No problem, Thanks.
Thank you so much! Two questions though. I've looked at the readme, but can't get the converter configured. Dragging folders or individual RGD's generates a prompt, but no output unless I'm looking in the wrong place.
Should I be copying the <inputdir> <outputdir> [-x|-j] [-r|-t] [-d] at a particular line in the hashdict file, or is it done another way? also, what's the best folder to put the edited RGD's in afterward?
Thank you for any help with these rookie/stupid questions. So much I would like to tinker with in this game!
Oh yeah, that's no problem. I was just wondering if there
was any way to nudge the AI in the same direction when
it starts in a camp (i.e. Minas Tirith/Morgul, Carn Dum, Isengard etc.)? I realize it may be cause there aren't
as many build plots available.
Edain team, I was wondering if you could answer a sub-modding question of mine. If you'd rather not I understand, and I apologize in advance if this is the wrong place.
I downloaded finalbig editor yesterday, and have been looking through the mod, but I can't seem to find the individual skirmish AI definitions
for each faction. Overall, I think moving back to the BFME I system was
a good idea, but the only downside is that on city maps, the AI has
difficulty creating siege buildings or the engines themselves. When its
starting position is one of the camps, its at quite a disadvantage.
Maybe it isn't possible to alter the build order. I extracted the mordorr
camp base file yesterday and tried to create a build list for it in worldbuilder, substituting the siege works for one of the orc barracks,
unless I did something wrong, the changes haven't taken effect.
Great work with 4.3 Edain team! I was amazed to see the Angmar easy AI
produce catapults on a camp-only skirmish map. Wish I could get Mordor
to do the same on maps like Minas Tirith, Edoras etc.
Only really minor glitches which other people have touched on, & that you seem on top of. For me, the gap of rohan map crashes to desktop after
loading to 97%. But, I've had issues with this one the last two versions,
so it might be cause of using a virtual copy of my disc.
Hello Edain team, just wanted to say that I'm very impressed with
the new wood-elf faction. I was actually expecting to have Rivendell
added first since their (seemingly) simpler by comparison. Only minor disappointment is that the Lorien warriors don't carry a shield anymore,
as they don't wear body armour:).
Probably a stupid question, but is the 4.1.1 patch available via launcher update? I only ask because after seeing the announcement, I've checked for updates for the last week & a-half and nothing has downloaded. The news ticker on the launcher doesn't mention the patch either. anywhere I can check in the game files to see If I did get it, because I hope it will make the AI stop auto-surrendering on the gap of Rohan map?
Thanks in advance for any help
Hello Edain team, great work as always. This is by far the most fun version of the mod yet. This is a minor issue, but since the last patch
the Gap of Rohan map has been unplayable (well, on my end anyway). As soon as the Fortress/base autobuilds, it says the AI is beaten. You guys
heard this from anyone else?
Cool, this gonna fire boulders, or is it still a anti-personnel/incendiary hay?
Good to know, I'll keep my eye on this
Sorry if these are dumb questions, but I'm new to COH. Is it possible to install this mod alongside another (say Blitzkrieg)? Any special handling necessary to play one or the other?
Never mind, found the mod files. I'm an idiot!
NickoX, sorry to pester you again with a submodding question, but I edited the pop cap & max pop limit like you mentioned (I think),
but when starting the game it's unable to read the rules xml. I could be missing a step though.
Thanks, I'll give it a try
Downloaded the Steam workshop version for EE 2 weeks ago, And I've gotta say its nice to have a WW II RTS with base building involved. The only minor bug I've encountered so far is that the German grenade thrower is partially invisible.
Maybe you can help me with a question, I've been looking through the steam RON folder for the actual mod files so I could try to up the population (say to 2000). Any idea where to start?
Gotta say I'm impressed with all the new features. And, since Rohan is my favorite human faction, loved the newest update. If its even possible, my only suggestion is to double the cost of the bannerman upgrade for the peasant/farmhands compared to the other troops. Just so you have to prioritize the use of resources in the early game. Either way I'm sure it'll turn out alright based upon your previous work.
Thanks for your reply, I'll give them a shot.
Love the mod, but I do have a (possibly) stupid question. What are the best settings for the AI to research & field new units?. Playing as the UEF against the Cybran/Illuminate on normal difficulty, its just waves of the initial tanks and/or fighter/bombers.
When I scout enemy territory, their building tier two structures at least. Is it just a matter of using a higher difficulty, or do I need to edit something in my preferences? Any help would be appreciated
Lavo, if you still want/need examples, I could try sharing my Alliance folder via skydrive.
I don't mind there being limitless siege engines, so long as the ai will use a greater variety of them. In vanilla ROTWK, Mordor & Isengard would make greater use of rams (less so in Edain, Ive noticed). But on maps like
minas tirith or helms deep, I never saw them use towers, ladders or explosives. That is, unless theres something I'm missing/doing wrong
The changes sound great. I just hope my DVD lasts. Shame that BFME II & ROTWK aren't on steam, or any other cloud service that I know of.
Speaking of changes to the AI, would it be possible to have the factions that possess them use a greater variety of siege engines against permanent
fortresses (esp Mordor & Isengard). Conversely then, the AI shuts the gates as enemies approach (does on some, but not all). Maybe theres only
so much you guys can do, & thats ok. Just curious
This mod is well worth the wait. I do have two questions, though. Playing as the Tauri, is mitchell supposed to be recruitable only once? Then, as the Goa'uld, are there special circumstances for building the
Anubis type Hatak? Keep up the good work!
Haven't played the mod in a while, but I downloaded 3.8.1 this morning.
One question, how does one activate the new Rohan peasant levy upgrades?
I've only played one map so far (Edoras), get the Einzugsbefehl power, and
zap a peasant unit but all three options are grayed out. I'll keep
trying, but any help would be appreciated.
Downloaded the EAW 1.3 version a few days back & been enjoying it thus far. One question about it, though. What are the requirements, if any, to build the Goa'uld flagships in GC?
I had wondered if anyone would try to create this mod. Pegasus
chronicles looks even better.
Hi again, last few questions (hopefully). Got the mod up & running, but
I've noticed the skirmish AI problem others have had. Both factions will attack, but only with clone/B1 infantry, plus some ARC &
destroyer droids. Just free starting fighters in instance of space.
GC seems okay, though if you just tech up to level 5 and use a higher
difficulty as the Republic
Reading through past comments, it seems the solution is to reinstall
the AI. Just haven't been able to find out where it is, or the custom
maps. When it's ready, is the next patch going to address this?
Would really like to give the mod a go, but I just want to get two things clarified. RAW won't work with the EAW gold pack via steam?
Also, is it possible to employ RAW with another mod (Thrawns Revenge),
or just one or the other?
Any help would be appreciated, since I'm still kinda new to modding
through steam?
Okay, got it working. I didn't realize it would go into
the mods folder automatically, thanks.
BrianBoru
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