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BFME1/BFME2 Guide


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#1 robnkarla

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Posted 20 April 2007 - 03:21 PM

This will kind of be a readme for the BFME1 style maps, how they differ from BFME1 and BFME2.

AllCastles.jpg

So, to get the basics of how to play these maps:

1) You will start the map with the base for the faction that you selected. Each faction has their own base, and they all can be AI controlled. (Except Rohan at this moment. The game will crash after about 3 minutes if you have the AI control Rohan.)
2) In this base, there are two building ranges. There are only defensive build plots, everything else is build anywhere. Capture an Wayfarer's Inn or another Castle to build in more areas.
----The outer range spreads a little outside of the base, allowing for a ring of money producing buildings as well as the Ent Moots for now.
----The inner range is about the size of your camp. Most of the buildings can only be built within the walls/fences of your base.
3) Each faction will have a set of starting units. These will be outlined below.
4) VERY IMPORTANT!! If you lose your Fortress you will lose your walls and you will be unable to build again until you have captured a castle.
5) There are 3 types of capturable buildings available on all maps, and 1 that will be available on some maps. Each building has their own upgrades/discounts. (The idea and the models chosen follow much of BT2DC's Conquest mode. Thank you MaDDoX for allowing their use.)


Now each base is different, depending on the faction. I've attempted to give them each a their own style/feel while maintaining their balance.

1) MotW - Same Castle imported from BFME1. Instead of a citadel, the MotW have their fortress without the expasion slots. All upgrades are available for purchase from the Fortress. Upgraded Stonework affects the castle walls while Flaming Munitions upgrades the Towers and Catapults attached to the walls.
2) Arnor - Currently, basically the same as the MotW.
3) Dwarves - Gondor Castle shape reskinned to match some of the textures of Erebor/Dale. The textures also come close to their fortress, which is used as their citadel. Same as the MotW, the stonework and upgraded weapons affect the expansion slots attached to the walls. Also, there are 4 spaces available for a postern gate upgrade.
4) Elves - New fortress based on the walkways of Rivendell and the Rivendell. Their walls have two layers, first is the outside walls based on the elven wall system. The inside portion is based on the walkway and is walkable. The vines upgrade from the fortress only affects the outer wall. All upgrades are available from the fortress. There are no wall upgrades available for the Elves.
5) Rohan - Same Castle imported from BFME1. See note above for MotW.
6) Mordor - Same concept as the BFME1 Castle. Instead of the citadel they have their fortress. A difference between Mordor, Isengard, & the Wild and the rest of the factions is the fact that they have the Fortress Expansion Plots. (Except for the wall hubs.) All upgrades are available from their fortress as well as sentry towers are buildable for 200 each.
7) Isengard - Same as Mordor above.
8) Wild - Same as Mordor and Isengard above.
9) Angmar - Their camp is basically the Fortress in the middle and a circular wall surrounding the perimeter. The walls are upgradeable with Towers/Catapults/Postern Gates. They do not have their expansion plots on their fortress nor do they have the 200 sentry tower plots.

Starting Units:
1) MotW - 2 soldier hordes
2) Arnor - 2 soldier hordes
3) Dwarves - 1 guardian horde
4) Elves - 1 lorien archer horde
5) Rohan - 2 peasant hordes
6) Mordor - 2 orc hordes
7) Isengard - 1 uruk-hai horde
8) Wild - 2 goblin hordes
9) Angmar - 2 thrallmasters (Will probably be limited to all upgrades outside of the wolf riders)

Expansion Buildings:

Aitheon-
Aitheon.jpg
Upgrades available:
1) Discounts to infantry
2) Upgrade to resources collected
3) Heroes can be purchased here
4) Commandpoint bonus

Vardarin-
Vardarin.jpg
1) Discounts to Monsters & Cavalry
2) Upgrade to resources collected
3) Commandpoint bonus

Workpit-
workpit.jpg
1) Discounts to upgrades & Siege Weapons
2) Upgrade to resources collected

Wayfarer's Inn
(Screenshot to come - finished but I need to take a screen)
1) Shortens Science refresh times
2) Purchase Inn Units
3) Can purchase heroes
4) Allows the inner and outer ring of buildings to be built in the area surrounding the inn.
5) Commandpoint bonus

The particle systems and effects are still to be modified slightly for the upgrades. I'm really close to where I want them to be. As a note - there is a 100 initial bonus when you capture the building. Each building has it's own resource amount collected every 6 seconds (from 5-10 for the 3 main buildings). The upgrade triples the amount collected.

