Jump to content


Photo

I have a great idea for a Battle for Middle-Earth II ROTWK mod, but I don't have experience with making a mod. Someone likes to help me with the mod?


  • Please log in to reply
50 replies to this topic

#1 Jijst5

Jijst5
  • Members
  • 21 posts

Posted 24 July 2012 - 08:17 PM

The basic idea is: 20 factions, 10 good, 10 evil.
These are the factions:

Good: Evil:

-Elves -Angmar
-Dwarves -Haradwaith
-Rohan -Forodwaith
-Gondor -Enedwaith
-Bay of Belfalas -Rhovanion
-Arnor -Rhûn
-Númenor -Mordor
-Bree + woods -Tyrn Gorthad + woods
-Eriador + Fangorn -Isengard
-Esgaroth + Dwimorberg -Goblins

They all have their own heroes. I'm still looking (and inventing myself) for heroes for factions who have few heroes.

Good:

Elves: Legolas, Thranduil, Elrond, Arwen, Celeborn, Glorfindel, Círdan, Haldir
Dwarves: King Dain, Gimli, Thorin Oakenshield, Gloín, Balin, Durin the Deathless
Rohan: Éomer, Theoden, Eowyn, Eorl the Young, Háma of the Golden Hall, Gamling the Old

Gondor: Gandalf, Faramir, Boromir, Aragorn, Beregond, Denethor, Bergil
Bay of Belfalas: Prince Imrahil, Forlong the Fat, Hirluin the Fair, Duinhir, Duilin, Derufin, Angbor, Dervorin, Golasgil
Arnor: The heroes of the fantastic Rj-mod (If I have permission) + Braguir (or Bragwir) the Hermit, the Headman of the Lossoth
Númenor: Elros Tar-Minyatur, Ar-Pharazôn the Golden, Tar-Palantir, Ar- Adûnakhôr, (Beren, Túrin, Húrin)
Bree + woods: Ghân-buri-Ghân, Tom Bombadil, Goldberry, Barliman Butterbur, Landroval, Meneldor (Gwaihir can be summoned with the ultimate fortress upgrade like Gondor's Ivory Tower)
Eriador + Fangorn: Frodo, Sam, Merry, Pippin, Treebeard, Bregalad, Fimbrethil
Esgaroth + Dwimorberg: King Girien, Bard the Bowman, King Brand, Beorn, Grimbeorn, Cimrohar the Oathbreakers Kings (C is written like ç, but I couldn't write ç as capital letter)

Evil:

Angmar:



More is coming, there IS much more, but now I have to go away from the pc, my parents are complaining! :flame:

#2 Nertea

Nertea

    ...lo sa raptor!

  • Hosted
  • 3,349 posts
  • Location:Vancouver, Canada
  • Projects:Star Villains and Space heroes, The Dwarf Holds
  •  T3A Chamber Member
  • Division:BFME/Unity

Posted 24 July 2012 - 09:26 PM

More is coming,

Less is more.

Moved to correct forum.

sig.png
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.


#3 Radspakr Wolfbane

Radspakr Wolfbane

    The John Farnham of modding

  • Members
  • 7,722 posts
  • Location:less than 5 meters from my bed
  • Projects:Comeback tour
  •  The Retired Beard

Posted 25 July 2012 - 05:48 AM

RJ is no longer around so you won't get permission to use his stuff.

Break dancing into the hearts of millions


#4 Jijst5

Jijst5
  • Members
  • 21 posts

Posted 25 July 2012 - 10:22 AM

Well, I'm actually making a detailed sheet of units, buildings, unit upgrades... of the Bay of Belfalas faction. I'll make it public as soon as I can. Tell me what you think about it!
Jijst5

#5 Unknown

Unknown

    title available

  • Hosted
  • 1,314 posts
  • Location:England
  • Projects:Work
  •  I changed

Posted 26 July 2012 - 04:10 AM

Maybe start with two new factions, see how they go and then move on from there?
No need to rush all 100 of them right now, if you do so, then all your coding will get confusing ;)

