Ghosts of Arnor
#1
Posted 04 December 2010 - 09:17 PM
I do plan on continuing to work on my mod for a long time. (If I get hosted, I will work harder)
Thanks,
BigBrainiac
#3
Posted 04 December 2010 - 11:02 PM
#4
Posted 05 December 2010 - 06:12 AM
I still need to:
1. GET A TEAM!!!!
2. Make AI for (sadly) every faction. (hopefully someone would be willing to do that)
3. Make a EvilMen or Harad/Rhun faction(s)
4. Make war of the ring usable.
I haven't made any new models or any worthy art yet, but I am doing pretty advanced coding (like nazgul with 2 mount buttons and custom hero heroes) so far (for my amount of time as a modder, like 4 months at most).
Currently (as in RIGHT NOW) I am trying to get my Imrahil to work.
I know there is a subtle but serious problem with him, because as soon as I build him, the game crashes and it says "game.dat error" (probably a problem in the graphical coding, had a MUCH simpler and different problem with my Elrohir unit)
When that problem is solved, I will release the next version of my mod, so if someone could help, that would be fantastic .
#5
Posted 05 December 2010 - 08:56 AM
Almost nobody will want to join your team if you don't have a lot of work done already. That includes having the necessary skills to do most of the work yourself, and do it well (i.e. modelling, skinning, 2D art, coding). You don't "get a team" to create a mod - you create a mod which will attract people to help you.I still need to:
1. GET A TEAM!!!!
Once again, unless you have a popular, established mod already, it's unlikely that anyone will do this for you. You're best off learning to do it yourself.2. Make AI for (sadly) every faction. (hopefully someone would be willing to do that)
It's laughable that this is third on your list. One new faction is a massive amount of work. Even if you recycle the existing Rhun/Harad buildings in BFME2, you'd still have to model damage/building states, create bibs, and make palantir and button art for around a dozen different buildings. How many evil men units are there in the game? You're going to have to flesh out an entire faction's worth of units from a handful of models and animations. New heroes, units, buildings, powers, models, skins, 2D art, animations, audio, coding, FX, AI.. Mods like The Elven Alliance and The Dwarf Holds add one faction - look how long it took them to do it well.3. Make a EvilMen or Harad/Rhun faction(s)
Of all the 4 months work you've done so far, what have you actually created yourself? Imrahil doesn't count. Anyone can go and download the Fiefdom units that were modelled and skinned by Nertea! If you thought getting Imrahil into the game was difficult, wait til you try and code in one or more complete factions of units, heroes, buildings, powers and more.What is it that makes your mod any different to what mods like RJ-ROTWK and SEE are doing? Splitting MotW, or giving Boromir/Aragorn mounts are hardly world-changing. What exactly have you changed about Arnor? What exactly have you improved about the inn system? What exactly are you adding to each different faction? Don't vaguely tell us what you intend to do, give us lots of shiny screenshots that show us what you've achieved.
I don't mean to be harsh, or to try and squash your dreams. But there are too many people who don't realise how much work a mod is. Especially when people stumble into the hosting section without anything to show and ask "i want hosting". You've been at it for 4 months, which atleast shows that you're committed. Don't give up, but keep working at it and keep building your skills by reading all of the tutorials on the main site. Then, if you come back with enough content to show us, then you might get hosted
#6
Posted 05 December 2010 - 09:11 AM
oh well, i will anyway...
What he is trying to say is your mod might be good but you have to prove it with lots of screenshots. And making factions is a lot as his example was TEA/TDH. And he's not trying to make you quit modding
Edit: the best things to do in mods now is to edit the old factions i think
Edited by clank234, 05 December 2010 - 09:12 AM.
"So do all you live to see such times, but all we have to decide is what to do with the time that is given to us" ~ Gandalf
"Many that live deserve death, and some that die deserve life" ~ Gandalf
"Men, men are weak" ~ Elrond
"Then i will die as one of them" ~ Aragorn
"Certaincy of death, small chance of success. What are waiting for?" ~ Gimli
"How about dying side by side with a friend" ~ Legolas
"War will make corpses of us all" ~ Faramir
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#7
Posted 05 December 2010 - 12:13 PM
Defender of the Lawful Evil
#8
Posted 05 December 2010 - 12:39 PM
"So do all you live to see such times, but all we have to decide is what to do with the time that is given to us" ~ Gandalf
"Many that live deserve death, and some that die deserve life" ~ Gandalf
"Men, men are weak" ~ Elrond
"Then i will die as one of them" ~ Aragorn
"Certaincy of death, small chance of success. What are waiting for?" ~ Gimli
"How about dying side by side with a friend" ~ Legolas
"War will make corpses of us all" ~ Faramir
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#9
Posted 05 December 2010 - 02:05 PM
Provide some screenshots of your work, start looking into working on your own for a while, and you might be able to get a few people into a team.
