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#61 Spartan184

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Posted 03 August 2010 - 03:20 AM

Mine didn't look empty it showed the orcs inside and everything. But whats wrong with your now?


 

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#62 JUS_SAURON

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Posted 05 August 2010 - 02:41 AM

Mine didn't look empty it showed the orcs inside and everything. But whats wrong with your now?

You'll notice If you use more than one ExitContainer Button or one Evacuate All button

and you garrison say 3 Hordes of MordorArchers , only one Horde actually Fire at the enemy ,
Try targeting say an Outpost an see what I mean
Only the last horde to Exit Fires ,
This only seems to affect MordorArchers not Mordor fighters
and is a waste as you will loose 4 out of Five Hordes in a Battle

The solution sofar is to have only one ExitContainer Button, and have them exit one at a time
With an ExitDelay time .

And add the line so you allow them to fire in any Directions

#63 Spartan184

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Posted 07 August 2010 - 04:28 AM

Um, I have some balancing issues, I can destroy a whole Hard AI army with just all the gondor heroes. Don't you think you could tone them down a little? Thats really the only faction I've played, as I get bored of BFME2 really fast. Maybe I'll play tonight a game with Elves.


 

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#64 JUS_SAURON

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Posted 07 August 2010 - 11:06 AM

Um, I have some balancing issues, I can destroy a whole Hard AI army with just all the gondor heroes. Don't you think you could tone them down a little? Thats really the only faction I've played, as I get bored of BFME2 really fast. Maybe I'll play tonight a game with Elves.


Sure ...I appreciate the Balancing Feedback

You can do this simply in water.ini in the Default Folder

These are the ONLY macros ,( the ones in this file )I changed when compared to EA's

;------------------------------------------------------------ THE HEALTH BALANCE; this file is a mess but who cares !?!
#define  J_FRODO_HEALTH  1000
#define  J_HOBBIT_HEALTH  2000
;-----------------------------------------------
#define   RING_HERO_HEALTH			20000 
#define	  FLYING_HERO_HEALTH		 20000;  fellbeast / Blackriders / Eagles 
#define   MINI_DRAGON_HEALTH   5000;  The Flying Dragon units //
#define	   MAIN_HERO_HEALTH			20000; eg aragorn / WK / saruman /mouthofsauron
#define	   SUB_HERO_HEALTH			 10000; eg gimli  / lurtz / Summoned Flying  Dragons
#define	   UNIT_HERO_HEALTH		   10000; TROLLS; burning legion / Cavetroll  
#define	 SUPER_UNIT_HEALTH  5000; All other Hero units eg Immortals , Dwarf Lords 
#define		 HERO_MONSTER_HEALTH   30000; drogoth / shelob  
#define  CATAPULT_MONSTER_HEALTH  10000;  /mountain giant /  Ents
#define J_BALROG_HEALTH		50000   
#define  J_MORDOR_MUMAKIL_HEALTH	40000 
#define			  TREEISH_ENT_HEALTH   5000

The lessen the Health's of the Heroes will take care of that

I made the MOD in a way that anyone can balance It as they please :p

Edited by JUS_SAURON, 07 August 2010 - 11:07 AM.


#65 JUS_SAURON

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Posted 29 August 2010 - 02:32 PM

Another Small Update ..

Dwarven Hero Transport

Tired of your Slow Dwarf Heroes being disadvantaged

Not any more ....

The Dwarven Hero Transport is available as an upgrade to the BatttleWagon
as you know the BattleWagon has many upgrades ... This is now one option !

It comfortable holds 2 Dwarven Heroes at a time , including the Dwarf Lords ( Hero Unit )

The Heroes are Healed when on the BattleWagon ,

The BattleWagon also has

Mithril Plating - Increased Armour Upgrade

Battle Charge - Battle Wagon is Fearless, Gains 25% speed, And invulnerable to Arrow Attacks

Enjoy at the3rdage.net

PS : Thanks again Rob38 for the PROMO :crazed:

#66 Puppeteer

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Posted 29 August 2010 - 02:36 PM

What a bloody good idea!
Can they use their abilities when there? It would be frustrating to see Dain rocket into your base, summon his Royal Guard, and skidaddle before he can come to harm. Unless, of course, you did that to their base...

#67 JUS_SAURON

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Posted 29 August 2010 - 03:06 PM

What a bloody good idea!
Can they use their abilities when there? It would be frustrating to see Dain rocket into your base, summon his Royal Guard, and skidaddle before he can come to harm. Unless, of course, you did that to their base...

No , when garrisoned they are not selectable
But they do earn EXP points as the wagon kills enemies
Yet to figure out a way to make them selectable or have suitable attack stuff
at least I solved a giltch of them running in spot on the wagon

It just serves as a quick way for Heroes to get in and out of Battles

#68 Elegost

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Posted 29 August 2010 - 06:19 PM

That's a great idea ! It improves the gameplay of the BFME 2! As a noob , is it just coding or something more advanced ?

#69 JUS_SAURON

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Posted 29 August 2010 - 07:52 PM

That's a great idea ! It improves the gameplay of the BFME 2! As a noob , is it just coding or something more advanced ?

