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#353846 I need help

Posted by LegolasPrime on 03 September 2006 - 07:17 PM in Worldbuilder

thx for help



#347017 I need help

Posted by LegolasPrime on 21 August 2006 - 02:22 PM in Worldbuilder

My Friend currently working on making a hero arena map. At a certain point in the game, He wants two heroes to come onto the map and then you get a choice: to stand in a spotlight to talk to them, or to attack them. So, the two heroes coming on need to be neutral so they won't attack you, and you also have to be neutral to them so your heroes won't auto-attack them, but yet you could attack them if you choose too. He's tried creating an extra player like you see in some EA maps, but then the units don't spawn at all. He's also tried putting them on PlyrNeutral. Same result. He puts them on player1...it works. But then of course you have immediate control of them which is what I don't want. Any ideas on how to solve this?



#305090 Final Fantasy 7 mod

Posted by LegolasPrime on 02 June 2006 - 01:05 AM in Drawing Board & Mod Recruitment

Maybe somebody else should make it and I could come up with the ideas, map locations, storyline, and fractions



#304505 Final Fantasy 7 mod

Posted by LegolasPrime on 01 June 2006 - 02:51 AM in Drawing Board & Mod Recruitment

Hey guys, I decided to come back and im thinking about making a total recretion mod on FF7. Although I created one mod already, i'm still a rookie at modding. What do you guys think I should do?



#297131 Good news and Bad news

Posted by LegolasPrime on 21 May 2006 - 01:54 AM in BFME2 & RotWK Modding

How about filefront?



#296974 Good news and Bad news

Posted by LegolasPrime on 20 May 2006 - 09:11 PM in BFME2 & RotWK Modding

It's all ready, I just can't find a site to put the download for it, any of you guys know any?



#295940 Good news and Bad news

Posted by LegolasPrime on 19 May 2006 - 01:18 AM in BFME2 & RotWK Modding

Umm why am I in the credits? Did I help? O.o


Like what Solinx said :p



#295136 Good news and Bad news

Posted by LegolasPrime on 17 May 2006 - 09:50 PM in BFME2 & RotWK Modding

Well, I finally finished my mod that would take regular modders probably a day. I'd like to thank the following people:
Solinx (big thanks :cool: )
Kelso
Tom8778
Zimoo
Master Windu
SDK Kwen
Matias
J-A-Y
Mullers 11

For any others I forgot about thank you :p

This is what I've added for my mod:

Elves:
Glorfindel more powerful
- Now costs 2500
- Strenghth and health increased
Hobbits available from entmoot
- hobbits cost = 50
Legolas cost reduced to 2000
Arwen's cost reduced to 500
Thranduil's strenghth increased slightly
Walls and wallhubs are free
Haldir has blademaster at level 2
Arwen has blademaster at level 3
Haldir's price is now 1500

Dwarves:
Entmoot available
- Hobbits available
- hobbits cost = 50
Walls and Wallhubs are free
Gimli's price is now down to 2500

Men:
Walls and Wallhubs free
Boromir has blademaster at level 1
Dunedain available from archery range
Hobbits available from barracks

Mordor:
Isengard Walls avialable
- walls and wallhubs free
Shelob available (got rid of one of the nazgul)
Orcs are free
Balrog spell now replaced with the Earthquake spell
Easterlings now cost 350
Mumakil now cost 1000
Fellbeasts cost 2000
Witchking now costs 4000

Goblins:
Drogoth now costs 4000
Balrog now available as a hero
- costs 8000
- Commandpoints = 300
Isengard Walls avialable
- walls and wallhubs free
Orc pit available

Isengard:
Isengard Walls avialable
- walls and wallhubs free
Dragon available as a hero (replaces Wormtongue
- Cost = 7000
- CommandPoints = 100
OrcPit available
Firedrakes available from the wargpit
- Cost = 2000
- CommandPoints = 75
Wildmen available from the WargPit
- Cost = 200
- CommandPoints = 48
Uruk Pikeman now cost 300

The bad is that this mod is not updated to patch 1.03, but after this mod is ready for download I will start making this same mod for that patch. I am also regretting to announce that after I'm done with the new version for this mod with patch 1.03, I wll start modding Command and Conquer Generals where my true heart lies with modding



#294602 lotrstr editing

Posted by LegolasPrime on 16 May 2006 - 11:50 PM in BFME2 & RotWK Modding

Well I tryed that when I changed the properties to notepad and edited them, but when i changed it back to finalbig it said out of memory, and even if I keep the properties to notepad it still doesn't work



#294505 lotrstr editing

Posted by LegolasPrime on 16 May 2006 - 10:43 PM in BFME2 & RotWK Modding

I don't mean that, I mean how do you get to edit it?