#10
Posted 05 December 2010 - 05:42 PM
"So do all you live to see such times, but all we have to decide is what to do with the time that is given to us" ~ Gandalf
"Many that live deserve death, and some that die deserve life" ~ Gandalf
"Men, men are weak" ~ Elrond
"Then i will die as one of them" ~ Aragorn
"Certaincy of death, small chance of success. What are waiting for?" ~ Gimli
"How about dying side by side with a friend" ~ Legolas
"War will make corpses of us all" ~ Faramir
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#11
Posted 05 December 2010 - 07:35 PM
I am also implementing new models/skins from the public downloads (like nertea's southern fiefdoms).
I'l' start getting more screens onto my showcase topic here as well.
O yeah, I fixed my Imrahil problem about an hour ago .
@Haldir: I KNOW how much work a mod is, it took me a day just to get a Rohan faction. I have no 3d modeling experience, so I can't really animate or improve the evilmen models. I know how tedious modding is, a single glitch can ruin your entire mod, and multiple glitches make it even harder to fix them.
EvilMen is last on my list because I know that will be by far the most work and will require a team to do, no matter how long it would take. With Arnor, I am giving the builders two commandsets for now, one builds an elven barracks while the regular one builds arnor buildings. I gave the heroes new skills, like Carthaen has move unseen and wounding arrow in addition to his vanilla skills. With inns, I am making it so then you actually want to get them. I made it that each faction either gets a useful unit from each of the other factions or an elite unit (Gondor gets dunedain rangers, dwarven zealots, noldor warriors, and hobbits)
I am giving tower guards shields as well, and Aragorn will have two commandsets (Mounted and unmounted skills (mounted skills are leadership and buff based, unmounted are berserker damager based)
Imrahil is a well rounded hero good on a horse, while faramir is just a scout hero (I made all mounts level 1)
I plan to do various improvements to the other factions, but I have currently focused on good factions. Some time soon I will add more units to the evil factions and give Rohan a more unique spell book.
I also intend to make the concept of captain units, strong, single units that have 3 passive skills, one leadership, one debuff for enemies, and a gather resources skill. They also have high damage and have one attack skill. There is currently only one captain unit, the dwarven khazad guard, whose attack skill is axe throw. One last thing is that I have successfully made dwarven miners that are built out of the mines. They get "peppy" after they get banner carriers and get guardian voices and will move faster (as opposed to builder voices). I also made some nazgul able to mount horses and fellbeasts. They have less health than khamul and morgamir, but can have 6 built. The VERY last thing, which is just for fun, is that I am adding an alternating Angmar-BFME2 Evil Campaign for the evil campaign. The good campaign from BFME2 will be in the epilogue slot (with the epilogue as a mission)
That is the next version of my mod in a somewhat detailed summary. Oh, and Haldir, Imrahil WASN'T difficult, I had a glitch that I overlooked in the file. If it hadn't been for that glitch, he would have been done very quickly.
Today, I will upload my new version on Moddb only. (its a really big file now)
Edited by BigBrainiac, 05 December 2010 - 07:37 PM.
#12
Posted 05 December 2010 - 09:28 PM
https://www.twitch.tv/vileartist - Yes shameless self-promotion
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"Old modders never die, they just fade away" ~ Hostile
#13
Posted 06 December 2010 - 03:09 AM
Why is it so large? Have you included the vanilla INI files as well? because you only need to include files you've changed. The others will be read by the game.
I include the vanilla INI files for two reasons.
1. Making bases more quickly (really just making a .BIG file)
2. In case there is a file that I want to edit that I haven't already, so then it isn't deleted.
I know that the files not included but in the vanilla INI are read by the game.
#14
Posted 11 December 2010 - 08:28 PM
Nevertheless, from what I have read above, it appears that more work needs to be completed on the mod before it can become hosted. I do think, however, you have a good start on the mod
Let me know if you have any questions or comments.
#15
Posted 01 January 2011 - 06:43 AM
However, I will be a part-time helper for those who need help on something with their mods
So in other words, I don't want to be hosted anymore.
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