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#21 Unknown

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Posted 28 May 2012 - 07:47 PM

FellbeastIII has done quite a bit of scratch models for QS.
But I think we can manage it.
The Hobbit is just a campaign, nothing more, nothing less

#22 Bashkuga

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Posted 28 May 2012 - 08:09 PM

We want to make good mods, but its not like the mods are totally different from each other. We all work under 1 mod, which is From Book to Game, so that means we are a big mod with a huge team, and we will make sure that it will be a good mod, please just believe in us.

#23 Ridder Blauw

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Posted 29 May 2012 - 05:53 AM

FellbeastIII has done quite a bit of scratch models for QS.
But I think we can manage it.
The Hobbit is just a campaign, nothing more, nothing less


Don't underestimate how much time a campaign takes, it takes reasonably longer than lets say: adding Rohan in BFME2 (on par with the other factions).

We want to make good mods, but its not like the mods are totally different from each other. We all work under 1 mod, which is From Book to Game, so that means we are a big mod with a huge team, and we will make sure that it will be a good mod, please just believe in us.


We don't doubt your motivation, the biggest problem is just; the greatest modders tried, the greatest ones failed. Your mod has a bright future, but you should not destroy this future by dreams of grandeur when it's far from completion.

A tip: it would be wise to have the whole team focus on one mod at a time. This way you'll have a beta version earlier, stir up more fans, besides that actually releasing a mod and getting great feedback is good for motivation.

Edited by Ridder Blauw, 29 May 2012 - 05:58 AM.


#24 Bofur

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Posted 29 May 2012 - 06:06 AM

Good advice RB, I'm sure Unknown wil take note of it :thumbsuphappy:

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#25 Bashkuga

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Posted 29 May 2012 - 06:25 AM

Hmm, good point, I know how it is to be working under a huge scale mod, with that I mean Lone Wolf mod, (actually, I just map, but the leader works hard on it), and what I learn from it is that motivation is key, the mod doesn't have a huge team, in fact it has a small one, but it's the only mod left which adds like 15 factions to BFME. And you're right btw, I also advise the team not to add any more projects to the mod, or else it would be chaotic.

Edited by Fredius, 29 May 2012 - 06:25 AM.


#26 Unknown

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Posted 29 May 2012 - 12:38 PM

Problem with one mod at a time, too many coders :p
That's when it gets confusing ;)

I don't underestimate the campaign, that's why it is an entire mod :xd:

#27 Ridder Blauw

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Posted 29 May 2012 - 01:00 PM

Problem with one mod at a time, too many coders :p
That's when it gets confusing ;)

I don't underestimate the campaign, that's why it is an entire mod :xd:


1 head coder, 2-3 side coders (not working simultaneosly) is probably the best way to go.

If you have more than 4 coders you should seriously rethink your mod structure, and perhaps see if some could be better 'employed' elsewhere.

#28 Unknown

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Posted 29 May 2012 - 01:05 PM

Oh well, I'm only the leader of LotR and the other mods have different leaders :p
It's something that won't go well knowing the team if we all just work on one mod ;)

#29 Phil

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Posted 30 May 2012 - 04:03 PM

So where exactly does the common name come into this? Everyone just works a little bit on everything? How are you going to get things done then?

Look, if the people with genuine experience try to tell you what difficulties you will encounter, it would be wise to reflect on it. Not that you have to, of course. You're free to make the very same mistakes all of us have made in the past. But you can save yourselves a big deal of disappointment if you learn from others.

You have a decently sized, though rather unbalanced, team of people. If you try to work on 10 projects at the same time you will never ever be able to release something, You should focus the team on one project and pick a realistic one. 4 new factions? Not going to happen, I'm sorry. Unless you put in the same bland units in all 4. Just look at TEA and TDH and realise how much work went into just a single faction plus some extras. Ideally you'd choose a project where you can make lots of small changes and release it early so people will play it, not something where you need very extensive initial development. It's just too hard to keep the motivation up over a long time if you have nothing released.


On a very different note, I'm not too happy with the title of "Division Leader" you have awarded half of your team and now carry in your signatures. I know that the probability of confusion is very small, but the Division Leaders in our network are some of Revora's leading admins. Pick something else that doesn't have such a pretentious feeling to it.

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#30 Unknown

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Posted 30 May 2012 - 04:20 PM

Okay...
For the division part, we'll change that to project?

