You guys have the next 4 hours to post bugs and balance issues if you want them to be fixed for Patch 0.14.
Post below.
- ntinos likes this
Progress reports...
The computer gods have capitulated and have allowed me to continue work.
I had to make multiple sacrifices to the computer gods and do things that would be wrong to admit liking but
it will all be worth it when the mod is finished.
Posted by Radspakr Wolfbane on 30 October 2013 - 03:22 PM
You guys have the next 4 hours to post bugs and balance issues if you want them to be fixed for Patch 0.14.
Post below.
Posted by Radspakr Wolfbane on 24 October 2013 - 09:04 AM
The new Witch King skill has been decided and implemented (being tested at the moment).
Shadow Body
A 2 part passive skill the first part is a reflect damage, the second is a reaction effect when damaged there's a chance the Witch King will corrupt the target dealing damage and weakening armour and slowing for a short time.
Posted by Radspakr Wolfbane on 10 October 2013 - 01:10 PM
The problem Devon is that heroes aren't "built" like normal units so to lock them you need to build them with a construct type command button and then there's the problem with what to do with the button once they are built so you end up with a build and a respawn when the hero dies.
Map scripts help in this case, what you need is a commandset upgrade on the citadel, an upgrade for each hero and a script that checks for the upgrade and then removes the command button from the commandset once it's been built.
That's how I worked it for LWR.
Posted by Radspakr Wolfbane on 06 October 2013 - 05:45 AM
Posted by Radspakr Wolfbane on 24 September 2013 - 07:44 AM
Posted by Radspakr Wolfbane on 24 September 2013 - 03:02 AM
Posted by Radspakr Wolfbane on 12 September 2013 - 02:37 PM
Posted by Radspakr Wolfbane on 05 September 2013 - 08:02 AM
Not afraid of hyperboles are you?
I'd say work some more on your cliffs and peaks, learn to smooth and properly build cliffs and mountains that way you won't need to use so many of the Rivendell cliff objects.
A great start but don't get too hung up on props to the exclusion of the basic mapping.
Posted by Radspakr Wolfbane on 03 September 2013 - 10:59 PM
Posted by Radspakr Wolfbane on 28 August 2013 - 02:13 AM
Posted by Radspakr Wolfbane on 21 August 2013 - 02:51 PM
Well this thread has progressed surprisingly well.
Revora turns a conversation we don't think is controversial into something legitimately controversial.
Her mooo says no but her eyes say yes.
Posted by Radspakr Wolfbane on 19 August 2013 - 01:24 PM
Posted by Radspakr Wolfbane on 15 August 2013 - 07:16 PM
Posted by Radspakr Wolfbane on 12 August 2013 - 08:24 AM
Also the idea has more or less been done with the Fellowship map (or whatever it was called).
But basically the idea sounds like recreating War of the Ring mode in BFME1 but in mutliplayer.
There is a limit to 8 players for BFME and a map limit of 600sq, a limit to the terrain textures and to map passability (there's a limit to how many mountains you can have).
I hit all this limits except for the 8 players while making Trials of Malvegil a Middle-Earth map would cap out just making Gondor.
Posted by Radspakr Wolfbane on 11 July 2013 - 01:11 PM