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#61 Feanîmriel

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Posted 30 October 2006 - 07:48 PM

I'm very sorry Celeglin
...
The mod is not as good as I expected ...



IT IS EVEN BETTER

Man, man, man, wonderful work, wonderful work

but there is one thing that disturbes me: It the range of the scope available

You have the same scope, which is also in the "normal" game.
In my opinion it would be even better, if you can scale it like if you go higher up in the sky
pro: you could see more of all the stuff going around

and modding this, isn't soooo difficult I think; the guys from the Elvenstarmod did it too and i thought that it gave you more options handeling the troops

think about it



GREAT WORK
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#62 Elvenlord

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Posted 30 October 2006 - 09:39 PM

wow, just amazing

Didn't finish even 1 skirmish yet because my little sister pressed the power button when I wasn't looking :p Then I was too tired to start another one
Only one thing I saw, but it's minor, but anyways:
when Amroth's Knights respawn when they level up, they have the animations for forged blades, even if you haven't bought it yet, but it doesn't give them the upgrade, it just shows the blue glow :p Not important though

Edit:on the early game thing, I think that it really isn't weak, just takes a while to get a force that can really do anything on the field. But that's just my opinion :p

We should all go to a certain place online so we can all play together, maybe like North America or something? :excl: :p

Maybe you can buff Arwen's move just against buildings for another siege power?

Edited by Elvenlord, 30 October 2006 - 09:56 PM.

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#63 adummy

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Posted 30 October 2006 - 10:26 PM

you could just have infintry units do damage to gates.

p.s. great stuff with everything
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#64 zimoo

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Posted 30 October 2006 - 10:31 PM

Elvenlord, I may be up for a game sometime tomorrow. What timezone are you in?
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Playing games? Ah, you'll never be a good modder if you get involved in actually playing them!


#65 adummy

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Posted 30 October 2006 - 10:37 PM

same here ill play (im pretty bad though). i live in mountain time
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#66 zimoo

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Posted 30 October 2006 - 10:38 PM

*Has no idea what mountain time is*

Ah USA, that could be a problem for us organising games, as I'm in GMT
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Playing games? Ah, you'll never be a good modder if you get involved in actually playing them!


#67 Elvenlord

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Posted 30 October 2006 - 10:41 PM

Central, also in U.S. :p

Edited by Elvenlord, 30 October 2006 - 10:46 PM.

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#68 Celeglin

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Posted 30 October 2006 - 10:51 PM

but there is one thing that disturbes me: It the range of the scope available

You have the same scope, which is also in the "normal" game.
In my opinion it would be even better, if you can scale it like if you go higher up in the sky
pro: you could see more of all the stuff going around

and modding this, isn't soooo difficult I think; the guys from the Elvenstarmod did it too and i thought that it gave you more options handeling the troops

I have tried implementing this, but it screws up the shell map (the map of Barad-dur on the menu screen).

Only one thing I saw, but it's minor, but anyways:
when Amroth's Knights respawn when they level up, they have the animations for forged blades, even if you haven't bought it yet, but it doesn't give them the upgrade, it just shows the blue glow :p Not important though

Yeah, I knew about that (forgot to put it in the readme). I haven't a clue why it happens though.

Maybe you can buff Arwen's move just against buildings for another siege power?

Nah... I don't want Arwen to be labled as a "siege hero". Not to mention it would make her Loudwater Fury basically the same as Elrond's Power of the Bruinen.

you could just have infintry units do damage to gates.

If I could get that working, I would have Galadriel being able to do damage to gates :excl: . I just can't find what defines whether or not a weapon/unit can target a wall or gate (I can make projectiles "collide" with them, but I can't make them - or melee attacks, for that matter - "target" a wall or gate).

Btw, noticed a bug I forgot to get rid of: When Elrond uses his Vilya ability, a little blue ball follows him around from about 20 feet away... That little ball of light was supposed to be attached to his hand (and was supposed to go away when the ability is finished), but neither thing worked.

