hours ) and did the final bit of coding/scripting .
The version uploaded on the3rdage.net on 1 August 2011 should be good as gold !
I kinda wish I never coding this as I know the map secrets
#155
Posted 02 August 2011 - 06:30 PM
#156
Posted 07 August 2011 - 07:12 AM
i tested the 31st version and it was allot of fun until gondor overran me with like 10000 troops lol
you mean the new Scripted Map ..
I have Men set to 3000 CommandPoints , Elves and Dwarves set to 2000 CommandPoints
Thanks for trying ..
Have a Good defense before you attack ...
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I just added the Long Bow Upgrade for Mirkwood Archers .. a minor update
#157
Posted 07 August 2011 - 07:39 AM
#158
Posted 26 August 2011 - 10:33 AM
I always wanted to have a bit more of BFME1 style camps / Castles in BFME2
and now you can Build a mini Rohan Fort with a PORTER !
It has all the usual wall upgrades and is small enough to fit on most BFME2 maps
When the main Citadel is gone the entire structure is destroyed
Pic of Rohan Fort
Enjoy at the 3rdage.net
Rise Of Harad : Power Of the Ring 2
#159
Posted 28 August 2011 - 12:01 AM
#160
Posted 28 August 2011 - 11:57 PM
awesomeness. lol it seems.... small....
Its actually the Biggest Structure you can build
More Power Updates
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Dwarf Lord :
1 : they can create a shockwave with their War Hammer
2 : They can create Quicksand , immobilizing enemy units
3: They can Rumble the earth continuously , Knocking back units and damaging Buildings
Rumble
Dwarven miners :
1: they can dig the ground for a limited time , generating resources via mined Mitril
2: They can do major damage to all Towers and Creep Lairs
Mitril mining
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I'm really pleased with how the mining power turned out ... now the dwarves have some extra income !
And I re-did some of the Fx of the Dwarf Lord's Powers
Edited by JUS_SAURON, 29 August 2011 - 12:00 AM.
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