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#141 Guest_neozeo_*

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Posted 30 November 2007 - 01:26 AM

Looks like an awesome mod! Too bad I can't play it...

"Expected unsigned integer value, math op, or predefined macro, but found 'RJ_GENERIC_KEEP_MONEY_TIME'"

What do I do?

#142 Devon

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Posted 30 November 2007 - 02:38 AM

hmmm, using 1.05.02? and patched 1.1 rotwk?

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#143 Dangarello

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Posted 30 November 2007 - 04:20 PM

What about having some kind of statue or building that prevents the enemie from using powers withing the area around it. It would be pretty expensive and you can just build a certain amount off it. It will put some unique stuff into one of the civs. It maybe will be difficult to make but if its possible it would be a nice thing.
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#144 Rafv Nin IV

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Posted 30 November 2007 - 05:52 PM

I like that idea, personally. Maybe, if there is a race that lacks the large forretress upgrade (like Mighty Catapult for Dwarves), they could have one that increases power recharge time by half again for all opponents. Or a forretress expansion or building that prevents power use. It might be very useful late game to prevent someone Earthquaking your base or the like.

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#145 Devon

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Posted 30 November 2007 - 08:18 PM

mordor if anyone makes sense imo. but its a bit op for late game. id say just 1-2 tier, maybe third

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#146 Gothmog14

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Posted 30 November 2007 - 09:20 PM

Ohhh I really like that idea, very interesting. You could convert the Two Watcher statues for the base for it. Like maybe if you buy 2 (or more if it's overpowered) then enemies can't use powers on your fortress. Very good idea, you should really put it in somehow Rob. :)

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#147 Guest_ColdForgedSoul_*

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Posted 30 November 2007 - 11:11 PM

i miss strider, will he be included in some future versions? if he is, try to make him similar to the movies, like knife throw as a power, modified wounding arrow, blade master, and at last a some kind of gondor/Anduril kinda spell, ooh and a Captain of the dunedain as leadership to dunedain soldiers/ Rangers.

#148 Devon

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Posted 30 November 2007 - 11:22 PM

aragorn never really throws a knife in the books or movies, but the only reason that would happen would be somewhere in the campaign probly.

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#149 DanoLefourbe

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Posted 05 December 2007 - 10:27 AM

Hi.
I am not familiar with this board at all. so if this is not the right place for this post, please inform me.

Right now I am playing the "mid-1.05" version of the game and I see some heavy "consistancy" problems with some factions.

-Arnor seems like a place where you threw each and every thing you liked from other factions with slight modifications, which is no fun at all, since the faction has no personnality . Too many buildings too. Two barracks doesn't make sense

-Rohan Ent Moot is just a very bad idea: 5000 for a moot with 4 ents who won't have much time to make damage to your opponent ? it's just a waste of time and resources. Either make it 3000 w/ 2 permanent ents or just 1000 without anything. You could also make it a mini-fortress w/ some sentinel ents.
Rohan has a real need for early siege weapons, and these ants come way too late.
Apart from this, Rohan is really great.

-Mordor is no more Mordor. Removing Mumakil to give them to the evil men is a very good idea. But these free orcs are utter crap. Sure they're free, but who would spend time and space for this ? good against resource buildings ? that's not the initial pupose- and you'll have to protect them during your raid (is it wrth protecting) . Why did you remove Wargs and replace them, instead of making them a little faster. Orc archers cost way too much for their 2-feet range.
Other Mordor changes are good, but it became the slowest faction of the game. originally it is one of the fastest. I know this is a choice you made, but it doesn't make much sense.

-Goblins: goblin warriors are no more swarmer, they're just like the free orcs now: pieces of living meat who take space and time in your strategy. Goblins are swarmers, not pillagers. So please once again give them their initial purpose.

Apart from these remarks, I love your mod: Gondor, Rohan, Evil Men are really great. I especially like the freedom you give evil men when building a camp, very fun playing with, and the design is really good.

#150 Thorin III Stonehelm

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Posted 05 December 2007 - 03:36 PM

Well, the problem is you're playing an early beta - much has been done by RJ since then, Arnor has got a completely new look and units and is no more a clone of Gondor. About the other things you mentioned, everything is being beta tested and balanced.

#151 robnkarla

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Posted 05 December 2007 - 06:35 PM

Thank you for posting. This is the place to post these items.

For Arnor - yes, how it's set-up is very similar to how it was set-up by EA except for a few changes. In the more recent private betas Arnor is being changed drastically. New buildings, new gameplay, and they are becoming their own unique faction to the extent that Angmar is unique for the evil factions. I wanted to set them apart and I'm finally fleshing them out a great deal.

Rohan Ent Moot - the way they are right now is basically not really too usable. They get siege very late game which while it works for BFME1 (and this is the reason it is the way it is) it just does not work very well for BFME2/RotWK. I'll be switching it more to a 3000/1-2 perm ents from the 5000/4 summon ents. This should help Rohan get siege warfare going a little later. On top of that, there are two newer units that don't deal siege damage, but are units more effective against structures - Yeoman Axemen & Rohirirm Axemen. They deal damage along the lines of Soldiers, but they higher damage to structures and non-HA units, and lower damage to HA units.

