Jump to content


Nightmare799

Member Since 19 Apr 2011
Offline Last Active May 08 2012 09:32 AM

Topics I've Started

how to disable gondor soldier weapon switching?

02 May 2012 - 11:20 AM

hi, when i was playing RJ_rotwk mod, i noticed that when you upgrade gondor soldiers to forged weapons, they switch to some different weapon. is there any way to prevent them from switching? i tried kazenokoeki`ssolution, but he don't even mentions what file to begin with.

multiple mods

11 March 2012 - 08:42 PM

hi, while ago i have downloaded a neat mod for strenghtening walls, but i am allready using one for reskining gondor soldiers. is there anyway i can run both of them?

ps: command -mod opens only one of them

Making hero of siege weapons.

09 March 2012 - 06:32 PM

as the catapults and siege weapons in particcular are extremely tought opponents [reason why some people spam them] , i got idea that they would become heroes. this means 1: no spamming, i am really sick of fending off 4 balistas in first 10 minutes of gameplay.
2: building them should take a lot of effort, [they are extremely powerful afterall], and 3: they should be a bit slower. it looks really funny to watch my hero running after catapult just to trash it. they would be limited to lets say....3. that would be sufficent enough for initiating and winning a siege [a skilled player will think twice before sending something like this alone]. cost would be around 3000 a piece. with those changes, they should be also much harder to destroy, and should have great resistance against flying units [for obvious reasons like nasguls,due to their decreased speed].

i would like to ask would someone provide a site giving a guide to change atributes to make it like this, or if anyone would like to make a mod of this, he is free to use these thoughts.

Trebuchet range again....

05 January 2012 - 12:10 PM

As i dont want to necro post and my last topic is nearly month old, i would like to ask the question of siege engines range again. i tried editing range to half in: weapon.ini and gamedata.ini. still nothing. range is without changes, and for instance the orcish catapult can shoot unbearably far. i want the siege engines to be able to fire on same range as towers can, greater power of towers wouldnt hurt too, too much zerg rushing.

Trebuchet range glitch

19 December 2011 - 02:01 PM

So, from my last post about gondor soldiers, i really got into modding again. but after replaying the game again, i found that siege weapons are vastly op[at least in my opinion, plus they cost 300 wtf?] so i decided to halve their shooting range. with ballista, it went smooth, but with trebuchet. everytime i change value from 500, it just don't want to shoot at all. it just ride to enemy, until they destroy it. anyone have any leads? any help would be appreciated