Jump to content


Photo

Narnia in BFME


  • Please log in to reply
476 replies to this topic

#81 Nertea

Nertea

    ...lo sa raptor!

  • Hosted
  • 3,349 posts
  • Location:Vancouver, Canada
  • Projects:Star Villains and Space heroes, The Dwarf Holds
  •  T3A Chamber Member
  • Division:BFME/Unity

Posted 06 July 2008 - 07:36 PM

http://forums.revora...p...st&p=601892 I think I unwittingly modeled most of your army for you... though I refuse to rig it.

sig.png
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.


#82 Lauri

Lauri

    Old man Lauri

  • Hosted
  • 10,438 posts
  • Location:Norway
  • Projects:The 4th Age
  •  The very worst T3A Team Chamber Member

Posted 06 July 2008 - 07:48 PM

If it's still for BFME1, I could rig them :mellow:

T4A_Logo_-_article.png

The 4th Age version 0.8 has been released: Link


#83 Pixel

Pixel

  • Hosted
  • 2,451 posts
  • Location:London, UK

Posted 06 July 2008 - 07:51 PM

Im also here... So if you dont find time Lauri let me know.

#84 mike_

mike_

    Student of Homer.

  • Global Moderators
  • 4,323 posts
  • Location:Gulfport, MS
  • Projects:The Peloponnesian Wars Mod.
  •  There are no heroes, no villains - only decisions.
  • Division:Community
  • Job:Global Moderator

Posted 06 July 2008 - 09:14 PM

Feel free to use those spell ideas of mine, guys.

Edited by mike_, 06 July 2008 - 09:14 PM.


#85 Nertea

Nertea

    ...lo sa raptor!

  • Hosted
  • 3,349 posts
  • Location:Vancouver, Canada
  • Projects:Star Villains and Space heroes, The Dwarf Holds
  •  T3A Chamber Member
  • Division:BFME/Unity

Posted 06 July 2008 - 10:23 PM

If it's still for BFME1, I could rig them :)


Ok, then you'd be doing me a favour :mellow:. This is in max8 format, though I included a w3d to import if you can't open that.

sig.png
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.


#86 Lauri

Lauri

    Old man Lauri

  • Hosted
  • 10,438 posts
  • Location:Norway
  • Projects:The 4th Age
  •  The very worst T3A Team Chamber Member

Posted 06 July 2008 - 11:45 PM

8 is what I got :mellow:

edit: Done with the swordman, and will continue working today\tomorrow, depening on where you live... Monday :) Now, sleep...

edit2: Done with the crossbow dude... 4 men to go... 2 of them are banner carriers :p

Edited by Lauri, 07 July 2008 - 12:05 PM.

T4A_Logo_-_article.png

The 4th Age version 0.8 has been released: Link


#87 Jeth Calark

Jeth Calark

    A man who used to be here

  • Project Team
  • 1,823 posts
  • Location:Texas
  •  Sithspit!

Posted 07 July 2008 - 12:43 PM

thanks, Mike. we will definitely be using a lot of those ideas!

and what can I say to Nertea and Lauri? Because thanks is not enough.......i mean, guys, did you just do my (almost) entire Telmarine army for me? do you want to see them that bad? So, thank you. *adds Lauri, Nertea, and Mike to credits*

when youre done rigging them, Lauri, could you give them to me please? just upload them here, i guess.

if you could upload your stuff that you created please, Flameguard, that would be great too!

Edited by Jeth Calark, 07 July 2008 - 12:49 PM.


#88 Lauri

Lauri

    Old man Lauri

  • Hosted
  • 10,438 posts
  • Location:Norway
  • Projects:The 4th Age
  •  The very worst T3A Team Chamber Member

Posted 07 July 2008 - 01:06 PM

Sent you a PM :p

well, pretty soon anyways :p

T4A_Logo_-_article.png

The 4th Age version 0.8 has been released: Link


#89 Folca the Hunter

Folca the Hunter
  • Members
  • 72 posts
  • Location:Wandering the Plane of Barrow-Graves...
  • Projects:BFME: "The Battle for Narnia" mod
  •  Coming to terms with my great loss...

Posted 07 July 2008 - 03:27 PM

Thank you to everyone who is pitching in. Mike, your ideas are spectacular, so please keep them coming. Thank you to both Nertea and Lauri for pretty much creating the Telmarine Army. Thank you to Flameguard, for continuing to work on this mod with us.

