You can choose the others, but you can't win. Gondor seems to be the only civ that's playable. I've played several games as every civ except for Harad so far. So now we can see what those missing pieces might've looked like. One of the goals of my making this mod was that there are a lot of events that are only briefly mentioned or alluded to in the books, like what the Dwarves were doing during the War and Galadriel throwing down the walls of Dol Guldur. Customized Wonders like The Pelennor Wall and The Light of the Valar Valinor is included as are Eagles and Swan Ships Difficulty levels from Gollum to Iluvatar Custom Civiliopedia entries for units and improvements, mostly based off of the Encyclopedia of Arda The special units for civilizations are modeled after Civ units, including Uruk-hai, Orcs, Riders of Rohan, Dwarven Kindred, Evlish Bowmen, and Mumakil. Mountains cannot be crossed except for where there are roads crossing them (just like in the books the Misty Mountains only had three passes) King units have special abilities/attributes according to their characters Doom is the goal of Reverse Capture the Flag Frodo is invisible to all except Nazgul and King units ![]() Playable Civs: Gondor, Mordor, Rohan, Isengard, Elves, Dwarves A compact custom map based on information from The Atlas of Middle Earth I went for trying to capture the ideas of the War of the Ring using Civilization Conquests as the model. I don't have anything too fancy in this scenario. My gratitude to the authors of those animations, none of them are mine. The original description of the scenario is below, with the notable exception that I have now indeed added some fancy animations to the game. Moderator Action: Broken download updated - Blake00 The original War of the Ring thread is here. If all else fails, a letter to the people at Liquid couldn t hurt.For those fans who have played my original War of the ring scenario, here is a long overdue update, version 1.0. So if you could somehow find a way to extract these models into a format that a program like 3D Studio Max could understand, you could then import these raw models into Rise of Nations.ĭon't ask me how you would do any of these things since I honestly don't know, but search around a bit on the internet and see if you can't find out a few things. I'm willing to bet that these files are similar to the model files that BHG uses in RoN. I poked around a few of the directories and noticed that there is an Archives folder that contains a number of. So back to the topic of modding RoN so that it could have a LoTR feel to it. ![]() Again, neat concept but a bit too much work for many people. It also had this interesting concept where horses were a resource, and in order to have cavalry you needed to gather the hourse and then stick one of your guys on top of it. An archery range to make a bowman) You could then take your trained unit and have them train at another building to turn into yet another new unit. Battle realms was a very pretty game that sufferred from having a complicated unit creation system where you would send a peasant to a building for training (i.e. You can definitely see that what the developer, Liquid Entertainment, did was use their older Battle Realms engine to create this game. The over emphasis on special abilities that required heavy micro was also a bit of a turn off to me. The visuals are nice and the single player story is good, it just sorta falls flat in the end though. I can see how it could be a bit dissapointing to when contrasted against a game like Rise of Nations. I've been playing around with War of the Ring lately as well.
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