that doesn't make much sense to me, as that's also kinda the point of siege defense weapons, and the fact that they're higher up in the wall should be enough for them to even have longer range, could be reverted as back in vanilla for balance imo
that doesn't make much sense to me, as that's also kinda the point of siege defense weapons, and the fact that they're higher up in the wall should be enough for them to even have longer range, could be reverted as back in vanilla for balance imo
what rework will the campaign have??
you need to download final.big and edit some stuff, that one is pretty easy as you just have to change some values, check the3rdage.net, revora.net for tutorials on how to do it.
what I found out is that you need to edit the file that has the latest version that affects the game, for example if you have just the vanilla 1.0 version, editing the .ini file would reflect the changes made into the game, but if your game is patched to 1.03v or 1.06v, inside those files are the ones that are currently affecting the game, so for those cases you have to edit the file with the latest patch.
e.g editting experiencelevels.ini in INI.big will have no effect in the game if there is a experienceleves.ini in _patch106.big file, this last one being the one currently affecting the game.
awesome, do they also get forged blades and fire arrows? or where can I find the faction plans, looking good
you can download it online
amazing, just an opinion, I think the trees should have a ladder/ramp kind of thing
just an opinion guys, I think that the dunedain camp would fit better outside of the castle, as isengard sawmills, for it is a camp amidst "ruins", also is it possible to know why you guys opted for ramps for the castle walls instead of elevators? or is there somewhere I can find and read about this information?
that's great, for a moment I thought you guys had stopped after the last release :D
Hey man, cool to see your progress in your mod, I totally love it, everything is a really good, I specially liked how you implemented the fortress upgrade system. only one thing I'd like to point out is I think the mines spell for isengard is OP given that they can just plant the mines next to your base and BOOM!
Congrants once again, keep the good work.
are they supposed to be wearing light or heavy armor in this render? it looks to me heavy armor
it looks more like a watch tower, too little to be a barracks, it's awesome nonetheless
yeh, I think the best is to separate them like in bfme 1, rohan and gondor should be separate, and also elves, with dwarfs is a bit more difficult as some kingdoms don't exist any more and there's not so much lore as with men and elves, a well made example is AOTR where they blend the factions very nicely and still making them unique
well that is a very cool idea mate, I thought the citadel could be sieged with catapults from the back maybe :p, really really good, also does that mean that trolls and other heavy units could walk on the wall? as the elevator is what restricts their passage
do you have to go through the highest level in the fort to make units walk the wall? if so it is a cool design, also I think the citadel at the back is a disadvantage if it can be sieged from the back, otherwise it is really good if all the attacks need to be frontal.
it's looking great, good on you to keep the mod alive
as a bfme 1 fan I'm so happy to know this mod is back, it would be amazing this mod would extend as Aotr, of course not in the same way cos of game style but precisely for that it has so much potential cos bfme 1 is a different game style, the campaign in bfme 1 is way superior and more immerse so there's a sea of possibilities out there, if you guys need extra hands for this project give a shout :D
nice, I really like this one, but if I may say, i think it needs some horses like the gondor stable, just so to reflect it's an stable, otherwise it looks more like a barracks or a lil forte, but very nice model.
the hype is reeeeeeeeal
I've never liked the selection circles, but that is just me, I think the game would be better without them, or having the option to choose like in bfme 1
I've been trying to think also for a new mechanic for the witch king in bfme 1, I don't know if it's possible to have a code that does the following:
having fell beast WK and on foot WK as summonable heroes but when one is recruited the other ones get forbidden/blocked until it the summoned one dies and so you can choose what kind of tactic you want, they would both have to be lv 10 to avoid leveling discrepancy
any soon coming the update? :) I like to see there're still a few active mods for bfme 1
that's not a bad idea, as they're still men, they always find protection behind walls, it'd be interesting to have a evil defensive faction, and who not more suitable than evil men... just thoughts
I agree, except maybe the sword and shield is better the current one, but the shoulder armor and the cape buttons is better in SaF
that makes me think of the shadow of mordor series Eltariel the blade of galadriel
the hype is REEEEAAAL!! omfg that gondor fortress guys, that freaking fortress!!
I see, I don't know much about modeling 3d but it must be very time-consuming, anyway it doesn't make this mod any less great, you guys got my vote, thanks for this jewel
Nice, I just have a question, I've noticed recently that your buildings aren't animated (I could be wrong) like the farmers, is that for a particular reason, is it difficult to animate a building, I just started to be curious about modeling?
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