100% INI coding ...My specialty ! :p

Its actually amazing the stuff you can achieve with re-ordering EA' codes to suite your Ideas

I think suddenly the Dwarves are my favorite Faction :crazed:

#70 Elegost

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Posted 29 August 2010 - 08:29 PM

^^ You are very talented ! it's great ! one word : awesome! KEEP UP YOUR WORK , it's so cute :crazed:

#71 Spartan184

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Posted 29 August 2010 - 08:40 PM

I love his mod, one of my favorite BFME2 mods :crazed: But I don't really like the balance with heroes, because I can take on a Brutal with just heroes. Occasionally, I'll make battle towers around my base and garrison with rangers but that's about it.


 

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#72 JUS_SAURON

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Posted 29 August 2010 - 09:54 PM

I love his mod, one of my favorite BFME2 mods :crazed: But I don't really like the balance with heroes, because I can take on a Brutal with just heroes. Occasionally, I'll make battle towers around my base and garrison with rangers but that's about it.

Thanks again Spartan184 . I recently Lowered the Health on the Heroes closer to the original values
I usually get slaughtered with Brutal that's why the health was High .. :p

And a little side note :
I played with the Battlewagon and it seems that Gloin can do his GloinSlam when its set to Auto
on the Battlewagon .. so I may try to get all the Heroes to attack Normally while on the Battlewagon

#73 Spartan184

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Posted 29 August 2010 - 10:01 PM

Yeah me too if I don't camp :crazed: Yeah I'm a BFME2 noob, but in BFME I'm a beast :p


 

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#74 yams in a can

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Posted 30 August 2010 - 03:31 PM

Pretty cool.

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To the professor, John Ronald Reuel Tolkien.


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#75 JUS_SAURON

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Posted 20 September 2010 - 02:03 AM

And now for another Map .. BFME2

It is a stand-alone map that does not require the Mod but gameplay is compatable
.... and more fum with the MOD

It is basically Helm's Deep re-created with Isengard Fortress inculded
It is scripted and tries to re-enact the Two towers movie while still being a Skirmish Style Map

Meaning it is possible to get Gandalf and Eomer and Treebeard Reinforcements but
not a guarenteed outcome so no major dis-advantage to Isengard !

I have it in a 1 vs 1 version
AND a 2 vs 2 Version for those who need that extra Help !

It is pretty much de-bugged and the map.ini takes care of alot of intriquite stuff !

Here is a pic of the Map ... You can see a bit of Isengard Fortress
and Helm's Deep is in the Palantir image

The pic of Isengard Fortress

This is the Download link at the3rdage.net

Download Isengard and Helm's Deep Map

Hint : See if you find out how to get Eomer and TreeBeard ..
Try to follow the movie .. make use of the Signal fires !
No peeking at the Scripts !

#76 Kwen

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Posted 20 September 2010 - 02:06 AM

Recreate movie?

So how does Treebeard and Signal Fires do that? Neither of them were in the movie.

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#77 JUS_SAURON

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Posted 20 September 2010 - 02:28 AM

Re-create some events that happened in the Movie ...
Not EXACTLY but as best with the given objects / Scripts of WB

Treebeard was not in the Movie Hmmm ..
and No Signal Fires ....??

They were not at the Battle of Helms Deep I know ...

What I mean is its not your average Skirmish map were NOTHING SPECIAL happens

Scripts are included to give extra Gameplay !

Edited by JUS_SAURON, 20 September 2010 - 02:31 AM.


#78 Kwen

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Posted 20 September 2010 - 03:00 AM

Well Treebeard was indeed in the movies, as were the signal fires. but this is Helms Deep. So advertising that you are adding movie elements (Eomer, Gandalf, Treebeard) I think... wait... Treebeard wasn't at Helms deep. No Ents were...

I was just confused. Sounds fun, but I don't play BFME2 anymore really. Unless Dre@mer releases his map :p

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#79 JUS_SAURON

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Posted 20 September 2010 - 08:06 AM

I probably did not explain it well ...

It is trying to re-create the last movie sequences of The Two Towers ..
But I named he map as Helm's Deep and Isengard as its based off the original EA maps ..

You get Gandalf .. he goes off and brings Eomer and Rohirrim .. They rescues Helm's Deep

Then Treebeard and Merry and Pippen show up near Isengard with a bunch of Ents ...

Its supposed to be a normal Skirmish map but then suddenlly without direct warning these things happen

The Men player cannot know exactly what causes Eomer to show as he will always do this ...

The Hint is the signal fires is the Key to unlocking this :p

#80 JUS_SAURON

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Posted 25 September 2010 - 02:45 PM

A Few Updates : POWER OF THE RING MOD - JUS_SAURON


1. Nazgul RingWraith Forms , the nazguls can go on FOOT , HORSE , FELLBEAST and now RINGWRAITH

They Heal Faster in this form and can detect stealthed units , including the one Ring in use

They have Stealth and Camouflage abilities and a NEW Death Stare power that does Damage to enemies

Ring Wraith Pic

2 . Troll Tribute Cart : The cart can itself generate resourses and Allows enemy units a Pillage Effect around the cart

It increases in Power with each Level : Bronze , Silver , Gold

Troll Tribute Cart Pic

3 : Treeish Ents : Called Hourn , they have the ability to transform into a tree , As the Elves have REAL Growing Trees

Around their Fortress , these Ents blend right in . They do not use rocks and are cheeper than regular Ents

They can AUTOMATICALLY Transform Back into an Ent !

Treeish Ents Pic

Enjoy at the3rdage.net




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