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#21 modboy451

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Posted 03 February 2011 - 11:41 PM

No i figured as much... I know skins and the models it self can be frustrating
i am thinking of doing one....(had it in mind since the i started modding, i just didn't have the skills and resources then...)
i would ask for some hints and tips and tell you about some ways i plan to shorten works on models and skins for infantry...
although it's not a for sure and plus the theme i picked is a little some people would say "Nerdy" and i'm afraid people would discourage me...

i will wait till maybe i have some models done (which will be a LONG while, as i am not totally for positive on it, i will either do the conversion OR a new campagin...Will be fun... ALTHOUGH i still will not release details on either one except for the fact the BOTH will take a lot of modeling, skinning, animation...etc)

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#22 modboy451

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Posted 03 February 2011 - 11:58 PM

:p

John 3:16 (NIV)
For God so loved the world that he gave his one and only Son, that whoever believes in him shall not perish but have eternal life.


Psalm 23:1 (ESV)
A Psalm of David.
The LORD is my shepherd; I shall not want.


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#23 Mathijs

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Posted 04 February 2011 - 12:55 AM

That's great, but take it somewhere else.

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#24 modboy451

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Posted 04 February 2011 - 03:14 AM

oh i will....

John 3:16 (NIV)
For God so loved the world that he gave his one and only Son, that whoever believes in him shall not perish but have eternal life.


Psalm 23:1 (ESV)
A Psalm of David.
The LORD is my shepherd; I shall not want.


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#25 luh-koala

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Posted 05 January 2012 - 02:43 PM

Gratz for the great mod! the graphics are quita awsome, its very playable, and hearing Leonidas scream This Is Sparta in a RTS is epic!

Just to know... since i got no responses in ModDB...

1. The BETA version wiill count with some spear trow animations when using the spear trow skill? the arrows are a bit annoying. XD
2. AI behavior in a Peltard (player) X Hoplite (AI() its a bit unbalanced. they come the whole way at march stance (tested at Hard, maybe Brutal is wiser), giving Peltards a total unfair advantadge.

3. Peltards command options?
4. Some proper icons for the Greek gods? Age of Mythology UI files can prove itslef a valuable UI resource^^
5. Can we count with some fortress interaction? upgrading or addons?

Its kinda more a wishlist then a review.. But its damn amazing, and its very, very playable.. Great balance even for a Alpha.

I've done some extense modding at Rise of Nations / Age of Empires III files, and i do know something about .big extraction, working with XML files, if u still looking for new members =)

i hope we can still see updates coming this year \o/
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#26 Lauri

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Posted 05 January 2012 - 05:29 PM

Thanks for the respons! :)

1. It's been a while since I last played, but they don't have any actual "throw the god-damn spear" animations yet, that is correct.
2. Not much we can do about it I think, as modding the AI in BFME2 is quite limited. Mod's main purpose is MP, but I hope to have it as Single player friendly as possible.
3. Nothing yet.
4. I think the statue-pictures work fine as they are now, but I'm not the one in charge of the art.
5. Yes, this is something we want to add, but it wasn't a priority before the first release.

And the reason you feel it's so balanced is probably because it's just one faction you can play :p

Currently we have various reasons for not working on the mod, but we too hope to get some more work done this year. Some of the models\textures for Athens is already done, so we have a fine base to start from!

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#27 luh-koala

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Posted 05 January 2012 - 07:00 PM

Hmmmm, for sure, thanks for the news =D

if the team is still in contact, we can wait the best future \o/

Good luck, Lauri, and gratz for the all the team for the harsh work to put the pieces togheter...


Its really nice.. taking the greek gods artwork in the palantir.. hehehe =b

About balance.. true thing, just figured that.. XD

anyway, im looking further for this mod .. its something to keep an eye for..\o/

Edited by luh-koala, 05 January 2012 - 07:01 PM.

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#28 JUS_SAURON

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Posted 05 January 2012 - 11:10 PM

Definitely one of the Mod I liked ...

AFAIK :as BFME was mostly a bow and arrow game , I know of two Models / Skeletons with good throw spear anims

The Mordor lancers ( ofcourse ) and the CAH hero of MOTW ..
he has more versatile models and weapons being a CAH
I remember seeing it with him mounted ..not sure unmounted
I didn't go in the Big file to see what you used .. but these would be good options

And still hoping for a Lion based of the Warg Skeleton :tongevil:
and I'd like to see peasants play some role

Edited by JUS_SAURON, 05 January 2012 - 11:19 PM.


