Jump to content


Photo

BFME2 mods


  • Please log in to reply
11 replies to this topic

#1 Grim

Grim

    Mad Axe

  • Project Team
  • 537 posts
  •  T3A Team Chamber Member
  • Division:T3A Moderator

Posted 13 March 2006 - 12:02 AM

To those who where asking if i was gone:

No, i was just having some break from BFME modding, and i'm back and working on BFME2.

I'm working on it at the moment, trying to understand and familiarise with it, but i've already started the work.

I'm focusing on a gameplay mod changing several general features of the game.
For example, here are some of them:

-Complete revamp of units' stats, depending on their race, armor, weapon...
-Ranged and close combat revamped to make them look and act more realistic. Arrows and blades can miss, units can dodge, arrows spread on an area and plant in the ground...
-Buildings do not have weapons no more, but they all can be garrisonned.
-Buildings can only be destroyed by siege weapons...
-Ennemy Buildings can be captured (occupied) by infantry and be used as defense until it's evacuated or attacked with a batteringram or torch.
-I will be adding several mounts and vehicles for heroes.
-more to come...

Edited by Grim, 13 March 2006 - 12:45 PM.

Posted Image

#2 Guest_Guest_*

Guest_Guest_*
  • Guests

Posted 14 March 2006 - 03:02 AM

you rock so hard its dangerous

#3 ched

ched

    .

  • Undead
  • 4,431 posts
  • Location:Angers (France)
  • Projects:Rhovanion Alliance
  •  T3A Team Chamber Member
  • Division:BFME
  • Job:Previous Division Leader

Posted 14 March 2006 - 04:12 PM

it's probably just a warm up until the hot stuff comes :sad:
Software is like sex; it's better when it's free ~Linus Torvald

#4 Boy_suicide

Boy_suicide
  • Members
  • 226 posts
  • Location:My Location
  • Projects:Projects of some kind.
  •  Blue Text! YAY!

Posted 14 March 2006 - 07:55 PM

Ve... Vehicles?
*imagines Glorfindel the silver haired ( ;) Don't spaz out! :sad:) on a hummer*
I imagine you'll make it very cool, the current BFME II is quite boring and too common to be called a good game.

Edited by Boy_suicide, 14 March 2006 - 07:56 PM.


#5 Grim

Grim

    Mad Axe

  • Project Team
  • 537 posts
  •  T3A Team Chamber Member
  • Division:T3A Moderator

Posted 14 March 2006 - 08:39 PM

you rock so hard its dangerous


Hehehe, my eyes are still wet from laughing so much with this one. It's excellent, and i appreciate the compliment ;)

it's probably just a warm up until the hot stuff comes

Of course, i already have new crazy ideas, but it requires a lot of work, and i will lack time i think.
I'm thinking of making a new faction "Mercenaries", with only a kind of fortress as building and some defenses (battle tower, walls, traps...). It will have to gain money killing the ennemy. With that money, it will be able to buy some highly upgradable units (i want to use the createahero models and enable some armorparts and weapons with the upgrades for example), and some officers/heroes/VIP, as you wish to name them. The main and new crazy idea i had under my shower was to imagine you play this faction (mercenaries) with an ally (AI or player), and the behave as if he had hired you. This way, your goal would be to protect him, and as a counterpart, killing his ennemies would give you some money, and more than that, the science tree of this faction would have some summon unit with the cash stealing ability with a filter to "Allies" (not sure it's feasable yet), what means your ally rewards you from killing his ennemies.
More than that, it opens a new way of playing. Say you want to play with a friend, and one of you two don't like to micro manage everything, or doesn't like to manage fights and building at the same time. You can play together as allies and the one with the Mercenary faction concentrates on the fight, while the other concentrates on making a wealthy realm....


Ve... Vehicles?
*imagines Glorfindel the silver haired ( :p Don't spaz out! :ohmy: ) on a hummer*
I imagine you'll make it very cool, the current BFME II is quite boring and too common to be called a good game.


Don't get me wrong, when i say vehicles, i mean things that can transport your hero/unit and that isn't a mount. It can be a wagon, cart, shield (heh, Legolas uses one at helms deep, why not? ;) ), a flying carpet or even the magic mithril pants of Hostile, you never know! ... But not a hummer, i swear. Moreover, Glorfindel and his tainted hair wouldn't dare putting a foot in a dirty hummer, ...maybe a more raced car, a ferrari or so, but not a raw hummer! (maybe a dwarf though...if it has a big gun on it)
Posted Image

#6 Mathijs

Mathijs

    Post-modern Shaman

  • Network Leaders
  • 13,756 posts
  • Projects:Age of the Ring
  • Division:Revora
  • Job:Leader

Posted 14 March 2006 - 09:08 PM

*cheers*!!

