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Age of the Firstborn - The Rebirth Hosting Thread


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#1 Bofur

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Posted 13 March 2013 - 06:28 PM

Firstly, a question. What are the criteria which one seeking hosting must adhere to? 

Basically, how much  (of what) is required these days?

As there have not been to many successful hostings these days.

So before I take the plunge, please just explain that much.

 

Thanks, and goodbye for now.


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#2 Kwen

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Posted 13 March 2013 - 06:51 PM

The reason it is difficult to get hosted now is because we want to see projects that are capable of completion (or at least stable alpha/beta). Projects that are well made and able to help breathe life back into BFME modding. We've seen many (probably dozens by now) mods that are being made by newer and ambitious people, but they routinely die within a couple months because the newer modders generally have very short attention spans with mods.

 

So basically we are looking for a mod with:

 

- A well thought out plan.

- Visible progress such as renders/screenshots (we don't want to just see tech trees and ideas).

- Consistent updates.

- And above all devotion to the project.

 

On a side note, one of the common misconceptions is that people assume they need a team to make a mod and/or get hosted. Not true in the least bit. A number of the mods here are based around one or perhaps two or three people.


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#3 Elric

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Posted 14 March 2013 - 12:53 AM

Also, you can look at formatting for previously hosted mods like "From Book to Game", "RC Mod", "The Lone Wolf Mod", etc.. Side Note: EPIC BANNER KWEN! :D You make it?

#4 Neth

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Posted 14 March 2013 - 02:54 AM

this is something I would like to see, I loved this mod


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#5 Kwen

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Posted 14 March 2013 - 10:16 AM

Yes I made it Apollo, It's one of my drawings, mixed with some tribal (which I did find a reference for on google), the rest is just improvisation.


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#6 Bofur

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Posted 14 March 2013 - 01:58 PM

this is something I would like to see, I loved this mod

 

Thanks for your support Neth. I should be able to update this thread soon.


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#7 Elric

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Posted 14 March 2013 - 08:20 PM

Yes I made it Apollo, It's one of my drawings, mixed with some tribal (which I did find a reference for on google), the rest is just improvisation.

IT LOOKS AMAZING! :D Wish i had those mad skillz haha



#8 Bofur

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Posted 14 March 2013 - 09:23 PM

Age of the Firstborn – The Rebirth

 

This modification will build on Elrond99’s amazing “Age of the Firstborn” mod, and turn back the clock to around TA1900, setting “the Rise of the Witch-King” into a more suitable timeframe.

 

The basic aims of this modification are:

  • To polish off Elrond99’s Lindon Faction.

  • To set the factions in the times surrounding the Falls of Arnor and Khazad-Dum.
  • To improve the overall ambience of the game with new maps, units and much, much more!

 

I would like to stress that I will not go against the lore if I can help it, and will try to conform to what was originally planned for AOTF before its demise.

 

The faction roster will be composed thus:

  • Lindon
  • Lothlorien
  • Gondor
  • Dwarves

 

  • Dol Guldur
  • Angmar
  • Umbar
  • Goblins

 

Elrond also left partially completed Arnor and Rhun factions, but these are a long way away yet.


Anyway, enough of that wordy stuff, now it’s onto proof of work:

The new shellmap, Tol Eressea, by MatttheLegoman, and title by Irene Hawnetyne.
(Note: Skybox will be activated at a later date)

 

host1.jpg

 

And an encampment of the Elves of Lorien:

(Watchtower courtesy of TEA)

 

sshot0003.jpg

 

Anyway, I hope you liked this little teaser, please feel free to comment!

I may not be able to post updates as quickly as others, as it's a bit of a "One man army" job at the moment.


Edited by Bofur, 14 March 2013 - 09:25 PM.

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#9 Rider of Rohan

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Posted 14 March 2013 - 09:37 PM

I'll be keeping a close eye on this (O_-) Nice Plan hope to see it completed !


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#10 Bofur

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Posted 15 March 2013 - 05:12 PM

Thanks RoR, it's going along well at the moment...

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#11 Bofur

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Posted 15 March 2013 - 09:55 PM

A little Umbar update today :p

Note: Most of these I have only coded in. They are mostly Elrond's Models.

 

On MtL's map, the Port of the Black Numenorians, we have:

 

Some Corsair Spearmen:

sshot0028.jpg

 

Crossbowmen:

sshot0029.jpg

 

And an Umbar Onager, with credit to Rad for the animations:

sshot0037.jpg


Edited by Bofur, 15 March 2013 - 09:55 PM.

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#12 Rider of Rohan

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Posted 15 March 2013 - 10:14 PM

I may be the only soul here to ask why this mod does have an Umbar faction ? The models look great though :D!! 


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#13 Bofur

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Posted 15 March 2013 - 10:37 PM

Because Elrond99 planned it so.
And they were the only active evil power in the South at that time.

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#14 Rider of Rohan

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Posted 15 March 2013 - 10:58 PM

What about Harad, or they weren't a military power back then ?


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#15 Bofur

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Posted 15 March 2013 - 11:04 PM

Well, It's a lot more unique than Harad, as I do not know of a mod that has added Umbar.
Also, the Haradrim will be recruitable for Umbar via the thrallmaster system.

Edited by Bofur, 15 March 2013 - 11:12 PM.

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#16 MattTheLegoman

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Posted 16 March 2013 - 08:03 AM

I'm looking at that Shellmap and thinking that it really needs some forced perspective on the camera angles, so we can't tell it is just a square map. Also - doesn't the Skybox work?


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#17 Bofur

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Posted 16 March 2013 - 08:39 PM

It does work now, but you tried it in RJ, and it shows in the RJ mod, because all skyboxes are enabled for the camera views in that: In normal BFME2/ROTWK it must be activated via coding.

Which I have now done.


Edited by Bofur, 16 March 2013 - 09:45 PM.

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#18 Bofur

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Posted 16 March 2013 - 10:20 PM

The main part (Units, Unit production buildings, Upgrades) of Umbar's tech tree:

 

 

Umbar Tavern:

            1: Recruit Corsair Raiders (Banners and Blades)

            1: Recruit Corsair Spearmen (Banners and Blades)

            1: Recruit Corsair Crossbowmen (Banners and Fire Arrows)

            2: Research Banner Carriers

            3: Research Flaming Arrows


Umbar Hall:

 

            1: Thrall Master (Summons Haradrim Spear Throwers, Archers, Riders and Raiders)
            2: Recruit Black Numenorians (Banners, Blades, Armour)

            3: Recruit Black Guard (MHH)

            3: Research Barbed Arrows


Mumakil Pen:


            1: Buy Mumakil


Umbar Siege Works:


            1: Build Fire Bomb
            2: Build Umbar Onager

            2: Research Dark Blades

            3: Research Dark Armour


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#19 Irenë Hawnetyne

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Posted 17 March 2013 - 06:41 AM

I personally am opposed to Mumakil being part of the Umbar armies, it just doesn't suit their theme in my opinion. 


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#20 Bofur

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Posted 17 March 2013 - 06:52 AM

Hmmm.... You may be right about that...!
Perhaps a summon would be more appropriate?

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