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#1001 Neutron4ever

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Posted 08 March 2009 - 10:13 PM

still, having a horn would be a nice addition. all we would have to do is get a hold of a good horn sound...

@valin, try pressing 's' when you have your units selected, it will stop them from moving but they will still be able to attack/auto-acquire. it usually works for me.


Why not just use the horn from Helm's Deep when the elves arrive?
Or use the BFME1 horn for Summon Elves
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#1002 Vithar-133

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Posted 08 March 2009 - 10:40 PM

If we can't get a horn sound, we could try to emulate a hero's voice from each faction that says when that faction arrives.

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#1003 Dalf32

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Posted 08 March 2009 - 11:33 PM

pressing 's' stops them from moving until you issue them another order that involves movement (so stance changes are fine).

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#1004 Wanderer∞

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Posted 09 March 2009 - 12:09 AM

After playing with the Elves, I found that it was very unclear when you could buy units from Rivendell, Mirkwood or Lorien. It would be better if you could hear horns or something. So you know Rivendell, Mirkwood or Lorien has come, but your enemy also, and it would be so much more realistic, because when the Elves arrive at Helm's Deep, you hear horns, at Minas Tirith, when the Rohirrem arrive, horns sound.


The flame on top of the beacon goes out when the faction can be recruited.
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#1005 {IRS}Athos

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Posted 09 March 2009 - 12:19 AM

Ah, so that's why Mirkwood took so long to show up... :)
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#1006 Captain of Arnor

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Posted 12 March 2009 - 02:38 AM

I only have one suggestion for the 1.06 mod, because everything is so EPIC with this release. (Thank God I got my crashes to cut down to a minimum around an hour in game. :DDDD)

Make Arnor a playable faction in The Fall of Arnor War of the Ring mode. Rohan and MotE are usable (for some reason), Gondor and the Elves and Angmar, but not Arnor. =\

Also, I don't know if they've been corrected or not, but I used to crash sometimes when trying to play WotR as Arnor. When I selected the hero units, sometimes it'd error and CTD. Like I said, I don't know if thats been corrected or not, but its something to look into.

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#1007 mike_

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Posted 12 March 2009 - 02:46 AM

Yeah, Arnor is still very WIP (in all aspects :D (that said, some, like the Dunedain Camp, are very well-done)).

#1008 Dalf32

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Posted 12 March 2009 - 10:30 PM

wotr mode in general is a big wip. some of the factions dont really work right yet (elves for example) and, from what ive heard, some of the new regions dont take you to the right map. hopefully we can get this stuff ironed out, because this mode seems to be quite popular with the fanbase (thats you all!) :unsure:

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#1009 Morgulshade

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Posted 20 March 2009 - 02:23 AM

Small suggestion: Make the Harad scorpions shadow a little smaller, its bigger than them and it looks weird :)

#1010 Uruk King

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Posted 20 March 2009 - 06:37 AM

Also, in the next version, please do something about the Knights of Dol Amroth, they trampe everything in their path, including trees, can't they just have a normal trample like the other cavalry?
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#1011 {IP} Aridor

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Posted 20 March 2009 - 12:59 PM

I have discovered that Combe Valley is now a lot harder against AI. It may need to be fixed to balance it. Certain starting points are rather hard to defeat.

#1012 Deathlord135

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Posted 20 March 2009 - 08:46 PM

I think we should make all the factions work like elves and Evil men.
Gondor: Feifdoms, Minas Tirith.
Rohan: Westfold and Helms Deep, Edoras.
Arnor: Arthedain, Cardolan
Dwarves: Earbor(sp?), Iron Hills
Isengard: Isengard, Dunland
Mordor: Mordor, Minas Morgul
Angmar: Dark Numinorians, Wild Creatures
Goblins: Moria, Gundabad

#1013 Uruk King

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Posted 20 March 2009 - 10:11 PM

That would be asking too much of Rob, besides some of the faction choices, like Dunland and Iron Hills would be too small to form factions of their own.

Edited by Uruk King, 20 March 2009 - 10:16 PM.

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#1014 Dalf32

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Posted 20 March 2009 - 11:35 PM

imo, that is something that we absolutely do not want to do, for several reasons: 1) it takes away from the uniqueness of each of the factions that already have it (you'll notice that they all implement subfactions in a different way), 2) other mods have already done it and that would be like stepping on their feet a bit too much, 3) it would feel a little forced for some of the factions; it just doesnt suit them all, and 4) that would be a lot of work and i dont think it would give us a particularly good final product (in comparison to what we could achieve otherwise).

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#1015 {IP} Aridor

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Posted 21 March 2009 - 12:38 AM

Southern Fiefdoms are a totally unique, complete, and separate Inn faction

#1016 Wanderer∞

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Posted 21 March 2009 - 01:36 AM

I remember talking about splitting each faction somewhere ;)
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#1017 Ring o' Fate

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Posted 21 March 2009 - 02:13 AM

Why not just use the horn from Helm's Deep when the elves arrive?
Or use the BFME1 horn for Summon Elves


They are the same horn sound. ;)
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#1018 Lord_Denethor

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Posted 01 April 2009 - 11:23 PM

Im sure this has been talked about. But is their anyway to make the AI build things on the build plot map? I really wish we could fix that. And also for the Farms, im sick of only building two farms in my base on BFME 1 revisted maps. If i make them close they make no resources. Is their anyway for them to generate the same ammount of resources while inside the camp? It just bothersome, because i have trouble making sufficient resources on those maps.
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#1019 Neth

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Posted 02 April 2009 - 04:44 PM

Maybe they could make the bases a little bit bigger but if that isn't being done then do what Lord_Denethor says. ;)

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#1020 Vithar-133

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Posted 02 April 2009 - 09:00 PM

I'm presuming that you mean the castle maps here... For farms, there is another circle, surrounding the castle where you can build resource buildings.

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