Extremely Important Poll!
#42
Posted 05 November 2008 - 02:16 AM
or go here http://forums.revora...showtopic=67026 for some screenshot
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#43
Posted 05 November 2008 - 02:28 AM
#45
Posted 05 November 2008 - 12:32 PM
Careful. This link is DANGEROUS. Do NOT click it. This one, however, is fine.
I had the meaning of life in my signature, but it exceeded the character limit.
#46
Posted 05 November 2008 - 01:58 PM
But as I've said earlier, I say again... The mod is best to have for BFME2 Not everyone has RotWK, but everyone that has RotWK, has BFME2 too... They have to So more players can play it that way
The 4th Age version 0.8 has been released: Link
#48
Posted 05 November 2008 - 09:53 PM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#49
Posted 06 November 2008 - 01:00 AM
or go here http://forums.revora...showtopic=67026 for some screenshot
<---- Click here for download!
Click here to level up my card!
#50
Posted 06 November 2008 - 01:03 AM
Careful. This link is DANGEROUS. Do NOT click it. This one, however, is fine.
I had the meaning of life in my signature, but it exceeded the character limit.
#51
Posted 06 November 2008 - 02:06 AM
#52
Posted 06 November 2008 - 02:27 AM
Careful. This link is DANGEROUS. Do NOT click it. This one, however, is fine.
I had the meaning of life in my signature, but it exceeded the character limit.
#54
Posted 07 November 2008 - 02:09 AM
Careful. This link is DANGEROUS. Do NOT click it. This one, however, is fine.
I had the meaning of life in my signature, but it exceeded the character limit.
#55
Posted 29 April 2009 - 09:03 PM
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 !!
#56
Posted 30 April 2009 - 07:21 PM
Build-plots: YES!
Stat variation: nice
Version: I really don't know - voted RotWK just because there were no button: Don't know ... (and I have 3 copies of each of the versions, so I can play with my kids on our LAN)
... a star shines on the hour of our meeting ...
#57
Posted 30 April 2009 - 07:55 PM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#58
Posted 30 April 2009 - 08:34 PM
#59
Posted 01 May 2009 - 10:03 AM
... a star shines on the hour of our meeting ...
#60 Guest_Guest_Slavic_*_*
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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