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Release BfME 1½ mod version 1.01


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#1 Rimli

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Posted 22 August 2010 - 08:22 PM

Hi BFME-community!

Almost two years ago I started to try to bring back the building plot system to BfME2.
In the last years many things have changed and the mod has developed all over the time.

Now I think it's time to release the first version of the BfME 1½ mod.

The mod has an installer, so it should be quite easy to install the mod. However, you should have a clean BfME2 installation with patch 1.06.
The mod is made not to change the main game. So you can still play the original game using the normal BfME2 shortcut.

If you want to play the mod use one of the shortcuts on the desktop or in the start menu created by the installer.

The installer gives you two opportunities:

Language:
The mod is released in two languages: English and German. You can choose the language during the installation (default is German!).
I recommend always to install one language version.

Widescreen maps
You can install widescreen maps optionally. They were fixed to use widescreen resolution with BfME. The maps should not influence the multiplayer compatibility, so you should be able to play with BfME 1½ mod players with the normal version.

Note: Widescreen resolution cannot be chosen in the game menu. You have to set the resolution manually in the options.ini file in the "My BfME2" folder.

Ok, I think this is enough. You can get further information in the readme.txt. If you have problems feel free to ask here.
BfME 1½ Mod version 1.01

Have fun playing the game.

Rimli - Leader BfME 1½ Mod

Edited by MotWlRimli, 21 September 2010 - 06:37 PM.


#2 Kwen

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Posted 22 August 2010 - 08:25 PM

Awesome! I've been wanting to play your mod for some time now. I'll report back with my review. :umad:

Uhm, the download link on T3A links back to the forums here. I was able to download it through the German site, but it would be nice to not have to. ;)

Edited by Kwen, 22 August 2010 - 08:27 PM.

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#3 Ridder Geel

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Posted 22 August 2010 - 10:11 PM

This sounds interesting. I have one question though, does the AI work correctly? Or have you not yet made an AI?
Ridder Geel

#4 JUS_SAURON

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Posted 22 August 2010 - 10:29 PM

I'm downloading this now ... :umad:
its a fairly huge file so it may not be from user Uploaded Files at the3rdage

Edited by JUS_SAURON, 22 August 2010 - 10:34 PM.


#5 Rimli

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Posted 22 August 2010 - 10:44 PM

This sounds interesting. I have one question though, does the AI work correctly? Or have you not yet made an AI?

Yeah the mod has an AI. It's not an epic one but it's fairly working I think ...
Had a lot of trouble with the AI. :umad:

#6 Ridder Geel

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Posted 22 August 2010 - 10:51 PM

I see... Yes the BFME 1 AI and implementing something decent into BFME 2 is harder than it might seem at first.
Good to hear you got it working. I will check out your mod when i have the time. :umad:
Ridder Geel

#7 Elegost

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Posted 23 August 2010 - 08:32 AM

Hi Rimli , I've played the mod and it's great ! I love both factions , and I noticed the AI is pretty impressive ; in less than 20 minuts , Gondor forces were already fully upgraded in Normal AI. I love Mordor because of his units and the Black Uruks :umad: ! For Gondor ,I appreciate the way of upgrading units , when they get heavy armour ,they get shields , helmets ..... SO I'm eager to the rest of the mod ,and good luck to finish it . ;)

#8 JUS_SAURON

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Posted 23 August 2010 - 11:44 PM

Definately alot of Ground work covered by the Two factions
and you re-did all EA Maps ...wow :huh:
I hope you get the AI the way it was in BFME1

I wonder which Faction is next .. maybe Isengard :p

#9 Elegost

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Posted 24 August 2010 - 07:25 AM

Yeah ,I hope so . Perhaps also Rohan , to bring back the fun f BFME1! :huh:

#10 lotrfan

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Posted 24 August 2010 - 07:48 AM

Sup,

Not been around for some time, but recently started popping in a bit.
I plan to check this out soon.

Good luck getting the factions working.
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#11 Rimli

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Posted 24 August 2010 - 11:11 AM

Thanks guys.

Yeah man, I hope the next faction(s) should be smoother as there is already a lot of "Ground work" done.

AI: I don't think there will be much more changes in the AI. Things as making the AI to build the units needed etc as it is in BFME1 are too complicated I think ...
But at least it's okay up to now ...

#12 Elegost

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Posted 24 August 2010 - 12:13 PM

Good luck Rimli ! It must be hard to make walls , outpost like bfme1 , isn't it? Anyway , nice job ! :huh:

#13 Ridder Geel

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Posted 24 August 2010 - 01:49 PM

Its not too hard to make those things, EA left most of it ingame. So its quite simple to put it ingame, though to put it ingame flawlessly thats another thing. Rimli, I have gotten the AI to use the BFME 1 things entirely, so if you need help with it do not hesitate to ask me for tips or help. :huh:
Ridder Geel

#14 JUS_SAURON

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Posted 02 September 2010 - 10:51 AM

Played a bit more of it lately :

A small glitch : the Hobbits can't use the elevator of Gondor Castle , Boromir and faramir can
Pippen gets stuck in it and will never come out !

BTW : Superb stuff !

#15 Rimli

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Posted 04 September 2010 - 09:01 PM

@JUS_SAURON
Yeah, very annoying thing with the elevator. I checked the codes multiple times but I cannot find the error ...
Hmm but I didn't realized that it always occurs with a special unit. I always thought that it occurs abitrary with any unit. You can free the heroes beside pippin when using a special power as horn of gondor or mount etc. But unfortunately that's not possible with Pippin. ^^ Very annoying ...
If anybody of you has an idea I'd be glad to get a hint from you.

Glad, that you like it. :thumbsupsmiley:

#16 Rimli

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Posted 21 September 2010 - 06:38 PM

The bugfix version 1.01 of the BfME 1½ mod is finished.

BfME 1.01 is a stand-alone-version. You have to deinstall version 1.0 with the deinstaller before you install version 1.01.

-----------------------
New in version 1.01:
-----------------------
- Several bugs fixed
- "Brown Lands" added as skirmish map
- Archers now attack structures automatically
- Witchking on foot is now weaker: damage reduced, attack radius reduced
- Mouth Of Sauron damage reduced
- Sauron cannot attack walls anymore
- Elvenwood and Tainted Land are now permanently on the battlefield
- Ringwraith speed on foot reduced
- New effect for "Call Of the Ring" (additional to the old features): Nazgul can use the fell beast immediately


BfME 1½ Mod version 1.01

Have fun playing the mod.

The BfME 1½ Team

#17 Rimli

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Posted 22 September 2010 - 11:08 AM

Please continue the discussion here.




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