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Expanding Create-A-Hero


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#41 Devon

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Posted 13 July 2007 - 07:45 AM

hmmmm, maybe a spider class? would be interesting.


and maybe goblins for rogues?

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#42 ched

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Posted 13 July 2007 - 02:50 PM

I thought about hijacking the original CaH codes (with their includes and all). I wouldn't start from scratch with this. :p


come to think of it, the BfME2 parts of CaH are mostly, if not entirely, gathered in .inc files, so editing them would probably be enough :evgr:
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#43 Nertea

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Posted 13 July 2007 - 06:56 PM

Ok, I'm compiling a list of 'parts' that might be used - if anyone has something they rather want to see in any of the subclasses, let me know.

Just thinking of Ent possibilities, they're a bit tough... Perhaps the torso option could be species, another setting could be a sort of age thing (setting leaves to be green, autumny, or dead), another might be bark types? It could be cool...

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#44 Sûlherokhh

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Posted 13 July 2007 - 08:43 PM

That Ent-Bit seems good. Torso as species, Leaf condition, maybe Age also for Girth/Hight and Bark-state as well as for conditions like wrinkled or fresh, slender or sturdy.

I'd also seperate Warrior into Melee-Infantry types (Heavy Armor, Weapons etc) and Rangers/Archers (lighter Garb, Mobility over Strength, Ranged Weapons, Camouflage abilites).

Or maybe this is basically the 'Rogue' already. So maybe change the Rogue into the more 'unaligned' class with more selfbuff, stealing things, less killing powers. ohh. I don't know. Still Rangers/Rogues/Archers could just be all the same Class. :p

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#45 Nertea

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Posted 14 July 2007 - 08:07 PM

The problem with changing ent width and height is that if leaves and such are modeled (or alphaed on), there may not be any way to scale the leaf component with the rest of them, so it would look rather strange.

Separating Warrior/Archer might be a good idea... it is different enough from rogues/assassins to work, and we still have the Wizard slot to use. So... Marksman class, can contain:

Elf of Mirkwood
Ranger
Haradrim

Leaving Warriors with:

Warrior of Rohan
Dwarf Warrior
Warrior of Rhovanion
Uruk-Hai
Orc
Evil Man


One possibility is removing the Captain of Isengard from Captains, and putting the Scout in the Marksman class. There's potential here if cahik's upgrade for animations works, ie. crossbows vs. bows.

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#46 Eonwe

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Posted 15 July 2007 - 04:38 AM

CAH ENTS! Woooo!!!

#47 Glorfindel_10

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Posted 15 July 2007 - 11:52 PM

i would really love to be able to create a Noldor-type warrior. ya know, like a super-elf. and also, it would be cool to be able to use the witch-kings helmet and gear on your create a hero
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#48 The Best Guest

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Posted 15 July 2007 - 11:56 PM

:p CAH Dark Numernion (sp) ;)
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#49 Solinx

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Posted 17 July 2007 - 03:06 PM

First off: Great to see you all working on this!!! :p :lol:

Maybe it is even possible to have a really long list of abilities in the class menu. In that case, it wouldn't matter, since the powers could also be bound to subclass-upgrades.

It's been a while, but I'm pretty sure I tried that.

Ok, well assuming we can only have the five race slots as "classes"

It's possible to add more, both of classes and subclasses. From the top of my head I'd say 7 or 8 classes and as many subclasses with the default interface. Beyond that it would start to look ugly. You can probably change the background and allow for a few more classes.

And yes, the CaH is heavily dependant on upgrades. Setting classes and subclasses also involves upgrades, although you'll need less than 20 in total because the subclass upgrades are useable for every main class.

It's been a while since I've modded BFME 2, but I've always enjoyed the CaH. *Tracks topic*

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#50 ScottSeber

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Posted 21 July 2007 - 02:04 AM

rangers/dunedain ... thats awesome ive been wanting that for awhile now

also this would be compatible for rotwk...i dont know if it was mentioned earlier

#51 Sûlherokhh

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Posted 21 July 2007 - 12:45 PM

rangers/dunedain ... thats awesome ive been wanting that for awhile now

also this would be compatible for rotwk...i dont know if it was mentioned earlier


Ah, is that a question if we intend to to do rangers/Dûnedain (plus RotWK compatibility) and you like it?
Or is this an announcment that you want to do this yourself?

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#52 Lotrfan2

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Posted 21 July 2007 - 12:49 PM

i think he wants you to add that class
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#53 Sûlherokhh

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Posted 21 July 2007 - 12:53 PM

In that case i would answer, 'Yeah, sure!'.

Just don't make that tomorrow. I'd say it will be many weeks before we have anything to show, probably Christmas before there will be anything to playtest on. :grin:

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#54 witchking

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Posted 21 July 2007 - 04:02 PM

OH i got it.
a nazgul class

that would be the best :grin:

#55 Athem

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Posted 21 July 2007 - 04:18 PM

OH i got it.
a nazgul class

that would be the best ;)



Nazgul class? I dont think soo.
But Dûnedain/Dark Dûnedain class were cool. :grin:
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#56 ScottSeber

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Posted 21 July 2007 - 04:52 PM

rangers/dunedain ... thats awesome ive been wanting that for awhile now

also this would be compatible for rotwk...i dont know if it was mentioned earlier


yes it was refering to somebody making it
and i was askin if the mod would be compatible for rotwk cause i was unsure

so hows things commin along anyways

#57 Sûlherokhh

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Posted 21 July 2007 - 05:12 PM

It will take a LOT of time. The coding could be done quickly, but the arts department places top priority on excellence. Which is more than fine with me, since i've got lots of other stuff to do. Also i know how excellent the end result is going to be. :grin:

Compatibility to RotWK should be no problem. I believe only the cost of abilities will need to be added for it to work. I also intend to make it as modular as possible (see the rest of my posts) so it can be added to existing mods with only little additional need to modify the files.

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#58 witchking

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Posted 21 July 2007 - 09:09 PM

why not a nazgul class?

#59 Nertea

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Posted 21 July 2007 - 10:19 PM

Hehe, "art department" ;). No Nazgul class but maybe the Evil Sorcerer class might have Nazgul equipment as a graphical choice.

I guess the "art department" should go do some work now.

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#60 Clement

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Posted 21 July 2007 - 10:29 PM

I guess the "art department" should go do some work now.


That seems to be a good idea ;)

When the classes will be more clear, count on me to make some concept art, and why not some models/skins :shiftee:
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