This is something I have been debating about for a long time. Now, I DON'T CARE WHEATHER OR NOT YOU LIKE WHAT THEY DID WITH THE EXPANSION! So please, don't choose BFME2 just because of that. Here is a list of the pro and to moving to ROTWK:
PROS:
* can use the wildmen axethrowers
* can use Rhudaur spearmen
* Hwaldar model can be used for Wulf
* Can use parts of Uruk DeathBringers for a new Isengard unit
* can use more CAH textures for my Rohan units
* have acess to new artwork and fx
* ROTWK blue color will fit perfectly for my mod
2. Should I implement the stat variation system to the Rohan faction?
In case you do not know, this is what stat variation is. All the hordes for Rohan have random skins they can get. Since Rohan is very spread out and perhaps not equally trained faction, the stat variation will add more realism to the mod. But remember that what you get is random, so you may get stuck with a horde that isn't very good or you make get a horde that is very good. I'll try to make it so that the different stats won't vary too much, but you still can have bad luck
3. Should Rohan move back to the BFME1 style of build plots?
I'm asking this question because I'm concerned by the build anywhere system. With the ability to build anywhere, people would put tons of towers, statues, and wells right by the walls so that their units get al the benefits while on the wall. It would look strange to see all this junk right in the back of the deeping wall. Also, you would be able to build outside the fortress, and that will cause problems with the campaign scripts. Going back to the BFME1 style would solve this.
Edited by Rob38, 31 July 2007 - 02:45 AM.