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#141 ProBaller92

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Posted 28 January 2007 - 08:56 PM

the mini faction prices shouldn't go higher than 5000..... you know how long a game would take to get a 3rd mini faction available? and about the horde dismount and mount, you might want to look at the code for the nazgul mini hero horde in rise of the witch king, because they are a horde and they can mount and dismount with no bugs...

#142 Uruk King

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Posted 28 January 2007 - 09:06 PM

about the horde dismount and mount, you might want to look at the code for the nazgul mini hero horde in rise of the witch king, because they are a horde and they can mount and dismount with no bugs


Are you sure? I don't think there was anything about the Nazgul mini heore horde being able to mount and dismount, in fact the Nazgul mini heore horde can't, even if they could they couldn't do it without bugs, read some of the forums and you'll find that it's impossible to mont and dismount several units at once, it just dosn't work

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#143 adummy

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Posted 28 January 2007 - 09:25 PM

in ROTWK the nazgul hero-horde cannot dismount. only in the normal BFME2 where they are heroes, they can mount and dismount.
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#144 zimoo

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Posted 28 January 2007 - 09:31 PM

EA can add whatever they want to the gane, the RA team can't. It may well be that horde mounting is possible in ROTWK, but it's not possible in BFME1, atleast without a lot of unfixable bugs.
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#145 hdh7

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Posted 28 January 2007 - 09:39 PM

back to mirkwood, I think their seige should fit the rest of thier style, stealth based. I especialy like the idea of the thirrad or a hero infiltrating the enemy base. They could even have a specific unit dedicated to this.
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#146 Guest_Guest_*

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Posted 29 January 2007 - 01:28 PM

Hi, im think this mod really shines up my days. Are you still working on it this day 2007? :p

#147 messenger

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Posted 29 January 2007 - 04:02 PM

Ofcourse they are, thats why there are updates on the forums and the website.

#148 m@tt

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Posted 29 January 2007 - 04:30 PM

The website update was actually done on the 3rd Jan, Guest, but the website post was planned a few months before.

The website update was actually done on the 3rd Jan, Guest, but the website post was planned a few months before.
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#149 Arthedain

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Posted 30 January 2007 - 06:55 AM

Horde sizes will be the same I think, BFME2 got a lot of stick here for their horde sizes. But population limits will be doubled as stated in the FAQ


Well, on this tactic, ive heard from the staff that in addition to the doubled mainfaction command points, each minifaction has its own command limit as well, meaning that you can still fight epic battles.

#150 Uruk King

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Posted 30 January 2007 - 07:12 AM

Horde sizes will be the same I think, BFME2 got a lot of stick here for their horde sizes. But population limits will be doubled as stated in the FAQ


Well, on this tactic, ive heard from the staff that in addition to the doubled mainfaction command points, each minifaction has its own command limit as well, meaning that you can still fight epic battles.


You're probably right, cuz I've see some screenshots of various factions with command point limits varying from 200 to 400 in the good factions, and 400 to 800 in the evil factions, besides that I've seen that the ones with these highest command point limits with factions acompanied with minifactions.

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#151 Olorin

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Posted 30 January 2007 - 07:15 AM

So you're saying that mini-factions add more command points overall? If that's the case, then I can't wait for this mod to come out even more!
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#152 Guest_NAGLEFAAR_*

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Posted 30 January 2007 - 01:43 PM

I REALLY! Look forward for this mod!! :p

#153 m@tt

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Posted 30 January 2007 - 04:16 PM

As far as I remember the idea of seperate pop limits for minifactions sounded good but wasnt feasible to code. I may be wrong though.
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#154 messenger

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Posted 30 January 2007 - 04:48 PM

I would prefer to make an army of one lot of people.

#155 Uruk King

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Posted 30 January 2007 - 05:18 PM

I would prefer to make an army of one lot of people.


same here, sorry to change the subject but you know there used to be something about marsh-wraiths which are gone now, but ya know the Mordor power; festering marshlands I think that summons a few Marsh-wraiths with it to attack the enemy but what is the overall effect of it?
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#156 adummy

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Posted 30 January 2007 - 11:27 PM

i dont think you can code BFME to split the pop up to the different teams. Or why wouldnt EA have done that for the campaign on the Black Gate?
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#157 ched

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Posted 31 January 2007 - 12:14 AM

you can't set populations limits for a minifactions. You can limit the number of similar simultaneous objects you have on screen (one Aragorn at a time for example).
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#158 kennethain

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Posted 31 January 2007 - 02:03 AM

i have a question I've meant to ask for a while: did you (the modders) decide to go against Aragorn having a bow/sword toggle? In his render, it's not there while the Elendil power still is (which I personally found useless most of the time, especially since he doesn't get it until at a higher level). Just wondering.
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#159 adummy

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Posted 31 January 2007 - 02:34 AM

level 5? that's what he starts at in multiplayer :) and the power is good as an escape or to scare them into calvary ;)
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#160 zimoo

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Posted 31 January 2007 - 11:17 AM

Elendil might be useful if it didn't only effect level1 units. ATM it is useless though. By the time Aragorn's out the enemy shouldn't have any level 1 units.
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