ToDo List - BETA 4.5
#21
Posted 23 June 2007 - 05:22 PM
#22
Posted 23 June 2007 - 11:26 PM
So...u need goblin units, aye? well....what if nearly the entire faction was mounted? What if nearly every aspect of the faction, save for swordsmen, archers, trolls, giants, and mountain orcs/half trolls rode a warg of some sort, having a mounted archer unit, cavalry unit, and even a mounted spearman? (srsly, the haradrim riders from RotWK were anti-cav. it was rediculous). You could even make this the minifaction for the goblins, since there's a lot more you could add on the footman front.
as for shaman abilities, i had some thoghts:
1. Blackblooded fury-nearby goblin units gain +25 damage and speed
2. Balrog's Requiem- Firey area ability. pretty much a..er.."goblinized" fire breath ability.
3. Cursed Renewal- ressurect all fallen members of target battalion with 60% health
4. Vampiric Thievery- all nearby unit's attacks steal life.
these are just some ideas.
#23
Posted 24 June 2007 - 07:31 PM
Will this be fixed for Beta IV Version II? I cant even play a match with Isengard anymore becuase of this.
Edited by Strider, 24 June 2007 - 07:33 PM.
All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
#24
Posted 24 June 2007 - 08:12 PM
Edited by Nazgûl, 30 June 2007 - 12:11 AM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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#25
Posted 24 June 2007 - 09:14 PM
#26 Guest_tarkin_*
Posted 26 June 2007 - 09:30 AM
i have a question:
goblin pikemen has brown armor as other goblin units?
#27
Posted 26 June 2007 - 03:00 PM
And it will be reskinned to black-ish, like the Uruks, but with a heck of a lot more rust
Edited by Nazgûl, 26 June 2007 - 03:00 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#28
Posted 28 June 2007 - 06:01 PM
Oh, and were you thinking of armoring the troll? I think it'd be cool if he wore some spaulders and a chestplate, but nothing too create-a-heroey. possibly some belts, too. Lots of options.
#29
Posted 28 June 2007 - 10:54 PM
Also tell the computer to stop build farms after they have built so many. But make sure they know to replace one if it is destroyed.
"Stoneworker" for Gondor! (Enables Numenor Stonework upgrade!)
Sorry but this seems like a bad idea to me. I dont like the idea of having to build a whole new building to buy a fortress upgrade. Its a huge disadvantage, no other faction has to do this. I suggest either adding more stuff to it like in BFME1(gates and towers upgrade) or just scrap the idea all together.
What happened to that thing about making it so your ally cant build farms with in a certain radius of your fortress?
Edited by Strider, 28 June 2007 - 11:06 PM.
All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
#30
Posted 28 June 2007 - 11:41 PM
- Farms was set to a minimum of 20 (that was left from MarksMod). They are now set to a minimum of 6 (the AI will still build 1,2 or maybe 3 extra if it sees it fit. But as a player you never need more than 6 or 7 really =)
- The Stoneworker WILL be added to SEE, I'm not exactly sure what it will do though, and that is what is planned atm. We might come up with something else though. BUT I have a "rule" about SEE and that is that the "rule" of all things having to be fair and equal is non existant. That ads to the "reality factor". And war is never fair. Btw, I think MotW makes of for that extra "hassle" by having the big Rohan Mini Faction anyways. It's a big and fun faction, at it will be even bigger... =p
- That was removed from the list since you yourself found a problem with it, remember?
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#31
Posted 29 June 2007 - 12:16 AM
I don't remember what you said, but it had something to do with units not getting upgrades (or something like that).
I'll just use the MenFactionArmy AI as an example, just because it first on the list.
ChanceForUnitsToUpgrade = 100% UpgradeSciencePriorityNormalLow = 100.0 UpgradeSciencePriorityNormalHigh = 500.0 UpgradeSciencePriorityImportantLow = 550.0 UpgradeSciencePriorityImportantHigh = 700.0 UnitUpgradePriorityLow = 100.0 UnitUpgradePriorityHigh = 200.0
Yuo have the ChanceForUnitsToUpgrade = 100% at 100% and I always thought that would make them upgrade with armor and everything, but it seems to me that it really doesn't.
I was messing around with different settings and came across these two lines (on my game version not SEE, but that shouldn't make a difference in this case)
UnitUpgradePriorityLow = 100.0 UnitUpgradePriorityHigh = 200.0
And I thought, what the hell why not bump them up and see what they do. So I bumped them up to this
UnitUpgradePriorityLow = 500.0;;100.0 UnitUpgradePriorityHigh = 800.0;;200.0
And I saw a drastic improvement on upgrades. I went to attack the Elven enemies' base, and I got bombarded by silverthorn arrows, forged blades, and they all had heavy armor. Mind you this was in the late stage of the game. They wiped my army out; and I had to build a complete new one.
