Mod that converts bfme1 build system to bfme2/rotwk finally here!
#1
Posted 09 June 2010 - 05:10 AM
The mod that I have been working on is here!
Just drag and drop bfme1 maps into your rotwk maps folder and you can play!
Build System fully functional for all 10 factions!
Please keep in mind that it is a beta and I'm looking for some help to get it ready for official release.
http://www.the3rdage...tem-515?addview
Enjoy!
PS: I'm not sure how to upload screen shots. I have some but not sure how. And for the thumbnail I have, it is currently a different image format, but w/e for now.
#2
Posted 09 June 2010 - 04:00 PM
https://www.twitch.tv/vileartist - Yes shameless self-promotion
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"Old modders never die, they just fade away" ~ Hostile
#3
Posted 09 June 2010 - 04:25 PM
At the screenshots: you can upload them to photobucket.
#4
Posted 10 June 2010 - 02:01 AM
Downloading now
#5
Posted 10 June 2010 - 03:43 PM
is WOTR works in this mod?
#6
Posted 10 June 2010 - 06:53 PM
#7
Posted 10 June 2010 - 07:34 PM
https://www.twitch.tv/vileartist - Yes shameless self-promotion
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"Old modders never die, they just fade away" ~ Hostile
#8
Posted 11 June 2010 - 03:15 AM
@elb27: wotr should not work currently. But as mentioned in the credits, this is based off of RJ-Rotwk which had some features of the wotr finished. Like Rohan, an added faction was pretty much done for wotr. However, as you know with this mod a different build system is used and its not supported with this patch.
Also for everyone wondering why its 350 mb, its because its based off RJ-Rotwk which adds a lot of new units, buildings, art (completely new factions added). A lot of the units/buildings/art were removed from the factions, but they were still left in there, in case we decide to add units in the future, or if we use them in a campaign map, or if people want to use them in world builder.
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I guess now is a good time to post this.
Within the next day or two, I expect most people will have downloaded the mod and at least played a faction or two to see how the game works/ what was done.
I want to start getting things ready for the next patch, and getting people together who can help out.
For the next patch in particular, I need modlers, skinners, and artists.
Also, I'm for people who can help me with balance a bit.
If you have any other skills to offer like coding, etc., please feel free to let me know.
For the next patch, which will still be a beta (.97) I want to do the following:
-redo the bases if possible. If we get some moddlers and skinners, that would be good. I want each faction to have unique bases for castles/camps/outpots/farms.
-maybe add a little bit of balance.
-finish adding missing art, fix commandsets so they look right, and GET THE MAIN FORTRESS TO REBUILD WHEN DESTROYED. This is a known issue which has been giving me a bit of trouble .
- might add a thing or two to the list. If anyone has suggestions, now is the time to post them.
PEACE!
#10
Posted 11 June 2010 - 06:59 PM
https://www.twitch.tv/vileartist - Yes shameless self-promotion
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"Old modders never die, they just fade away" ~ Hostile
#11
Posted 12 June 2010 - 05:44 PM
I suggest you try and Mod the Original ROTWK as Approval is needed when Modding a Published Mod .
And not to dampen your spirits but did you properly test This ???
I played with Dwarven faction and my game ended in 2 secs ...
Like when a Fortress unpacks over a Castle ...
This is for the Dunharrow map , so I guess it will work for ONLY BFME1 maps not the 30 other maps that come with the MOD .
#12
Posted 13 June 2010 - 08:16 PM
There is an old post in the forums from a few years ago where Rob said at the time that I could mod the mod for personal use. At the time he said that currently he did not want people modding the game until later when he felt the mod was more finished as he did not want people to go through the same problems again of redoing some of the things he already did. This post was in 2007 and it is now 2010. Rob released his last version over a year ago and to date no one has really seen or spoken to Rob for over a year. This was talked about in the RJ forums.
I initially did use some features from his mod, but removed many things and changed many things around. Most of the files that are from his mod are just sitting in the game directory. But at this point, it has a different playstyle completely and doesn't function like the rj mod.
Which brings me to another point I wanted to address to Jus_Sauron.
I maybe didn't make it clear in the files attached with the mod, but the mod ONLY works for bfme1 maps. BFME 2 maps should not work. This was neccesary in order to 'drag and drop' maps into the mod. I had to remover the start buildings. As for the dunharrow map, the one that comes with the mod should work fine. I just checked it with dwarves for both start positions and it works fine. If you were playing the bfme 2 dunharrow map (which I dont know how u did unless u put it in your maps folder, because i basically copied the map cache.ini file from bfme1 so that only bfme1 maps show up in the maps screen) then it should just end in 2 seconds, because I removed the start buildings. This mod was only made to function with bfme1 maps.
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