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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. |
01-12-2005, 04:48 AM
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#11 (permalink)
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Senior Member
Join Date: Feb 2004
Posts: 872
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Maybe they are looking to extend the shelf life of the game. Than it has a monetary value in a way.
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01-12-2005, 05:07 AM
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#12 (permalink)
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Senior Member
Join Date: Apr 2003
Location: UK
Posts: 186
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Sorry, can't see that either, EA don't want people playing the same game for long. They want people to buy games, play them for a bit then buy the next title they produce. Having loyal and devoted fans to a particular game isn't good for them, because real fans don't play lots of new games, they stick to the game they love.
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01-13-2005, 02:35 AM
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#13 (permalink)
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Senior Member
Join Date: Jun 2003
Posts: 462
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I was honestly very surprised that they said they were going to do these patch-related items.
I have to turn my nose up at people who have a searing hatred for EA because of the things they do. You guys are looking at it the wrong way. The are a large corporation and the goal of any corporation is to make money. They are not a smaller studio like say, id or valve or (ugh) 3drealms. They don't make 1 game a year or, for some of them, 1 game every several years. They aren't creating games with the mindset that people will be playing them years and years down the road. I don't think you can scold them for that, that is what their goal is and they accomplish it very very well. It is unfortunate that we as modders get overlooked, but we chose to mod in the first place and we chose to mod these games, so ultimately we have to deal with what is given to us.
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01-14-2005, 08:17 AM
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#14 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 1,031
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Quote:
Originally Posted by Rene";p="
Nor does it state any information about an 1.02 patch. However I saw Phoib saying they would "fix" turret logic mid February. Either some people are dreaming or they actually do know more then we do...
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I got it confirmed by Amer about a week ago.
Assets.dat, tankdraw and turrets.
Been busy asking for details (eg, Amer says that barrels are in, but I havent got them to work, anyone did?), then I'll ask for more.
My current wishlist: JetAI, DeliverPayload.
I havent seen very usefull other requests...
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01-14-2005, 10:19 AM
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#15 (permalink)
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Senior Member
Join Date: Apr 2003
Location: UK
Posts: 186
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Did he say why they are putting this functionality back into the game?
It just seems odd to me that a comercial company would do anything for nothing.
I've searched for announcements on BFME Amer and patch 1.01 and I cannot find mention of anything that has been posted here, however what I did find and this is the same on most announcements is:
Buddy list with messenger: We know that a lot of people have been asking for a fully functioning online messenger, and we’re working on including one in 1.01.
New multiplayer maps: Patch 1.01 will include three, possibly four, new multiplayer maps created by our team.
Improved NAT connection: We’re constantly tweaking our network code to make it more streamlined and supportive of as many routers and firewalls as possible. Having said that, users that are experiencing NAT issues should refer to the readme, as it contains a lot of information for possible workarounds.
World Builder fixes: Several World Builder issues, such as the grove/tree tool freezes, will be addressed.
Video card glitches: We’re working with Nvidia to try and solve the rare crash that occurs with some 5900 Ultra cards.
Chat lobby glitches: The issue where selecting one user will sometimes select all users in the chat lobbies will be addressed.
We’re also going to be carefully reviewing race balance and make any tweaks necessary. Patch 1.01 is currently scheduled for release in mid-January.
No mention of asset.dat being removed and no mention of tank code being re-implemented.
If they are adding this funcationality, why are they keeping it a secret? why haven't they announced it along with the rest of the modifications?
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01-14-2005, 10:30 AM
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#16 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 1,031
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He assured it to me in an email, after I made clear that with Assets.dat and without turrets there wouldnt be a modding community.
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01-14-2005, 11:16 AM
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#17 (permalink)
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Senior Member
Join Date: Apr 2003
Location: UK
Posts: 186
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I guess we will just have to wait and see then....Although not all mods require tanks and turrets...there is life beyond modern warfare
And Koen has proven that the asset.dat can be overcome.
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01-14-2005, 11:49 AM
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#18 (permalink)
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Senior Member
Join Date: Jul 2003
Location: The Netherlands
Posts: 141
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Quote:
Originally Posted by Phoib";p="
Quote:
Originally Posted by Rene";p="
Nor does it state any information about an 1.02 patch. However I saw Phoib saying they would "fix" turret logic mid February. Either some people are dreaming or they actually do know more then we do...
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I got it confirmed by Amer about a week ago.
Assets.dat, tankdraw and turrets.
Been busy asking for details (eg, Amer says that barrels are in, but I havent got them to work, anyone did?), then I'll ask for more.
My current wishlist: JetAI, DeliverPayload.
I havent seen very usefull other requests...
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I am suprised to see they are actually doing this but as long as it benefits us you won't here me complain.
If you see the chance, could you ask what the two new chunks in the w3d file format are for? The format has been extended but our tools haven't so we won't be able to create this data. I would just like to know what we are missing out on...
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01-14-2005, 06:24 PM
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#19 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Canada
Posts: 968
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Phoib, we've already implemented turrets and fixed the asset.dat without EA.
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01-14-2005, 06:27 PM
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#20 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 1,031
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Can we limit the turret traverse with the passenger-fix?
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