#1
Posted 22 September 2018 - 09:51 PM
I will still need a bit of help with this , any is welcomed
What has been done so far.
1. Have a working setup for a map - I can take a BFME1 map , change the starting points to beacons and build the Castles for my Player and Skrmish
2. Have a script I can import to get working base foundation building
3. Drop in a standardized map.ini to get all factions usable , no porters etc
4. Castle bases redone for any major glitches like missing walls etc
So basically the BFME 1 map starts up fine , and the other skirmish AI players can build their buildings
I have it staggered so you should get the SIEGE units later on
Initially you get ARCHERY and BARACKS and FARMS
WHAT I STILL NEED TO ACHEVE
1.Get AI to build wall upgrades like Trebuchets and towers , possible staggered
2. Get AI to send units to unpack other Castle / sites
3. Get AI to send units to unpack settlements
4. Get archer units to stand on a wall for defense
I can do basic scripting , but I just need to be pointed in the right directions
I tried looking at BFME 1 and 1/2 , but hard to specifically get the codes to make it work
but not sure if I should just get BFME 1 libraries and try to incorporate it into
DefaultPlayerAIType
Any help is welcomed
- MattTheLegoman likes this
#2
Posted 23 September 2018 - 01:36 AM
So I occasionally see a farm , lumber mill and the outpost getting built by AI , It’s on easy
Some farm plots right next to the enemy is never used , so this is 50/50
Still to work on -
No trebuchets or tower wall upgrades
AI unpacking a Castle / Camp
Siege use
Archers on wall defense
PS
if I get this to work , I will upload a (mostly ) Vanilla BFME 1 to 2 mod template , as most of the work is done
Just need to get acceptable AI for a fully functional game
Adding a BFME 1 mp map takes 5 mins at most , as it is just script importing and map.ini copy/pasting
Will do more scripting searches to see if something pops up
As it is , it is still quite enjoyable , just want to see a more robust AI
#3
Posted 23 September 2018 - 09:16 PM
I tried using BFME 1's AI libraries, but there are some issues. Though I did all this for RotWK.
1. The starting units can not be controlled. They just run around the citadel randomly.
2. The Ai does not create Hero teams. Not yet figured out why.
3. The AI is very passive, but I'll need to investigate more.
I assume you implemented Rohan, Gondor, Isengard and Mordor already? Did you find a way to make them unpack instantly or do you use map scripts to unpack them? What do you intend to do to horde size and the spell books? I'm still kind of interested in getting this to work, so I hope we can get this done. Originally I planned porting BFME 1 to BFME 2, but limitations made me rethink that.
The reason why I never finished this project is because BFME2/ROTWK simply does not give me the same feeling that I get when playing BFME 1. I don't like the interface (can be changed, but very time consuming) and the mouse controls are for some reason switched. Ability activation was changed to left mouse for some reason and switching between the 2 games always gets me confused. And the BFME 1 campaign is just amazing.
