Oh that is a big coincidence, I checked their page one hour before that post. I just hope that really ends that problem.
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FG15
Member Since 29 Dec 2015Offline Last Active Mar 24 2017 10:34 AM
About Me
I'm FG15 from Edain and I have tried nearly all kinds of BfME modding so far. Nonetheless I'm mainly a coder, mapper and scripter.
In the past I was part of the DVZ Mod on Modding Union, currently I'm part of the Edain Team and the main coder as well as a mapper for mission maps.
I was the main Coder of DVZ in the past and recently became the main Coder of Edain. Nonetheless I have always been doing much coding in particular for map.inis but also creating new special systems and abilties.
Ring Hero System: I developped Edains new Ring Hero system, that the Ring Hero can pick the Ring up himself and directly becomes his ring form. In particular I made this system work for the AI.
Shield abilities: I created an ability that shields a hero and therefore absorbs damage until the shield is depleted.
Horde Mount: A whole horde can mount on their horses and dismount without bugs like loosing experience or being fully regenerated.
Projectile Dependend Abilities: The attack leaves the projectile on the battlefield and can't be used until the projectile is captured again. (For example Bard's Black Arrow)
Gondor Barrage: The spell goes in the direction of the nearest enemy building.
The most complex map I have made so far was the Path of the Edain, which has a playable area of 2 times the largest normally creatable map, while only being 400x400. The map works with 6 different unique levels, which can be accessed by stairs leading from level to level. Furthermore the minimap is completly changed depending on the current level.
My most beautiful map is probably Aldburg, which was one of the first real maps I ever created and reworked later to its current design.
Another map, Dor-en-Ernil:
A forge model I created. The smith is from the original game, and the skin has elements from other models.
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In Topic: Epic Mod
15 March 2017 - 09:50 AM
In Topic: Epic Mod
14 March 2017 - 04:21 PM
I know this topic is a bit old, but for us the problem with the Epic Mod is still there. We never allowed them to use any of our content, and clearly told them to stop it. The problem is, they are publishing the mod only at places where we can't reach them. The mod seems to be based on 3.81, but uses many assets from 4.0.
Seems odd that he'd rip stuff considering what he can do. That Dol Guldur model looks rather unique. Has anyone seen that before?
It is just a ripoff of the Dol Guldur in Edain 4.0, which I created. Multiple copies of the original model were put together, which are weird scaled.
Just in case anyone wonders about something being allowed as a submod of Edain. All submods of Edain are required to be mainly presented in our SubMod board: https://modding-unio...ic,13951.0.html
Anything not being there or not having its main representation there, isn't likely to be an allowed submod at all.
In Topic: Showcase & Sneak Peeks
06 March 2017 - 10:38 AM
Both versions of the Rivendell warriors look really good. But it is hard for me too imagine them going to battle in such light arms.
I now that Lorien warriors have a similar light armor, but they are a different kind of unit. Aimed at speed and ambushes and not on normal fights. And that isn't something that Rivendell would do.
So that light armor looks more like no armor to me.
In Topic: Gondor Faction Plan
02 March 2017 - 04:47 PM
Isengards Palantir would be my prefered implementation, too.
Concerning the anti leadership ability, I think it would be better to make it a radial one, instead of one with a target cursor, because hardly any player would target allied units, if he can place the target area so, that only enemies are affected. Therefore players could avoid the negative effect in most cases, what would be a shame in my opinion.
Furthermore, I'd like to see a change to the upgrade ability. We had similar abilities included in the past, but removed them because they were really problematic. Players just tend to clump as many units together as possible, to get the maximized bonus. And reducing the radius doesn't work, because there can still be many units in a small radius. Even when we had a hero, who could only give peasants upgrades, one of the weakest units, there were player who started directly buying him, because this ability was so strong.
If the ability stays this way, I'm afraid that it will be far too strong. What I want to suggest therefore is changing the ability to a passive one. Favor of the Stuart reduces the upgrade for forged blades and heavy armor for own units on the map by X% (something between 25 and 50). This has two advanteges. The player still has to buy the upgrades, and he has to research them first. And it will give Gondor a unique play pattern, waiting for Denethor to arrive and then upgrading the units. The differences between a permanent passive effect is, that Denethor won't be permanently available and therefore it might not be worth waiting for him.
In Topic: Gondor Faction Plan
01 March 2017 - 11:59 AM
Could you expand the hero powers on the first post a bit?
At the moment there is only the name of the ability in most cases. It might be obvious for most abilities, where only the name has changed, but there are same abilities, where I have no idea what it could be (or too many ideas).
Also Forlong isn't listed there yet.
And out of interest, is Denethors Palantir vision similar to Isengards palantir, or the old Ivory Tower?
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