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DeeZire Online > Editing Community > LOTR: Battle For Middle Earth I & II Editing » BFME2 - Reintroducing Guard and Guardunit commands?

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 03-14-2006, 08:34 PM   #1 (permalink)
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Default BFME2 - Reintroducing Guard and Guardunit commands?

Anyone figure this out? I always used guardunit for attaching siege engines to my attack forces and the guard command was very useful too. EA, in their infinite wisdom, decided to remove these options and cobble together a broken stance feature. Any ideas?
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Old 03-14-2006, 09:07 PM   #2 (permalink)
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I don't think it'll be resurrectable in BfME 2 - there doesn't seem to be any trace of it..
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Old 03-15-2006, 12:55 AM   #3 (permalink)
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I recently tried putting Gothmog back into the game using Deezire's BFME1 mod as reference. It sorta worked, the fugly thing is back in with Lurtz's voice and an inability to harm buildings, but the guard command didnt work. The guardunit command did however. Maybe it has something to do with the whole stances system taking over since Gothmog didn't have any of that?
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Old 03-17-2006, 03:58 PM   #4 (permalink)
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gothmog has a skin, model and animations. all he needs are palantir pics and powers and voices.
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