Map Bugs
#21
Posted 19 April 2010 - 11:54 PM
Blue Mountains: Erebor AI in the fortress didnt do squat. the units went around and built mines on resource plots but thats it. Im guessing its the same on all fortress maps.
#24
Posted 21 April 2010 - 03:42 AM
#25
Posted 21 April 2010 - 06:43 AM
#26
Posted 08 May 2010 - 03:33 PM
please take note that, until further notice, I don't care, so get lost.
#28
Posted 08 May 2010 - 05:36 PM
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#30
Posted 30 November 2010 - 11:16 PM
#31
Posted 26 May 2011 - 11:01 PM
Isengard: bottom right camp area is not flat; makes a Gondor camp wall walkable through
there is an impassable area between the 2 outer camps that is not defined with rocks etc
the dam and scaffolding can be targeted by an Isengard player outside or a Mordor player inside
Swanfleet: the top of the waterfall needs to be adjusted (can see sharp edges to the water boundary)
Carrock: it would look nicer if the river boundaries were disguised with stones etc
Evendim: some objects can be seen outside the map boundary
Vales of Celduin/East Osgiliath: units cannnot evacuate all ruined towers (there are pathing problems to some of the towers)
Rohan cannot build Entmoots on many of the maps (including Helms Deep); these maps need EconomyPlotFlagMultiplayer rather than EconomyPlotFlag for settlements. It might be a good idea to replace one of the plots inside Helms Deep with an EconomyPlotFlagMultiplayer.
Its a brilliant mod, though, and I have really enjoyed playing it.
Edited by zephyr23, 01 June 2011 - 01:23 PM.
#32 Guest_Diogo_*
Posted 26 August 2011 - 12:07 AM
#33 Guest_Onodrim_*
Posted 14 February 2012 - 12:50 AM
#34
Posted 14 February 2012 - 01:27 AM
As far as Dol Amroth, i'm fairly sure i removed those towers. Or if not, you should be able to attack them with archers/siege weapons from the second level. Or flying units if you have them. The shooting through walls/gates isn't really fixable, but i've moved the towers and wall pieces around a bit to make it harder to do.
#35 Guest_Onodrim_*
Posted 14 February 2012 - 02:55 AM
#36 Guest_Onodrim_*
Posted 24 March 2012 - 03:10 PM
#37
Posted 26 March 2012 - 12:44 AM
Instead of using the invisible terrain where the plots are, just use actual terrain and remove the ground objects. I think you just gotta play with it.
#38
Posted 27 March 2012 - 02:47 AM
NOT A BUG, but I have a suggestion on how to correct the plots not showing on dwarrowdelf...
Instead of using the invisible terrain where the plots are, just use actual terrain and remove the ground objects. I think you just gotta play with it.
Actually the Moria objects seem to have been made in such a way that they are always visible above the terrain in game. If you have a look at the map file in WB, all the floor/wall objects are actually 1 ft below the terrain, but it just doesn't show up that way whilst playing.
#39
Posted 27 March 2012 - 04:03 AM
I was thinking you could make slightly raised plateaus where the plot locations are and just use visible terrain with a dirt texture. Then just smothered the raised areas into the Moria objects, that way it just looks like.some.dirt has fallen and created a dirt pile over the stone floor.
I guess I could edit the map and show you....
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