#6 Irenë Hawnetyne

Irenë Hawnetyne

    -

  • Hosted
  • 3,073 posts

Posted 26 July 2012 - 06:46 PM

Bay of Belfalas? You may want to call it something more specific, such as Dol Amroth (if your focusing on the peninsula-based city on the coast of the Belfalas) for clarification as the actual Bay lines the coast from the Andras to Umbar. Not only that, but I'd advise not to go with the popular Games Workshop modding movement. I'm a Haradrim player, and as you probably know, most of their stuff's just popped up out of nowhere. Particularly angering was their naming of the Nazgûl. That's why I've got Tyranids, too, but that's off the point.
Be careful that you don't go unwary into using GW's supposed 'lore'. The Dwarf Holds' Dwarves are a great example of inspiration without nabbing.

"Everyone's a hero when there's nowhere left to run."

 

Auxiliary Skarn, 2333rd Cohort


#7 Jijst5

Jijst5
  • Members
  • 21 posts

Posted 26 July 2012 - 07:11 PM

I'm only working on Bay of Belfalas (Dol Amroth :D) now, units, structures and structure drawings, unit upgrades, unit abilities... I have to start to invent the Evenstar Powers and the fortress expansions and fortress upgrades. I'll post what I have now, maybe you could help me with the fortress expansions and fortress upgrades? I'll post it as soon as possible. BTW: Thanks for the replies and advice!! Very helpful!
Greets, Jijst5

#8 Irenë Hawnetyne

Irenë Hawnetyne

    -

  • Hosted
  • 3,073 posts

Posted 26 July 2012 - 07:36 PM

Out of interest, do you plan on remodelling/scratch-building new structures and units for Dol Amroth (assuming I may call it that)? Or just reskinning them.

"Everyone's a hero when there's nowhere left to run."

 

Auxiliary Skarn, 2333rd Cohort


#9 Bofur

Bofur

    The Bolicious One

  • Hosted
  • 1,766 posts
  • Location:England
  • Projects:Age of the Firstborn
  •  The Bolicious T3A Team Chamber Member

Posted 26 July 2012 - 08:38 PM

Correct me if i'm wrong, but he plans on making a Bay of Belfalas tech tree if i understood correctly.

left64_by_obsidianlake-d5ruayp.pngAotF.pngright64_by_obsidianlake-d5ruf44.png


#10 Unknown

Unknown

    title available

  • Hosted
  • 1,314 posts
  • Location:England
  • Projects:Work
  •  I changed

Posted 27 July 2012 - 03:55 AM

Just a heads up, Bree was not "Good" and Rhovanion was not "Evil"...
They both had enemies and allies to Sauron ;)

#11 Radspakr Wolfbane

Radspakr Wolfbane

    The John Farnham of modding

  • Members
  • 7,722 posts
  • Location:less than 5 meters from my bed
  • Projects:Comeback tour
  •  The Retired Beard

Posted 27 July 2012 - 07:00 AM

Before starting on this mod do more research.
We're big on lore here and already this thing is way off.
As I said in the other topic.

So there's no concrete time setting, no tech trees and no unique ideas....
It just looks like you pulled a bunch on names from a map.
Esgaroth and Dwimoberg have no connection what so ever neither does Eriador and Fangorn.
The Bay of Belfalas is just water.
There are barely any people in Forodwaith only the Lossoth who weren't evil and more or less neutral and had no part to play.
Forodwaith and Haradwaith are both wastelands.
There were no people living at Tyrn Gorthad aka the Barrow Downs the only beings there were the Barrow Wights who were just ghosts.
Enedwaith was also mostly deserted with the few people there hiding in Eryn Vorn and possibly in the Misty Mountains not enough to form any kind of army unless you are talking about during the 2nd age and they weren't evil either.
Bree doesn't have any kind of army at most a town watch and militia and I'm not sure what woods you are talking about unless you mean the Chetwood which was just a forest with few people living there.


