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DeeZire Online > Editing Community > LOTR: Battle For Middle Earth I & II Editing » Main Questions/Wishes about/for BFME modding

LOTR: Battle For Middle Earth I & II Editing Discuss any modding related issues to do with the Lord Of The Rings: Battle For Middle Earth I and II RTS games here.

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Old 08-13-2004, 06:20 PM   #21 (permalink)
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From a game maker perspective, it doesn't make sense to keep old code.
BFME script code is made with one goal : to recreate the LOTR universie and atmosphere. They are not making a modding platform, but a game. In that perspective it makes sense they only put in what they need for the game, to optimize performance and game play.

When building a racecar, you don't carry arround any spare wheels for your car, no?

The problem is in the mind of C&C modders, used of playing with tanks, etc, where as this game isn't a real C&C product. It is simply not geared up with the intention of making a C&C...

This is why most people intent on modding this game will be severely disappointed...

On its own merits this game maybe quite good... but buying it with the idea of seamlessly porting everything from Generals into it is a waste of time and effort...

I can't see why this game even has its own forum here... Its Deezires site and he does as he pleases but apart from the engine this game has nothing in common with the C&C universe... I can't help thinking if this isn't a case of "promote this game to your community and we'll give you our dev this and that"...

And this game might look good but its no second coming... Ground control 2 and Earth 2160 will be where i'm modding till a decent C&C game is released
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Old 08-13-2004, 10:45 PM   #22 (permalink)
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This forum was closed until we ASKED for it to be opened.
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Old 08-16-2004, 06:54 AM   #23 (permalink)
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From the First Community Chat Log on the EA Games site:

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WolfBlade: *rexer@me-mw-board-gs* Unit Emotions: Will e.g. archers switch to sword when enemy melee units are closing in on them, or will they just continue using bow and arrow?

Mark Skaggs: The archers are going to stay using bows and arrows, cause after all, that's their function.
So does this mean that units will only be able to have one weapon? :/
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Old 08-16-2004, 10:40 AM   #24 (permalink)
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IIRC from the videos, the Ballrog fire-creature has 3 different attacks.
So I suppose that multiple weapons will still be possible...
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Old 08-16-2004, 01:46 PM   #25 (permalink)
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I heard somewhere that the max weapons is the same as in Generals, and that is 3.
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Old 08-16-2004, 01:54 PM   #26 (permalink)
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Thanks But I have some more questions...

1. From things like the battering ram, etc. it looks like wheeled movement will be possible. However, will this include all the options in Generals, like Suspension, wheel extension/compression, turning front wheels, etc. ?

2. What possiblities are there for a vaguely linear storyline within the game? What I mean by this is, will there be any way to have some missions which have to be played in a certain order or can any mission be played at any time? I would expect there must be, but I remember something saying that you could go anywhere on the map you liked... The best solution for what I would like is something similar to the mission structure in Jedi Knight 3, where you started off with a couple of set missions but were then free to go off on your own for a while and do the next 5 missions in any order you liked, then you would get given another essential mission, then you could do another 5 in any order you liked, etc. etc.

EDIT: Just been cleaning up my story somewhat. Actually, a linear mission progression would work best but a few random 'encounters' may still be cool
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Old 08-25-2004, 04:42 PM   #27 (permalink)
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More questions

Do the shields that you see some units carrying actually have any function? As in, if a unit is defending (holding it's shield up) will it have 'a higher defense' than a unit attacking (and therefore not concentrating on defending)?
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Old 08-25-2004, 10:40 PM   #28 (permalink)
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I doubt that the sheilds do anything functional, most likely they are just part of the model...
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Old 08-26-2004, 02:23 PM   #29 (permalink)
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Likely to be eye-candy, yeah. I dont think theyd actually make a probability system to fit animations correctly. Would be interesting though (thatd mean a certain degree of customization of shields and weapons, certainly awesome for a RPG-Mission).
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Old 08-26-2004, 08:02 PM   #30 (permalink)
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If they made the engine like say, the Half Life 2 engine, with all the objects actually MEANING something, instead of eye candy, that would be kickass.
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