#29 Lauri

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Posted 05 January 2012 - 11:47 PM

Oh, it's not that hard to make a decent animations of a throw, it's more that it just isn't done, and wasn't a priority at the time!
It's acctually more time-consuming to bring the Lancers into the picture truth be told :p

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#30 Radspakr Wolfbane

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Posted 06 January 2012 - 09:37 AM

There's also Eomer's spear throw anims that with some editing can do the trick.
I'm in the process of making those animations for my mod if I finish them I might donate them to TPW.

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#31 Lauri

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Posted 06 January 2012 - 08:24 PM

If it's Tower Guard skeleton, sure :)

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#32 Radspakr Wolfbane

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Posted 07 January 2012 - 09:16 AM

You can adapt it.
From my experiments with the animations Boromir's and Eomer's can be adapted without too much trouble and the same again for the Tower Guard.
Their proportions are somewhat similar and so is the bone structure from memory.

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#33 Kwen

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Posted 08 January 2012 - 07:50 PM

Rad is right, Celeglin used Theoden/Eomer animations and adapted them to the TowerGuard skeleton to give his Gil-Galad additional attack animations. So adapting a spear throw from that shouldn't be too difficult, we'd just need to put cloak bones on.

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#34 Chocolate Star

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Posted 20 May 2012 - 12:44 AM

Anychance with the new fisherman we could see Fish as creeps in the sea? Maybe the odd shark (since its around greece)?

#35 Lauri

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Posted 20 May 2012 - 12:48 AM

Well, not creeps per se. Might have natural fish that swim around as they want, free of restrictions, but no fish\sharks that attack. It's simply silly to have a shark attack a ship, and fishing boats can't attack back anyways.

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#36 Chocolate Star

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Posted 20 May 2012 - 12:57 AM

That would be great if fish could swim around.

Even better would be if you could catch them in schools, and some go missing when you reel in those nets.

I wasn't thinking Sharks could attack the ship, just as a thing to be there, like a Bear (which would attack a human if threatened but doesn't in the game (im pretty sure i've seen one around).

Edited by marsbar, 20 May 2012 - 12:57 AM.


#37 Lauri

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Posted 20 May 2012 - 01:23 AM

Well, you said creeps, then shark. Creeps are goblins, wargs, spiders and cave trolls in vanilla, so I assumed you meant for them to attack :p

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#38 Chocolate Star

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Posted 20 May 2012 - 01:46 AM

Well, you said creeps, then shark. Creeps are goblins, wargs, spiders and cave trolls in vanilla, so I assumed you meant for them to attack :p


I should of just said neutral units to avoid confusion because I didn't know if you could add random fish like we discussed, I thought they would have to a be an attack less creep like a Bear/Wolf ect. :)

#39 Lauri

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Posted 20 May 2012 - 02:03 AM

If we add them, and we might as well, they won't be able to attack (just like the bears, wolves, ect..). But a creep is an attacking neutral unit (or, hostile-to-everyone unit), so don't call them that, that's the confusing part.

I think it all depends on how well they would look in-game. Would we even see them? Would we see them too good? Would they look out of place, ect..

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#40 Chocolate Star

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Posted 20 May 2012 - 02:17 AM

If we add them, and we might as well, they won't be able to attack (just like the bears, wolves, ect..). But a creep is an attacking neutral unit (or, hostile-to-everyone unit), so don't call them that, that's the confusing part.

I think it all depends on how well they would look in-game. Would we even see them? Would we see them too good? Would they look out of place, ect..


Ah ok from now on neutral unit!

If it's the Grey Havens water, then yes I think they would look out of place, because that water (the water in the bfme2 tutorial maps) seems very dirty to me, not crystal clear (or much cleaner) like off the coast of greece and those countries in TPW. http://www.winwallpa...e-Landscape.jpg

I don't think they would look out of place, Sure it's not ESSENTIAL for them to be in the mod, but it's a detail that people would appreciate who loved the ancient wars and history of greek. It's also realistic (doesn't have to be sharks but sea life, like squid)

The Shark (or large sea creature) could either be created in 3 different ways

- You make the sea lighter, so that the unit can be seen easier
- The model is a shadow, so it's a silhouette over the sea but gives the impression it's under the sea (and it's non selectable so you can't tell)
- You can see the fin above the water.

Here is Shark in AOM, that's method 1, actually I think it's method 2.

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Edited by marsbar, 20 May 2012 - 02:18 AM.





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