Maps:
The current release includes a beta version of the Fords of Isen without the expansion buildings and a slightly different gameplay. The maps that will be included in the second release of this gameplay:

Fords of Isen
The Brown Lands
Anorien
Mouths of the Entwash
Dunharrow
Cair Andros
Belfalas

Other maps will follow in later releases, but I wanted to get a healthy amount released in the mod. With these maps, the new hero maps, and the campaign as it stands to date there will be plenty to play while the campaigns are finished. I hope you will enjoy!

#2 Allathar

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Posted 20 April 2007 - 04:13 PM

Wow you have done some really nice work with this. It brings back the siege as we know it from BfME1 and as we miss it in BfME2. Very nice work done with Angmar. But if you see TTT at the Black Gate, you'll notice that Mordor is all about walls. But the solution of Mordor not having walls is good.

Edited by Allathar, 20 April 2007 - 05:55 PM.

It has been reported that some victims of rape, during the act, would retreat into a fantasy world from which they could not WAKE UP. In this catatonic state, the victim lived in a world just like their normal one, except they weren't being raped. The only way that they realized they needed to WAKE UP was a note they found in their fantasy world. It would tell them about their condition, and tell them to WAKE UP. Even then, it would often take months until they were ready to discard their fantasy world and PLEASE WAKE UP

#3 fehik

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Posted 20 April 2007 - 05:55 PM

This is absolutely great, I understand now, why it takes so long to have a new release. Nice work!!! :)
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#4 Devon

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Posted 20 April 2007 - 07:39 PM

Great Work! I can't wait for some of those buildings, and i love the idea of bfme1 gameplay :). Btw, not to push you or anything, but will hte version be a -mod command?

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#5 robnkarla

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Posted 20 April 2007 - 11:19 PM

Great Work! I can't wait for some of those buildings, and i love the idea of bfme1 gameplay :). Btw, not to push you or anything, but will hte version be a -mod command?


Yes, it will use the -mod command. I've already converted it and I am currently using the -mod command for the past week to work out the bugs.

#6 fehik

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Posted 21 April 2007 - 06:17 AM

In the next release, the campaign will be continued? or you''ll just add these new gameplay maps(dunharrow etc.)?
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#7 robnkarla

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Posted 21 April 2007 - 06:53 AM

In the next release, the campaign will be continued? or you''ll just add these new gameplay maps(dunharrow etc.)?


I plan on updating the campaign. How much of the campaign I update will depend on the time I have.

So far the order of maps that I have slated are:
1) Ithilien
2) Cair Andros
3) Erebor

I am working on Osgiliath, but I'm trying to figure out how I want to do it. It is probably the most heavily scripted map in the BFME1 Good Campaign outside of Helm's Deep. I think they got a little carried away, but I trying to figure out how I want to implement it. I'd like it to be a nice map tug-o-war style. Battle back and forth for 10 minutes before your army arrives and another 10 minutes before the reinforcements arrive. Each arrival should feel completely needed, but I do not want to wipe out armies at this point. I'd like the player to be able to start building full level 10 armies.

If I can get Osgiliath done I'll include it, or I might do Mirkwood. I really want to design the map with Thranduil's home and the spider lairs to destroy. I've got a story lined up for this one.

#8 fehik

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Posted 21 April 2007 - 09:14 AM

Great! and about hero commandpoints what have you decided(i mean for the campaign at least you should take it out)?
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#9 robnkarla

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Posted 21 April 2007 - 09:37 AM

Great! and about hero commandpoints what have you decided(i mean for the campaign at least you should take it out)?

Unfortunately the way that the WotR is coded this is something that I cannot do only for the campaign. It's an all or nothing deal. Once all the heroes are in and all of the units are in for each faction I will examine the commandpoints/costs of all of the heroes as I see what heroes/units I want to add into skirmish. Right now I am leaning towards lower commandpoint heroes. I really don't care for heroes that cost 100 commandpoints. I understand why they are that way for balance, but I miss the lower commandpoint heroes of BFME1 where Gandalf was the equivalent of about 50-60 commandpoints and other heroes were 0-40. I really just have to think about how to keep things balanced when doing this.

