Expanding Create-A-Hero
#41
Posted 13 July 2007 - 07:45 AM
and maybe goblins for rogues?
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#42
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.
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
#43
Posted 13 July 2007 - 06:56 PM
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...
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#44
Posted 13 July 2007 - 08:43 PM
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.
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#45
Posted 14 July 2007 - 08:07 PM
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.
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#46
Posted 15 July 2007 - 04:38 AM
#47
Posted 15 July 2007 - 11:52 PM
#48
Posted 15 July 2007 - 11:56 PM
#49
Posted 17 July 2007 - 03:06 PM
It's been a while, but I'm pretty sure I tried that.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 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.Ok, well assuming we can only have the five race slots as "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*
Solinx
"An expert is a man who has made all the mistakes which can be made in a very narrow field." - Niels Bohr
#50
Posted 21 July 2007 - 02:04 AM
also this would be compatible for rotwk...i dont know if it was mentioned earlier
#51
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?
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#53
Posted 21 July 2007 - 12:53 PM
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.
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#54
Posted 21 July 2007 - 04:02 PM
a nazgul class
that would be the best
#56
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
Posted 21 July 2007 - 05:12 PM
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.
So relax!
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#58
Posted 21 July 2007 - 09:09 PM
#59
Posted 21 July 2007 - 10:19 PM
I guess the "art department" should go do some work now.
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
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