BFME 2 ROTWK - building system like in BFME 1
#1 Guest_Guest_Ace_*_*
Posted 18 May 2010 - 11:57 AM
I am looking for modification that change building and fortress system to that, like was in BFME 1
#2
Posted 18 May 2010 - 12:51 PM
Try looking at this one:
RJ - RotWK
... a star shines on the hour of our meeting ...
#3
Posted 19 May 2010 - 02:38 AM
I am working on that mod.
But still, there are a few problems.
I posted another topic about the outposts a few days ago.
If anyone knows how to solve that problem, try looking at it.
That is one of the few things preventing a complete return to bfme1.
#4
Posted 19 May 2010 - 02:23 PM
#5
Posted 19 May 2010 - 06:21 PM
1. The factions as they stand are basically set and would have made for a great expansion for bfme1. The only issue people seem to have is with the build system. Many people would like to see a return to the original bfme1 build system. It seems that it shouldn't have been a problem for EA since bfme 2 is based off bfme 1, but for some reason many of the bases didn't function properly and for the most part seem unfixable.
2. The maps in bfme2 are simply astounding... nuff said.
3. Things like the layout, spellbook, updated graphics, and a few other things are really significant and worthwhile improvements in bfme2.
#6 Guest_Guest_*
Posted 20 May 2010 - 09:45 AM
lotrfan - I´m looking forward to your modification, because BFME 2 + Witch King have very big potencial but that building system is awful, I don´t like it
#7
Posted 21 May 2010 - 03:19 AM
I plan to post a bunch of things regarding the mod very shortly.
As for the mod, there is a 2 player map called build plot fords of isen. It is one of the first maps in the rj mod. So far, only the castles and farms work... and the farms only work for the original 6 bfme 2 armies.
As for playing against the computer, make him gondor and put him in the bottom spot.
Hope this helps.
#8
Posted 22 May 2010 - 11:31 AM
As you know there are Castles / Camps / Outposts / Farms
let us deal with say a Camp ,
I have noticed that with men faction the camp disappears but with mordor faction IT STAYS !
It seems that at least for mordor the codes of BFME1 are still intact ...
So now to see why and duplicate them !
I will test for all factions and Edit this post later !
Ps I have a bfme2 mod that uses camps / outposts so as to mix bfme2 with bfme1 build system
The starting catles for now are the same in bfme2
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EDIT :
So the camp Stays on its own (as in bfme1) for the following faction :
Mordor , Isengard , Goblins
It vanashes and will only stay if a Sub- Building is built on its build-plots for these factions :
Men , Elves , Dwarves
As you know the template for the good faction is a gondor camp while the template for the
evil factions is the "ash grey circle with dying trees " and the dead mumakil head in the center
OR the "ash grey circle with dying trees " and the wooden tower for isengard
So what does this have that the gondor camp does not have ?!
-------------------------------------------
SECOND EDIT :
SUCCESS !
I have compared MordorCampKeep to GondorCampKeep
Add CASTLE_KEEP to GondorCampKeep Kindof 's and IT WILL STAY when built
Add this the relevant Keeps / Farms and it should stay as well !
I will test further !
So far the camps and outpost stays !
I will have to make a map on BFME2 and put in a cadtle and a farm for further testing
Hope all this helps ! It works for my mod now Yeah !
Edited by JUS_SAURON, 22 May 2010 - 12:30 PM.
#9
Posted 23 May 2010 - 03:58 AM
#10
Posted 23 May 2010 - 05:13 AM
Just wow...
If you got this to work Jus_Sauron, then wow...
I will try to take a look.
I spent the past few days focusing on how I want the factions to be for the most part (I am modifying the rj -mod so there are 10 factions).
I did this because I have removed many units, and kept a few for now in order to eventually create uniqueness and balance.
I plan on posting specific changes soon.
What I plan on doing is the following.
I plan on making a mod that will only play bfme1 maps.
I suppose eventually an ideal thing to do would be to have both bfme1/bfme2 maps in the same game, but for now, two version of the mod is fine.
The reason for this is because I am aiming for a "drag and drop" of bfme1 maps into bfme2.
In order to do this, I need to do a couple of things like remove the starting buildings/units, fix the commandpoints to remain constant, as well as a few other things. Most of this I already did. One final thing I want to do is to set starting units for the factions. For the first beta release of the mod, I wont have it is bfme1, but I will try to make it so there are always 1-2 starting units (depending on the faction) regardless of the commandpoints which is fine for now.
I then want to just quickly test/change a few minor things before releasing the mod. I hope to have the beta up within a few days.
Let me know how the base testing goes man. I am really excited!
#11 Guest_Guest_Ace_*_*
Posted 23 May 2010 - 08:14 AM
#12
Posted 23 May 2010 - 11:57 AM
#13
Posted 23 May 2010 - 04:30 PM
#14
Posted 23 May 2010 - 05:05 PM
#15
Posted 23 May 2010 - 05:41 PM
#16
Posted 23 May 2010 - 05:42 PM
#17
Posted 23 May 2010 - 05:55 PM
No more elves, no more dwarves, or gobbies. Spellbook reverted back, ring crap removed, bases incorperated, rohan revived. It will be BFME1. (I might put in reskins. )
https://www.twitch.tv/vileartist - Yes shameless self-promotion
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"Old modders never die, they just fade away" ~ Hostile
#18
Posted 23 May 2010 - 05:58 PM
Gosh Kwen you have waaay too much planned. But droggy like. Droggy like.
#19
Posted 23 May 2010 - 06:03 PM
https://www.twitch.tv/vileartist - Yes shameless self-promotion
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"Old modders never die, they just fade away" ~ Hostile
#20
Posted 23 May 2010 - 06:04 PM
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