Beta Tester Check-In
#2 Guest_Guest_*
Posted 14 November 2005 - 05:02 PM
Ecthelion
#3 Guest_Guest_*
Posted 15 November 2005 - 08:26 PM
#4
Posted 15 November 2005 - 09:41 PM
- Saphira
#6
Posted 16 November 2005 - 12:02 PM
and will the glorfindel skin be changed to match the renders from bfme2??
It most certainly will not. I'm not trying to make this mod exactly like BfME II (what would be the point in that). And besides, EA did Glorfindel incorrectly; he's supposed to have gold hair, not white. I also dislike the armour they gave him.
#7 Guest_Guest_*
Posted 16 November 2005 - 12:53 PM
Firstly I must say great job, this mod is very good so far, though there are a few things to note:
1. I feel the scouts need a formation, maybe 'ambush' that can only be activated when in trees that gives them extra attack etc.
2. the 'tg' spearmen don't really do much damage at all to buildings even with forged blades and banner U's.
3. Forged blades' blue light doesn't actually allign with the blade itself; it's like a floating glow.
4. Since the scouts are from mirkwood maybe give them an arrow upgrade that is not fire, which is more suitable for the 'war equipped' haldirs elves, maybe give them arrows that give more of a bonus against units than buildings.
5. It sais Glorfindal gets his 'lightning' like ability on rank 8 when actually he gets it at rank 9; just a typo I assume .
6. the time for arwens water horse majiggy attack is too long seeing as it only propels a short distance in front of her (enemies would have a lot of time to simply move out of the way, much like sarumans 'wormtounge' ability).
Other then that, great stuff!
I will get another game in during the next few days and will use a more lothlorien based army so that they can be tested too .
oh and btw whats with elves having a nice little fortress with 16 towers plots and walls, as well as having a 300 command point limit... maybe its 'cause it was a 3 player map but I still think it's supposed to be 150, or 200 considering their 'open' fort.
hope thats of use
#8
Posted 18 November 2005 - 11:22 AM
1. I feel the scouts need a formation, maybe 'ambush' that can only be activated when in trees that gives them extra attack etc.
Shoot. I forgot to say in the email that the Scouts' and Riders' formations don't work/aren't there yet.
2. the 'tg' spearmen don't really do much damage at all to buildings even with forged blades and banner U's.
I'll look into that.
3. Forged blades' blue light doesn't actually allign with the blade itself; it's like a floating glow.
Nothing much I can do of that short of a lot of tedious animation editting. The glow doesn't align because it's made for a straight blade, not curved. Not sure if I'm going to fix this or not... Not enough time.
4. Since the scouts are from mirkwood maybe give them an arrow upgrade that is not fire, which is more suitable for the 'war equipped' haldirs elves, maybe give them arrows that give more of a bonus against units than buildings.
I like! I'll get started on that!
5. It sais Glorfindal gets his 'lightning' like ability on rank 8 when actually he gets it at rank 9; just a typo I assume
Typo .
6. the time for arwens water horse majiggy attack is too long seeing as it only propels a short distance in front of her (enemies would have a lot of time to simply move out of the way, much like sarumans 'wormtounge' ability).
lol, and here I was thinking it was too short. If I can get a second opinion on this, I'll change it. Any takers?
oh and btw whats with elves having a nice little fortress with 16 towers plots and walls, as well as having a 300 command point limit... maybe its 'cause it was a 3 player map but I still think it's supposed to be 150, or 200 considering their 'open' fort.
Actually, every faction's command points have been increased. Good factions' are as such: 400, 300, 250, and 200. Evil factions have 700, 600, 500, 400.
#9 Guest_Guest_*
Posted 18 November 2005 - 11:47 AM
I'll get another elves game in this weekend (I want to play more, but the orchard lag thing slows down play considerably ).
#10 Guest_Guest_*
Posted 18 November 2005 - 11:48 AM
#11 Guest_Devil boy_*
Posted 19 November 2005 - 04:45 AM
#12
Posted 19 November 2005 - 12:31 PM
Try some of the solutions offered here:
http://forums.revora...showtopic=25924
http://forums.revora...showtopic=25765
#13
Posted 19 November 2005 - 03:09 PM
1. Glorfindel's "Light of the Noldor" power requires rank 9, but it says rank 8.
2. Glorfindel, Thranduil, and Celeglin have no voices.
3.Orchards take forever to get to rank 3
All other errors you put in the email. And if you can, add witchking on foot to the final release.
#14
Posted 19 November 2005 - 11:25 PM
as they don't really do much damage to buildings but completely obliterate units which is what those little stealth guys should do
dont worry though, the uber arrows are becoming weaker in the next patch i think.
also I'd say change the stables in to a high elf building (last alliance elves), giving them archers, spearmen and horses from the last alliance.... then give the wood elves barracks mirkwood scouts, mirkwood swordsmen (maybe like thranduil, as he seems quite out of place now having nothing to lead), and haldirs elves...
this is stupid now but with patch 1.03 giving all sorts of bonus' to combo units all of the things here would be useful... I just think each faction of elves deserves a variety, not mirkwood archers, high elf swordsmen, haldirs lothlorien elves, and high elf cav... slightly too random
#15 Guest_Ecthelion_*
Posted 20 November 2005 - 11:42 AM
The only bug so far is the buildings, the statue and the orchards "walk about" when being built.
Ecthelion
#16 Guest_Guest_*
Posted 20 November 2005 - 02:36 PM
#17
Posted 20 November 2005 - 03:38 PM
Frodo: I wish the Ring had never come to me... I wish none of this had happened...
Gandalf: So do all who live to see such times, but that is not for them to decide. All you have to decide, is what to do with the time that is given to you...
Click me
#18
Posted 20 November 2005 - 04:06 PM
I was thinking, since you HAVE to use things from the original scripting (tg for elves, etc... i assume), why not use gondors uber arrows for the mirkwood guys... just make them fairly expensive...
as they don't really do much damage to buildings but completely obliterate units which is what those little stealth guys should do
dont worry though, the uber arrows are becoming weaker in the next patch i think.
also I'd say change the stables in to a high elf building (last alliance elves), giving them archers, spearmen and horses from the last alliance.... then give the wood elves barracks mirkwood scouts, mirkwood swordsmen (maybe like thranduil, as he seems quite out of place now having nothing to lead), and haldirs elves...
this is stupid now but with patch 1.03 giving all sorts of bonus' to combo units all of the things here would be useful... I just think each faction of elves deserves a variety, not mirkwood archers, high elf swordsmen, haldirs lothlorien elves, and high elf cav... slightly too random
I'm sorry, but this all makes no sense. Could you try rewording and stuff?
#19
Posted 21 November 2005 - 06:54 PM
One question though, i haven't yet tryed out the campain to much extent, does this mod effect it in any way??
Zell
( Todd Finn )
#20 Guest_Guest_*
Posted 23 November 2005 - 06:01 PM
It's called Elven Alliance
i am aware of that, but with all the new heroes being added to elves and rohan, isengard still only has 2, and gothmog has been added to mordor, so its a balance issue. it wouldnt take much work to stick vapula's evil heroes into the game
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