Modding Union

[en] Edain Mod => [Edain] Suggestions => [Edain] General Suggestions => Thema gestartet von: EpicTslayer am 15. Jan 2018, 21:44

Titel: Several Ideas for Arnor
Beitrag von: EpicTslayer am 15. Jan 2018, 21:44
Hello Edain team! I am a bit of a Arnor fan and I always wondered how might it be possible to extend the ability to play Arnor when an Idea hit me. On one hand, as you well know, the RoTWK engine is in :ocapable of handling more than 11 or so faction templates. On the other hand, there is not exactly a limit to how many options for factions you could show ingame when you are creating a game as far as I know. Because Arnor is simply Gondor with different buildings/units/spellbook, what happens if you just show an option for Playing Arnor alongside Gondor when setting up a skirmish/multiplayer game? And when selected, the game will enable the appropriate configuration files to tech-switch Gondor into Arnor. I would love it if you decide to answer back! (OOOPS!!!! Accidently made my post the Priview :o :D :D :D :D)
Titel: Re: Several Ideas for Arnor
Beitrag von: Julio229 am 27. Feb 2018, 19:42
That's sadly not possible engine-wise.
Titel: Re: Several Ideas for Arnor
Beitrag von: Gnomi am 27. Feb 2018, 20:16
Just to go a bit more in the deails:
1.) You can't change the spellbook. So either Arnor and Gondor both have the army of the dead, or both don't have it.
2.) You can't give a faction as many heroes as you want, there is an upper border. That's also why the dwarven kingdoms have less champions than other factions and there are too many heroes for Gondor and Arnor together. (and basically your method is the same thing we did for the dwarves)
Titel: Re: Several Ideas for Arnor
Beitrag von: Walküre am 28. Feb 2018, 00:22
I don't think there is the need for this thread to remain open any longer. All questions have been answered. The topic may be discussed further in the proper Arnor/Gondor-related boards.

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