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The Last Twilight ideas


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#541 GothmogtheOrc

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Posted 02 March 2007 - 05:27 PM

now I realize how inefficient one is with Internet access :(


Quoted for truth :)

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#542 Mathijs

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Posted 02 March 2007 - 06:20 PM

Good work Cel, loving the designs...

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#543 Elvenlord

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Posted 03 March 2007 - 02:33 AM

Oh.....my.......god.......unbeliveble........
Favorite? Noldor............
Great work Cel........

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#544 Taralom

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Posted 03 March 2007 - 10:14 AM

nice Cel,

i think i am different then you all because i find the Tower Hill Guards ROCK... :p
but the Noldorin Warrior is cool though

keep it up
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#545 Olorin

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Posted 04 March 2007 - 02:59 AM

Yay and such! So glad to hear that you all like them. And yes ched, you are sooo right :p .

Edit #2: by the way, will the Noldorin Warriors have access to upgrades? Because in the render one has a Forged Blade.

I usually don't show the Forged Blade FX in renders, but I thought it actually looked quite nice on the Noldorin Warriors, so I left it in. They won't start with it in the game.

As for some of the questions on the campaign... I had thought of having Moria as this "final Elves mission". If I do one, it will probably end up being Moria. Too bad the Balrog's already dead...

Another Moria mission...sweeeet. :p So the Noldorin Warriors will have access to upgrades. Cool, makes them even more deadly, mwahahaha!
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...The Journey doesn't end here; death is just another path, one that we all must take. The grey rain curtain of this world rolls back, and all turns to silver glass. And then you see it. White shores...and beyond. A far green country, under a swift sunrise...

...Many folk like to know beforehand what is to be set on the table; but those who have laboured to prepare the feast like to keep their secret; for wonder makes the words of praise louder...

...Stand, Men of the West! Stand and wait! This is the hour of doom... ~ Gandalf the White, The Return of the King

#546 Taralom

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Posted 04 March 2007 - 09:09 AM

these Noldorin warriors...
are they soldiers, anti-cavalry, what??

and what is their strength?
( damage and stuff)
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#547 Olorin

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Posted 04 March 2007 - 09:28 AM

I think they're meant to be the best infantry unit in the game. That's what I remember Celeglin saying at one point.
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...The Journey doesn't end here; death is just another path, one that we all must take. The grey rain curtain of this world rolls back, and all turns to silver glass. And then you see it. White shores...and beyond. A far green country, under a swift sunrise...

...Many folk like to know beforehand what is to be set on the table; but those who have laboured to prepare the feast like to keep their secret; for wonder makes the words of praise louder...

...Stand, Men of the West! Stand and wait! This is the hour of doom... ~ Gandalf the White, The Return of the King

#548 Elvenlord

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Posted 04 March 2007 - 05:32 PM

Yes! The all-owning Noldor are here! :lol:
Except flying things, the cheaters...... :ohmy:
And maybe really good archers......
And heavy calvary......
And all-owning heros............
Anyways, Noldor>>>>>>>all melee for sure
And if Cel ever checks this, how will the Tower Hills Guards compare with the Galadhrim? More defense but less attack?

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#549 Olorin

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Posted 05 March 2007 - 06:52 AM

The Galadhrim are supposed to be the best unit for Rhovanion in terms of versatility, but second only to the Silver Tree Guardians in damage (I think). The Tower Hills Guards are just normal archer units; there's nothing special about them, from what I know.
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...The Journey doesn't end here; death is just another path, one that we all must take. The grey rain curtain of this world rolls back, and all turns to silver glass. And then you see it. White shores...and beyond. A far green country, under a swift sunrise...

...Many folk like to know beforehand what is to be set on the table; but those who have laboured to prepare the feast like to keep their secret; for wonder makes the words of praise louder...

