As last time I will Null Vote.
I have made a second question so that people can decide between BFME 1 and 2.
So if you change your mind you can revote.
I will close this poll in 2 days.
Edited by Lauri, 08 May 2009 - 02:15 PM.
Posted 27 April 2009 - 02:28 PM
Edited by Lauri, 08 May 2009 - 02:15 PM.
Break dancing into the hearts of millions
Posted 27 April 2009 - 03:03 PM
Posted 27 April 2009 - 06:18 PM
Posted 27 April 2009 - 09:21 PM
Posted 27 April 2009 - 09:51 PM
Posted 27 April 2009 - 10:06 PM
Edited by The 10th Rider, 27 April 2009 - 10:10 PM.
Posted 27 April 2009 - 10:10 PM
Posted 27 April 2009 - 10:12 PM
Posted 27 April 2009 - 10:15 PM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
Posted 27 April 2009 - 10:42 PM
Posted 27 April 2009 - 10:51 PM
Posted 27 April 2009 - 11:06 PM
Posted 28 April 2009 - 01:48 AM
I did. BFME I has nowhere near the amount of units, heroes, and buildings BFME II does. Therefore, it has fewer amounts of interactions to watch over. Especially in the code. BFME II is simply ENORMOUS in size and complexity of these "interactions"
BFME I would simply be a more manageable plate for beginners to work on.
Posted 28 April 2009 - 02:00 AM
https://www.twitch.tv/vileartist - Yes shameless self-promotion
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"Old modders never die, they just fade away" ~ Hostile
Posted 28 April 2009 - 02:01 AM
Posted 28 April 2009 - 02:18 AM
Personal preference I guess. To me, I like organization and having things divided up nicely.your thinking of evil units But despite the units being compiled I think its fine because if your going to be TCing the game then it won't matter because your making new files for the units anyways. In fact it makes it easier to just know that the unit your looking for is in 1 file just use the search button. fast and efficient while still being in 1 file.
Posted 28 April 2009 - 03:46 AM
Posted 28 April 2009 - 07:08 AM
BfME1, for reasons like this ...
... a rather important reason besides personal likes/dislikes why the COPRO mod should be done on BFME I ... simplicity.
Think about it. Everything you learn modding BFME I can be applied to BFME II and ROTWK. Additionally, BFME I isn't quite as complex as BFME II, so it will be less daunting to beginners. Not quite as much code and other stuff to wade through.
Battle for Middle-Earth games at amazon.com
Rob has some good points on the structure of the coding, but so does SDK Kwen. IMO EA's code in BfME1 are sometimes rather messy and disorganized, especially in the longer ini.files; I think you can come a long way counteracting this by keeping both coding and comments neat and tidy, and logical structured of course that holds true for modding any of the games, so it might not be an argument for choosing BfME1.Edited by Námo, 28 April 2009 - 03:13 PM.
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