General Comments/Suggestions
#1
Posted 22 April 2007 - 04:32 PM
pinned.
#2
Posted 22 April 2007 - 04:59 PM
#3
Posted 23 April 2007 - 06:09 PM
I've responded in the evil heroes topic, which is a good topic to keep this discussion. I just wanted to keep some of the others (BFME1 revisited guide, maps, and others) from getting the general comments. Oh, and the Mumakil has been fixed. They come with the lancers and they also can be mounted.
#4
Posted 24 April 2007 - 11:40 AM
#5
Posted 28 April 2007 - 01:14 PM
General-Remve the golden glow in heavy armour
specific armour for every faction
change hero horde from 3 to4 for noldor warriors,dol amroth knight etc
Gondor
New Skins for Soldiers,archers,knights,tower guards
Remove Rohan Spearman
New Building Fiefdoms Mustering Ground
New Units
Gondor Spearman
Gondor Citadel Guard
Gondor Citadel Guard Archer
Dol Amroth Men At Arms
Lossarnoch Axeman
Morthon Vale Bowmen
Rohan
Remove Archery Range
New Building Barracks
New Units
Westfold Footmen
Rohan Spearman
Royal Gurads of Edoras-new tooltip and skins + addition of sitch weapons to bow spear
Spearthrower
Rohirrim Warrior-with swords,axes
Rohirrim Spearman -horse spearman
Elves
rename lindon horse archers to rivendell horse archers
New Units
Lorien Galadhrim warrior
Mirkwood Swordsman
Mirkwood Sentinel(Ranger type Units)
Rivendell Guardians(Elite Spearman)
Dwarves
New Building Dale Barracks
New Units
Dwarven Crossbowmen
Dragon Slayer
Dale Swordsman
Lake Guard
Dale Outrider
Arnor
New units
Same Techtree as Gondor With New Skins for Every Units,no southern fiefdoms units
Arnor Spearman
Arnor Tower Guards
Arnor Citadel Guard
Arnor Citadel Guard Archer
Mordor
remove haradrim palace
remove mumakil pen
new building morgul orc pit
New Units
orc spearman
minas morgul orc warriors
minas morgul orc pikeman
minas morgul orc archers
Isengard
New units
Uruk Scouts
Evil men
New Units
Rhun Spearman
Rhun Swordsman
Rhun Archer
Haradrim Warriors
Haradrim Archers
Khand Warriors
Khand Archers
Corsairs of Umbar
Half trolls of far harad
Haradrim Lancers
Black Serpant Guard
Rhun Kataphract
Wain Rider
Mumakil
Angmar
New Units
Gundabad orc archers
Edited by saumya, 28 April 2007 - 01:21 PM.
#6
Posted 28 April 2007 - 03:32 PM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#7
Posted 07 May 2007 - 08:38 AM
they kinda takes away the originality of each faction that was there in bfme1by adding all kinds of units to all factions. Basically all factions are pretty much the same then, except for some minor differences in power and heros
I would have to agree with this. One thing I want to avoid is adding so many units to each side so that they every faction is almost cookie-cutter - 2 horses, 2 pikes, 3 soldiers, 2 arrows, etc. Now that Mordor has cavalry, I actually think it takes a little away from them as a unique faction.
That being said, I also like the idea of having region specific units for the campaign. When fighting in Mirkwood I like having Mirkwood soldiers battling. So I might have some units that are only available in the campaign, but not in skirmish. I'm still debating this idea, but I might do something like this later on after I'm almost done with the campaign.
#8
Posted 08 May 2007 - 12:19 PM
#9
Posted 15 May 2007 - 03:58 PM
"Trees - or treelike beings - that could walk and speak. Huorns were powerful, wild, and dangerous. The origin of Huorns is somewhat mysterious. Merry Brandybuck speculated that Huorns were Ents that had become more like trees. Treebeard also spoke of trees that had become Entish, so it is possible that some of these became Huorns as well." - Thain's Book
Would it be possible to add huorns as a weaker versions of ents to entmoot. Huorns to level 1 entmoot, ents to level 2 entmoot and Treebear (with some new abilities) to level 3. Or Summon Huorns as a new elven ring power would work too...
And regarding that, would it be possible to add Old Forest into campaign with Old Man Willow as boss monster fighting with hobbits only?
Were you thinking about adding Grimbeorn and beornings? And how about Druedain and their leader Ghan-buri-Ghan, whose actually aied Rohan during War of the Ring. As summon powers to dwarves and men perhaps?
As for the maps, I'd like to see more underground maps, as I loved them in Warcraft3. How about extended moria (the fellowship wandered in those tunnels days!), Paths of the Dead below Dunharrow with lot of wights and better Cirith Ungol...
Edited by Ergopad, 15 May 2007 - 04:29 PM.
#10
Posted 15 May 2007 - 06:23 PM
Skirmish
GENERAL
- Remove colors. I think every unit should have it's adequate color. Such as Gondor Soldiers with Grey, Lorien Warriors with Light-Orange, Uruk-Hai with Black, Goblins with Brown... etc. With these changes, you might not even need to re-skin.
- Restore the leadership bonuses to 25% and no experience bonus. Only Éomer's Horse Lord leadership aura should remain 50%, no experience bonuses, and stack with other leaderships. Perhaps Leaderships should also stack? Because it's obvious that 2 leaders are better than 1.
- Fix a bug that allows certain units (happened with Angmar Thrall Master) to not cancel capturing a structure if the unit is burned. The unit will keep capturing the building, and when the building is theirs, the unit will finally die.
- Make units deal less damage to buildings. I think buildings should be taken down by siege weapons and not swords.
- Reduce the command point factor of Orc Laborers from 5 to 1.
- Reduce the resource-take-down area of resource buildings. Make them able to be built closer to each other without loosing a great resource percentage.