...Stand, Men of the West! Stand and wait! This is the hour of doom... ~ Gandalf the White, The Return of the King

#550 Guest_CeleglinAtSchool_*

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Posted 05 March 2007 - 12:40 PM

Here are some basic ideas for the Tower Hills Guards:
- high defense (especially for a ranged unit)
- high damage (lower than Galadhrim, about the same as Royal Guard Infantry)
- medium-slow firing rate
- normal walking speed (ie. slower than most Elven units)
- normal range (ie. slightly less than most ranged Elven units)
- middling price (between 350-500)

Axes of Harlindon:
- low defense
- high damage (for a first tier unit)
- fast firing rate (fastest for any tier unit)
- fast walking speed (ie. same as most Elven units)
- price will be between 200-300

Noldorin Warriors:
- high defense
- high attack (best of any battalion unit)
- above average attack rate
- fast walking speed (ie. same as most Elven units)
- battalions of 4
- expensive
- batt. takes 20 CP (5 per unit)

Forlindon's Bows:
- very low defense
- high attack
- fast riding speed (probably just below Riders of Rivendell)
- can fire while moving (going to try this)
- battalions of 3
- expensive
- batt. takes 15 CP (5 per unit)

#551 Olorin

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Posted 06 March 2007 - 06:29 AM

Yes! Finally, an attempt at mobile archery! One thing though (I think it's possible), when they fire whilst moving, can they be more inaccurate? That'll help with balance from my point of view. And I'm loving the Noldorin Warriors now. Four units per battalion, interesting. That'll also mean that they won't be able to combine with other battalions, won't it?

Edit: just re-read the post, and I find it very peculiar to see that Forlindon's Bows has only three units per battalion. That would be for balance, right?

Edit #2: for the Noldorin Warrior you've put (as a caption) that the render features both light- and heavy-armoured versions. I can pick out the small differences between the skins, but just so I know which one is the heavy- and which the light-armoured? I also noticed that the Tower Hills Guards have swords by their hips. That's just for show, isn't it? No weapon toggling?

Edited by Olorin, 06 March 2007 - 09:16 AM.

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...The Journey doesn't end here; death is just another path, one that we all must take. The grey rain curtain of this world rolls back, and all turns to silver glass. And then you see it. White shores...and beyond. A far green country, under a swift sunrise...

...Many folk like to know beforehand what is to be set on the table; but those who have laboured to prepare the feast like to keep their secret; for wonder makes the words of praise louder...

...Stand, Men of the West! Stand and wait! This is the hour of doom... ~ Gandalf the White, The Return of the King

#552 zimoo

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Posted 06 March 2007 - 09:29 AM

From what I've heard, horse archers firing while moving is insanely unbalanced.

In games like RTW it's fine, where the archers actually run out of ammunition. But in a game when they have unlimited ammo, that will just be insanely overpowered.
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#553 Olorin

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Posted 06 March 2007 - 09:32 AM

This is a wild possibility, but it seems balanced. You can convert the mobile firing concept into an ability, so at, say level 5, they can use the ability and for 30 seconds they can fire while moving. But it has a 3 minute recharge rate. Then again they do have very low armour ratings, so with 3 in each battalion they would be vulnerable against everything, but mainly archers and spearmen. It all depends on how well you use them, I guess.

Edited by Olorin, 06 March 2007 - 09:34 AM.

Posted Image

...The Journey doesn't end here; death is just another path, one that we all must take. The grey rain curtain of this world rolls back, and all turns to silver glass. And then you see it. White shores...and beyond. A far green country, under a swift sunrise...

...Many folk like to know beforehand what is to be set on the table; but those who have laboured to prepare the feast like to keep their secret; for wonder makes the words of praise louder...

...Stand, Men of the West! Stand and wait! This is the hour of doom... ~ Gandalf the White, The Return of the King

#554 Lauri

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Posted 06 March 2007 - 02:18 PM

think of the horse archers as TEA's scouts.... you move them back everytime someone comes... might be a bit unbalanced, but maybe not ;)

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#555 zimoo

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Posted 06 March 2007 - 03:22 PM

Yes, and couple that with a much faster speed and the fact that they'd be able to fire arrows while retreating ;)
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#556 Elvenlord

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Posted 06 March 2007 - 09:37 PM

I also noticed that the Tower Hills Guards have swords by their hips. That's just for show, isn't it? No weapon toggling?

