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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 01-07-2005, 10:42 PM   #1 (permalink)
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Default Rise of the Brotherhood TC

Well, I've decided to dump the GLA and insert the Brotherhood of Nod in an upcoming BFME mod I'm making (time permitting, of course).

Among the gameplay changes I'm making:

Uber units (ie Overlords and Helix Gunships) will have a shroud revealed around them. This is only fair, considering that Overlords are essentially the Mumakil of the mod (with a lot more armor) and slightly faster.

Counter artillery fire: Artillery units will be able to shoot at enemy artillery, which will be revealed if they are firing. This is primarily to stop people from relying only upon long range artilllery units.

Since artillery and air strikes are going to be quite powerful in my TC, I've decided to allow a variation of the GLA hole to rebuild destroyed structures (you still will need to place buildings and base defenses on building plots, however). The American buildings auto repair, while Chinese buildings can be garrisoned, and Nod buildings come with auto defenses.

China can eventually go high tech ito an extent f a China player wishes to do so. However, Americans have far more efficient (read quicker and cheaper) research and also start out with better tech, and is arguably the most flexible. The Brotherhood, of course, is all about resourcefulness and dirty tricks.

Modular units: The FCS can be upgraded into eight different modes, and may be changed to another mod at a War Factory. The Overlord and Helix upgrades are still premenant.

For America, I've replaced Colonel Burton with the Dead Six gang of Renegade fame (though Sydney replaces Sakura). The members of the Dead Six are individually formidable enough, but as a team, they can make short work of even a force of veteran, fully upgraded Overlords, or those Chinese super soldiers; the Shocktroopers, and of course those Nod Cyborgs.

To even what I considered the unfair Chinese artillery advantage in Generals, the US has the Crusader Howitzer (rapid volume accurate fire) vs the Chinese XN-203 Mangonel (slow but accurate and very damaging fire) vs. the Nod G6 (counter artillery).

The Americans, from their NORAD Uplink, can reveal the map premenantly and with the appropriate upgrade, be able to read the placement of enemy General Powers and unit movements (ala Psychic Radar). The Chinese Internet Center may be upgraded with four levels of Satelite Hack and also can reset your opponent's shroud. I haven't decided what to do with the Nod Oracle, though.

Propaganda Towers are essentially BFME banner units, of course. I haven't decided what the Americans have to offset that. The Brotherhood has the Deviator (I'm shamelessly stealing from previous Westwood games), the General Power Will of Kane and the PAN base defense, which causes enemy units to panic and run away, or fight each other like Yuri's Chaos Drone.

Any feedback will be greatly appreciated! Thank you.
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Old 01-07-2005, 10:44 PM   #2 (permalink)
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Ummm, I know this is a question bordering on noobish, but should this topic go in the community announcements?

If so, my sincerest apologies, and could a mod please move it there soon as possible?

Thank you.
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Old 01-08-2005, 02:27 AM   #3 (permalink)
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What the hell? Why is Nod all of a sudden thrown into the Generals universe? It doesn't make any sense at all.

Also good luck with making this thing for BFME, from what I have learned most of the tank code is either largely dismembered or missing completely.
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Old 01-08-2005, 03:33 AM   #4 (permalink)
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What properties does a tank need? I can only think of three, none of which Ive looked into, but I know there are solutions for 2.

1) Tank track texture animation - W3d supports animated textures, so jsut give the treads an animated texture for its moving conditionstate.The information on the differnt types of w3d texture mappers is found in the renegade tools how to guides.
2) Ground FX left behind the tank treads - Siege weaponry in the game leaves behind ground fx
3Turrets -The most important function of a tank, really.I have not looked into turrets at all.The only thing I can think of in game that is a turret are gondor castle trebuchet defenses.They can rotate 360 degrees but move nowhere.Whether or not this logic can be applied to a mobile unit I dont yet know.

I havent made many conventional land vehicles, so off the top of my head I cant think of anything else that would be required.If you have any other things you can think of Ill have a look for solutions when I start playing around with the code.Either that or someone will hopefully post the solution
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Old 01-08-2005, 06:10 AM   #5 (permalink)
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As far as I know turrets are not support by BFME. For that matter, neither are a bunch of the other behaviour object types that you would require for a modern warefare mod, such as JetAI for one.

A lot of people started planning modern warefare mods for BFME before the game was released, however all is very quiet now. Mainly because much of the Generals and ZH stuff has been removed and replaced with appropriate code for BFME.

Good luck with the mod, however I would suggest you consider another engine.
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Old 01-09-2005, 01:11 AM   #6 (permalink)
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I'll see about it. This time, I'll have to be sure not to make the same mistake I was making with my copy of Generals (somehow I screwed something up so badly the game doesn't run anymore).

I put the Brotherhood in since I decided that the GLA was too low tech (as has been pointed out) for a 21st century war.
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Old 01-10-2005, 01:18 PM   #7 (permalink)
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Why not create your own original team instead of just slapping some faction from an entirely different universe into Generals?
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Old 01-10-2005, 03:50 PM   #8 (permalink)
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^^ Totally agreed ^^

If you want to recreate something, do it right. Don't make a BFME to Gen mod with new units unless they're absolutely necessary because of the engine change. Since BFME uses Sage II, it's not necessary, but I've noticed that Red Alert: ReGeneration really needed a new Soviet AA unit because helicopters were more versatile in Sage. And most importantly - Never screw with the C&C sides. Don't throw Allies vs. GDI, Nod vs. Gen stuff or the Soviet Union vs. the Borg. Go figure.
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