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Helm's Deep Last Hope Map Mod


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#81 Pixel

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Posted 22 March 2007 - 01:35 AM

BFME2 imo...

I agree ;)

Edited by FlameGuard, 22 March 2007 - 01:35 AM.


#82 Rob38

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Posted 22 March 2007 - 03:17 AM

After thinking about that question for a while, wouldn't I have to use the ROTWK files. Since I want this mod to run with either version, if I used the BFME2 files, would that not cause an error with someone playing with ROTWK. So for example, let's say I take experiencelevels.ini from BFME2 and add my new heroes and units at the bottom of it. I then save it correctly and using the mod command, I run ROTWK. Since some of the new units such as Morgormir from ROTWK don't exist in the BFME2 ini, that should cause an error. But if I use the ROTWK ini files, would any errors occur if I run BFME2 through the mod command? So I guess what I'm trying to get at is it possible to make only one version of my map mod, or do I have to make two identical versions with the only difference being the different ini files used?

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#83 Juissi

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Posted 22 March 2007 - 07:02 AM

Well if you use ROTWK files and then the map using BFME2 it causes errors because there is references to unmade upgrades and such.

#84 Rob38

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Posted 23 March 2007 - 07:06 AM

So... does that mean I must create two different versions of my map mod with the only difference being the type of files I use? It's not a big problem because I'm making my map mod so that it is as seperate from the main ini files as possible :p

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#85 Lauri

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Posted 23 March 2007 - 11:54 AM

make it for RotWK, and it won't work in BFME2....
make it for BFME2, and it will work for RotWK.....
:)

besides, how much of prehistoric EA stuff do you want in helm's deep? :p

Edited by Lauri, 23 March 2007 - 11:55 AM.

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#86 Rob38

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Posted 30 March 2007 - 08:00 AM

Sorry for the lack of responses lately, but as I'm sure all can feel for in some way, life is busy. Anyways, I did decide to use the ini files from BFME2, so this mod won't need the expansion in order to play it. I really liked the balance that was in patch 1.06, so you'll need the latest patch to play it for BFME2. I'm planning on having a large update soon. It will include my brand new unit, the elven bombarders, and some other things also. :p

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#87 Juissi

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Posted 30 March 2007 - 08:02 AM

Cool, cant wait to see them :p

#88 D_bershevits

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Posted 30 March 2007 - 12:41 PM

Lets hope you do well
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#89 Rob38

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Posted 31 March 2007 - 07:04 AM

Well, without further delay, I'm proud to annouce my largest update yet! I've been working hard on getting this update out, so just sit back and enjoy ;)

Edited Aragorn Model (Special thanks to Lauri) - The change was the removal of the cape. The model works wonderfully other than the red glow. The glow is solid, and I believe it has to do with the model. The blue specs fx was made by me.
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Edited Theoden foot model (Special thanks to Flameguard) - The change in the model was the removal of the helmet. In the Helm's Deep battle, Theoden does not wear a helmet while on foot.
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Theoden horse model - When Theoden toggles to horse, he receives his helmet, just like in the movies.
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Title Screen for mod - Does anybody know how to change the text that appears in the upper right hand corner? Also, currently, this image only shows on low graphic settings. How do I disable the movie in the higher settings so that this image shows no matter what?
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Now on to the main feature, the brand new unit: Elven Bombarders :xcahik_:

First, a brief description of the struggle I had with these units.

This proved to be the most diffcult objects to code for this map thus far. Not only did I have to make a completely new and original horde, I also had to figure out a way to get them to work in the game properly. I originally tried to do the entire thing by coding, but it just did not work. I then decided to incorporate the Worldbuilder scripts into it, and after an enormous amount of trial and error, I finally got it to work. Getting them to spawn and re-spawn when dead at the Rohan build plots was one of the most diffcult parts, but I was able to get it to work without any errors.

And now, here is a step-by-step process of how they work in my map mod.

Helm's Deep plots - You start off with five plots behind the deeping wall.
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Buy Elven Bombarder Horde - Please read text in image.
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Begin spawning - Horde is purchased and spawned at the plot's location.
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All five spawned - All five Elven Bombarder hordes spawned at once.
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Can't move - When spawned, the Elven Bombarders cannot move or attack. Please read text in image.
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Bombard ability - Must have Aragorn use command release arrows for it to work. Please read text in image.
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Release Arrows - Arragorn uses the command release arrows. Elven Bombarders flash and time limit starts.
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Bombard start - Select the areas you want to bombard with your Elven Bombarders and watch them attack behind the walls!
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Fire! Fire! - All bombarders are now firing.
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Rain of arrows - Arrows fly over the deeping wall!
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Take that! - Uruk-hai getting bombarded by arrows.
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Keep firing - Uruk-hai are falling one by one.
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Too many - The uruks just keep on coming.
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Will it ever stop!
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Time is up - Bombarders stop attacking and must wait for Aragorn's release arrow command to recharge before firing again.
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Switch swords Permanently - Please read text in image.
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Swords! - Notice the different command set the Elven Bombarders now have.
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Charge! - All Elven Bombarders charging towards the enemy.
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NOTE on sword switching - You can switch to swords at any time, but once you do, the horde can't bombard anymore. Switching to swords also allows them to freely move around the map. If horde dies, you can respawn them and they will start back with their original bombard ability.

