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Grim

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

Topics I've Started

Mercenaries Mod

15 January 2007 - 05:12 PM

Mercenaries mod direct Download

Mercenaries mod

Version: Alpla1.0

Introduction:
I've been developping this mod lately (winter 2006-2007) for BFME2 RoTWK, inspired by the features i disliked in BFME2 and by some others i liked or wanted to improve/play with like the Create a Hero.
Keep in mind i worked a lot on this, but it is still in an early stage of progress. Many things aren't implemented or balanced, like science tree, buildtime and buildcost, bonuses, artwork...
At this time i put my work here for the curious, those who are looking for a finished product, don't stay.

This mod adds a new faction called the mercenaries, wich differs from the others by not having any production sites, because they fight for someone who pays them (imagine your own story for the who), there are bounties on ennemies heads.
For that, they have very customisable heroes and hordes, many mounts and siegemachines.
The mod is meant to be played in skirmish (at this time), and even if you can play any faction, it is recommended to play Mercenaries, and not to let AI play it (AI not coded for Mercenaries).

Features:

General Gameplay Changes:
-Ranged projectiles revisited: precision lowered, arrows visible, siege projectiles bounce...
-Structures aren't destroyable by infantry/cavalry (AI won't try to)
-Buildings are capturable/garrisonable

Mercenaries:
-Buildings:
*Tavern: Recruit champions, heroes and hordes there. Can replenish and heal nearby hordes
*Stables: Buy any kind of mount and monster here
*Forge: Change/buy stuff for your units here. Many upgrades are available for heroes and hordes here.
*Workshop: Buy siege machines here; war chariots, catapults, and else

-Hordes: Very customisable, come with random stuff you can change at the Forge. Units in horde can heal, but not respawn. You need to go to the tavern for that, or a mage with staff of Healing

-Heroes: Best fighters of the hordes populations, they have the same upgrades, and some unique abilities. You can use them on mounts or machines
*Amongst them, wizards, which powers depend on their staff. (have a look at them, some new things there) Later, powers will be limited by their level too.

-Champions: Good individual fighters, with only one weapon and armor upgrade. Usually with a ranged and a melee weapon. They are good to mount, equip siege machines or for tactics, according to their special abilities.

-Mounts: From the wolf to the dragon, you can mount them all, with a soldier, or many. Some of them can be mounted by a Houda (buildable at the workshop), that can contain several soldiers. They are used as crew for several siege machines too. The more you have on a machine, the faster it will go.

-Siege machines:
*Carts/chariots: They need cavalry crew to move and champions/heroes to fight.
*Siege weapons: they need cavalry crew to move, and champion/hero to shoot
*Static Siege Weapons: You need to mount them on monstes or carts/chariots to reveal their power: mobile artillery
*Mine: Can be mounted on a cart and moved near ennemy forced for a big BOOM.

How to install?
First, retrieve the mod archive here: Mercenaries mod direct Download
There is no installer at this time, the compressed archive just contains the mod files.
To install the mod, you need to unzip the archive "Grim_Mercenaries_mod.zip" you just downloaded on one of your hard drives, no matter where, but keep it in mind.
Then you have to make a link to launch the mod.
The easiest is to copy your BFME2 RoTWK desktop link, right clic on the copied link, go in "proprieties" and in the field "Target", add "-mod <Drive>:\<mod path>", without the quotes.
Example of Target: "C:\program files\BFME2 RoTWK\LotrBFMe2Ep1.exe" -mod "C:\My Games\Grim_Mercenaries_mod"
In this example, respect the quotes.
Now, you can change the new link name with something you prefer, and then you just need to launch the game+mod with it.


Have fun!

Grim

Upgrade limitations for BFME2 ROTWK

31 December 2006 - 11:15 AM

!This is an informative thread!

I don't know if some already found that limit, let's say it loud for everyone.

I had the surprise (and deception) to meet the upgrade limit of "Battle for middle earth 2: return of the witch king" yesterday, and i can assure you it brings nice return to desktop errors.

I removed some of them, and i estimate the number of new possible upgrades to 100.

So be warned...

usable CAH with new factions

13 December 2006 - 10:44 PM

Hi,

I've added a new faction to the game, and noticed it couldn't use any CAH, so i had a look into the code, only to find "UsableFactions =" in files for each CAH faction (ex: createaherosystemmenofthewest.ini)
I thought i found my problem, and tried to put my faction's name there, but when i launch the game, i have an error telling me my faction's name isn't valid.
I've checked my playertemplate.ini, everything looks fine.
I've looked in nearly all places, and i can't find the origin of this error.

Has anyone met this before?

Thanks

Making AI to fill garrison containers

12 December 2006 - 04:19 PM

Hi there,

Here is the situation: I worked with garrisons, with the hordecontain behavior of the ruined tower, giving useful alternatives to the player, but the AI don't benefit from it. I'd like it to use the container or at least to cheat with it and make some hordes to spawn in it.

However, i don't know how to make the AI use garrisons (1), they already doens't seem to use ruined towers, and i can't manage to make hordes spawn in the container either (2).

For solution 2; i thought about the "InitialPayload" parameter, but it doesn't work in that type of container behavior (and i need this one, no another). I thought about the battlewagon upgrade that gives pikemen or archers, but the parameter dealing with this cannot be used in this container behavior either.

For solution 1, i've not worked on it yet, i'm thinking about a specialpower or ability that could be triggered automaticly or something, but i'm really unsure it exists already.

So i'm kind of stuck right now about that. Has anyone an idea?

Thanks

AI infantry please don't attack buildings!

08 December 2006 - 02:25 PM

Hi there,

I've seen some threads about how making infantry not to deal damage to wall hubs, or else, but i seek something else.
I noticed AI infantry does not attack wall segments, and i'd like some other structures to be spared, but i can't find how it's managed. I thought it was maybe something in the kindof of the structure, but anything i tried failed.

Has anybody an idea where to look?

Thank you