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BFME1 Bases


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#41 lotrfan

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Posted 18 June 2010 - 07:50 AM

Thanks,

I plan to take a look at this soon.
Perfecting the geometries, bfme2 map conversions, and tooltip\commandset fixes are things I hope to have done by next release.
Hopefully also some balancing.

By the way, if anyone wants to help with the map conversion, the process should be simple.

1. Open bfme2/rotwk map in bfme2/rotwk world builder.
2. Add castles/camps/outpost/farms to the map as you would a bfme1 map. It is the same way as building a bfme1 map. Make sure the inherits and everything is set.
3. The signal beacons, lairs (like dragon, spiderling, wight), and bfme2 outposts are fine items to keep in the bfme2 converted maps, but if you can, please replace the inn. We just dont want it for these maps. Shipyards are also fine. I like that certain maps encourage the use of ships. It allows for new strategy.


@ Jus_Sauron, so far you've managed to figure out many things. Here is one last very tough one that me and Rider Geel couldn't solve.
In bfme2, when units attack another unit/building, spellpoints in the spellbook increase. But when structures attack units or buildings, the spellpoints wont increase at all. It is important to fix this for bfme1 playstyle because many times people are playing on the defensive and their towers/castle defenses are destroying units, but the player is not getting spellpoints. See if you can fix this.

Note: I was thinking you can start looking in two places.

1. The KindOf: for units and structures (maybe compare with bfme1. See whats added or missing).
2. Behaviors '' '' ''.
3. ExperienceLevels. I actually think the issue might be here. I am not too much familiar with experience level things, but I think the place in the code where it tells how much spellpoint experience a unit should give might have some condition which limits it to only damage taken from units.


If you could figure this out it would be really good. Currently me and RiderGeel tried, but to no avail.
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#42 JUS_SAURON

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Posted 18 June 2010 - 10:27 AM

I'll take a look ...

edit : posting issues !

Edited by JUS_SAURON, 18 June 2010 - 11:03 PM.


#43 Kwen

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Posted 18 June 2010 - 05:16 PM

why are you advertising your mod in my question topic?

                           https://www.twitch.tv/vileartist - Yes shameless self-promotion

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#44 Hostile

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Posted 18 June 2010 - 05:40 PM

why are you advertising your mod in my question topic?

picky, picky...

#45 lotrfan

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Posted 20 June 2010 - 12:17 AM

My bad,

We were talking about getting the bases to work, and we kinda got a little side-tracked.

The discussion have moved to here:

http://forums.revora...showtopic=78159


Sorry for any inconveniences.
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#46 Rimli

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Posted 28 July 2010 - 10:53 AM

Very interesting discussion, it's a shame that I missed a lot.

Seems that you made a lot of progress, I use the same geometry update thing as JUS_SAURON but for the both wall segments next to the gate you have to make new models as the "middle point" of the EA models is exactly at the edge of the model (look it up in the worldbuilder) so even the small geometries make problems and the segments are missing. New models with middle point inside the segments will solve this problem. But prepare to annoying recreation of UVW maps.

I had a lot of problems with my geometries and was messing around a lot. The problem with the battering rams not attacking walls are very annoying. Same for trolls, they cannot attack either. I could only sort this out to change the weapon of the attacking units to "Melee Weapon = No" But now they are quite far away from the wall when attacking and the trolls are still not without any from bugs. Catapults are fine btw.
The attacking point in the geometries might solve the issue but I could not get so far how exactly the coordinates should be.

Other problems with the geometries I still could not solve totally:
- Units running close to the walls sometimes run on top of the walls and are then down next to the walls again. Looks funny but very annoying.
- Gondor Citadel shots through the wall on enemy units - very annoying as well.

Anybody knowing something how to solve this or if you have other problems I might help - just post here.

#47 Rimli

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Posted 09 August 2010 - 09:38 PM

Anyone an idea how to show the Castle_Flags/Camp_Flags/Econ_Flags on the minimap ingame?

Someone mentioned it here and I already thought about this problem but didn't get another idea so far than changing all minimaps with an photo programm and insert the place of the flags manually ...




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