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#1021 Neth

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Posted 02 April 2009 - 09:38 PM

Oh yeah :p oops

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#1022 Dalf32

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Posted 02 April 2009 - 11:44 PM

also, if you put them in the far corners, you can usually get 4 farms in a castle.

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#1023 Neth

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Posted 04 April 2009 - 10:29 AM

I think that now Minas Tirith is alot better (Thanks NJM) you could make more of the fortress maps a bit bigger/better e.g. Rivendell with only the gateway (Like in the campaign - No bridge) playable for skirmish.

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#1024 Lord_Denethor

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Posted 09 April 2009 - 06:49 PM

I understand you can build farms outside of the fortress but however the AI made by EA just constantly goes for my resources buildings so i constantly have to rebuild farms left and right. It gets quite annoying.
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#1025 shadowcreature

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Posted 10 April 2009 - 07:25 AM

It can, but you have to factor in that that's the key to hinder one's economy. ^_^

#1026 Uruk King

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Posted 10 April 2009 - 09:43 AM

I personally would like to see the parchment palantir images scrapped please. My reasons standing are that in BFME1, you could see the images of your heroes, units and structures as if they were there right out of the movies, and you sort of get that feeling that you're immersed in Tolkein's world of grandeur and beauty, fully fleshed out, rather than looking as if it is nothing more than dry parchment. It just feels more distant like that, like you're detatched from that realm. Even the units and forces that didn't appear in the movies (like many dwarven and elven units) could be created in colour through digital renderings.

The only factions that wouldn't need colour images would be the Arnor and Angmar factions, baecause after all they were long before the War, and scince the Game is set in the War of the Ring, that sense of distance in time could be realised.
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#1027 Devon

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Posted 10 April 2009 - 02:42 PM

You want to do upwards of 500 palantirs without any shots from the movie to make them with? Be my guest ^_^

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#1028 Puppeteer

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Posted 10 April 2009 - 04:13 PM

I think the Isengard Mine has a non-parchment palinitir image, IIRC. Maybe needs correcting, if it is, as it's slightly out of place.

#1029 lotrcrazy

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Posted 10 April 2009 - 10:30 PM

I thnk u should as arnor has been put back in u should put the angmar campaign in and a arnor campaign dat would be AWESOME!!!!!!!!!!!!!!! :rolleyes:

#1030 Adamin

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Posted 10 April 2009 - 10:34 PM

I personally would like to see the parchment palantir images scrapped please. My reasons standing are that in BFME1, you could see the images of your heroes, units and structures as if they were there right out of the movies, and you sort of get that feeling that you're immersed in Tolkein's world of grandeur and beauty, fully fleshed out, rather than looking as if it is nothing more than dry parchment. It just feels more distant like that, like you're detatched from that realm. Even the units and forces that didn't appear in the movies (like many dwarven and elven units) could be created in colour through digital renderings.

And what pictures would you use for the Dwarven Units? Okay, this may be a tough but solvable job.
But then again: What picture would show of the mountain giant? Or the Drakes? Or the Mirkwood-Elves?

It would be very nice, but it's not possible without some painted pictures or render screens. And this again wouldn't fit completely to the movie pictures.

Edited by Adamin, 10 April 2009 - 10:35 PM.

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#1031 Lord_Denethor

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Posted 12 April 2009 - 12:01 AM

I still would love to see the AI to work on build plot maps, I have trouble playing games online so, i like to play sp all the time.
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#1032 Devon

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Posted 12 April 2009 - 12:07 AM

You're lucky we got elves, rohan, and arnor in for normal skirmish ;)


It's being worked on, just have patience :p

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#1033 {IRS}Athos

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Posted 12 April 2009 - 12:08 AM

Does that mean more buildplot maps? ;)
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#1034 Devon

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Posted 12 April 2009 - 12:15 AM

At some point yeah.


Defending fortresses will all (or most anyway) get universal buildplots.

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#1035 Scryer

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Posted 12 April 2009 - 05:15 PM

I really hope that NJM's Minas Tirith gets some buildplots :mellow: . It is so hard trying to fit buildings in there.
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#1036 {IRS}Athos

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Posted 12 April 2009 - 05:49 PM

And Cirith Ungol... don't forget that.

By the way, the farms may not have a radius around them on the RJ maps when you place them, but when you select them the ring is still there, and your resource output is reduced accordingly. With Rohan's weird fortress shape and the huge amount of terrain to fit a tiny farm on, it gets pretty difficult to have a good economy going when you're restricted to a small space. Perhaps the rings should be removed for those maps...
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#1037 Crahsystor

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Posted 13 April 2009 - 12:24 PM

A suggestion about camera settings.
I play the game @1920*1200. It all works ok, but for the zoom. The game zooms in to the point that I can just see the fortress and a small area around it. With that there is just no fun in having an 26"monitor. So I use the Wide Screen Enhanced mod. This sets the default cam height (=max zoomout) to 500 I believe. This allows you to see a larger portion of the map, wich is great. Drawback is that the soundeffects are not designed for that camera height, but with some adjusting of sound levels, it works ok. The real problem however is that the WSE mod only works on the original ROTWK maps.

Maybe it is possible to edit the map files so that they check the Options file in the AppData folder for a camera height setting. Just like the resolution setting. Or make a new settings file for this. Ideally you could insert the same piece of code into every map file. This could be something like: "Camera setting = check C:\Users\*user*\AppData\My The Lord of the Rings, The Rise of the Witch-king Files\Options" I don't know how to make the code work like this, but that would be ideal for people who want to edit the cam height. It is also easier to incorporate into the mod and any new maps.

#1038 CTLN7

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Posted 13 April 2009 - 04:42 PM

while playing with the haradrims and atacking the enemy ive heard their horn ,this is awsome ,should do the same with the rest of factions ;)

#1039 Eärendur

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Posted 15 April 2009 - 05:09 AM

I think that all hordes that can combine should also be able to separate back into two hordes. once they separate, they should have all their upgrades removed, but the level of the combined hordes should be split equally in two, 50% per now-split horde.
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#1040 shadowcreature

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Posted 15 April 2009 - 05:15 AM

Interesting idea, but surely a coding nightmare.




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