#10 fehik

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Posted 21 April 2007 - 01:42 PM

Than you should add more cp to living world armies from 1000 to 2000, and for evil 4000, this is just an idea :p
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#11 fehik

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Posted 21 April 2007 - 07:07 PM

I noticed a bug, the Mumakil comes out with no haradrim on his back, and you cant garrison the lancers from the inn into it, i know that in 1.06 the Oliphant came out with haradrim lancers on his back, but now nothing. And the next release will come after the patch?
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#12 robnkarla

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Posted 21 April 2007 - 07:26 PM

I noticed a bug, the Mumakil comes out with no haradrim on his back, and you cant garrison the lancers from the inn into it, i know that in 1.06 the Oliphant came out with haradrim lancers on his back, but now nothing. And the next release will come after the patch?


Thank you. I didn't realize that it was not working. I'll fix it for the next release. And, yes, the next release will come after the patch, unless that is the patch does not come out for a while. It will probably come in the next few days and I'll be looking through it to see how I want to incorporate some of the changes.

#13 fehik

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Posted 22 April 2007 - 07:41 AM

It will probably come in the next few days and I'll be looking through it to see how I want to incorporate some of the changes.

Did you mean this for the patch or the mod?
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#14 Guest_Guest_*

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Posted 22 April 2007 - 04:13 PM

Cant you add a new comments suggestion topice in your forums so people can post some ideas or suggestions

Some suggestions
reskin all units if you can will look better
reskin gondor spearman(look pathetic)
please add rohan spearman to rohan

#15 robnkarla

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Posted 22 April 2007 - 04:40 PM

Cant you add a new comments suggestion topice in your forums so people can post some ideas or suggestions

Some suggestions
reskin all units if you can will look better
reskin gondor spearman(look pathetic)
please add rohan spearman to rohan


I've added a general comments/suggestions topic. I've been meaning to do this for some time, just never actually did it.

For reskinning - I've done some dwarven units. I'll probably do more, but I want to focus more on the evil heroes, BFME1 gameplay style, and the campaign. I'll be doing skins when I take breaks.
Which gondor spearmen? The tower-guards?
I have added the rohan spearmen to rohan. Currently they are on both factions until I create a new gondor unit.

#16 Allathar

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Posted 23 April 2007 - 04:24 PM

You could also use one of the Souther Fiefs units of Battles of Gondor, the mod has stopped and now everyone can use the units they made. Lebennin pikemen for example look great as replacement for Rohan spermen.
It has been reported that some victims of rape, during the act, would retreat into a fantasy world from which they could not WAKE UP. In this catatonic state, the victim lived in a world just like their normal one, except they weren't being raped. The only way that they realized they needed to WAKE UP was a note they found in their fantasy world. It would tell them about their condition, and tell them to WAKE UP. Even then, it would often take months until they were ready to discard their fantasy world and PLEASE WAKE UP

#17 zimoo

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Posted 23 April 2007 - 04:27 PM

Lol I've never heard about that. You need to ask Tom's permission (which doubtless you'd do anyway rob), as a lot of the stuff isn't his.
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Playing games? Ah, you'll never be a good modder if you get involved in actually playing them!


#18 Allathar

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Posted 23 April 2007 - 04:33 PM

No wait, that wasn't BoG, it was Deluxe Edition. Sry I mixed things up.
It has been reported that some victims of rape, during the act, would retreat into a fantasy world from which they could not WAKE UP. In this catatonic state, the victim lived in a world just like their normal one, except they weren't being raped. The only way that they realized they needed to WAKE UP was a note they found in their fantasy world. It would tell them about their condition, and tell them to WAKE UP. Even then, it would often take months until they were ready to discard their fantasy world and PLEASE WAKE UP

#19 Devon

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Posted 23 April 2007 - 08:53 PM

u sure? BoG had a sf faction too and was also stopped.

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#20 Allathar

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Posted 24 April 2007 - 11:37 AM

It was BoG that had a SF faction, but the models of DE could be freely used by anyone.
It has been reported that some victims of rape, during the act, would retreat into a fantasy world from which they could not WAKE UP. In this catatonic state, the victim lived in a world just like their normal one, except they weren't being raped. The only way that they realized they needed to WAKE UP was a note they found in their fantasy world. It would tell them about their condition, and tell them to WAKE UP. Even then, it would often take months until they were ready to discard their fantasy world and PLEASE WAKE UP




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