Jump to content


Photo

General Comments/Suggestions


  • Please log in to reply
1143 replies to this topic

#761 Dalf32

Dalf32

    The Ever-Willing

  • Project Team
  • 1,923 posts
  • Location:right behind you!
  • Projects:Beta Testing RJ-RotWK

Posted 29 October 2008 - 10:33 PM

yes, vithar is correct. we dont use house colors on units, so basically your request has already been fulfilled. :p

"A wizard is never late, nor is he early; he arrives precisely when he means to."

Posted Image

Posted Image

Posted Image

Posted Image


#762 Hasfusel

Hasfusel

    title available

  • Members
  • 425 posts
  • Location:England

Posted 30 October 2008 - 11:12 AM

I believe that Glorfindel's colour change was based on a certain piece of fan-art showing him all autumny, yes? And there's the whole thing about him having golden hair. That's what his name means.

The arrows and stuff would only change the appearance, nothing more, although it also means that the hero can set fire to enemy units this way, does more damage to Ents and buildings when ranged, etc.

I'd love a more stony, mossy reskin for the Mountain Giants. It makes more sense than them having orange hides. They're supposed to be practically made of the mountains.

Maybe the falling Nazgul/Eagle animation could be rectified? I don't know about you, but it looks downright dodgy when they bounce around for about two minutes before falling still. They're flying monsters, not rubber balls.

#763 Scryer

Scryer

    title available

  • Project Team
  • 565 posts
  • Location:Canada

Posted 30 October 2008 - 09:04 PM

I'm just going to add that I kind of want to see Glorfindel's cape change to a more suitable colour (if the team has time). The orange coloured cape, throws his character design off. But that's just a minor detail...


Maybe the falling Nazgul/Eagle animation could be rectified? I don't know about you, but it looks downright dodgy when they bounce around for about two minutes before falling still. They're flying monsters, not rubber balls.


I kind of agree with you here. But remember, animating is hard as hell. So I honestly wouldn't complain if Rob decided not to clean up their death animations :p. And besides, there's a lot more that the team has to do before they get to that anyways.
Posted Image
Posted Image

#764 Hasfusel

Hasfusel

    title available

  • Members
  • 425 posts
  • Location:England

Posted 31 October 2008 - 01:24 PM

Maybe just reduce the bouncing to once, and very small?

I'd quite like some of the little details Nazgul added to his mod, such as falling units or dying Mumakil crushing things below them. And Attack Trolls being able to purchase better maces, and stuff. His would have been such a good mod if it wasn't for the stat rebalancing and all that, and giving heroes X2000 life points.

#765 Davidtwi

Davidtwi
  • Members
  • 38 posts

Posted 31 October 2008 - 09:26 PM

the healer elf girls should be able to do more probaly a spell to teleport people or themselfs
Celeborn X Galadriel



Thou that Declares war against an Elf will die for his stupidity.

#766 rjorrin28

rjorrin28

    title available

  • Project Team
  • 432 posts
  • Projects:WoA, Lonewolf

Posted 31 October 2008 - 09:51 PM

the healer elf girls should be able to do more probaly a spell to teleport people or themselfs

well, I think they are okay as is. That will have to make them have a rise in price and would OP them. Thats what I think at least. :sad:
Posted Image
Signature made by JEV3

#767 Davidtwi

Davidtwi
  • Members
  • 38 posts

Posted 01 November 2008 - 12:05 AM

ok than
Celeborn X Galadriel



Thou that Declares war against an Elf will die for his stupidity.

#768 mahou

mahou
  • New Members
  • 4 posts
  • Location:France

Posted 01 November 2008 - 06:09 PM

Hi

I played both SEE and RJ ROTWK mods, and I think that something could be add to RJ mod, such as a distinct land for each faction.
Do you think it could be interesting to add it to the RJ mod ? Or maybe this question was already asked before ...

Edited by mahou, 01 November 2008 - 06:10 PM.


#769 Ed Of The 3rd Kind

Ed Of The 3rd Kind

    Edward Fitzgerald

  • Hosted
  • 945 posts
  • Location:Cork, Ireland
  • Projects:Star Wars: TOTR/RJ-ROTWK/S.E.E.
  •  Modeller. Animator. Light Coding/Skinning

Posted 01 November 2008 - 06:21 PM

What do you mean? As in localising the factions under a new title like Erebor, Gondor, Rivendell etc. I don't think we're changing this, I could be wrong but considering that the amount of sub factions and units from different locations it doesn't make much sense to do that. Particularly in the case of the Elves where there are numerous units from different locations such as Mirkwood, Rivendell, Lorien.

Posted Image


#770 mike_

mike_

    Student of Homer.

  • Global Moderators
  • 4,323 posts
  • Location:Gulfport, MS
  • Projects:The Peloponnesian Wars Mod.
  •  There are no heroes, no villains - only decisions.
  • Division:Community
  • Job:Global Moderator

Posted 01 November 2008 - 06:31 PM

Quendi.... :p

#771 mahou

mahou
  • New Members
  • 4 posts
  • Location:France

Posted 01 November 2008 - 06:36 PM

I mean a distinct area for each faction such as in the SEE mod of Nazgul which give 10 % extra building health and some other things ....

http://fr.youtube.co...h?v=7xJ0fazn67U

look at this video to have an idea. Approximately 25 sec from the beginning, you will see that I mean ....

