After the war, Gimli the Dwarf, who fought in that battle, established a colony of Durin's folk there. Aglarond lay in front of a huge and very beautiful cave system, which proved irresistible to him.
source: Wikipedia[img]http://img267.imageshack.us/img267/725/screen30p.jpg[/img]
This is the Aglarond release of the Dwarf faction.
As the previous release, declared by wciow as his last personal release of the Dwarves, was named Gimli, I thought it would be fit to name the next one, the result of "Gimli's work", as
Aglarond, where Gimli founded and ruled a new Dwarf city.
Dwarves - Aglarond 0.1.2p2 download link: http://www.mediafire.com/file/f2smxb3bm0od8mm/dwarves-aglarond-0.1.2p2.7z (24.9 MB)
The above release now includes the two patches linked bellow. In case you already have the original 0.1.2 unpatched, or with patch 1 only, you can get the patches linked below and just copy its contents to your currently installed Dwarves folder:
Patch 1 (mainly fixes the Goat sounds, see this post for details) download link: http://www.mediafire.com/file/2zhz14k83yda0hl/dwarves-aglarond-0.1.2-patch1.7z (231 KB)
Patch 2! (slight improvement to the goat animations, see this other post for details), download link: http://www.mediafire.com/file/ceji3wdv04yx8v4/dwarves-aglarond-0.1.2-patch2.7z (75 KB)"Extras":
* wciow's excellent
The Three Towers scenario, developed for the former Dwarves Gimli release, will work just as well with Dwarves Aglarond.
Thread link:
https://forum.megaglest.org/index.php?topic=4548.msg28996#msg28996* Little Helper's very nice
Tears of the Outriders wallpaper. Thread link:
https://forum.megaglest.org/index.php?topic=5068.msg39372#msg39372Old Dwarf faction's thread:
https://forum.megaglest.org/index.php?topic=3695.0
Roadmap:* Aglarond 0.1 RELEASED! - Unit/model sizes, ranges and cellmap fixes (included work in XML's, 3D models and animations)
- Projectiles, particles and splashes (addition/edition of 3D models and XML's)
- Techtree reordering (requisites reordering basically, for buildings, units and upgrades)
- Balancing and stuff (units' stats editing and more). Note this included the addition of the Tech pig! (will be replaced by a proper Dwarf goat soon enough
)
- Other minor fixes.
* Aglarond 0.1.1 RELEASED! - Minor fix for an ugly bug. See here:
https://forum.megaglest.org/index.php?topic=5187.msg42613#msg42613* Aglarond 0.1.2 RELEASED! - Intermediate release between 0.1.1 and 0.2 (other releases may follow before the entire planned 0.2 release comes out)
- Includes a brand new unit: the Goat;
- Published modified textures (improved team color) for the Guardian and the Outrider;
- XML work - balance, improving gameplay, ...
- For a little more detail on this release, se post:
https://forum.megaglest.org/index.php?topic=5187.msg79202#msg79202* Aglarond 0.2 - Texture work:
. Team color:
Guardian,
Dragon slayer and
Outrider need to have team color added on (
they currently have none). Note:
the Dragon slayer model will be edited prior to this (cape will be added). . (Soon to be included) new units texturing:
Goat and Skyship. Possibly a new building too (have the plans, half the model done, need some permission, some more modelling ...)
. Team color on buildings. There's none on: farm, foundry, rhinox pen, stronghold. Try and add some. At the lack of more inspired/original solutions, go for "dwarven straigth banners" along the sides or corners!
- Finish resizing and stuff! Actually all construction and destructions models are still the same as they were before. They will all need to be redone according to the new base-models. The Bombard may need further reducing too. The Stronghold may have its ceiling lowered down a tiny bit. Maybe more... Verify and finish this up, what the heck!
- Update: Three models will need new animations for this release: Dragon slayer (WIP),
Goat (WIP) and Outrider (WIP).
* Aglarond 0.3 - Animate!
. Use -Archmage-'s new armature to do the engineer's walk. Then copy that armature and animation to each unit that is made up of a standing dwarf. This new armature will be used to redo all animations needing redone on those units.
. Do standing/idle animation. Most all dwarven units have a simple 1 fram long standing/idle "animation" (really all of them, except for the flame team that Archmage fixed already). Do some real anim for them.
. Fix
missing-weapon syndrome! Some units, namely the guardian and the dragon slayer will hold a weapon in some animations, but this weapon may not be present at all in others! Fix't!
. (Get a new armature for) the Outrider: walking animation is very poor, attack and dying should be improved. Standing animation is needed too. The unit really does need careful reanimation.
. Look at the other two units: flame team (there's a small glitch in dying anim) and bombard (needs attack anim maybe something more).
. Animate buildings! The Warrior's hall has been re-animated already. The foundry has boilling hot liquid metal around, only it's not actually
boilling and it should be!
The farm has some plants that could wave on a gentle breeze...
. Animate the NEW units: Goat and Skyship!
- Introduce new units:
. The goat will be produced by the farm and can step in to the pig's position as soon as the model's animated.
. The skyship needs a building to be produced in. I'm (kind of) working on it...
* Aglarond 0.4 - New techtree!!! (a few important changes). More on this later...
- Besides reordering positions: several new skills and connections.
* Aglarond 0.5 -
Press my buttons! . Currently, the Stop, Cancel and Hold position buttons are all the same. They should, of course, not be the same.
. The attack buttons are usually the same for some units though e.g. the Bombard has its own (NOT theme-like!). Still, some units have different types of attacks (e.g. the dragon slayer) but the same button for them. Might have at least two kinds of attack buttons: Mellee and Ranged.
. The goat, the skyship and the new building (for which I already have a name btw
) need their "produce ..."/"selected..." buttons.
* Aglarond 0.6 - Sounds, sounds and more sounds! I'll be doing the voices (unless I don't ever recover my voice...
) but I'll need someone to do the sound effects... anyone...?
- Music: Sir Modman, your selection of tracks is great but there is one thing I whish would be better:
continuum. It currently sounds like a list of musics related to Dwarves instead of a complete integrated whole... Think you can work around that? Would be great!
Well, by 0.6, what I intend to do with the dwarves will pretty much be done. So 0.6 might well become 1.0.
And once 1.0 is done, I'd go to 1.0-GAE and after that's done, I'd be done with the Dwarves too.
We'll see...
Do you want to contribute? Then please read this:1.
You must release any work you contribute to this faction under the Creative Commons Attribution Sharealike 3.0 Unported license. The sheer fact you do contribute something will be taken as your agreement upon what was just said here. 2. The blends...
2.1. The .blend and .xcf (GIMP) files, the sources to export to the .g3d and .tga formats, that were changed or added since wciow's last Gimli release can be found here:
http://www.mediafire.com/file/ydngjwynyiy/aglarond-0.1.1b_blends_and_xcfs.7zThese are up to date as of as of April 12
th.
2.2. The ones wciow provided in the old thread (
Thank you! :thumbsup: ) for his Gimli release (note he did warn they were not very organised so...
). The link he provided is now dead so I recompressed the folder and reuploaded here:
http://www.mediafire.com/file/niwgozxyx2h/dwarf_blends.7zP.s.: Please see file readme.txt for info on authors/contributors, licensing and more.