Jump to content


lonkipt

Member Since 08 Feb 2015
Offline Last Active Nov 16 2022 12:02 AM

Topics I've Started

Understanding Subobjects

15 November 2022 - 10:54 PM

Hi,

I'm trying to understand how subobjects work for the BFME games--namely ROTWK and its mods. I'm very new to modding, so I'm only trying to do something as simple as view various upgraded models of structures in W3D Viewer. Is it possible at all? Or is this something that has to be done only in a 3d software program like Blender?

If it helps, I do know how to view regular unit and structure models in W3D Viewer via searching for all the various relevant .w3d and texture files for each unit and structure model. But try as I may, I can't figure out how to even find subobjects in the art files of the games. I see them in W3D Viewer for each model but I can't find them in the files.

I'm also confused as to whether the subobjects are just hidden textures or are hidden w3d files.

To clarify, I'm not necessarily interested in how to show upgraded structure models in-game. I only want to see them in W3D Viewer.

Thanks!

Besiege: Wulfborg Bug

07 June 2022 - 11:17 AM

When playing solo on this map with Erebor, Ironfoot subfaction, and you use the 25pp gold power with the dragon inside their base, the dragon appears but does nothing at all, nor does the enemy try to fight it, even if it lands on some of them.

Fortress Map Balance Suggestions

28 April 2022 - 11:23 PM

Fortress maps are some of the best aspects of AOTR, but they invariably feel a little off balance if only for a few key reasons: Attackers can build walls and multiple fortresses, as well as innumerable arrow towers, to block the fortress player in perhaps a bit more than is reasonable for a fortress player to counterattack. After all, such a player is already besieged by several players! The pressure is quite intense as is. So, it seems a bit much to allow all these extra factors in overabundance. As such, I make the proposition to completely disable walls and multiple fortresses, just like the Besiege maps do; but to limit towers to a small number per player so as to force them to be a bit more tactical with them instead of being able to readily spam them at will. Perhaps no more than three per player, depending on the map and how many players are up against the defender?

I also make the suggestion to limit the number of troop buildings per each individual building. So, for example, only one or two barracks, archery range, and so forth each per each player.

I think that such changes would make these maps a bit more attractive, as a result, to those who would want a more competitive edge to the map design while playing with humans instead of AI, while keeping such limitations "official" as part of the map design instead of what would seem like an arbitrary house rule or handicap imposed on them by the host. These changes would also increase the risk to the attackers, which could make such games more fun in the long run. Finally, these changes would also allow for faster games in maps that can already take a rather long time and thus eat up the limited memory, causing games to crash before they finish.

Lossoth Suggestion

19 April 2022 - 10:29 PM

I have an idea to expand a little upon the Lossoth. In the appendices they are described as using sleds of some sort. What if there could be such units in the game? Perhaps if their huts are taken over by the Misty Mountains fortress; or they could be neutral units that guard them; or even regional inn units for a good faction? I've seen another mod or two that made a sled for the hero Radagast, and it looked pretty good in execution. These units would be a great addition as very unique units and would be a fun way to show a little of the deeper history in Middle-earth of this very mysterious and little known people.

Dol Guldur Suggestion

18 April 2022 - 09:50 PM

I've been inspired a bit by Mordor getting a new look and Lothlorien finally getting walls. Similar to how Lothlorien was originally to have low armor, hedgerow-like walls, what about if Dol Guldur had Ruined Walls with very low armor? This way they wouldn't be an overly discordant or imbalanced ingredient with the spam nature of the faction as full-blown walls would be. Meat shields plus normal walls would be disastrous. Rather, I think low armor walls would fit with the structure mechanics of the faction (i.e. some structures having low armor) as well as the theme of the faction being all ruins of an ancient fortress on a hill. Functionally, these walls could be an option for helping to defend the low armor of said structures to help better enforce certain areas. They wouldn't be a structure buff proper (like the Castellans provide), but just a cheap option to enforce their weak areas. Perhaps these walls could be an option for Ruinous Towers when they have the fire arrows upgrade instead of being stealthed, in which the arrow tower could act as a wall hub that allows you to build walls in a very small perimeter, and relatively easy to destroy. And the thematic designs of such walls would look really interesting! Cracked or crumbling, and perhaps with the spikey protrusions Dol Guldur is known for.