#772 Devon

Devon

    Dark Nerd of the Sith

  • Global Moderators
  • 5,886 posts
  • Location:Colbert Nation
  • Projects:RJ RotWK, Twilight of the Republic, HDLH
  •  T3A Chamber Member
  • Division:Community
  • Job:Global Moderator
  • Donated

Posted 01 November 2008 - 09:16 PM

We have those on rj and bfme1 style maps...but I doubt we'll include them on bfme2.

Not out of the question though.

yodasig2.png
My political compass
There's a story that the grass is so green...what did I see? Where have I been?


#773 Egalmoth

Egalmoth
  • Project Team
  • 123 posts
  • Location:Isle of Man

Posted 01 November 2008 - 10:50 PM

I was thinking about modifying the nazguls; in the films rarely any of them die (IF ANY) when on a fellbeast, because when they screech the soldiers can't attack them and are useless against them, the only time a fellbeast gets killled is when it lands and eowyn attacks it.
So I think that the nazguls should have a permanent fear being emitted around them like a permanent elendil power of aragorn's only heroes are immune, however if this happened it would mean that nazgul's prices would have to be increased.

I am also thinking that the fear should only work on ranged units because it would be too unbalanced if you brought a nazgul to a base and orcs would just attack the soldiers who wouldn't be able to defend themselves.

Just a suggestion
Egalmoth wore a blue mantle upon which the stars were broidered in crystal.
The leader of the House of the Heavenly Arch.
Alone of all the Noldor, he used a curved sword.

The people of the Heavenly Arch was arrayed in many colours and their arms were set with with jewels and their shields was blue as the sky.Egalmoth got out of the burning Gondolin and came to the Mouth of Sirion


Portraits and graphic art

#774 Gr1m

Gr1m
  • Members
  • 76 posts

Posted 02 November 2008 - 03:43 AM

Actually, while we're on the Nazgul, is there a way to increase their power as they group together? The Nazgul could pass relatively undetected while on their own, but together gave off an aura of uneasiness that was impossible to ignore. Maybe that could be reflected if the Nine are all obtainable by Mordor now (think I read that that's going to happen somewhere)

#775 Dalf32

Dalf32

    The Ever-Willing

  • Project Team
  • 1,923 posts
  • Location:right behind you!
  • Projects:Beta Testing RJ-RotWK

Posted 02 November 2008 - 07:43 PM

there is currently no plan for mordor to ever get access to more than 7 of the nazgul at once. sorry, it jsut really doesnt make all that much sense.

and the nazgul do have a passive fear aura called dread visage as long as the nazgul is above lvl 2. it doesnt completely immobilize enemy units, but if it did it would be completely op.

"A wizard is never late, nor is he early; he arrives precisely when he means to."

Posted Image

Posted Image

Posted Image

Posted Image


#776 Gr1m

Gr1m
  • Members
  • 76 posts

Posted 05 November 2008 - 01:49 PM

there is currently no plan for mordor to ever get access to more than 7 of the nazgul at once. sorry, it jsut really doesnt make all that much sense.

and the nazgul do have a passive fear aura called dread visage as long as the nazgul is above lvl 2. it doesnt completely immobilize enemy units, but if it did it would be completely op.


Huh. :p I could swear I read something about mordor being able to obtain all of the nine. Nevermind then.

And dread visage is a good start, but if you ask me, it doesn't accurately represent the Nine, because it doesn't represent the way the Nazgul grew in power while together. I'm not talking about immobilization or constantly causing units to flee - the cower is a good idea, but the idea should be expanded at least a little.

Maybe a stacking aura that affects only the Nazgul giving a minor boost to attack and armor could work? You could thereby probably reduce the hitpoints and attack of the nazgul - minus witch-king - across the board, giving them a good job as scouts while isolated, but being a more dominant force when together.

#777 Dalf32

Dalf32

    The Ever-Willing

  • Project Team
  • 1,923 posts
  • Location:right behind you!
  • Projects:Beta Testing RJ-RotWK

Posted 05 November 2008 - 09:03 PM

hmm thats a good idea; buff them when in groups, thumbs up there :p

"A wizard is never late, nor is he early; he arrives precisely when he means to."

Posted Image

Posted Image

Posted Image

Posted Image


#778 Vithar-133

Vithar-133

    Violent Gandhi

  • Project Team
  • 1,975 posts
  • Location:The Universe
  • Projects:Existing
  •  It's not your skill, boys. It's your will. Ooh-rah!

Posted 05 November 2008 - 09:40 PM

Honestly, if we pursued that, I believe it'd work...

Posted ImagePosted Image
Posted ImagePosted Image


#779 Devon

Devon

    Dark Nerd of the Sith

  • Global Moderators
  • 5,886 posts
  • Location:Colbert Nation
  • Projects:RJ RotWK, Twilight of the Republic, HDLH
  •  T3A Chamber Member
  • Division:Community
  • Job:Global Moderator
  • Donated

Posted 05 November 2008 - 09:43 PM

OPness? At least as they are atm...

yodasig2.png
My political compass
There's a story that the grass is so green...what did I see? Where have I been?


#780 Puppeteer

Puppeteer

    title available

  • Global Moderators
  • 2,947 posts
  • Location:United Kingdom
  •  Faute de Mieux
  • Division:Community
  • Job:Magazine Staff/Global Moderator

Posted 05 November 2008 - 09:46 PM

OPness? At least as they are atm...


You could thereby probably reduce the hitpoints and attack of the nazgul


It's not as if it's cheap to do anyway... if you let your opponent get so much resources, well, then perhaps you deserve it...




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users