Rise of the Witch-king exp for SEE?
#81
Posted 23 September 2007 - 01:41 PM
My artwork this far
| Battles of Gondor | Wars of the East | Last Alliance
Positive to nuclear energy, taxes (preferably high) and the European Union
Negative to car traffic and US foreign policy
#82
Posted 23 September 2007 - 01:48 PM
#83
Posted 23 September 2007 - 05:24 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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#84
Posted 13 November 2007 - 04:38 PM
There are so much mods for Rise of the Witchking,but almost none for the normal game!This makes your mod so fantastic!!!
(Dont understand me wrong,your mod would be the best for rise of the witchking,too hehe)
Edited by elbenmensch, 13 November 2007 - 04:38 PM.
#85
Posted 13 November 2007 - 07:34 PM
The downside that's holding me back is the insanely ugly RotWK menu system (the sharp ice blue crap, instead of the soft earth green menu of BFME2 or even the nice golden menu of BFME1)... But noone seem to be able to replace that =(
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#87
Posted 13 November 2007 - 08:23 PM
Also, in RotWK, every smoke FX on every map is the white Snow FX, and I HATE that
Build me an army worthy of Mordor!
#88
Posted 13 November 2007 - 09:22 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#90
Posted 14 November 2007 - 03:22 PM
So, in order to get around this we could just go "illegal" and "steal" the items we wan't from RotWK. To be honest, most mods have "stolen" items, even RJ mod (all BFME1 stuff, right!?), and SEE too (Zerker & Noldor art, Brand's voice, BFME ShellMap and intro...). I mean, let's be frank - EA don't give a ratt's azz about SEE or any other mod. So it's quite redicilous to pay this much attention to using a few items or not. It would still not make RotWK obsolete, cause we would only use maybe 5-10% of it's material...
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#91
Posted 14 November 2007 - 03:44 PM
#92
Posted 14 November 2007 - 04:06 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#94
Posted 14 November 2007 - 04:44 PM
Most likely though, we just need the Spells. That ^ is rather what we would use if we grabbed everything that we I like from RotWK
- Some of the new spells to expand the Spellbook/range/variety! The avalanche would be awesome for Saruman for instance...
- A couple of units, like the Wolf-riders and perhaps the Angmar Catapult and change those trolls to the Mountain Trolls for Mordor!
- One hero; Hwaldar (to make the Dunland leader Wulf)!
- Two structures; The Mill for EvilMen pehaps... and maybe the Warg/Troll Pit for Moria...
We'll still do EvilMen regardless and perhaps we could just accept that EvilMen as the extra faction won't have Stats and CaH. If we did this and skipped RotWK, we'd save a lot of work and time, and still get almost everything I think SEE needs and personally I wouln'd see any need to go shouting about politics, cause RotWK is still a "unique" (but lame, lol) expansion and us using that ^ would hardly make RotWK sell less copies. FOr that, I think SEE has already made damage anyways... but hopefully that is raised to something positve considering that you DO need BFME2
Edited by Nazgûl, 14 November 2007 - 04:48 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#95
Posted 14 November 2007 - 06:30 PM
#96
Posted 14 November 2007 - 11:30 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#98
Posted 29 November 2007 - 07:08 PM
#99
Posted 29 November 2007 - 09:43 PM
It's quite interesting how this question sort of divide the modding community in two sections
But considering that I don't code anymore, but Sûl is, it's also his descision and I don't think he wants to port.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#100
Posted 29 November 2007 - 09:49 PM
For those who want the option of CaH and Stats for EvilMen: take a mod, any big mod, for BfMe2 and start porting it to RotWK. Tell me how you fare.
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."
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