And I'll talk to the team about the rest ;)

Thanks Phil

#31 Bashkuga

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Posted 30 May 2012 - 04:30 PM

It's more like that two different mods work under one name. Quenta Sillmarillion and the original From Book to Game were actually 2 different mods, and practically they still are. The former QS team works on QS, the former FB2G works on FB2G. The only difference now is that many members act as advisors to each other, or help with some little things.

The team of TDH or TEA had little time to mod, at least, that's what I noticed, that's also why I think that it took so long, while many team members here got plenty time to work on the mod. Again, I'll use Lone Wolf as an example, the mod leader had plenty time those days, and he released in a couple of years 6 factions to the public, while also reworking on them everytime.

Of course we don't ignore your advise, but we've heard it already so many times, is it not enough?

Well, thanks if you read the whole post :p, this is all just my opinion.

#32 Ridder Blauw

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Posted 30 May 2012 - 05:43 PM

It's more like that two different mods work under one name. Quenta Sillmarillion and the original From Book to Game were actually 2 different mods, and practically they still are. The former QS team works on QS, the former FB2G works on FB2G. The only difference now is that many members act as advisors to each other, or help with some little things.

The team of TDH or TEA had little time to mod, at least, that's what I noticed, that's also why I think that it took so long, while many team members here got plenty time to work on the mod. Again, I'll use Lone Wolf as an example, the mod leader had plenty time those days, and he released in a couple of years 6 factions to the public, while also reworking on them everytime.

Of course we don't ignore your advise, but we've heard it already so many times, is it not enough?

Well, thanks if you read the whole post :p, this is all just my opinion.


That is where you fail, I bet there is alot more going into those mods than you think... unless you are part of those teams. True, they may have less time, but the time they use they use effectively to reach only the best quality, often better than EA's.

In effect I bet that the TDH team could have created 3 (sub-par compared to TDH's Erebor) factions in the same time they created the 1 (probably the best mod added faction to date IMO), however they chose not too.

P.S. If you have more than 3-4 hours to mod every day (so not only weekends) perhaps you should rethink how you spend your free time, modding is a hobby not your life/job.

Edited by Ridder Blauw, 30 May 2012 - 05:50 PM.


#33 Bashkuga

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Posted 30 May 2012 - 07:24 PM

I understand that life is not about modding, believe me, I only spend like 2 hours a day on pc. And I also understand that there goes a lot more into those mods than having no time, but I said that because that is what I noticed with many mods who progress not so fast.

My message was that it is possible to create a wonderfull mod in not much time, and if a mod is good or not it all depends on people's opinions. In my opinion TDH doesn't have the best new faction of all mods, because there are mods which added more features then they did. Again, this is just my opinion.

#34 Ridder Blauw

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Posted 30 May 2012 - 07:37 PM

I understand that life is not about modding, believe me, I only spend like 2 hours a day on pc. And I also understand that there goes a lot more into those mods than having no time, but I said that because that is what I noticed with many mods who progress not so fast.

My message was that it is possible to create a wonderfull mod in not much time, and if a mod is good or not it all depends on people's opinions. In my opinion TDH doesn't have the best new faction of all mods, because there are mods which added more features then they did. Again, this is just my opinion.


My opinion was not concerning the mod as a whole, but the amount of work and quality in the one faction it adds, I do agree however that other mods add more features.

Getting back on topic, it is possible to create 4 factions in a mod, if you have a good structuring and planning. Working on one good faction and one evil faction first so you can have a beta is a great idea. However to even finish the mod it would take 2 years+.

Edited by Ridder Blauw, 30 May 2012 - 07:38 PM.


#35 Bashkuga

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Posted 30 May 2012 - 07:53 PM

Yes, we are discussing a change of the plans atm. Thanks for believing in us :D.

#36 Ridder Blauw

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Posted 30 May 2012 - 08:01 PM

No problem, you've got an energetic new project going and I would hate to see it crash and burn.

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Why did you split the fourth part of the silmarillion from the others?

(I saw FellbeastIII signature)

Edited by Ridder Blauw, 30 May 2012 - 08:02 PM.


#37 Elric

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Posted 30 May 2012 - 08:53 PM

That was his choice, not ours. To be honest i have not idea why.

#38 darthjoe29

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Posted 30 May 2012 - 09:20 PM

is it going to required rotwk

#39 {IP}Solstice

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Posted 30 May 2012 - 10:22 PM

Nah, it'll be for bfme 2 :good:
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#40 darthjoe29

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Posted 30 May 2012 - 10:31 PM

will thanks if i downlond this book to game mod this summer.

may i still abule to play the bfme 2 see mod beta 4.5

or will it work with both mods .

and rotwk it will still work




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