1.05 information and Beta Testers
#21
Posted 09 May 2007 - 03:44 PM
I've added you as a tester, welcome! I understand your commitments to GR.org and school. I'll appreciate any testing that can be done
Thomas of Hunter -
Just register either with revora or give me some other way for me to contact you so I can send you a message with download information once the beta is ready. Once I have that I will add you as well.
Thank you all. The more that sign up the larger of pool we can have for setting up multiplayer games , the more bugs we can weed out, and the better we can improve the mod to bring it to it's fullest.
Robert J.
#22 Guest_Guest_*
Posted 09 May 2007 - 04:50 PM
Thomas of hunter's email is 412support@gmail.com
#23
Posted 10 May 2007 - 07:02 AM
To give an update on how v1.05 is coming -
I'm putting the finishing touches on all 6 new BFME1-Revisted maps
I'm triple-checking the nazguls/witching as well as the new heroes
Going through my list of bug fixes - 1 big one left - Amon Hen
Going to work mostly on the campaign in the next week before the release to get some maps completed. I've gotten sidetracked to get all of the other pieces together. The campaign is a compilation of every piece of the mod, so I wanted to maake sure I got all the buliding blocks done.
I might release a v1.05 without the new campaign maps so I can get it out a little sooner, but I've not decided yet.
Robert J.
#24
Posted 10 May 2007 - 12:35 PM
Just take the time
#25
Posted 10 May 2007 - 04:01 PM
#26
Posted 10 May 2007 - 07:30 PM
I think you should leave Nazgûl as they are, 6 Nazgûl Demi-Heroes + 2 flying + Witch King is pretty ok. As for the Rhûn hero, do it if you wish to, but don't forget to include Suladan the Black Serpent. He is a real character of J.R.R. Tolkien's trilogy and he was mentioned in the books. Theoden killed him at the Battle for the Pelennor Fields before dying. As far as I know, he was the leader of the Haradrim at the time of the War of the Ring.
Edited by Xingdao Fan, 10 May 2007 - 07:32 PM.
#27
Posted 10 May 2007 - 07:37 PM
The concept was in the books, but not the name.
Plus the name (considering he didn't exist) is wayyyyyyyyy overused. It's the same with the hasharin.
#28
Posted 10 May 2007 - 09:28 PM
Real character my arse. Please find a quote from the books mentioning him.
The concept was in the books, but not the name.
Plus the name (considering he didn't exist) is wayyyyyyyyy overused. It's the same with the hasharin.
Yeah, a black serpant was mentioned, and his concept/character will be included, but his name will not be Suladân in the mod. (His name give me too much reference to Sultan and thus at least gives me a more real-world feel than Middle-earth feel.) Similar to other heroes that are not cannonized I'll use a different name to fit the mod. He will be a chieftain that will fight in the Minas Tirith Battle (good campaign, and will be included as a hero for Evil Men and be playable in the evil campaign.
The nazgul names, while not different they have not been used overly in the mods. Also - as for the nazgul I've mentioned how they will be used in the other posts, but I can repeat here. For normal RotWK skirmish maps and the normal WotR - you will have the standard Witchking, 2 Fellbeast nazguls, & the horde of 6 black riders. For the campaign you will have all 9 nazguls based on the new nazguls and you will fight all 9 nazguls in multiple missions. (A few here or there and the all 9 in Minas Tirith and the remaining 8 at the Black Gate). For the Hero Maps and the BFME1 Revisted Maps you will be able to play the new system there as well. So depending on how you feel - you can play different versions.
As for the release, I will definitely be releasing more campaign maps in the next version (as many as I have time for) - I was just wondering if anyone wanted a pre-release version while they wait with some of the new stuff
Xingdao Fan - I take it you would like to join the test group?
#29
Posted 11 May 2007 - 01:14 PM
#31
Posted 11 May 2007 - 02:10 PM
#32 Guest_Angmarian Warrior_*
Posted 11 May 2007 - 02:56 PM
AW
#34
Posted 12 May 2007 - 03:26 AM
Also, I've begun to bring in some of the models by TheDeadPlayer to be used in the mod.
First - BFME1 Towerguards - Citadel Guards - retextured with a HQ texture I put together:
Second - BFME1 Soldiers of Rhun - retextured with a HQ texture I mended together. They will also have a heavy armor texture:
Third - The Haradrim Lancers will be in game in two versions. The first will be the six man horde that comes on the mumakils and the inns they will be pretty much the exact same as the ones already in game. The second wil lbe the Haradrim Guard. These will be available with a larger horde size that do the wedge formation. Below is a screenshot with thier regular texture. I'll add one with their upgraded textures which show them off much more.
Fourth - The first of TheDeadPlayer's models. This was the assassin, but will be the Brigands and purchasable from the inn for the evil player and will be featured in the campaign. The model and base texture by TheDeadPlayer, I just recolored it and did the coding.
Fifth - The second of TheDeadPlayer's models. This is the Rhun Riders. I'm debating whether to change the texture at all. The only reason I would is to seperate the unit from other mods that might use them, but I like the look of the units. I might choose a different horse or new horse texture.
Other models that I will be adding - Men of Dale Soldiers, and probably I'll use TheDeadPlayer's men of dale archers to replace the EA one's just so they match. The main use for the units will be in the campaign - Celduin mission. I'm looking into handling the young mumakil. This will be for some of the southern maps and the evilmen faction. Basically smaller mumakil without the harness/gear and different textures.
For the evil men, I'm thinking of giving them poison based weapons similar to the goblins. I'd like to give them something new.
The main reason for doing these now is that some of the units will be included in the next campaign maps and I'm working madly to set up the base.
Well, enjoy. I'm also looking for any freelance modeler/skinner that might want to help me out. I'm pretty sure that there is no one out there who does not already belong to a team or has the free time, but I'd thought I'd ask. Thank you TheDeadPlayer for your community donations.
Robert J.
Edited by robnkarla, 12 May 2007 - 03:27 AM.
#35
Posted 12 May 2007 - 09:24 AM
Anyway, can you please make some changes to Elves? In my opinion, Elves should be few but strong, while other races are strong in numbers.
- Lórien Warriors - 10 units (from 12), 2 columns of 5 units each.
- Lórien Archers - 10 units (from 12), 2 columns of 5 units each.
- Mithlond Sentries - 8 units (from 15), 2 columns of 4 units each.
- Mirkwood Archers - 6 units (from 10), one column of 6 units.
- Noldor Warriors - 5 units (from 6), one column of 5 units.
- Rivendell Lancers - 8 units (from 10), 2 columns of 4 units each.
- Lindon Horse Archers - 8 units (from 10), 2 columns of 4 units each.
- Ent - Increase size slightly.
Edited by Xingdao Fan, 12 May 2007 - 09:24 AM.
#36
Posted 12 May 2007 - 10:43 AM
#37
Posted 12 May 2007 - 11:52 AM
#38
Posted 12 May 2007 - 12:40 PM
I have idea about one.
Faraddar - bluee dragon of carn-dum. He is Witch-kings secret weapon
His stats must be stronger then drogoth stats
His Abilities
1. Freazing Breath - freathes and damages all units in the area(level1)
2. Aura of Frost - all enemies near Faraddar gets -50 % spead
3. Dragon Hipnoz - take control on targeteble horde
4 Summon Dragon - summons dragon
#39
Posted 12 May 2007 - 01:03 PM
Can you add me??
You've been added
Thanks!
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