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I've been thinking, the AI attacking only your buildings may have something to do with the map you played on. If there are no (or not enough) tactical AI markers on the map (like Combat Area # ect...) then the AI would send its teams straight to your buildings instead. It may be that your maps are fine but I'll continue checking it out anyway. : )
Thanks for the feedback angeloo.
I generally tested it on brutal but I'll get on that right away. Getting the AI to level up quicker is going to be quite easy. Apparently, how the AI behaves is all hard coded (totally unchangeable) though but I'll see what I can do. The reason why I have generally left the AI so far is because I don't want to unbalance the different factions.
As it goes, AI is one of the things that I most want to find out about, there just seems to be so much room for improvement. I just want to find out a bit more before I take the dive in and start messing around.
Yea, I know, I just dumped them in there just to have them in the map. I'd say that the map is only about 50% finished. I really need to make that map perfect as it's kinda the mod's signature map. Its got a long long way to go yet.
Excellant! Im glad to hear it's all working. Yep, there are one or two extra maps in there I think. There is definately one called The Battle of the Pelennor Fields but it's nowhere near finished yet.
Thanks a million fella. Yep, I should really do something with the existing factions, I've just left them as they were so far. Thanks again. : )
Perfec! Yep, not a problem fella, if there's any problems at all, just let me know.
Yep, the bit you'r adding should look like this: [ -mod "C:\Battle Of The Pelennor Fields"].
Can you paste the target from the shortcut up here for me? 'll just see I can find anything in it that might be causing your problem.
No, that wouldn't work. Ok, to make a new shortcut from scratch, go to the RotWK main folder. Find the "lotrbfme2ep1" file, then right click and find the "Create shortcut" option. Create your new shortcut and right click it and find the properties option. Open the properties and find the "shortcut" tab and the "Target" line and add this to the end of the line: [ -mod ]. You need to make sure you put a space before and after the "-mod". Now, you need to find the exact location of where you have saved my mod and add it's destination to the Shortcut Target line. You need to make sure that the destination is in Speech Markes. Your new target should look something this: "C:\Program Files\Electronic Arts\The Lord of the Rings, The Rise of the Witch-king\lotrbfme2ep1.exe" -mod "C:\Battle Of The Pelennor Fields"
Now save it and you should be able to load the mod without any problems.
Let me know if you need any more help. : )
Ok fella. I really hope it works. I have just tried playing the game with all the other game settings (everything other than Model Detail) on as low as they would go to see if I got any problems like you have but everything still worked for me. Let me know how the reinstall goes.
Also, how your problem solving going Mav? Did the Compatability Mode or Ultra High model detail game settings solve anything?
Done. Just click the "read more +" link in the Description and the instructions will pop down. If you have any problems, let me know.
Sorry, I thought I had put install instructions up an the page. I'll just put them up on the download page right now. Sorry for that quite obvious oversight.
I think I should probably make something for features with what Im working on for the next update. I'd really love to make more factions but I've hit the maximum amount of factions the game can handle. So, I think I'll just be trying to perfect the factions. I think quite a lot the factions need some more heroes, maybe at least six heroes per faction. Im also trying to improve to AI. But, the point is, what would you like to see in a future update? : )
That sounds like the asset.DAT file is missing. It's in the main folder when you download it. Check that the asset file is in the "Battle Of The Pelennor Fields" folder.
I know you said you have all the settings set to max but just double check in Custom settings that they're set to "Ultra High". It's just that if the Compatability Mode method doesn't fix it and its not the game settings, then Im really lost as to what could be causing it.
No, it adds six new ones (Arnor, Rohan, Rhovanion, Harad, King's Men and Rhûn) and renames one (changes Men to Gondor). I hope you like it when you play it. : )
Get up the Properties window for the shortcut that you use to load the game/mod and go to the Compatability tab. Tick the box in the Compatability Mode section and then find and select the "Windows XP (Service Pack 3)" option from the drop down box. Then press OK. That should do it.