As for the mod ideas, I was thinking that perhaps the masks of the Telmarine soldiers could have an effect similar to the effect of the Black Numenoreans from ROTWK. I do see the point in that they don't really need exceptional cavalry now. However, I was thinking maybe we could have a unit called the Telmarine Phalanx. They could possibly have 2 settings, one that offers almost impenetrable defense, and is absolutely lethal against cavalry, but is slow and just about useless otherwise, as well as a faster, more powerful attack dangerous to infantry, but weak in defensive value, and weak to cavalry. Chew it over.

I was kind of thinking that Telmar's army could strike a unique balance between individual strength and a united army. Some standard units that function well together, as well as a few tough individual units like the Captain or the Phalanx who present a real challenge.
There is much I choose to conceal from the world. I live among people, though they hold little interest for me in times of normality. My life has been quiet, and confined to what little I can glimpse from the fractures of my high life. I am a king. My realm is not of this world, but how can one rule what exists not in reality? I am a writer. I am a king. I am...alone.

The greatest of wealth can come from the smallest of men. From the smallest of wealth can come the greatest of men.

"http://www.majhost.c...pics/co_sig.jpg[/img

#90 mike_

mike_

    Student of Homer.

  • Global Moderators
  • 4,323 posts
  • Location:Gulfport, MS
  • Projects:The Peloponnesian Wars Mod.
  •  There are no heroes, no villains - only decisions.
  • Division:Community
  • Job:Global Moderator

Posted 07 July 2008 - 03:33 PM

Well, maybe the "War-Masks" could be either part of the heavy armour upgrade, or another upgrade in itself.

I'll put some thought to it today, and see what I can come up with.

#91 Jeth Calark

Jeth Calark

    A man who used to be here

  • Project Team
  • 1,823 posts
  • Location:Texas
  •  Sithspit!

Posted 09 July 2008 - 03:43 AM

got your PM, Lauri.

the "War-Masks" will be part of the heavy armor upgrade is what i have decided for now. it's a nice visual change to indicate it. Do keep up the good work and come up with more ideas! and while you're thinking, check out the newest (though uncomplete) version of the Telmarine tech tree!

once again, i thank all of you who have contributed to this mod.

btw, nice sig, Folca

Edited by Jeth Calark, 09 July 2008 - 03:44 AM.


#92 Folca the Hunter

Folca the Hunter
  • Members
  • 72 posts
  • Location:Wandering the Plane of Barrow-Graves...
  • Projects:BFME: "The Battle for Narnia" mod
  •  Coming to terms with my great loss...

Posted 10 July 2008 - 04:58 AM

Jeth, The Telmarine faction tree looks pretty good, but I think we should Cut the Telmarine Guards unit, or make it plain elite swordsmen. The Telmarines don't really seem to be the big bowmasters of Narnia. Perhaps to balance thier lack of elite archers, we could make the Telmarine Crossbowmen slightly stronger than most other kinds of basic Archers. Don't have the Farm train peasants. Based on what's implied in the books, the telmarine citizens don't really seem all that loyal and willing to fight for Miraz, unless they're recruited at swordpoint, and at that point, they would already have armor. Besides, being able to recruit from thier resourse buildings could seriously make the Telmarines unbalanced. Telmar should also be able to build a Postern Gate in thier walls, as well as a Telmarine Trebuchet wall upgrade. I think the Telmarine Spies should be renamed Telmarine Scouts, and be recruited in the archery range. I don't think the captains should be limited, but i think they should be expensive in terms of Command points and resourses.

Just so you know, I will be gone from July 10th to july 24th. Hope to see some good things when i come back. And thanks for the compliment on my signature.
There is much I choose to conceal from the world. I live among people, though they hold little interest for me in times of normality. My life has been quiet, and confined to what little I can glimpse from the fractures of my high life. I am a king. My realm is not of this world, but how can one rule what exists not in reality? I am a writer. I am a king. I am...alone.

The greatest of wealth can come from the smallest of men. From the smallest of wealth can come the greatest of men.

"http://www.majhost.c...pics/co_sig.jpg[/img

#93 Jeth Calark

Jeth Calark

    A man who used to be here

  • Project Team
  • 1,823 posts
  • Location:Texas
  •  Sithspit!

