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BFME1/BFME2 Guide


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#21 robnkarla

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Posted 07 May 2007 - 08:31 AM

Yeah, as I do not have a modeller/animator and I don't have the time I'd like to do this piece, I will probably be asking if I can use some of the created units for cancelled mods. The first was some of the units from the DE. If anyone would like to donate models/animations I would be grateful.

The units I'm looking to fill:
Rohan Soldiers - not using the peasant models
Gondor Pikemen - to replace the rohan spearmen than will join Rohan
Chariots for Evil Men - Maybe

I might add more later on down the line, but I do not think many more are needed. The Mithlond Sentries B model is fun. I've thought about adding them somewhere, but they really just don't fit any factions even re-textured.

Also, sometime in the future I'd like to swap out some of the CaHs with new models, but that is not a priority right now.

I've also started to reskin some of the units, and I will do more with each update.

I'm still debating on how to handle the structures for Evil Men.

Edited by robnkarla, 07 May 2007 - 08:34 AM.


#22 Captain Gimli

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Posted 01 June 2007 - 06:13 PM

the fotresses look awesome

keep up the good work
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#23 Baki

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Posted 17 June 2007 - 09:45 AM

this mod seems really interesting
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#24 pasiecaaL

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Posted 18 June 2007 - 01:36 PM

this mod seems really interesting

its is interesting :xcahik_: b

#25 Guest_Guest_*

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Posted 28 June 2007 - 06:21 PM

shouldn't Isengard have walls? and an orthanc tower?

#26 robnkarla

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Posted 28 June 2007 - 06:30 PM

For now, Isengard is based on the BFME1 castles. I might change them with walls, but I don't know. Maybe I'll come up with a way to give an option of walls for other evil factions - at a cost. :p

#27 Dalf32

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Posted 28 June 2007 - 07:42 PM

4 isen, u culd use small sections of isen wall so that it dosnt completely encircle the base, or u culd just make the current walls taller or sumthin. or u culd mak it lik bfme1 gondor camps with only 1 entrance/exit.

and a question, is the bfme1 style castles and stuff 4 all maps and campaign, or just 4 sum of the maps? i was not sure.

also, mayb u culd change the shape for the dwarven castle, jsut bc it looks 2 much lik motw/arnor, not tryin 2 overtax u tho.

it all looks/ sounds amazing. cant wait!

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#28 robnkarla

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Posted 28 June 2007 - 07:52 PM

4 isen, u culd use small sections of isen wall so that it dosnt completely encircle the base, or u culd just make the current walls taller or sumthin. or u culd mak it lik bfme1 gondor camps with only 1 entrance/exit.

Along the lines of the Angmar base and the BFME1 camps is what I was thinking of. Currently they have some really weak barricades that function like the camps from BFME1 to create choke points and can be destroyed.

and a question, is the bfme1 style castles and stuff 4 all maps and campaign, or just 4 sum of the maps? i was not sure.


They are for specific maps. There are currently 7 BFME1 maps that were converted. I'll also be using some of them in the campaign. Once all of the gameplay is done I'll be converting most of the BFME1 maps to this format that are Castles. Also, I will be doing PURE BFME1 maps with buildplots etc - as many as people want converted.

also, mayb u culd change the shape for the dwarven castle, jsut bc it looks 2 much lik motw/arnor, not tryin 2 overtax u tho.


That has been what I've been thinking for some time. I really want to redo the Dwarven castles, but it will have to wait for a little until I have the time. I also want to redo Arnor to make them unique as well.

Thank you for the feedback, and yes, this will work with the patch.

#29 Allathar

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Posted 29 June 2007 - 10:46 AM

shouldn't Isengard have walls? and an orthanc tower?



I agree with the walls, since Isengard was originally a fortress of Gondor. There's however 1 Orthanc, and that remains in the real Isengard. it'd be a bit weird seeing Orthanc in in Mirkwood for exapmple.
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