Whew :mellow: Well, I hope I explained the Elven Bombarders enough. It's quite funny how they came to work in the game. It first just started off as "wouldn't that be cool..." idea, but slowly I managed to develop them more and more. When I finally finished these units (took me about three months), that was when I decided to make this a map mod.

I have pretty much finalized my list for all the models that need to be edited or made. If you wish to participate in making some models for me, please pm me and I'll send you the list of all the things I like to have done. Even if you can only contribute a little help with modeling, I would appreciate it greatly. Currently, Flameguard and Lauri have helped out so far. I can't thank either of them enough for the help they have given. So even if you can only do one model from the list, please pm me asap. Thanks ;)

Edited by Rob38, 31 March 2007 - 07:05 AM.

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#90 zimoo

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Posted 31 March 2007 - 10:25 AM

Very interesting unit, good job :xcahik_:
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#91 Lauri

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Posted 31 March 2007 - 11:13 AM

VERY good job :xcahik_:

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#92 Mullers_11

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Posted 31 March 2007 - 11:25 AM

I like the idea of the Bombarder. Good work. :xcahik_:

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#93 jimiojoe

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Posted 31 March 2007 - 11:36 AM

YAY you included bombarding elves and then charging

Excelllleennnntt!! really awesome .. thing

also love how you tied it in with Aragorn :xcahik_:

Wooooh greaat stuff
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#94 punisher60k

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Posted 31 March 2007 - 02:00 PM

i'm guessing you increased the damage the elves do with bombard from what it originally was in the game (well at least in rotwk) :mellow: coz that sucked in the game :xcahik_:

#95 jimiojoe

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Posted 31 March 2007 - 03:49 PM

i'm guessing you increased the damage the elves do with bombard from what it originally was in the game (well at least in rotwk) :mellow: coz that sucked in the game :xcahik_:

#well no the bombardment shouldnt be as powerful as a normal arrow,

because ... emm... welll.... they dont have as much...force, because their just falling down rather than being aimed down if you get what i mean..... the arrows are fired to go up, and its gravity which causes how fast they come down and how powerfully..... mostly, not entirely... im probably not making sense but also they are further away so an arrow pointed to your head would do more damage close up than far away.

i'll just shutup now.
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#96 punisher60k

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Posted 31 March 2007 - 04:17 PM

i'm guessing you increased the damage the elves do with bombard from what it originally was in the game (well at least in rotwk) :mellow: coz that sucked in the game :xcahik_:

#well no the bombardment shouldnt be as powerful as a normal arrow,

because ... emm... welll.... they dont have as much...force, because their just falling down rather than being aimed down if you get what i mean..... the arrows are fired to go up, and its gravity which causes how fast they come down and how powerfully..... mostly, not entirely... im probably not making sense but also they are further away so an arrow pointed to your head would do more damage close up than far away.

i'll just shutup now.

well historically the longbows that the english developed were really powerful over long range (since thats the point in a bow and arrow, whats the point if they wern't) by the looks in the pictures these don't go straight up then down put over a realistic distance for a longbow. Anyway i've seen when historian remade one of those and some guy fired at a mock body with plate armour( from about 200m) and went straight through the armour and body then into the ground. The first guns that were developed were so crap that a longbow was more powerful and could fire further.

So back to the link, just because the arrow is being fired a reasonable distance doesn't mean that the bombard of the elves should do the equivelent damage as slapping someone with a wet fish?

Also, aragorn's power would be pretty rubbish if that's all it would do....

#97 Mullers_11

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Posted 31 March 2007 - 06:10 PM

The point of impact after an arrow has been fired in an arc upon a point has the same force as when it just left the bow. The gravity brings it back up to speed you see :p

Punisher pretty much backs this up. Sort of.

Edited by Mullers_11, 31 March 2007 - 06:12 PM.

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#98 jimiojoe

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Posted 31 March 2007 - 09:37 PM

The point of impact after an arrow has been fired in an arc upon a point has the same force as when it just left the bow. The gravity brings it back up to speed you see :p

Punisher pretty much backs this up. Sort of.

science was never my strong point.
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#99 Rob38

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Posted 01 April 2007 - 06:19 AM

Thanks for all the positive feedback. Currently, I haven't put much consideration into damage of units yet. Once I get all my modding done, I'll go back and edit all of that stuff. But with the Elven Bombarders, they're the only unit that can bombard, and thier range is much greater. Their damage is currently that of mirkwood elves.

Does anybody know how to disable the scene of the boats on the main menu? I've looked in video ini but I didn't see anything about that. You see, my new title screen only works on low resolution, but not on the higher one. Also, I'm having trouble changing the text in the upper right hand corner. I found the file (logowithshadow) but when I try to change it with my own, it leaves a black shadow of the old text.

Remember to pm me if you want to help with modeling in any way. Thanks :p

Edited by Rob38, 01 April 2007 - 08:14 AM.

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#100 Lauri

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Posted 01 April 2007 - 09:24 AM

I don't know if you can disable it by default, but you can remove it with something in the mod'map's shortcut ^_^ add something like... uh, I don't remember it actually ;) maybe +splashscreen, or something I just can't remember... :p

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