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#69 Elvenlord

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Posted 30 October 2006 - 10:56 PM

hmmm..... maybe give Thranduil a abilty to summen an ent or two? or Celeborn, though he warned the fellowship to stay out of Fangorn :p
Thranduil might be good for a siege hero because he was about to lay siege to the Lonely Mountain before the goblins arrived :excl:

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#70 adummy

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Posted 30 October 2006 - 11:43 PM

*Has no idea what mountain time is*

Ah USA, that could be a problem for us organising games, as I'm in GMT


well i am GMT-7

Central, also in U.S. :p


elven is GMT-6.
but i have school and dont get home till 3 my time. so instead we could just wait until saturday/sunday.
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#71 Guest_Oblivion_*

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Posted 31 October 2006 - 01:36 AM

Great mod, been hanging on to bfme 1 just to play it. On your homepage it says you can add gil galad to the mod. How do you do that. It would also be nice if you added sauron and the witch king and some more heroes to the other factions. I know its an elven mod, but it seems lacking when you compare the elves to any other faction. Everything else is amazing. The skins are incredible. Keep up the good work.

#72 Pixel

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Posted 31 October 2006 - 02:21 AM

Add ElvenGilGalad to BuildableHeroesMP on the elven faction inside playertemplate.ini

#73 Celeglin

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Posted 31 October 2006 - 02:40 AM

When I get time (possibly tommorrow), I'll post a full guide on exactly how to add Gil-Galad.

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#74 Elvenlord

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Posted 31 October 2006 - 02:45 AM

Cool, I don't have a clue how to add him :p :excl:

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#75 adummy

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Posted 31 October 2006 - 02:51 AM

yeah id like to add him too. and if anyone wants to play right now I will.
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#76 Elvenlord

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Posted 31 October 2006 - 02:53 AM

Sure, but I only have about an hour :p :excl:

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#77 adummy

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Posted 31 October 2006 - 02:54 AM

k then get on
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#78 Pixel

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Posted 31 October 2006 - 03:35 AM

I didnt explain very well before so heres a fast small guide on how to add GilGalad until celeglin writes his.
1.Open ElvenAlliance.big
2.Find playertemplate.ini
3.Scroll down and find PlayerTemplate FactionElven
4.You will see BuildableHeroesMP = ElvenGaladriel ElvenCeleborn ElvenHaldir ElvenElrond ElvenGlorfindel ElvenArwen ElvenThranduil ElvenLegolas ;ElvenGilGalad
5.Remove the ; infront of ElvenGilGalad
6.Go File > Save.
7.Run the mod.

#79 adummy

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Posted 31 October 2006 - 04:14 AM

:( i just got destroyed by elvenlord. but it was funny at the end when he attacked my base with his elves, i use my elven mist power and killed almost his entire army because it was in one big group :p but 5 seconds later summened ents, eagles, and reinfourcements and slaughtered me :( . fun though :excl:

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#80 Phil

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Posted 31 October 2006 - 09:21 AM

you could just have infintry units do damage to gates.

If I could get that working, I would have Galadriel being able to do damage to gates :p . I just can't find what defines whether or not a weapon/unit can target a wall or gate (I can make projectiles "collide" with them, but I can't make them - or melee attacks, for that matter - "target" a wall or gate).


KindOf = blablablabla CAN_ATTACK_WALLS
I think this is enough to make her target walls and such... otherwise you'll need this in the weapon:

AntiStructure		 = Yes		   ; Ram ONLY affects structures -- buildings, walls, gates
But as you see, this makes the weapon only affect structures... so you'd need one weapon for normal and one for attacking gates and such...

Or if you only want her to attack gates, be inspired by this bit of code:

WeaponSet
		Conditions		  =  None
		Weapon			  =  PRIMARY	MordorCaveTrollRockThrow
		Weapon			  =  SECONDARY  MordorCaveTrollPunch
		Weapon			  =  TERTIARY   MordorCaveTrollBash
		PreferredAgainst	= PRIMARY STRUCTURE BLOCKING_GATE	; Preferred is more powerful than Only, so if we have a rock we will chuck it, but otherwise we will choke a building
		OnlyAgainst		 =  TERTIARY   STRUCTURE BLOCKING_GATE
	End

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