Very good to know you are back 'n crazy! :ohmy:

No fuel left for the pilgrims


#7 N19HtmAr3

N19HtmAr3

    title available

  • Project Team
  • 553 posts
  • Location:Sweden
  • Projects:Kicking ass...
  •  "who's that guy, anyways?"

Posted 15 March 2006 - 02:31 PM

Agree to that... :wub:

#8 Bebbe

Bebbe

    Savvy ?

  • Project Team
  • 670 posts
  • Location:Sweden
  •  The original guy

Posted 30 September 2006 - 02:35 PM

Oh Yes !
*starts dancing* :popcorn:

#9 Lauri

Lauri

    Old man Lauri

  • Hosted
  • 10,436 posts
  • Location:Norway
  • Projects:The 4th Age
  •  The very worst T3A Team Chamber Member

Posted 30 September 2006 - 05:24 PM

woah man, this IS ages ago you know :shiftee:
anything could've happend

T4A_Logo_-_article.png

The 4th Age version 0.8 has been released: Link


#10 Grim

Grim

    Mad Axe

  • Project Team
  • 537 posts
  •  T3A Team Chamber Member
  • Division:T3A Moderator

Posted 09 January 2007 - 05:04 PM

As said in the "News" post, i stopped modding when i lost my work with a Hard Disk crash, but i'm back on it.

I'm experimenting a lot, and every day comes with a new idea, so it's hard to come to something lasting.

I managed to rebuild most of my initial ideas, and got some (a lot) more. Here are some of the features:

*General Gameplay Changes:
- AI infantry and cavalry do not attack structures and walls anymore
- Most enemy buildings are garrisonnable by infantry
- Archery is now imprecise, many shots will miss... but can hit a neighbour. A horde arrow volley now looks like a volley.
- Blood FX
- Improved shadows at best detail settings (Thanks to Morgoth946's tutorial)

*New Faction: Mercenaries
- General gameplay of the faction: Mercenaries live from the wages of war, so they won't build farms, but kill for their living.
This faction has a very broad recruit circle, so many different races will be represented in its ranks. Even the war machines will be inventive and from different horizons.
Mercenaries have a forge, where they have to go to change their stuff. Some units and machines will have a few upgrades possible, when hordes and pseudo heroes will have plenty, where each small part of equipment will come with a stat change.

- Mounts available (horses, warg, wolf, spider, scorpion, eagle, fellbeast, mumakil, wyrm, walking dragon, flying dragon...)
- Siege machine you have to equip: biped crew to shoot, cavalry crew to move it (catapults, trebuchet, war cart, dwarf wagon, ...)
-Immobile siege engines to mount on several machines or beasts (balista, catapult...)
- Champions taken from all factions, often with a ranged and close weapon, great to mount on the beasts or siegeengines. Cpme with weapon and armor upgrades (one each)
- Pseudo Heroes: Models mainly taken from CAHs. Can be upgraded with a large amount of weapons and armors. Special powers under construction. Wizard hero already have plenty (~30), linked to the staff they have chosen. All of them come with a random stuff, that can be changed at the forge/weaponsmith. I am unsure i will make them as resistant and powerful as the other factions' heroes or between those and champions.
- Hordes: made of the same mold from pseudo heroes, the troopers are fully randomized in their stuff (not only visual, everything has a meaning in term of stats, like armor bonus or damage output)

(Unfinished: more to come later)

Edited by Grim, 09 January 2007 - 05:07 PM.

Posted Image

#11 Lauri

Lauri

    Old man Lauri

  • Hosted
  • 10,436 posts
  • Location:Norway
  • Projects:The 4th Age
  •  The very worst T3A Team Chamber Member

Posted 09 January 2007 - 08:47 PM

woohoo! :) good thing, right? ;) :p

T4A_Logo_-_article.png

The 4th Age version 0.8 has been released: Link


#12 Grim

Grim

    Mad Axe

  • Project Team
  • 537 posts
  •  T3A Team Chamber Member
  • Division:T3A Moderator

Posted 15 January 2007 - 05:18 PM

First and very Alpha release of Mercenaries mod online, have a look at the pinned topic for more informations.
Posted Image




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users