Jump to content


Photo

Suggestions & Comments


  • Please log in to reply
254 replies to this topic

#201 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 06 March 2011 - 09:16 AM

Als die nog afgemaakt worden dan zijn ze in n andere mod.
Ridder Geel

#202 Alphacpt

Alphacpt
  • Members
  • 53 posts
  • Location:England
  • Projects:Codex Mod

Posted 12 November 2011 - 10:47 PM

Hey, i've just installed this mod, and overall it looks great.

However, there was one thing that struck me about it: A slight lack of professionality.

I saw your past army, the Ridder Clan, and well, please do not bring them back For me, they completely ruin the feeling of Middle Earth. Another thing that I found did this was the snowman that starts next to your HQ, again it ruins the feel.
Additionally, I think that your logo and main screen could do with a revamp. They look a bit amateur, and, from your skins ect, I know you guys are NOT amateurs. Finally, I think that the tower guards should be made the most elite Gondorian unit, as they were the ones who guarded the fountain and were hand picked.


In general, though, I was very impressed by your textures, skins and the revamp of the create-a-hero.


Also, why don't you make this mod based on ROTWK? It would GREATLY improve the mod, it would include Angmar, far more maps and more armour/weapons for create-a-hero.


Great mod, and I hope you take my comments into account, and sorry if they seem a bit harsh. (Especially the snowman, that really needs to be sorted).

Thanks, deathteam15.

Edited by Alphacpt, 12 November 2011 - 10:53 PM.

deathteam15 (Most common nickname, don't know why i'm Alphacpt on here....)

#203 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 12 November 2011 - 11:08 PM

:p snowman is a joke, I never expected it to like stay visible, but since they are in the "alpha" dont mind those, same case with the logo, we workin on that :p
Ridder Clan is not coming back. If anything from it at all, it will be used for Arnor.
The CAH have quite a few things from ROTWK already, we might add angmar, the mod is somewhat based on ROTWK, but most likely in a way which is... well not that easy to explain :p
The maps, they are all in the rc mod, but since its alpha and ive not gotten around to adding bfme 1 support for most of them, they are not in the release ;)
If you find the CAH revamp cool... just wait and see what I work on when i have a little bit of time...
I appreciate your honesty, and thanks for the "review" ! :D
Ridder Geel

#204 Alphacpt

Alphacpt
  • Members
  • 53 posts
  • Location:England
  • Projects:Codex Mod

Posted 12 November 2011 - 11:24 PM

Ahhh you've lightened my spirits with such a friendly answer! But honestly, yout textures are the best i've ever seen in any BFME, they're absoloutly outstanding! :thumbsupsmiley:

And that sounds great, can't wait for the next release! To be honest I don't really mind Angmar not being in, I would rather you speand time on other things (like getting war of the ring working and Arnor :wink_new: ). The only thing I really care about is the maps.
Good luck, and don't work too hard! :wink_new:

:xcahik_:
deathteam15 (Most common nickname, don't know why i'm Alphacpt on here....)

#205 Radspakr Wolfbane

Radspakr Wolfbane

    The John Farnham of modding

  • Members
  • 7,722 posts
  • Location:less than 5 meters from my bed
  • Projects:Comeback tour
  •  The Retired Beard

Posted 13 November 2011 - 06:02 AM

They lack professionalism because everyone in this community are amateurs. ;)

Break dancing into the hearts of millions


#206 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 13 November 2011 - 09:59 AM

I'm on my way to become a pro :D
Currently studying at the NHTV with the Programming major :p
Ridder Geel

#207 Alphacpt

Alphacpt
  • Members
  • 53 posts
  • Location:England
  • Projects:Codex Mod

Posted 13 November 2011 - 10:15 AM

Owned ;)
deathteam15 (Most common nickname, don't know why i'm Alphacpt on here....)

#208 Radspakr Wolfbane

Radspakr Wolfbane

    The John Farnham of modding

  • Members
  • 7,722 posts
  • Location:less than 5 meters from my bed
  • Projects:Comeback tour
  •  The Retired Beard

Posted 13 November 2011 - 10:48 AM

How so?
He's not getting paid to do it so he's still amateur.
I'm actually on my way to being pro soon too.

