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Poll: Helm's Deep Last Hope Map Mod

Should I move my map mod from Bfme2 to ROTWK?

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Should I implement the stat variation system to the Rohan faction?

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Should Rohan move back to the BFME1 style of build plots?

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#21 JEV3

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Posted 01 August 2007 - 05:17 PM

RotWK does have two campaigns, and one is unplayable until the other one is complete. (Angmar and Epilogue)
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#22 Smeagolfan24

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Posted 02 August 2007 - 02:51 AM

It would be stretching to call that a campaign.

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#23 adummy

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Posted 02 August 2007 - 03:06 AM

thats plenty for the one level campaign that Helm's Deep would be :sad2:
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#24 {IP}jimmyman

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Posted 17 August 2007 - 05:04 AM

i voted RotWK cause i have it and yea it gives you some new units, but after reading everyones elses i think id change it to a bfme2 :p
i voted fer strat variation cuz well....it seems real realisyic and sounds good
and i voted build anywhere, and i agree with robnkarla the idea fer making limited space makes it easy to not give people the option of well/tower/stature spam
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#25 Rob38

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Posted 20 August 2007 - 09:09 PM

I guess it's time I voted on this topic and choose what will happen for this mod :blink:

1. Should I move my map mod from Bfme2 to ROTWK?
Well after much consideration, I have decided to leave this mod for BFME2. This gives those that don't have ROTWK the opprtunity to still play my mod. After the initial release, if I decide to expand this mod further and add factions and such to it, then it probably will move to ROWTK. But for this release, Helm's Deep Last Hope will be for BFME2.

2. Should I implement the stat variation system to the Rohan faction?
I'm really favoring what robnkarla said about this. Since this is a strategy game, I want to keep the randomness down. I do like jimiojoe's idea of only giving it to certain units and changing the range depending on what type of unit they are. Right now, the stat variation thing is one of the last things I will be looking at for my mod, so for now, it won't be implemented. It's a nice concept, but I just hate to rely on luck in a game such as this ;)

3. Should Rohan move back to the BFME1 style of build plots?
I found a way to limit where you build so I'll keep it BFME2 style but you'll only have certain areas on the map that you can build on. Pretty much anywhere in the fortess is buildable area with some exceptions like the throne room. I also will limit the amount of towers, wells, and statues that you can have out at any given time. This will prevent people from just building these all over the place ;)

Well, I guess I went against the public vote for everything. Hehe, I'll never trust any of you again :rolleyes: Just kidding. I guess I know what is best for my mod :blink:

Edited by Rob38, 20 August 2007 - 09:10 PM.

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#26 Smeagolfan24

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Posted 23 August 2007 - 11:44 PM

Yep, those are all against what I voted for, but hey, it's your mod. :p

Edited by Smeagolfan24, 23 August 2007 - 11:45 PM.

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#27 Guess Who

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Posted 24 August 2007 - 08:00 AM

i say leave the building as it is and increase the prices of the well, statue and towers and make the towers weaker.
leave it to bfme 2
helms deep mod and rotwk = no match
and dont change it before i get bfme 2 to work :p
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#28 Devon

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Posted 24 August 2007 - 01:52 PM

at least i got one vote right :p

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#29 jimiojoe

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Posted 28 August 2007 - 09:06 PM

at least i got one vote right :p


so what are the overal outcomes of this voting?
do you plan on following the majority?

im particularly interested on whether you've made a decision: BFME2/ROTWK :)
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#30 JEV3

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Posted 28 August 2007 - 09:37 PM

I guess it's time I voted on this topic and choose what will happen for this mod :xd:

1. Should I move my map mod from Bfme2 to ROTWK?
Well after much consideration, I have decided to leave this mod for BFME2. This gives those that don't have ROTWK the opprtunity to still play my mod. After the initial release, if I decide to expand this mod further and add factions and such to it, then it probably will move to ROWTK. But for this release, Helm's Deep Last Hope will be for BFME2.

2. Should I implement the stat variation system to the Rohan faction?
I'm really favoring what robnkarla said about this. Since this is a strategy game, I want to keep the randomness down. I do like jimiojoe's idea of only giving it to certain units and changing the range depending on what type of unit they are. Right now, the stat variation thing is one of the last things I will be looking at for my mod, so for now, it won't be implemented. It's a nice concept, but I just hate to rely on luck in a game such as this ;)

3. Should Rohan move back to the BFME1 style of build plots?
I found a way to limit where you build so I'll keep it BFME2 style but you'll only have certain areas on the map that you can build on. Pretty much anywhere in the fortess is buildable area with some exceptions like the throne room. I also will limit the amount of towers, wells, and statues that you can have out at any given time. This will prevent people from just building these all over the place :)

Well, I guess I went against the public vote for everything. Hehe, I'll never trust any of you again :) Just kidding. I guess I know what is best for my mod :p



There you go Jimiojoe :p
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#31 Devon

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Posted 29 August 2007 - 12:48 AM

lol, you completely missed his post :D :p

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#32 Rob38

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Posted 29 August 2007 - 08:16 AM

so what are the overal outcomes of this voting?
do you plan on following the majority?

im particularly interested on whether you've made a decision: BFME2/ROTWK :p

jimiojoe, come here so I can slap some sense into you :D Hehe, I posted what I was going to do over a week ago ^_^ Sorry that I forgot to tell you that. My bad :D

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#33 jimiojoe

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Posted 23 September 2007 - 11:49 AM

hahahaha
sorry

i dunno how on middle-earth i missed that. :)

haha :p

*slaps head

EDIT: oh and i like the outcomes =D

Edited by jimiojoe, 23 September 2007 - 11:50 AM.

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#34 Ring o' Fate

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Posted 26 June 2008 - 06:18 PM

Idea:
Make the map mod on !BOTH! BFME2 & BFME2:RotWK. I voted BFME2 though.
No to variation.
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#35 Grizzlez

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Posted 26 June 2008 - 10:17 PM

This is a dead topic that was voted and decided upon ages ago.
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#36 Rob38

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Posted 27 June 2008 - 04:20 AM

Idea:
Make the map mod on !BOTH! BFME2 & BFME2:RotWK. I voted BFME2 though.
No to variation.
Any way is great!


Heh, I was thinking of making two different versions a long time ago but at this point, I just want to focus all my efforts on the BFME2 version.

This is a dead topic that was voted and decided upon ages ago.

True, but it's always nice to have community support. :thumbsupsmiley:

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#37 SovietSoldier

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Posted 03 August 2008 - 04:53 PM

i voted bfme2,i don't have rotwk,and almost every mod goes for ROTWK.
yeah for the variation
bfme1 style,helms deep should not be built on,when its released,i wont build anything.
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#38 Lauri

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Posted 03 August 2008 - 08:27 PM

Well, there are to few mods for BFME2, and too many for RotWK, so the ones with only BFME2 (aka, the smart ones) can't play the mods for RotWK, which is sad... So, BFME2 I say :xcahik_:

Stat variation is cool, unless it's too big differences...

Plots for both factions..

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#39 SovietSoldier

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Posted 04 August 2008 - 12:57 AM

i still cant see how people would want to build on helms deep.i mean,they never build anything,did they?it was just to defend helms deep.
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#40 rutger

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Posted 05 October 2008 - 05:50 PM

i would actually mention that for the ROTWK units you just can take em over from the expantion to bfme2

Edited by rutger, 05 October 2008 - 05:50 PM.

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