#4
Posted 23 September 2018 - 10:52 PM
They don’t (can’t ) instant unpack , so I use scripts to give them money and they unpack and own
The AI creates Heroes , buildings , even occasionally the [ farms/lumbermils ] and [ outposts with buildings ]
Dwarves use a retextured Gondor Castle and elves use a retextured Rohan Castle
I had to re-Create all the Base files to get it nicer , even adding a few building changes like a dwarven gate
I should be able , if I get this AI bit sorted , to simply change/ spilt a faction as needed
I did this with Evil , split Mordor and Harard , dumped Wild ,
Evil have Mordor , Isengard and Harad
Good can be Gondor / Rohan / Elves with Dwarves allies in your Inn
Plan to leave the spellbooks as BFME2 , with a few tweaks like giving Theoden draft and Gothmog Call of the horde
Ps
As I said , I did a fair bit of coding way before this thread
So if you want check out my MOD , signature below
I added the entire BFME1 Campaign as well as 2 BFME1 style maps with 75% functional AI [ Brownlands and Halifirien ]
You get AI Building Structures on the Bases as well as creating units
And they can build farms / lumbermils and outposts , just not as aggressively as I would like
I could release a BFME1 style mod using what I already did
I would just have to dump the BFME2 Maps and work in a Faction split for Rohan and Gondor
But I am a perfectionist and would rather more done with the AI
#5
Posted 27 September 2018 - 06:14 PM
Sucessfully created a Mod template , which I will upload soon
It will be called - BFME Nostalgia Mod -
Soon to be uploaded
It is mostly vanilla BFME1 Merged with Vanilla BFME2
The downside is that you never really see Wild , Dwarven and Elven faction units
4 Factions total
Gondor , was Men
Rohan , was Elves
Mordor
Isengard
New additions ( some changes that are minor )
1. Mordor - Gothmog - Call of the horde
2. Gondor - Economy plot upgrade - Rangers
3. Rohan - Theodan - Draft
4. Mordor - lumbermills get an upgrade
5. Mordor - Soldiers Of Rhun
6. Mordor - Harad Tower
7. Isengard - Economy plot upgrade - Wildmen
8. Smaller horde sizes
9. Isengard - Spell Book - Avalanche and Blizzard
10. Gondor build hobbits from farms
11. Increased Citadel Health
12. Increased Structure armour (a small bit )
To do
1. Gondor Spellbook - Remove /Replace TomBombadil
2. Rohan Spellbook - Remove / replace Enshrouding mist
3. To Add the Fortress maps - Dolguldor , Isengard , Minas Tirith , Helms Deep
4. To test Campaign
To do AI Scripting
1. Enemy AI builds siegetowers / siegeladders
2. Enemy AI to mount Wall defense
3. Enemy AI to build wall defense
BFME1 Maps added (only 10 maps total )
Wold
Belfalas
Mouths of the Ent-Wash
Emyn Muil
Emyn Arnen
Eastfold
East Emnet
Drudan Forest
Crossroads
Harlond
#6
Posted 28 September 2018 - 06:47 AM
I'm super excited about your work, once it is released I will advertise it on our social media page.
Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis
There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour
What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado
#7
Posted 29 September 2018 - 05:50 PM
The best part is that it is compatible with BFME1 and 2 Maps
For BFME1 Maps , you just import 1 script , that does the AI work and unpacking
For BFME 2 Maps , it just works
So you get best of both worlds
Rohan needed the most testing , but you should like my changes that were needed
And there are in fact new models that I created a few years ago , so even more units to see ,
The next major thing to add is the campaign BFME1 Maps
Each map needs to be tested to this will take a while
Then work on AI Improvements for the BFME 1 Maps (10 total )
#8
Posted 30 September 2018 - 01:20 AM
See link for Mod download
Fully tested , but if you see a glitch let me know here !
My next phase would be
1. Add BFME 1 Campaign (Easy )
2. Add More scripting to BFME1 maps to get improved AI ( doable )
3. Add the other BFME1 maps ( 5 mins )
PS : If I mod this any more , it would not be Vanilla !
So expect , weak heroes , No new powers , No New buildings etc
Link to MODDB - https://www.moddb.co.../bfme-nostalgia
https://www.the3rdag...m-843?visible=1
Edited by JUS_SAURON, 30 September 2018 - 01:21 AM.
#9
Posted 30 September 2018 - 11:27 AM
So this is basically a port of BFME1 to BFME2, including old BFME1 stats?
Because that's really awesome. Gonna try it.
No fuel left for the pilgrims
#10
Posted 30 September 2018 - 03:05 PM
Never actually played it much .
I am not trying to get 100% BFME 1 into BFME2 ,
( just play BFME 1 if you want true 100 % BFME1)
To get all the stats back to BFME1 would prolong this release
Why I made this mod
I really wanted more - defend on walls Maps - , and a Rohan / Gondor split
So I tried BFME1 , which I loved as gameplay , but hated visuals
But as I can code BFME 2 with ease , I just created this mod
The costs , Heath , armour , etc are mostly Vanilla BFME 2 ,
With costs increases for Fortress , Castles and Armory
I actually welcome ALL feedback , so I can improve the mod
I need Eathquake replaced , any ideas ?