That absolutely sucked . And what's worse is that happened two more time before I beat them . Fn' Elves.
Any way what I'm getting at is, why don't you try boosting those up and see what happens. I don't know how high it will let you go, but it can't hurt to try. And why not do it to the Science ones too and see what that does.
And sorry for the long post. But it is always important to find ways to better the AI (in my opinion).
Henry Miller, Tropic of Cancer
#32
Posted 29 June 2007 - 01:57 PM
Anyway... that ^ is exactly what I'm experimenting with as well... but I'm not looking for faster upgrades of UNITS, but of STRUCTURES. So that fast upgrading of units doesn't relly help I'm afraid :/ I need to find what makes the structures go to lvl2 and 3 and preferably be able to control those given times as much as possible...
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#33
Posted 29 June 2007 - 02:13 PM
Or maybe it has to do with ArmyMemberDefinition Priority
ArmyMemberDefinition GondorKnightHorde_Member Unit = GondorKnightHorde;cavalry PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 7.5 PercentageOfArmyPhase3 = 10.0 End
These things. Having hordes like the Rohirrim being used in an earlier phase of the game could make them upgrade buildings more too.
Edited by Downfall, 29 June 2007 - 02:14 PM.
Henry Miller, Tropic of Cancer
#34
Posted 29 June 2007 - 03:41 PM
This is a high prio problem too...
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#35
Posted 29 June 2007 - 05:22 PM
- Farms was set to a minimum of 20 (that was left from MarksMod). They are now set to a minimum of 6 (the AI will still build 1,2 or maybe 3 extra if it sees it fit. But as a player you never need more than 6 or 7 really =)
You must be talking about in the Beta IV Version 2. As of now I see the computer relentlessly building farms on the opposite side of the map.
- The Stoneworker WILL be added to SEE, I'm not exactly sure what it will do though, and that is what is planned atm. We might come up with something else though. BUT I have a "rule" about SEE and that is that the "rule" of all things having to be fair and equal is non existant. That ads to the "reality factor". And war is never fair. Btw, I think MotW makes of for that extra "hassle" by having the big Rohan Mini Faction anyways. It's a big and fun faction, at it will be even bigger... =p
If that is so, I think that the idea of adding the upgrades from that last game is good. Stronger gates, faster shooting archers.
- That was removed from the list since you yourself found a problem with it, remember?
Yes, I remember. This means the problem remains. Is their no way to get around it? Is it possible to set a smaller radius around the fortress, completely independent from the wall range, about the size of the wall range in the regular game, that allys cant build in?
Also, I didnt see anything on the list about giving wall expansions fire upgrades. Did we decide against that and I missed that or was it overlooked?
Edited by Strider, 29 June 2007 - 05:24 PM.
All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
#36
Posted 29 June 2007 - 08:11 PM
Just because it has not been discussed lately doesn't mean it has fallen beside the way. But it's good you remind us all once in while of things like this. Forgetting things is an all too human habit.
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#37
Posted 29 June 2007 - 10:49 PM
That was a confusing sentence if their ever was one.
Edited by Strider, 30 June 2007 - 05:12 PM.
All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
#38
Posted 30 June 2007 - 12:16 AM
- It IS on the list You just missed it cause the list is so longAlso, I didnt see anything on the list about giving wall expansions fire upgrades. Did we decide against that and I missed that or was it overlooked?
- Uhm... You have to remember that we can forget, but we won't forget to try not to forget, so if we forget you are welcome to remind us to remember what we forgot... but like I said; we won't forget to remember to try to remember what we could forget!If dont forget that you guys already concluded on what you now forget then I wouldn't remind you to not forget it, get it? That was a confusing sentence if their ever was one.
Now I forgot why I wrote this post...
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#39
Posted 30 June 2007 - 02:10 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#40
Posted 30 June 2007 - 05:26 PM
I dont like the look for Gondor spearmen. They shouldnt have the Black and Silver like that. In the book, only the Gaurds of the Citedel, such as Pippin, wore the Black and Silver.
As for the Foutain Gaurd, if you are going to make them one of Men's elite unit, please give them back their old weapons, with the shield and normal legth sword. The idea of some of the most honored men in Minas Tirith carrying 15 foot pikes is absurd.
Edited by Strider, 30 June 2007 - 05:29 PM.
All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
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