Break dancing into the hearts of millions


#12 Irenë Hawnetyne

Irenë Hawnetyne

    -

  • Hosted
  • 3,073 posts

Posted 27 July 2012 - 03:20 PM

Agreed Rad, though Belfalas itself (minus 'Bay of') is a place. Just to clear up uncertainties. And I think, by a woods near Bree he's referring to the little bunch of trees outside the Bree wall, as shown in the FotR film, in the below scene.


http://t2.gstatic.co...E2gOJfon4KT6GhD


In the film, as aforementioned, this directly precedes the entrance to Bree.

Edited by FellbeastIII, 27 July 2012 - 03:22 PM.

"Everyone's a hero when there's nowhere left to run."

 

Auxiliary Skarn, 2333rd Cohort


#13 Lauri

Lauri

    Old man Lauri

  • Hosted
  • 10,436 posts
  • Location:Norway
  • Projects:The 4th Age
  •  The very worst T3A Team Chamber Member

Posted 27 July 2012 - 04:45 PM

That's in the Shire unless my eyes are cheated by some spell...

Anyways, he's not making Belfalas, he's making Bay of Belfalas, and that isn't land. Your logic could be used to say that Orcs and Men of Gondor could be part of an Evil Men faction, because it's Men of Gondor and Orcs are evil... He said Bay of Belfalas..

T4A_Logo_-_article.png

The 4th Age version 0.8 has been released: Link


#14 Kwen

Kwen

    Vileartist

  • T3A Staff
  • 4,865 posts
  • Location:Korea I wish
  • Projects:It'sa secreeet
  •  T3A's First N00b
  • Division:BFME
  • Job:T3A Expert
  • Donated

Posted 27 July 2012 - 05:16 PM

Listen, regardless of what all has been said, I suggest you pick at least ONE, if not even then maybe pick TWO (One evil and one good) faction that is the most comprehensible of them all and work hard towards them both. 20 factions is suicide. Trust me when I say this, unless you are phenomenally talented, making that many factions that are well made and legible is almost impossible. I've only seen one, maybe two mods that have made more then even a few factions brand new that have been successful.

Work on what is feasible, then perhaps expand to more. Only bite off what you can chew. If you're asking for help then you already know you can't do it yourself. Even 5 people cannot make 20 factions in a decent amount of time, keep that in mind.

I'm not trying to demoralize you, I'm trying to help you understand that you should only try what is reasonable before you lose interest over frustration. Please try to take this from someone who has experienced it, for YEARS. I've been there. I've been trying to make a new (awesome) mod for over 5 years, and by myself it has been impossible to make more then one or two proper factions. Don't think that recruiting a bunch of team members will make awesome things happen.

But, I wish you well on your project, but please, make it something that is possible. We around here want to see talented people. Not un-talented people with "great" ideas.

                           https://www.twitch.tv/vileartist - Yes shameless self-promotion

          ----------------------------------------------------------------------------------------------------------------------

                            "Old modders never die, they just fade away" ~ Hostile


#15 Jijst5

Jijst5
  • Members
  • 21 posts

Posted 28 July 2012 - 08:02 PM

Thank you very much everyone for the costructive comments!
And, don't mention the other factions, I'll start with the Dol Amroth-faction.
I'm LOTR-obsessed, so I know that Rhovanion isn't evil or good, just like Mirkwood (Woodelves and evil creatures live there). I thought that people who play the mod wouldn't know that or wouldn't pay attention to that.
And could somebody explain we what a tech tree is? ;)
To get it all clear, I make:

Already finished:
New units
New heroes (9)
New buildings
Special abilities for the units

Almost finished:
Design drafts for the buildings

I still have to start inventing:
Evenstar/One Ring Powers
Fortress expansions
Fortress upgrades
Hero abilities

Buildings: (sorry for my bad spelling and grammar, I'm Belgian ;))
The Dol Amroth fortress stands on a small hill, it is a slim lighthouse with a silver swan on the top.
Resources: The Granary.
Infantry (melee): Barracks with soldiers slashing on training manikins.
Infantry (ranged): Training Camp Ranged Combatants. Archers, Stone Throwers and Knife Throwers practise on bales of hay.
Cavalry: Princely Stables/ the Prince's Stables. A stable with a patch of grass where horses graze.

MORE IS COMING!!

