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Autor Thema: Build submod  (Gelesen 1620 mal)

Tukolp

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Build submod
« am: 5. Apr 2017, 17:10 »
Hello,

I was wondering all about that I would do a submod for 4.4.1, or for 4.5 if it comes out soon. It ( as the title says ) would depend on the building system of the mod. Nothing would be changed, no units spells or anything ( maybe I would add 1 or 2 hero but thats it ) only the build system, by giving those workers back to the game and we would start with fortresses, or plain citadels from the cuirrnet mod. So noone should be worried about balance and other things, I leave it to you guys. I would just bother with the buildings.

So I don't know where should I ask for permission, to release it as a submod, so I wrote this here.

Any suggestions or ideas are welcome, I would like to make a submod what the community likes. So bring it on guys, bombard me with ideas, comments.
What would you like to see in this "buildmod ? My basic idea here is to build those buildings from cuirrent version with builders.

Have a nice day,

Elendils Cousin 3. Grades

  • Edain Team
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Re: Build submod
« Antwort #1 am: 5. Apr 2017, 17:25 »
I'd write a pn to one of the team members, FG and Lord of Mordor are usually quite responsive.


[...] or for 4.5 if it comes out soon.
soon™

LordMaus

  • Wanderer des Alten Waldes
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Re: Build submod
« Antwort #2 am: 6. Apr 2017, 01:05 »
One of my idea for now is this:

We should start with BFME building system then once we level up our citadel, we will able to build buildings outside too with limited buildings for each new type of building designs of course. I really missed to use builder units from old edain mod and other things really. With this idea, the battles will be much fun for sure.

Shortly, if you can bring the old edain and new edain building system into once place then you will satisfy all kind of edain mod players. Personally, I would like to see such a system in your sub-mod ( if you can do it will be awesome ).

Note:
I like old and new building system so why we cannot bring both at the same time right ?^^.

Tukolp

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Re: Build submod
« Antwort #3 am: 6. Apr 2017, 11:45 »
Thank for your answers both.

Elendils Cousin 3. Grades  I will write a PM.

And for you LordMaus your idea is realy easy to achieve, but it conflicts the mods ideas, I mean you should have only one buildsystem in a mod, I discussed it with one of the mods team members, and they said, what I'm saying, it would be a bit of mess.
Because think of it, the map than only would stand in buindings :D
But anyways thanks for your suggestion.

LordMaus

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Re: Build submod
« Antwort #4 am: 6. Apr 2017, 23:03 »
Then let's change the suggestion and do like this ( I didn't know we are only allowed to use one building system in modding for rotwk ):

There will be BFME 1 building system but there will be builder units from citadel you can recruit and these builders will have these build-able buildings as a skill options with limited version for each type of current building or maybe the new ones you want to add to make more variations to build on the open world still.

How does this one sound like ? We still keep the old building system within the new system without denying each other by using only one building system in general ( only builders will have skills to build extra buildings outside of the main fortress or other building slots ).

I hope that you like this one and I believe it is possible with this way.

I hope edain team likes this suggestion too^^.