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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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#41 Rob38

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Posted 05 October 2008 - 06:22 PM

Well, technically that would be illegal since they are from another game and all. I know there are some mods that do this but I rather just stay away from that issue. :xcahik_:

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#42 dethwaker3

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Posted 05 November 2008 - 02:16 AM

aw...to bad it's going to be ROTWK. Got my hopes up when I saw the map idea. Oh well...
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#43 Elvenlord

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Posted 05 November 2008 - 02:28 AM

I think Rob decided agaisnt the majority and is still making it for bfme2.

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#44 Ed Of The 3rd Kind

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Posted 05 November 2008 - 02:52 AM

I don't think it makes a huge difference with either BFME2 or ROTWK, considering its content it's perfectly suited for BFME2. Plus having ROTWK means you have to have a copy of BFME2 anyway so it's just a matter of changing discs to play, if even that.

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#45 {IRS}Athos

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Posted 05 November 2008 - 12:32 PM

I picked ROTWK. It would be more historically accurate.
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#46 Lauri

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Posted 05 November 2008 - 01:58 PM

Ehm.. No it wouldn't :p
But as I've said earlier, I say again... The mod is best to have for BFME2 :rolleyes: Not everyone has RotWK, but everyone that has RotWK, has BFME2 too... They have to :thumbsupsmiley: So more players can play it that way :)

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#47 Rob38

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Posted 05 November 2008 - 08:38 PM

Yep, it will be for BFME2 for the reason Lauri gave above plus the fact that there is little I can use in the expansion. :p

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#48 Devon

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Posted 05 November 2008 - 09:53 PM

Woah! Activity!


:p

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#49 dethwaker3

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Posted 06 November 2008 - 01:00 AM

YAY! It's back to BFME2 :rolleyes:
Done with my mod: Go here to download: http://bfme2.heaveng....php?fileid=667
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#50 {IRS}Athos

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Posted 06 November 2008 - 01:03 AM

Good. My RotWK is dead...
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#51 Elvenlord

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Posted 06 November 2008 - 02:06 AM

..........It's been for bfme2 :rolleyes:

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#52 {IRS}Athos

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Posted 06 November 2008 - 02:27 AM

Da....rn. I can't get anything to work!!! GRRRRRRAAAAAARR!!! Please say this has an installer... please...
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#53 Rob38

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Posted 06 November 2008 - 04:45 AM

Woah! Activity!


;)

Silence you! :rolleyes:

Da....rn. I can't get anything to work!!! GRRRRRRAAAAAARR!!! Please say this has an installer... please...

Most likely.

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#54 {IRS}Athos

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Posted 07 November 2008 - 02:09 AM

Yessss!!!! :p ;) :xcahik_:
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#55 JUS_SAURON

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Posted 29 April 2009 - 09:03 PM

bfme2 - I have ROTWK and I NEVER play it ! just a waste IMO
The Build anywhere system is overrated especially with a Defend Fortress Map

I say take out porters as well !

You can mod the Buildplot buttons so that you build exactly what you want where !
eg farms outside compound - Stables / Archery range / Heal Well inside etc

PS- I cant wait for this !! :p

#56 Námo

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Posted 30 April 2009 - 07:21 PM


Build-plots: YES! :p
Stat variation: nice :p
Version: I really don't know - voted RotWK just because there were no button: Don't know ... :p (and I have 3 copies of each of the versions, so I can play with my kids on our LAN)


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#57 Devon

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Posted 30 April 2009 - 07:55 PM

You guys do realize this poll is almost 2 years old, and the issues have already been decided, right? :p

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#58 Elvenlord

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Posted 30 April 2009 - 08:34 PM

Let them dream Yoda ;)

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#59 Námo

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Posted 01 May 2009 - 10:03 AM


;)


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#60 Guest_Guest_Slavic_*_*

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Posted 23 January 2011 - 06:19 AM

1. Should I move my map mod from Bfme2 to ROTWK?
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.


1. Sure, go ahead. Probably a lot of people don't have ROTW, but if that's better for you and gonna make things easier, I say, shoot for it!

2. Sounds like a good idea to me.

3. Most definitely yes. The build plots is what made, at least for most players, the fist part of the installation interesting, innovative, fast-paced and quite amusing. The revision to the old style in the second part and its expansion pack was just a restoration of a more old type RTS (build, collect, etc,...), also giving a seemingly incomplete and bad solution to the question of build units (in any case, build plots or not, I advice a removal of the build unit).




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