#294378 lotrstr editing

Posted by LegolasPrime on 16 May 2006 - 08:51 PM in BFME2 & RotWK Modding

It seems like whenever I try to edit it something goes wrong, how do you guys edit it



#294060 Science editing

Posted by LegolasPrime on 16 May 2006 - 02:50 AM in BFME2 & RotWK Modding

Thanks Solinx, you've saved me again :dry: , I only have one thing left for my mod, editing the lotr.str :(



#293992 Science editing

Posted by LegolasPrime on 16 May 2006 - 12:06 AM in BFME2 & RotWK Modding

I did that and I get the following error:
Science name SCIENCE_ArrowVolleyEvil not known! (Did you define it in Science.ini?)

Error parsing field 'PrerequisiteSciences' in file 'DATA\INI\Science.ini', line 240.



#293924 (Taste) Favourite Artists

Posted by LegolasPrime on 15 May 2006 - 10:18 PM in Music

I listen to Taking back sunday, Thursday, and Fallout Boy



#293920 Science editing

Posted by LegolasPrime on 15 May 2006 - 10:15 PM in BFME2 & RotWK Modding

I was wondering if it is possible to add the earthquake ability from the good science for the evil science. I want to do this because I made the Balrog a hero.

How then?



#293843 OLD: Galaxy at War: General Discussion

Posted by LegolasPrime on 15 May 2006 - 08:32 PM in Galaxy at War General Discussion

Great, I've been waiting to play a starwars mod for bfme2,keep up the good work



#293382 Science editing

Posted by LegolasPrime on 14 May 2006 - 11:25 PM in BFME2 & RotWK Modding

Both



#293300 Science editing

Posted by LegolasPrime on 14 May 2006 - 08:44 PM in BFME2 & RotWK Modding

You don't have to do that, I'll just save my INI that I edited, Unstall the game, Install the game, extract final big to the the root game folder, and delete the ini inside of it and replace it with my modded one. Will that work?



#293274 Science editing

Posted by LegolasPrime on 14 May 2006 - 08:20 PM in BFME2 & RotWK Modding

Please help me!!!, I was editing the lotrstr in the english.big by changing the properties to notepad. but later when I change the properties to FinalBig it says out of memory. Worse, I can't play the game with notepad as the properties (no error, it's just that the the game never turns up and my computer gets slow) Will I have to make my mod all over because of this!!!!!!!!!!!!!!!!!



#293267 Dragon Den

Posted by LegolasPrime on 14 May 2006 - 08:14 PM in BFME2 & RotWK Modding

Thanks Solinx



#293096 Science editing

Posted by LegolasPrime on 14 May 2006 - 02:31 PM in BFME2 & RotWK Modding

Would you have to make a totally new earthquake spell (New Object)?



#292904 Science editing

Posted by LegolasPrime on 14 May 2006 - 03:50 AM in BFME2 & RotWK Modding

I was wondering if it is possible to add the earthquake ability from the good science for the evil science. I want to do this because I made the Balrog a hero.



#292581 Taking Pictures

Posted by LegolasPrime on 13 May 2006 - 01:38 PM in The Green Dragon

Thanks



#292440 Taking Pictures

Posted by LegolasPrime on 13 May 2006 - 05:16 AM in The Green Dragon

This may seem really embaressing, but how do you do it



#291600 Dragon Den

Posted by LegolasPrime on 11 May 2006 - 10:17 PM in BFME2 & RotWK Modding

New faction tutorial is for BFME1 not BFME2.

Yes, I think we need a separate BFME 2 section on tutorials. The differences may be small, but they are there.

About the builings, they are located in the ini\object\(goodfaction or evilfaction)\structures\ folder.

Solinx


I looked through the ini\object\good but couldn't find ini\object\goodfaction. I did find the elven building foundation though.