That's why I asked how they will compare with Galadhrim ;)

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#557 Olorin

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Posted 07 March 2007 - 04:59 AM

^^ I see. ;) I don't reckon their gonna have a toggle, the swords are just there for show.
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...The Journey doesn't end here; death is just another path, one that we all must take. The grey rain curtain of this world rolls back, and all turns to silver glass. And then you see it. White shores...and beyond. A far green country, under a swift sunrise...

...Many folk like to know beforehand what is to be set on the table; but those who have laboured to prepare the feast like to keep their secret; for wonder makes the words of praise louder...

...Stand, Men of the West! Stand and wait! This is the hour of doom... ~ Gandalf the White, The Return of the King

#558 adummy

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Posted 07 March 2007 - 05:25 AM

From what I've heard, horse archers firing while moving is insanely unbalanced.

In games like RTW it's fine, where the archers actually run out of ammunition. But in a game when they have unlimited ammo, that will just be insanely overpowered.

i think that is why cel has them in groups of 3 and cost 5 command points each. maybe their command points should be raised to balance, but this should wait until a beta of TLT

Edited by adummy, 07 March 2007 - 05:25 AM.

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#559 Olorin

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Posted 07 March 2007 - 06:02 AM

Nah, so far it looks balanced. What with the 3 units per battalion plus very low armour, and on top of that they're expensive.
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...The Journey doesn't end here; death is just another path, one that we all must take. The grey rain curtain of this world rolls back, and all turns to silver glass. And then you see it. White shores...and beyond. A far green country, under a swift sunrise...

...Many folk like to know beforehand what is to be set on the table; but those who have laboured to prepare the feast like to keep their secret; for wonder makes the words of praise louder...

...Stand, Men of the West! Stand and wait! This is the hour of doom... ~ Gandalf the White, The Return of the King

#560 CeleglinAtSchool

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Posted 07 March 2007 - 01:32 PM

Edit #2: for the Noldorin Warrior you've put (as a caption) that the render features both light- and heavy-armoured versions. I can pick out the small differences between the skins, but just so I know which one is the heavy- and which the light-armoured?

The ones with more armour (hip armour, chainmail sleeves) and more gold trim are the heavy armoured ones.

I also noticed that the Tower Hills Guards have swords by their hips. That's just for show, isn't it? No weapon toggling?

It'll work like the Ithilien Rangers, in that they'll use their swords by default when in close combat.

This is a wild possibility, but it seems balanced. You can convert the mobile firing concept into an ability, so at, say level 5, they can use the ability and for 30 seconds they can fire while moving. But it has a 3 minute recharge rate.

I'm worried enough about getting it to work by default perfectly. I don't want to consider an ability.

From what I've heard, horse archers firing while moving is insanely unbalanced.

but this should wait until a beta of TLT

Quoted adummy there for the truth. As I said, I'm going to try it. If it turns out to be too difficult to balance in a good way, then it'll be scrapped.

Aaaanyway, I whipped up Gildor yesterday. Most unfortunately, the version I'm going to show you is purely for promotion. My original plan to rig him to Gimli's animations just didn't work out at all (weapon was too long for him to hold properly, and Gimli just doesn't move much like an Elf at all). The animations used in these renders are from BfME II, and thus cannot be used in BfME I (until somebody cracks the difference between I and II anims or EA breaks down and gives us plugins to edit II anims).

I had originally planned to give him a bardiche, but apparently the blade of a bardiche is connected to the haft in two places, not one (as I have here for Gildor). I haven't a clue what you'd call this weapon instead :p .

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Edited by CeleglinAtSchool, 07 March 2007 - 01:34 PM.





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