Break dancing into the hearts of millions


#209 Alphacpt

Alphacpt
  • Members
  • 53 posts
  • Location:England
  • Projects:Codex Mod

Posted 13 November 2011 - 01:15 PM

Alright, I was only joking. :p

Oh and another suggestion: Some heroes could do with a few more abilities, like Boromir for example, who only has three. After he has unlocked his last ability, levelling him up isn't any where near as satisfying. I know he originally had three, bet it's much better with more. :)
deathteam15 (Most common nickname, don't know why i'm Alphacpt on here....)

#210 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 13 November 2011 - 03:35 PM

Well we have not gotten around to that yet ;)
Ridder Geel

#211 Alphacpt

Alphacpt
  • Members
  • 53 posts
  • Location:England
  • Projects:Codex Mod

Posted 13 November 2011 - 04:36 PM

So what did you think to the tower guard idea? :) Also i've been having some problems. The second I start a game in a custom map I am automatically defeated, and in a non-custom map this happens after about 2 minutes.
Thanks
deathteam15 (Most common nickname, don't know why i'm Alphacpt on here....)

#212 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 13 November 2011 - 05:14 PM

People have had the 2-3 minute things before, the less than a minute death is because your custom maps are not compatible with our BFME 1 mode system.
Ridder Geel

#213 Alphacpt

Alphacpt
  • Members
  • 53 posts
  • Location:England
  • Projects:Codex Mod

Posted 13 November 2011 - 06:23 PM

People have had the 2-3 minute things before, the less than a minute death is because your custom maps are not compatible with our BFME 1 mode system.



So is the 2-3 minutes thing just to do with the Alpha version of the mod? So even if I don't play the custom maps in BFME 1 mode it still crashes?
deathteam15 (Most common nickname, don't know why i'm Alphacpt on here....)

#214 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 13 November 2011 - 08:16 PM

Ok a better question, does this happen with the "original" RC Mod maps? or not?
If the RC Mod maps work fine, then the answer to your question is, yes, it still does auto defeat.
If the RC Mod's maps do not work fine I will search for the solution for you.
Ridder Geel

#215 Alphacpt

Alphacpt
  • Members
  • 53 posts
  • Location:England
  • Projects:Codex Mod

Posted 13 November 2011 - 08:32 PM

Sorry, I didn't quite understand your post haha :p Well I played the original Umbar map, and it crashed after about 2 minutes (with BFME 1 mode off). The other map was one made by me, which crashed straight away, even though I had unticked the BFME 1 mode.

Thanks
deathteam15 (Most common nickname, don't know why i'm Alphacpt on here....)

#216 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 13 November 2011 - 11:02 PM

Well if with crash you mean that you get "defeated" this is the solution:

--find the support folder in the RC Mod folder and run the RCModRegistrator.exe.
--Copy the game2.dat from your BFME 2 game to the RC Mod install directory.
--If this does not work reenter the correct serial using the "The Battle for Middle-earth II - RC Mod_code.exe"
--If this does not work, Post in detail what you did so we can resolve this.

You need to enter your BFME 2 serial, just for clarification.
Ridder Geel

#217 Guest_Alphacpt_*

Guest_Alphacpt_*
  • Guests

Posted 13 November 2011 - 11:20 PM

This is Alphacpt btw, just on mobile so cba to login :p yeah I wanted to see if copying the rotwk game2.dat changed anything, and that was the problem ;) thanks, and I saw somewhere else that mordor only get trolls and nothing else on medium difficulty, but this also happens for me on hard (only been against hard, so not sure about other difficulties).

#218 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 14 November 2011 - 12:54 AM

I shall take a look at that later... I'm workin on the scout spamming issue at the moment :p
Ridder Geel

#219 Alphacpt

Alphacpt
  • Members
  • 53 posts
  • Location:England
  • Projects:Codex Mod

Posted 14 November 2011 - 07:31 AM

Aha alright :p Umm and another suggestion: The Gondor soldiers, pikemen and archers could do with a bit of variation between their faces. ;)And I was wondering if there's any way of making my maps work with the RC mod, even without BFME1 mode activated? :)

Edited by Alphacpt, 14 November 2011 - 08:22 AM.

deathteam15 (Most common nickname, don't know why i'm Alphacpt on here....)

#220 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 14 November 2011 - 08:35 AM

Custom maps? How custom? Send them to me, and i will see what i can do (I'm quite certain i can make them RC Mod compatible.) Did you make these maps yourself? If so perhaps if they are nice we can officially include them in the RC Mod?
Ridder Geel




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users