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#1 Dain Ironfoot

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Posted 26 July 2007 - 03:32 PM

Hurl any questions about the mod you may have. Especially about posted sneak peaks and updates. The mod team will attempt to answer any questions they can.

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#2 Kwen

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Posted 26 July 2007 - 04:44 PM

whens the relese.

lol j/k

I'd like to know how the recourse gathering stlye has changed if it has.

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#3 Dain Ironfoot

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Posted 26 July 2007 - 04:49 PM

I believe Harad is rather unique in that respect.

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#4 Kwen

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Posted 26 July 2007 - 04:52 PM

how so?

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#5 Dain Ironfoot

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Posted 26 July 2007 - 05:49 PM

I think Hal would probably have to explain that :grin:

Just going back to the old thread before it descended into foolishness

Ah someone else with my feelings. The thing with that is though, I'm hoping for something like in the old Command and Conquer games where they'll attack too. And honestly, a bear could actually be his own lair creep (if made larger). A large wondering bear would probably not be an easy target for a group of low level warriors to kill. I mean, those 'neutral' animals shouldn't be as tough to kill as say, a wild warg, but they shouldn't just allow themselves to be killed, whether they run away (horses) or fight back (bears, wolves, etc).


Trouble is that as far as I'm aware, a lot of these eye candy units don't have death anims, let alone attack animations. And I'm not sure how we could make them attackable by some factions but not by others (It's not going to be in Mirkwood's characters to cause random harm to small mammals :shiftee: )

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#6 Kwen

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Posted 26 July 2007 - 06:46 PM

i could make attack anims for those animals, its really not that hard

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#7 kennethain

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Posted 26 July 2007 - 09:01 PM

Thanks for the response to that Dain. Much appreciated :p
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#8 Canterbury

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Posted 27 July 2007 - 06:13 AM

pardon my ignorance, why was the last "ask the modders" thread closed again?
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#9 cahik_

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Posted 27 July 2007 - 08:48 AM

Trouble is that as far as I'm aware, a lot of these eye candy units don't have death anims, let alone attack animations.


actually all of them have death anims so the problem is only attack ones. anyways i had bear's and wolves creep in my mind for ages. and seeing that we allready have bear with all anims that he needs ^_^

i could make attack anims for those animals, its really not that hard


i think that we have enough animators on board now to handle that if we decide to do that :p

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#10 Smeagolfan24

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Posted 27 July 2007 - 04:31 PM

Two questions:

- What is Denethor's attack? It looks in the render like he punches.

- How can some hereos have more that five powers? In the render of Boromir, it shows at least 9 buttons that I assume are for powers.

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#11 Hearach

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Posted 27 July 2007 - 04:55 PM

Does that mean some of your heroes will have switching commandsets?
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#12 Lauri

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Posted 27 July 2007 - 07:25 PM

not that I really know what it is, but eh, from the site;

is still very much capable of bearing the sword and mail on his own account.

don't know if he'll use a sword though, but I would assume that, since an old guy punching is beyond me :p :thumbsupsmiley:

and if you take a close look at Boromir's render, you'll see that the last 4 buttons are tied up to two "links".... one for Mount and "City reclaimed for Gondor"-button (as he says in the movies), and the other one for his Shield and Captain of Gondor power.... (you know, where he trains selected units in an area)
And I think, dont' know, but think that the shield is an armor upgrade, and that he looses his ability to mount when he's getting armor, and get's "City reclaimed for Gondor" instead, and to replace the Armor button, he get's to train his troops...

^that's just my thoughts though... don't count on it to be that way :rolleyes:

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#13 Dain Ironfoot

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Posted 27 July 2007 - 07:48 PM

Denethor relies on his bodyguard to defend him.

Boromir and several other heroes have changing commandsets.

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#14 Smeagolfan24

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Posted 27 July 2007 - 08:58 PM

Will buildings' renders eventually be on the site?

Oh, and BTW, a high five to all of you who are working on this mod. The nicest job I've ever seen done on a mod, and I can safely say that this will be the best mod around when it's finished. :p

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#15 Lauri

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Posted 27 July 2007 - 10:02 PM

Boromir and several other heroes have changing commandsets.

If I only could say things with ease :thumbsupsmiley:

anyways, Smeagolfan24.... I've always felt that this mod is the best around, since the time I noticed it... no playing on it, but still I think its' the best mod :rolleyes: :p

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#16 ched

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Posted 27 July 2007 - 10:42 PM

off-topic posts split: http://forums.revora...showtopic=52412

This is why the previous thread closed down guys, so please, only ask questions directly related to the mod. Thank you.
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#17 Smeagolfan24

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Posted 27 July 2007 - 11:01 PM

So sorry. My mistake.

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#18 Gothmog14

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Posted 29 July 2007 - 11:16 PM

Three questions about buildings and animations :D Do you plan to have buildup animations, or do you plan to just have the complete building rise from the ground like in some mods (or even worse, just have the building appear after a set amount of time)? Two, do you plan to have parts of the building animated, like a soldier walking around, or stuff being smelted, things like that? And lastly (nothing to do with animations), will the buildings have additions at higher levels (extra flags, levels, gates and such)?

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#19 halbarad

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Posted 30 July 2007 - 01:03 AM

yes yes and yes for all buildings (within reason)

Edited by halbarad, 30 July 2007 - 01:03 AM.

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#20 cahik_

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Posted 30 July 2007 - 07:28 AM

everything in this mod will meet the quality of orginal bfme things. so yes all the states for buildings, characters that interact with the buildings like smith making swords, warriors that train in the barracks and such :lol: addition at certeain levels are commonplace. if you take a look at sneak peek of that dwarven mine there is crane and collum that appear at certain level :D

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