Posted 11 July 2008 - 02:09 AM

a little late for you to read, but have fun Folca!

alright, spruced up the Tel tech tree some, but need more input from you guys. Heroes still lack some good powers, but i do know that every one of them will have a leadership power. the Tels will need it. Miraz especially should have this huge leadership.

also, two different ideas on siege. Folca brought this up a while back, that if the Tel trebuchet fired as fast as it did in the movie, it would way too easily pawn all the other factions. i have an idea. Tel trebuchets will fire three times as fast as other trebs, but each missile has 1/3 the strength of other trebs missiles. so you see it comes out fair.

but then other trebs get Fire. how will Tel trebs compete?

(1) an engineering upgrade that further increases the firing rate to equalize it again (preferred, in my opinion), or
(2) some sort of Metal Ball upgrade. instead of stone, they use heavier metals in their balls :p

give me your input.

#94 Grizzlez

Grizzlez

    title available

  • Project Team
  • 667 posts
  • Location:England
  •  Coder/ini/FX writer, Skinner

Posted 11 July 2008 - 03:29 PM

I don't think their damage should be less. I would have thought a faster trebuchet may be less accurate though. So maybe give it less accuracy and more chance of missing to make it fair. Could also make them cost a bit more than other seige weapons.
Posted Image
Posted Image
Posted Image
Posted Image

Posted Image

#95 Nertea

Nertea

    ...lo sa raptor!

  • Hosted
  • 3,349 posts
  • Location:Vancouver, Canada
  • Projects:Star Villains and Space heroes, The Dwarf Holds
  •  T3A Chamber Member
  • Division:BFME/Unity

Posted 11 July 2008 - 07:30 PM

You know, looking at this, you're rather going about this the wrong way. Instead of taking BFME concepts and adapting them to narnia, you should take narnia concepts and adapt them to BFME. Example? Wall trebuchets - not even a small miniature sign of these in narnia, so why should they even exist in your mod?

sig.png
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.


#96 Jeth Calark

Jeth Calark

    A man who used to be here

  • Project Team
  • 1,823 posts
  • Location:Texas
  •  Sithspit!

Posted 12 July 2008 - 03:31 AM

Good point, Grizzlez. in the movie, their engineering suggested they wouldn't be less accurate (perhaps more so). but ive only seen the movie once, and that was on the opening day. my memory is getting hazy, need to see it again. something for me to muse over.

wall trebs are debatable for Telmar, but they need something to protect their walls. the movie only had night guards walking around (not very effective toward gryphons though). could cut the trebs, but they will need at least the arrow tower. im out of ideas on that (working to hard on the heroes). do you have some perhaps, Nertea (or anybody else)?

#97 Jeth Calark

Jeth Calark

    A man who used to be here

  • Project Team
  • 1,823 posts
  • Location:Texas
  •  Sithspit!

Posted 13 July 2008 - 02:51 AM

hey, guys, just to let you know, the mod has been successfully coded as a -mod command modification adding four new factions. cant play the factions though, they dont have bases yet (instant death! Moohaha! :laugh: ) AdmiralGT's tuts are invaluable. guess i had better get back to creating those bases. :crazed:

better work on those Tel hero powers too, come to think of it.

#98 mike_

mike_

    Student of Homer.

  • Global Moderators
  • 4,323 posts
  • Location:Gulfport, MS
  • Projects:The Peloponnesian Wars Mod.
  •  There are no heroes, no villains - only decisions.
  • Division:Community
  • Job:Global Moderator

Posted 13 July 2008 - 06:11 PM

Four?

If I may make a suggestion...have it be two factions in the main release. The Narnians and the Telmarines. The Narnians could have both the Pevensies and Caspian for heroes. Perhaps units such as the Minotaurs and Giants could be unlocked with a third-tier power?

#99 Jeth Calark

Jeth Calark

    A man who used to be here

  • Project Team
  • 1,823 posts
  • Location:Texas
  •  Sithspit!

Posted 13 July 2008 - 07:33 PM

sorry, but no. :laugh: we've already put in too much work into the tech trees and the coding. Besides, im trying to reflect both movies in the mod, not just Prince Caspian. However, i will only be working on one faction at a time, so that should cut down on the mess.

same goes for beta's. one faction at a time.

but i do appreciate your ideas and suggestions. :crazed: still having trouble with hero powers for Telmar. maybe you could help out on that?

#100 mike_

mike_

    Student of Homer.

  • Global Moderators
  • 4,323 posts
  • Location:Gulfport, MS
  • Projects:The Peloponnesian Wars Mod.
  •  There are no heroes, no villains - only decisions.
  • Division:Community
  • Job:Global Moderator

Posted 13 July 2008 - 07:58 PM

I've...put thought to it, yes. But nothing really stands out for them.




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users