#16 Jijst5

Jijst5
  • Members
  • 21 posts

Posted 28 July 2012 - 08:03 PM

Originally, I had 40 factions ;)

#17 Mathijs

Mathijs

    Post-modern Shaman

  • Network Leaders
  • 13,756 posts
  • Projects:Age of the Ring
  • Division:Revora
  • Job:Leader

Posted 28 July 2012 - 08:12 PM

So basically you're just taking place names because you have some sort of obsession for increasing your number of factions?

If you've created any art, we'd like to see it.

No fuel left for the pilgrims


#18 Lauri

Lauri

    Old man Lauri

  • Hosted
  • 10,436 posts
  • Location:Norway
  • Projects:The 4th Age
  •  The very worst T3A Team Chamber Member

Posted 28 July 2012 - 08:47 PM

I'm LOTR-obsessed, so I know that Rhovanion isn't evil or good, just like Mirkwood (Woodelves and evil creatures live there). I thought that people who play the mod wouldn't know that or wouldn't pay attention to that.

Most of the people who play BFME these days are obsessed, and most, if not all, would pay attention to it and know that it's weird to make a faction based on a vague region (ie, is it dwarves, northmen, elves, orcs, goblins? There are many kinds in Rhovanion..)

And could somebody explain we what a tech tree is?

It's your plan, basically. The whole list of things you want in a specific faction, from Heroes and their powers, to units and their abilities and upgrades, buildings and what they build at what rank, Spellbook powers, ect.. Everything!

T4A_Logo_-_article.png

The 4th Age version 0.8 has been released: Link


#19 Jijst5

Jijst5
  • Members
  • 21 posts

Posted 29 July 2012 - 06:17 PM

First, the Beacon Tower:
It's a tower with a burning bunch of sticks on the top. It can be garrisoned with max. 2 ranged combatants. The tower's sight radius is 1,5 as large as a normal building. The troops in it have their range multiplied by 1,5.

Then: Barracks
Level 1: Dol Amroth Warriors (Dol Amroth), Battle Axe Fighters (Lossarnach)
Level 2: Halberdiers (Pinnath Gelin)
Level 3: Harded Weapons (+ 40% damage) Animation: Weapons get greyer.

Training Camp Ranged Combatants:
Level 1: Stone Throwers (Anfalas), Archers (Ringló Valley)
Level 2: Knife Fighters (Ethir Anduin)
Level 3: Weighted Projectiles (+ 40% damage) Animation: Projectiles get bigger

Princely Stables:
Level 1: Dol Amroth Riders
Level 2: Horseshoes (+ 40 % movement speed, - 40% restraining while doing a charge) No animation
Level 3: Dol Amroth Knights (Max. 3 units in game, they're the same as the Gondor Elite Half-Hero unit)

Elite Academy:
Here can you buy unit specialisations.
Level 1: Cleave (for Battle Axe Fighters) They stand in line and jump in the air, and when they land, they kill the units before them with one axe how.
Concentration (for Archers) They shoot 1,5 as fast as normal, and their range is also 1,5 as large as normal. (for 15 seconds)
Level 2: Behead (for Dol Amroth Warriors) They stand in line and speed forward, the sword held above the head. They behead the unit before them.
Stone Hail (Stone Throwers) They stand in a circle and throw rocks in the air for 8 seconds. After a delay of 1 second, the rocks land in a circle-shaped area for 8 seconds.
Prance (Dol Amroth Riders) The grey horses prance, the enemies stoop, stay motionless and hold the hand protecting above the head. (easy to ride over them (charge))
Level 3: Spike and chop (Halberdiers) They stand in line and spike the enemies before them on their halberd. The next row of enemies they chop in the side.
Dagger Fury (Knife Fighters) They fight melee, and strike 3 times per second. The Dagger Fury lasts 25 seconds (may be reduced)

Thanks for reading!

#20 Mathijs

Mathijs

    Post-modern Shaman

  • Network Leaders
  • 13,756 posts
  • Projects:Age of the Ring
  • Division:Revora
  • Job:Leader

Posted 29 July 2012 - 06:33 PM

So I'm assuming you haven't actually made any of the art or done any of the coding?

No fuel left for the pilgrims





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users