Mordor has also changed somewhat, but for the goblins and mordor their most basic troops fall under the very weak, but completely spammable category. Remember both factions gain pp when their units die and they are meant to be cannon fodder/meat shields. Double/triple pits/caves very early on should lead to a massive wave that if they were any stronger would be impossible to defend against. They have their horde bonus as well, so if you get enough of them together they gain a decent bonus. For Mordor your army should comprise a large number of these guys for much of the game. They are your meat shields for trolls, the archers, and other units/heroes.

Goblins, I've changed them from free to really cheap and giving them their poison right off the bat. Also, their build-time has been reduced so while Mordor can build a larger army for less, Goblins can build one of the fastest moving, spammable, harrassing armies of the game. Even starting with 1000 resources you should be able to harrass your opponent over and over and over. To me both Goblins and Mordor seem to still be the factions with the most going on at any given time. Call of the Horde for Mordor will also help with the feeling.

I hope that answers the questions and suggestions. These are the goals of where I am heading and if the mod is not there for the above factions it will be corrected in testing/balancing and so feedback like this if very important to me.

Thank you for playing,
Robert J.

#152 Guest_Guest_DanoLefourbe_*_*

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Posted 17 December 2007 - 12:11 AM

Thank you dor your replies.

-I was not such a good player then and I now get how these little harrassers work. Didn't even know about the horde bonus, so thanks for this info, which is most useful. I also think giving goblins poison from the start is very good as it gives them some personnality among base troops.
-About Rohan I really think the 3000 Moot w/ 2 perm. ents is the best way to do it.
I love how cavalry and archers are protected against their natural foes. don't know if this idea comes from the first BFME, but i hope you keep it (once again it gives character to the faction). Happy to hear about the two new units too. Will rohan horsemen get a little boost to their production speed to emphasize on the faction's speciality?
-Really waiting to see what will become of Arnor.

then some (more) interrogations.
- The max command points seem to be of 1500 for "evil" factions, whereas "good" civilizations only get 1000. Why is this ?
- Will the Evil Men stay as they are, just with the implementation of the right upgrades, or will there be some modification to their general organization and units ?

Once again, thank you for your attention, and good luck on your beta-testers and yourself
Waiting for the next release :rolleyes:

#153 Gothmog14

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Posted 17 December 2007 - 12:50 AM

You can set the Command Point limit in the Skirmish Menu. Up at the top there are two tabs. One is Game Rules. There you can set the Command Points. The idea of Evil having more Command Points comes from BFME where Evil had 600 and Good had 200 at all times (Farms didn't give Command Points) because in the movies (and books that is to say) numbers were the tactic of the enemy.

I don't know if I am allowed to say this, but apparently Evil Men will have a mid level Power that can "unify" the faction. At the beginning of any match you will choose whether you start with Harad or Rhûn as your faction, and the other faction's units will either be much more expensive, or not available at all (I can't seem to remember which it is) and buying this power will give you access to the other faction's units and buildings.

As for Arnor, they have been overhauled and you'll get to see them in the next public Beta, which conveniently is coming up very, very soon apparently.

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#154 Dalf32

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Posted 17 December 2007 - 12:57 AM

yea gothmog, thats pretty close to right, but the units will be available and just expensive from what i know. the units will then become less expensive after the power is bought, but i'm not sure how much cheaper they will be.

you're in for a huge surprise when this new release comes out!

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#155 DanoLefourbe

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Posted 17 December 2007 - 10:10 AM

Thank you for these quick replies.
-I just retested Rohan and it seems there is a problem with ressource gathering which seems less efficient than with the other factions. I think this has already been taken care of, but I prefer stating it anyway. On this very part: will there be any ressources gathering special ability for our farmer-faction ?
-Is there a bug with Orcish Archers or are their short range and their suicidal attitude the real thing ? (or is the problem on my side ?)
-Finally I had a bug while playing against a CPU controlling Evil Men: they didn't do anything. So when I attacked them, I found a fortress and two workers waiting for their death, and I wondered if I was the only one to experience this.

(...)the next public Beta, which conveniently is coming up very, very soon apparently.

:p :lol:

#156 Devon

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Posted 17 December 2007 - 01:32 PM

rohan is less efficient atm, i think rob is doing something about it. no idea with the orc archers...they're really weak units, so you should protect them by tons of warriors. evil men has no ai in the .02 version, they at least have basic stuff now.

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#157 DanoLefourbe

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Posted 18 December 2007 - 08:53 PM

HI. Some new info.

I played against a friend. I played Goblin against Gondor and I had a relevant bug: My semi-troll swordsmen became almost uncontrollable and untargettable. this is a major pain as:
1) It gave me permanent map revealers
2) My opponent's units gathered systematically around my swordsmen but were unable to harm them
3) I could sometimes control them and order them to attack, which made invincible forces in my ranks.
The problem repeated itself a little while latter while I played w/gobs against a CPU. CPU also got invincible/blocked units at some point while controlling goblins.

We were using an original DVD (yes, a single one, guess you know the trick...) while we had this problem.

Edited by DanoLefourbe, 18 December 2007 - 08:54 PM.


#158 robnkarla

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Posted 18 December 2007 - 08:58 PM

Well, I think I figured out what the problem is with the marauder swordsmen and they will be fixed in the next for Thursday's release. Thank you, it's amazing how many little things can go wrong with 100+ combo hordes :crazed:

Robert J.

#159 Funbomb

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Posted 18 December 2007 - 11:00 PM

Yeah that thing happened to me a lot too. It happened with orc warriors though when they were combined.
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#160 Devon

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Posted 19 December 2007 - 12:11 AM

all those have been fixed, with the possible exception of mote :crazed:

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