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Immersive Middle Earth: Still kicking


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#1 knightsatwar

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Posted 31 August 2015 - 09:02 PM

Many things are being worked on to change BFME 1 into this immersive experience, I am doing all this myself but any additional help would be nice if the coding needs are easy to do for others as I am still a newbie coder

 

 

*Make the AI more intelligent and more adept at dealing with lairs

 
* Units dropped by flying creatures will do damage to the units they fall on
 
* Bringing back mumakil rampage behaviors
 
* Allowing Haradrim and Easterlings to combine formations
 
* Giving Saruman, Boromir, Theoden and Eomer a level 10 summon ability (work in progress at the moment, more concerned with making appropriate but simple special affects)
 
* Giving support heroes slight heal rate buffs to allied heroes
 
*improving Smeagol and adding some cut content as abilities to heroes like the witch king
 
Here is a full list of things that are currently available in the mod if you are not familiar with it
* Increased the population limits

* Increased starting cash
* Increased the amount of goblins, wargs and trolls that spawn from lairs
* Bodies stay for 90 seconds on the battlefield instead of instantly disappearing
* Hero bodies stay for less time than other units
* Body sink rates have been altered
* Gondor archers do not use the melee punch attack
* One of the Gondor archer death animations was switched (on high graphics)
* Boromir has a small splash damage radius and arc
* Camera can zoom in very close
* Saruman has knock back properties and splash damage with his normal attacks
* Lurtz's carnage ability has a larger splash damage radius
* Gimli's slayer ability has a larger radius on both the knock back and splash damage
* All splash damage affects neutral objects like wild animals and destructible scenery
* Some knock back distances have been tweaked

Updates with version 1.1

* Minimum zoom distance has been adjusted to prevent clipping through calvary and heroes on horses
* wild Warg standing death glitch has been fixed
* wild warg do not stand still for an obnoxiously long period of time after standing up from being knockdown
* Gollum making noises after death has been fixed (sort of, sometimes he still makes noises but it is faint when he does)

Updates with version 1.2

*Saruman has stronger armor
* Saruman has an electrical effect when he attacks
*Wichking leadership affects nazgul, and nazguls have thier own leadership that help each other and the witch king. Also the nazgul/witch king have an increased heal rate when they are in a group
*The delay between attacks and the melee attack ranges have been reduced for some heroes and units to make the battles look more natural
*Elves, soldiers of rhun and tower guards have been buffed offensively to be more like elite units
*Elves, soldiers of rhun, and tower guards are direct counters to each other

This mod incorporates codes that are not my own

* Unit movement issues fixed
* HD skins (on high graphics)
* Armor, experience and other problems fixed
* Units can now guard each other and buildings with "U" as the abilities hotkey
* Haradrim have two skins that are randomly chosen (on high graphics)
* Cut audio clips have been reinstated
* AI has been enhanced
* White is now a player color
* Game can be played without CD
* Intros are skipped automatically
* Resting cursor on units shows the color of the faction they belong to



#2 Mathijs

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Posted 31 August 2015 - 09:17 PM

Welcome back, Knights! 

 

Glad to see you haven't forgotten about us.


No fuel left for the pilgrims





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