Suggestions & Comments
#221
Posted 14 November 2011 - 04:06 PM
#222
Posted 14 November 2011 - 04:09 PM
#223
Posted 14 November 2011 - 04:15 PM
#224
Posted 14 November 2011 - 04:20 PM
#225
Posted 14 November 2011 - 04:28 PM
Edited by Alphacpt, 14 November 2011 - 04:45 PM.
#226
Posted 14 November 2011 - 05:44 PM
Upload to filefront or whatever, i dont know
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ByNativeType/Civilian/Structure/BFME2Fortress
Try adding that one, it might do the trick
Edited by Ridder Geel, 14 November 2011 - 05:48 PM.
#227
Posted 14 November 2011 - 06:27 PM
#228
Posted 14 November 2011 - 06:30 PM
#229
Posted 14 November 2011 - 06:37 PM
#230
Posted 14 November 2011 - 06:38 PM
Edited by Ridder Geel, 14 November 2011 - 06:39 PM.
#231
Posted 14 November 2011 - 06:42 PM
#232
Posted 14 November 2011 - 07:14 PM
Edited by Alphacpt, 14 November 2011 - 07:24 PM.
#233
Posted 14 November 2011 - 07:19 PM
Ok I recieved your PM, taking a look at the Erebor map now.
Edited by Ridder Geel, 14 November 2011 - 08:13 PM.
#234
Posted 14 November 2011 - 08:12 PM
"BFME2Fortress_BFME2MODEONLY"
It does not exist in the current release yet.
So in order to enable that you would need to make a map.ini containing this code:
Object BFME2Fortress Behavior = CastleBehavior ModuleTag_castle CastleToUnpackForFaction = Men fortress_men CastleToUnpackForFaction = Elves fortress_elves CastleToUnpackForFaction = Dwarves fortress_dwarven CastleToUnpackForFaction = Wild fortress_beasts CastleToUnpackForFaction = Isengard fortress_isengard CastleToUnpackForFaction = Mordor fortress_mordor CastleToUnpackForFaction = RidderClan fortress_ridderclan CastleToUnpackForFaction = Hithaeglir fortress_hithaeglir CastleToUnpackForFaction = Rohan fortress_rohan CastleToUnpackForFaction = Harad fortress_harad CastleToUnpackForFaction = Acosa fortress_acosa CastleToUnpackForFaction = Vandas fortress_tower_vandas FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. MaxCastleRadius = 130.0 InstantUnpack = Yes KeepDeathKillsEverything = Yes End End
(I PM'd you this, but also posted this here so others who might be interested can use this too!)
#235
Posted 15 November 2011 - 12:05 AM
Edited by Alphacpt, 15 November 2011 - 12:05 AM.
#236
Posted 15 November 2011 - 08:17 AM
#237
Posted 05 January 2012 - 01:29 AM
Whatever.
I PM(d) the before to Ridder Geel, just wanted to know the thoughts of other.
Maybe some eastereggs, so you don't have to trash everything you had before you went LotR lore type of mod. You can keep the old units, but not as factions.
For instance, one of the masters of making eastereggs, the Edain mod.
You should probably script eastereggs. Have them at a building, and keep them as hidden icon on the palantir thingy on the bottom left.
Possibly scripts that you have to have something before you can get that easteregg. Or heroes, summonable heroes, turn them into something.
Example: I summon and Eagle. I click on the bottom left in the Eagle's skillset and it turns into IDK a flying bunny.
Example 2: I Summon Tom Bombadil, click right below his microwave like power. He turns into Easterbunny.
PS Ridder Geel, your name is misspelled.
You cannot hide. I see you. There is no life in the void. Only death.
No Man can kill me!
Ash Nazg Durbatuluk, Ash Nazg Gimbatul, Ash Nazg Thrakatuluk, Agh Burzum-ishi Krimpatul.
#238
Posted 05 January 2012 - 03:37 AM
#239
Posted 05 January 2012 - 04:11 AM
Sorry, my mistake.
PS Looks like I'm the only one with misspelled name, Deciever instead of Deceiver
You cannot hide. I see you. There is no life in the void. Only death.
No Man can kill me!
Ash Nazg Durbatuluk, Ash Nazg Gimbatul, Ash Nazg Thrakatuluk, Agh Burzum-ishi Krimpatul.
#240
Posted 05 January 2012 - 10:30 AM
If you want it changed that is
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