Ahh Ok. Im really sorry its not working for you. I had both your problems at different times. The invisable cavalry was solved by running it in compatability mode. I had the invisable unit thing even without any mods running though. Then the white Goblin King problem was solved by putting the model detail setting back up to max.
If anyone else is having any of these problems, please let me know. I could really do with knowing if this is a one-off case or something everyone is getting when they play my mod.
Added: I don't suppose you can give me the name of any one of the units that are invisable Mav? I'll see if there is anything in the file that might explain it. If I can find anything, I can try fix it and then fix all the other missing models.
Ahh, I reckon I know what the problems is! This mod needs to have the Model detail set to maximum, try putting it to max.
Thanks. I have to add units for the Inn for the new factions if anything comes to mind. I have two mini factions for the inn too, Lossoth for the good factions and Umbar for the evil factions. I know Lossoth never took part in the Batle for the Pelennor Fields but I din't know what else to do. Im just making a new Ent hero for Rohan too.
I sould probably put all up on the site somewhere but not sure where, maybe in news.
What sort of models are missing for you fella? Also, are you playing BfMe II or RotWK. It was made for RotWK so if you are using BfMe II, that might explain it.
Thanks a million for all your praise.
There shouldn't be any missing modles. Have you tried running the game in compatability mode? Mine is running is "Windows XP (Service Pack 3)"
If your unsure how to do that, I can explain.
Ahh yes, the issue with horde and hero sounds. I will solve as much as these as possible. The Rohan Archer sounds is an easy fix, I'll just use the sounds from Yoemen archers from BfMe 1. There are quite a lot of heroes with sounds I'd like to change. Unfortunetly Im just having to reuse sounds of other existing heroes/hordes etc... I might try add some new sounds after I have everything else fixed.
If there is anything you'd like to see changed or added, just let me know. : )
I have not made a mod page for this here on moddb yet so if anyone should stumble across this before I get it done and fancies checking it out, I can add a link to some instructions on how to install it.
I'll start making the mod page the moment I get this download authorised (or if by some chance, I have messed it up, then the moment I get a anohter one authorised).
Yep, that list look like it covers pretty much everything. There was a few Command Button issues too but I can't remember them off hand. I think that some Hero Command Buttons had the same info as other hero abilities. These of corse, are only aesthetical and do not affect game play but I will report back to you with them anyway.
Regarding point 21: I think that having no mounted Urgal units is definately most loyal to the books. I only mentioned it because I saw them on your The3rdAge mod page.
Regarding suggestion 1: If your worried about the Urgal and Cull units looking too much alike after you have reduced the size of the Urgal units, you could always change the formation shape (rank info) of the Urgals (or cull, either way round). Maybe use the Dire Wolf unit formation shape for example, to represent a looser unit coherency as the they faught as more of a pack or warband than as a military unit.
Keep up the great work, man.
When I tested Empire the first time, I thought that it crashed but its not crashed since. I'll check that out again then.
I learnt everything I know from the3rdage.net btw (and from the people in the forums).
Does/Did anyone else get game crashes when they created Saphira at the citadel? When I initially tested the Varden, I used to get crashes when she was supposed to spawn at the citadel but just re-tested and now she works fine.
Yea, I reckon that it crashes when the Varden try to create Saphira or when a Southern Sentry unit or Southern Hunter unit reach level 2. Unless I've missed something, I think that its only the Varden that causes the game to crash.
Are you guys sure that it's Empire thats Causing the crash and not the computer controlled Varden?
I don't suppose there's any chance (if you get the time) of you letting us know where the Southern Sentry unit and Southern Hunter unit are in the horde files so we can change the Banner Carrier for a temporary fix for one of the crash problems?
Coolio Ouranos. Take your time getting back to us fella, something this good is well worth waiting for. : )
Yep, stronger but less, I think that's a good idea. Like, maybe with the skin they have now (only a bit bigger) but the stats and numbers of something like the Halftroll Marauders of Angmar.