#11
Posted 30 September 2018 - 05:29 PM
That's a shame! I've always wanted a near-identical clone of BFME1 on BFME2. Yeah, I can just play BFME1 but BFME1 has worse graphics and is less responsive and flexible in terms of modding.
Imagine: BFME2 (better yet, RotWK) transformed into BFME1. Could work on porting BFME1 mods to it then, hoho.
No fuel left for the pilgrims
#12
Posted 30 September 2018 - 07:12 PM
Specifics would be nice e.g
1. Lower this units health
2. Increase this units armour against pikes etc
I want to clone also , just need to know what you think seems different
The more I mod it the closer a clone it becomes
#13
Posted 01 October 2018 - 05:46 PM
I'll happily help with any campaign edits you might need to port this over. Sounds like a great project!
#14
Posted 02 October 2018 - 06:22 AM
So it should not be too hard , just it was 4 years ago
I believe all I did was change Player Rohan to be inherited by Player Men
or something like this
Thank for the scripting help
#15
Posted 05 October 2018 - 02:40 AM
Rohan faction got a good bit of work
Mainly the Freebuild BFME2 maps
Elves faction was used to get working AI
It is now uploaded on moddb
#16
Posted 17 October 2018 - 10:32 AM
I remember u said before that u originally wanted to mod bfme1 but graphics were bad in comparaison with bfme2
i dont see any diffrences xd (except a bit for the water but thats it)
this is ford of isen in bfme1 1.08 look as good as the bfme2 graphics
He was the first...
#17
Posted 24 October 2018 - 05:03 AM
At one point I had fabricated a BFME1 clone in BFME2, in terms of unit stats, speed, upgrades, abilities etc.. it was a perfect conversion. However I didn't have the necessary know-how to get the AI to function so sadly the project was abandoned. Oh, and I couldn't get the spellbook to convert properly either. I think I had to cheat and use the BFME1 texture while simply restructuring the BFME2 layout but it was not ideal.
https://www.twitch.tv/vileartist - Yes shameless self-promotion
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"Old modders never die, they just fade away" ~ Hostile
#18
Posted 26 October 2018 - 05:10 AM
Rimli came pretty close with BFME 1 1/2
But only an actual EA coder of BFME1 and BFME2 may possibly know what the hell to do
I only would like four things
- aggressive farm/ lumber mill building
- siege towers/ ladders usage
- units on walls defensive strategy
- aggressive camp / outpost capture
Concering graphics etc
-I agree it looks very similar
- nice to have tree sway
- water is crap , but not a big issue
- boats are nice to use
PS - I now exclusively play BFME1 , and will release a very very small mod soon
Just some small tweaks BFME2 has that BFME1 did not implement
And a few powers for Gandalf and the hobbits
I will miss -
Wildmen , Goblin poison , Burned deaths , my Orc Hordes , Haldir , Gothmog , Blackriders , my Isengard Avalanche , Corsairs
#19
Posted 26 October 2018 - 11:58 AM
For goblins poison u can still try to use the bfme1 behavior or simply make it direct damage weapon
Edited by Miraak5, 26 October 2018 - 12:00 PM.
He was the first...
#20
Posted 16 November 2018 - 12:08 PM
Hello! I am a big fan of BFME1,and I really miss many of the awesome things it had,I am still not experienced,but for about 3 months I've been working on a mod that brings things from bfme1 to rotwk,including icons,pictures,abilities and cut stuff that EA removed.Also,I'm trying to make every hero,building have its own icons,like Eowyn,she has her own yellowish icons but they are not used in the game etc.I'm making it more unique and I'm adding some of my own things in it.If it's interesting, here are some screenshots of my work
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