So then what happened exactly?
Were you posting WWII memes or something?
Thats certainly not something to be banned for if thats the case but some information might be helpful.
So then what happened exactly?
Were you posting WWII memes or something?
Thats certainly not something to be banned for if thats the case but some information might be helpful.
What exactly did he do wrong? So far all my assessment is that someone made an edgy joke and people overreacted.
What was the joke?
I thought I would mention that im rather interested in the extra detailed models for the anorien faction, I thought that task was completed early on.
Although I tend to have a large bias toward both kingdoms in exile numenorien factions so that matter is probably irrelevant, however its appreciated that this team is willing to go back and do touch ups on the models.
This looks like it could be good I hope that you can stick with it.
Yeah I edited the comment after I viewed that link. My bad.
You dont they're incompatible, Oh I thought he wanted to run them at the same time nvm.
Would you happen to know what files you need to put the worldbuilder in the mod file? I kinda want to see some of the new buildings among other things.
Whats good for the empire is good for all, citizen.
Nice that will make things interesting, keep up the good work honestly.
Might it be possible to add more civilian units to the elven and dwarven factions? I like the idea of adding the spawning civilians to the marketplace and I migrated that function to the farm as well, Im just curious if your team might do more like that. I remember once seeing a different mod bring the elven civilians from the cinematic list into the game, thats kinda what made me think of this.
Im quite impressed by the added environmental elements and the extra world units recently added, this sort of thing that usually doesn't get touched defiantly makes the mod stand out among the others.
There is an ini file that determines army composition, while the Ai will still tend to make multiple siege units so you cant decimate their assault, you can lower the amount of units that they will make for it via lowering the composition value of siege equipment for the faction ai.
A fair point Im not complaining really, tolkeins work was rather fantastical anyway Cant wait to fight skeletons
Are These some new creep enemies? Even if its not too lore friendly I kinda wanted to kill some skelebones in game
Arveleg is relatively early he is the guy that nukes the battlefield by cracking a palantir
I wish there was a way to delete anon comments I forgot to sign in....
Same here im sure theyre working on these issues, at least you dont lose your command points if you make a ring hero or a stoneworker like with gondor
Oh damn so its worse then the summoned dragon nvm that then.
I should have figured Cah is a lot of work to do since its often disabled in mods.
Still keep up the good work.
CaH stuff is rather obviously not going to be a priority for a while but have you considered adding a black numenorean subclass to the corrupted man types?
Honestly one of the main things that impresses me with this mod is you managed not to break and even add things for that feature.
Would also like to ask if for the dragon appearing on the dwarven greed event is going to have the timer removed so that you have to deal with it as compared to the old summoned dragon
Yes I have seen that too although it might have something to do with being given the swords, I tried to add a garrison slot to warships for a kind of raid party effect to find out that garrisons are incompatible with what makes the warships fire
Yeah it was in the basegame summon ability took awhile to take down and only sure way was a CaH
Dorwinion? More like... Greece
Nice, looking forward to the next release whenever that is.
Same here but these instances breaks the map visually its things like erebor walls and a custom made building that if destroyed shows non texture parts of the map which Is why I mentioned it
Hmm a bit about I was asking if the citadel guard can get a shoulder plate upgrade visual, and if the fountainguard could have leg armor like the old blurry model heavy armor texture.
the concept art thing was the fountain guard had a shield in the sketches before the final version and that they worked off that when making BfmeI
Im not sure if or when you are planning to touch gondor again but may I ask if it would be possible to have a HA Fountain Guard variant and pauldrons for the citadel guard?
A fun fact about the BFME1 Fountain Guard is that they were made with the concept art as a reference instead of the movies (The concept art version had a towershield until the last iteration that made it in)
I realize that the leg plate armor of the base game wasn't exactly movie friendly and probably not lore friendly either but I did like it regardless.
Toggle weapon for citadel guard like two other mods I have played would be nice as well.
I should also note that some mod maps have parts of the enviroment destructible that probably shouldn't like Tournament gates of moria and the lost isles custom constructed sluice gate.
These are just queries and im hesitant to make any requests due to a certain event but keep up the good work, everything considered this is probably the best content mod out of the ones I have played.
I come back to look at the page after a few days to see if there has been any updates, read this comment and scroll down and look through the buried comments to see what this was about. Absolutely ridiculous honestly, that would've been like me asking to have Arnor and then have them portrayed similar to the gamesworkshop models. Its one thing to ask if something is going to be in the content pack its another to demand it be in this specific one.
Tanuithscthais
kaelen joined
This member has provided no bio about themself...