- Make certain cavalry heroes more resistent to pikemen.
- Re-map Fangorn, add more of the big trees. I loved BFME 1's Fangorn, in Good missions. The Fangorn of BFME II is so ugly.
- Add Merry&Pippin as a hero of 2 units. If Rohan gets in Skirmish too, make Merry Rohan's and Pippin Gondor's. Remember to trigger the AI to use them as scouts at first.
- Re-skin Gondor Soldiers, Gondor Archers, and a few other units, should you deny the first suggestion of General.
- Increase the power of Éomer's Spear Throw and Éowyn's Smite attacks.
- Increase Éowyn's attack-speed slightly.
- Make Gandalf turn White only at lvl 6.
- Reduce Gandalf's Mount/Dismount Level Requirement from 5 to 4. In BFME II, he had a Gandalf the Grey-mounted version.
- Increase Gandalf's health. His attack-damage against trolls and other creatures should also be increased slightly.
- Bowmen of Morthrond should be added yes, able to be trained in a Lvl2 Archery Range.
- If the last suggestion is implemented, make Ithilien Rangers a Lvl3 Archery Range battalion.
- If you separate MotW, Gondor will need some pikemen. Perhaps Men of Lossernach will do as pikemen.
- Increase Aragorn's HP slightly.
- Not sure about this myself - add Samwise Gamgee to Elves?
- Slightly buff Arwen's HP. Buff her attack speed as well.
- Reduce Arwen's Flood Level Requirement from 10 to 8 or 7.
- Add an ability to Haldir; Summon Elven Allies, summons a battalion of Elven Warriors.
- Add a two-hero battalion; Elladan and Elrohir?
- Add Galadriel and Celeborn to the Elf Heroes. If the ring is caught, and brought to the fortress, Galadriel will be un-trainable. If she already exists, she will stay in-game, but disappear and go back to Lvl1 should the Ring-Hero Galadriel be trained.
- Reduce the Elves' unit numbers. I suggested this previously. But, of course, remember to greatly boost their power.
- Lórien Warriors, from 12 to 10. 2 columns of 5 units each.
- Lórien Archers, from 12 to 10. 2 columns of 5 units each.
- Mithlond Sentries, from 15 to 8. 2 columns of 4 units each.
- Mirkwood Archers, from 8 to 6, 2 columns of 3 units each.
- Noldor Warriors, from 6 to 5, 1 column of 5 units.
- Rivendell Lancers, from 10 to 8, 2 columns of 4 units each.
- Lindon Horse Archers, from 10 to 8, 2 columns of 4 units each.
- Increase Ent's size slightly.
- Increase Elrond's HP slightly.
- Add Elven Warriors to the Elven Barracks, as a battalion trained at Lvl2 Elven Barracks.
- Give Treebeard a Leadership to other Ents. The leadership will increase their speed and armor.
- Nerf Dwarven Guardians' HP slightly.
- Re-skin Dwarven Guardians, Phanlaxes and some other units. Or, AT LEAST, re-skin Phanlaxes.
- Add Balin, Lord of Moria to the Dwarf Heroes.
- Not sure about this myself - add Frodo Baggins? In books he had some conection with Gimli and Glóin, and Bilbo, who traveled with the other Dwarves to kill Smaug.
- Add Men of Esgaroth as a unit avaible at the Lvl1 Archery Range. Should this be implemented, make Dwarven Axe Throwers a Lvl2 Archery Range unit.
Edited by Xingdao Fan, 18 May 2007 - 08:17 PM.
#11 Guest_Guest_*
Posted 24 June 2007 - 06:36 PM
#13
Posted 24 June 2007 - 08:30 PM
u still have porters, you can build farms outside, and inside buildings have the added protection of walls
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#14
Posted 24 June 2007 - 11:07 PM
Thank you,I also forgot to point to minor mistakes such as Men of Dale being able to use Black Arrows at Lvl 1.
I will try to ensure this is corrected. There are so many changes between 1.06 and RotWK, so I know I missed some.
#15
Posted 28 June 2007 - 09:05 PM
i no this is prolly way 2 ambitious, and im not even sure if its possible, but u gotta admit it wuld b amazing.
it wuld add a hol nother aspect 2 the game, as well as a much better feel of the power of the ring. i mean, it makes more sense than the current system.
#16
Posted 28 June 2007 - 10:28 PM
In the coming weeks I really want to explore all the possibilities of what can be done with the ring.
#18
Posted 30 June 2007 - 01:18 PM
"Albert Einstein"
2D Artist
#19
Posted 02 July 2007 - 02:29 PM
I am planning on re-working the whole ring system, but I have not decided on how exactly. I like some of the ideas listed, and yes it would be a large undertaking to do a lot of it. Some I don't think is possible.
In the coming weeks I really want to explore all the possibilities of what can be done with the ring.
I personally liked very much the way they made it in Elvenstar Mod, have u tried it? So that everyfaction has ring hero (available from the start), but when you find the ring it unlocks ring hero's Ring Ability? The Ring Ability comes available no matter what level the character is at. And the power should be very powerful!
Mordor: Sauron (always available)
Isengard: Saruman
Goblins: Dragon (?)
Evil Men: One of the blue wizards (?)
Gondor: Gandalf or Denethor
Rohan: Theoden
Elves: Galadriel (always available)
Dwarves: King or Frodo/Bilbo (?)
And it definately should be a destruction power.
#20
Posted 02 July 2007 - 04:38 PM
Mordor: Sauron
Isengard: Saruman of Many Colours
Goblins: The Balrog
Evil Men: One of the blue wizards (?)
Gondor: Gandalf the White
Rohan: Radagast the Brown
Elves: Galadriel
Dwarves: Beorn or Grimbeorn
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