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Grim

Member Since 07 May 2005
Offline Last Active May 18 2007 08:58 AM

Posts I've Made

In Topic: Mercenaries Mod

16 January 2007 - 07:46 PM

Is it the full target? If not post your real full target.
Do you have 2 "minus" in your real Target too? There should be only one:
-mod C:\Mängud\Grim_Mercenaries_mod

In Topic: BFME2 mods

15 January 2007 - 05:18 PM

First and very Alpha release of Mercenaries mod online, have a look at the pinned topic for more informations.

In Topic: BFME2 mods

09 January 2007 - 05:04 PM

As said in the "News" post, i stopped modding when i lost my work with a Hard Disk crash, but i'm back on it.

I'm experimenting a lot, and every day comes with a new idea, so it's hard to come to something lasting.

I managed to rebuild most of my initial ideas, and got some (a lot) more. Here are some of the features:

*General Gameplay Changes:
- AI infantry and cavalry do not attack structures and walls anymore
- Most enemy buildings are garrisonnable by infantry
- Archery is now imprecise, many shots will miss... but can hit a neighbour. A horde arrow volley now looks like a volley.
- Blood FX
- Improved shadows at best detail settings (Thanks to Morgoth946's tutorial)

*New Faction: Mercenaries
- General gameplay of the faction: Mercenaries live from the wages of war, so they won't build farms, but kill for their living.
This faction has a very broad recruit circle, so many different races will be represented in its ranks. Even the war machines will be inventive and from different horizons.
Mercenaries have a forge, where they have to go to change their stuff. Some units and machines will have a few upgrades possible, when hordes and pseudo heroes will have plenty, where each small part of equipment will come with a stat change.

- Mounts available (horses, warg, wolf, spider, scorpion, eagle, fellbeast, mumakil, wyrm, walking dragon, flying dragon...)
- Siege machine you have to equip: biped crew to shoot, cavalry crew to move it (catapults, trebuchet, war cart, dwarf wagon, ...)
-Immobile siege engines to mount on several machines or beasts (balista, catapult...)
- Champions taken from all factions, often with a ranged and close weapon, great to mount on the beasts or siegeengines. Cpme with weapon and armor upgrades (one each)
- Pseudo Heroes: Models mainly taken from CAHs. Can be upgraded with a large amount of weapons and armors. Special powers under construction. Wizard hero already have plenty (~30), linked to the staff they have chosen. All of them come with a random stuff, that can be changed at the forge/weaponsmith. I am unsure i will make them as resistant and powerful as the other factions' heroes or between those and champions.
- Hordes: made of the same mold from pseudo heroes, the troopers are fully randomized in their stuff (not only visual, everything has a meaning in term of stats, like armor bonus or damage output)

(Unfinished: more to come later)

In Topic: How does Lurtz switch to Meleebow?

09 January 2007 - 02:43 PM

Don't forget you need 2 different anims for the weapons. In code, keep in mind weapon PRIMARY means suffix _A, SECONDARY _B, etc
Then, if you want to have two weapons, one for close range, the other for ranged, you need two weaponsets, one with "None" and one with "CLOSE_RANGE".
The DualWeaponBehavior will decide at what distance the CLOSE_RANGE weaponset will work.

In the end, you should have something like that:

WeaponSet
	Conditions			   = None
	Weapon				   = PRIMARY WizardStaffLightning
	AutoChooseSources	   = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
WeaponSet
	Conditions = CLOSE_RANGE
	Weapon = SECONDARY  WizardStaff
	AutoChooseSources	   = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
End

Behavior = DualWeaponBehavior ModuleTag_WSMelee
	SwitchWeaponOnCloseRangeDistance = 30
End

EDIT: I didn't see it was for CAH, try the following code then. However as CAH code can be complex, i can't confirm it's working.

WeaponSet
	Conditions			   = WEAPONSET_CREATE_A_HERO_WS_07
	Weapon				   = PRIMARY WizardStaffLightning
	AutoChooseSources	   = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
WeaponSet
	Conditions = WEAPONSET_CREATE_A_HERO_WS_07 CLOSE_RANGE
	Weapon = SECONDARY  WizardStaff
	AutoChooseSources	   = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
End

Behavior = DualWeaponBehavior ModuleTag_WSMelee
	SwitchWeaponOnCloseRangeDistance = 30
End

In Topic: Upgrade limitations for BFME2 ROTWK

05 January 2007 - 08:23 PM

If you find some upgrades not used anymore, yes, else you're f****d, unless you remove those who need them or their behavior linked to it.