Hello friends and followers
In the first paragraph I want to clarify that this is not about a new release, for those of you that believed that, I'm sorry. Rather this is about the fact that the mod is again active and that work has been resumed on it.
I know that the mod had a lack of updates, for those that know, I said some time ago that the mod is on hold while I fix some things. Well those things took a very long time (longer that I anticipated). In short most of my life has been turned around (new job, finished faculty, health problems, social stuff, fixed my car (haha), and many other I can't recall now) and that cost me a lot of time. However I'm still determined to see thing through and that's I'm going to do.
I now officially announce that RC MOD is again active.
To celebrate this I want to show you what I have been doing in the late 3-4 months in my very little spare time. The actual process tho began a very long time ago, about 1 year ago when I was thinking about the Mirkwood Elves and how are they as culture. So Just 4 months ago I had time to get those ideas out of my head and implement them visually and to be honest... I'm very proud and I think this is one of the few times that my thoughts and my results are almost the same.
I wanted to push this even further but the fact that I have little time and that I'm working pretty much alone (so I need to focus on coding and visuals) I started making compromises and some art is not as awesome as I initially thought. However I think I covered many of my ideas and I really hope you like them.
Also I felt a glimpse of hope when Ridder Blauw(RB) decided that he would help me in this struggle. So he started doing stuff, so I guess now we are a bit faster.
Expect many things to change to the mod from our older plan since the team is not the same and we might need to cut some stuff out (we will announce it in due time).
So here is a preview of what to expect from the Mirkwood buildings and also from a Mikrwood Skirmish map. This an alpha preview as we haven't managed to polish stuff and add a lot but just to get a taste. I plan to do a lot of stuff I never done in BFME, fresh things and deliver a "complete" release.
However the fate of the mod is a bit uncertain and I guess a lot will depends on the feedback of the next release. At the current state this might be the last release with a new faction, the others might be fix patches or bringing stuff from V2.00 back. But if things go well I might continue.
On another note I need 1-2 fairly active BFME players for a private beta-test so I can test things out and maybe give feedback on things so I can improve the release. If you think you can help in this don't hesitate to PM here or on Revora or even on Facebook.
This is all for now, I might post some renders with the stuff we already did and maybe try to post something weekly (no promises here). Don't forget to tell us your feedback and follow us here or on Facebook.
An announcement about the future of the Ridder Clan Mod.
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Highest Rated (12 agree) 10/10
After Geel contacted me and provided the fix I gave the mod another chance. At it's current state the mod is doing good. There are some maps that do not support BFME1 and/or 2 mode so they end instantly and few other things that need to be tweaked.
All together, I have decided to give this mod a 10 only because the mod creator is personally taking his time to get the mod working for individuals and I honestly do believe that after few fixes it will be a mod worth playing.
Sep 22 2011 by Chernobog
Lowest Rated (4 agree) 3/10
Complicated to install, lacks maps, graphics for certain structures need updates. Multiplayer is far to complicated to be practical.
Dec 24 2011 by DeathCultist