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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 11-16-2004, 07:27 PM   #1 (permalink)
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Default Building an Empire Part 1

In order to give people a more in-depth look at Rise of Rome as it's being developed I've decided to make a series of video presentations that address certain issues on the design of the mod. I've just finished the first presentation which talks about researching the Roman Empire in order to create an artistic experience that feels real. You can nab the file in the Media Section.
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Old 11-17-2004, 07:39 AM   #2 (permalink)
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Hmm... It seems rather contradictive to name it Rise of Rome and use equipment from a later age... And the tower of Pisa, was that actually Roman?
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Old 11-17-2004, 11:34 AM   #3 (permalink)
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What equipment from a later age?

The tower of Pisa is in Italy. It was built during the Renaissance but in a Neo-Classical style that was meant to mimic the Greco-Roman style, so it was still good reference material.
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Old 11-17-2004, 01:29 PM   #4 (permalink)
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I actually remember from art history class that there are some very distinctive differences between Classical Roman and the later neo-classical architecture. One thing I recall was the ancient Romans never had arches supported by round columns, but the later Italians did this quite a lot like you see at Pisa. The Roman architecture was derived from the Greeks and was very Cannonical.

you also may want to search for some illustrations of the earthen and wood post fortifications the Romans built in the northern european reaches.

I hope this is helpful
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Old 11-17-2004, 03:22 PM   #5 (permalink)
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I was aware of that difference, thank you.

Sounds good, I will look into those further.

Thank you.
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Old 11-20-2004, 08:18 AM   #6 (permalink)
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Question? Is Rise of Rome just a cool name or will the campaigns be the rise of Rome? If the latter is true and the campaings allow unlocking units as goals are achieved, than that will really make for a good storyline.

Start with simple units and unlock more advanced ones as the campaign goals are met. Though I find it hard to speculate how to "make" things for BFME without enuff source material.

How would you model anything without any source models to compare it to? Can't ini code till the game is released. But I'm glad you're doing the homework of research to prepare. I will be watching the progress on this one as I'm a fan of the idea.
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Old 11-20-2004, 07:09 PM   #7 (permalink)
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Well actually we know ballpark poly counts for things. Scale of stuff is simple to change and all the model and skin formats are remaining the same. Really, it's much like modelling a very detailed Generals model, although many of the models in BFME would lag the Generals engine somewhat.

INI code cannot be done until the game ships, you're correct.

Rise of Rome is both a cool name and a schedule campaign. The plan is to create a "living world" map of Europe and parts of Africa and Asia and let you conquer the known world. Don't know about being able to go up in the tech tree as you progress but I imagine it will be do-able.

Within the next week or 2 I hope to have Part 2 of "Building an Empire" out which will show off most of the Roman structure models.

Thanks for the continued interest.
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Old 11-20-2004, 11:37 PM   #8 (permalink)
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God damn, you'll have the Roman structures decided on in less than two weeks. Are you a one man modding machine or what? Can't forget veterncy model upgrades.

Also there will be 3 campaigns I assume. ROR and the other 2 factions. Defense of Gaul and Repel the Romans (Germania) or whatever.

I just made that up. But you get the idea. Seeing I'm first generation german born in the US and evidently have this thing for cavemen. Maybe I could help with Germania? Can anyone say Berserker? More Nordic than German but whatever, it's a video game. Hell Terrorists have yet to use toxins right? :P
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Old 11-21-2004, 01:59 AM   #9 (permalink)
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Check out my post in your other thread....

Get in contact with me.
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