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#101 robnkarla

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Posted 23 September 2007 - 07:00 AM

I'm working on what to do with the Gondor Units and they will be changing. To what...I have not yet decided.

Robert J.

#102 Uldimaras

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Posted 25 September 2007 - 05:22 AM

Will the golden HA be removed then?

#103 lotrfan

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Posted 25 September 2007 - 11:40 AM

Hi

Just wanted to add a couple of suggestions.

1. Hobbits can ride with heroes. This code was in BFME for Gandalf, Faramir, Eomer, and Theoden. It was to be included in BFME but was taken out. All 4 hobbits in BFME1 were able to ride on each of them. Merry and Pipen were able to ride TreeBeard!!! I know it will probably require quite a bit of models to add on to the mod, but you since you guys are trying to perfect the factions, i thought now would be a good time to throw this idea in there. You guys have done such a great job with the art. I viewed Caludan's file for the art. WOW! Keep up the good work. I haven't played the latest patch yet because of school, but i hope to be able to test it this weekend.

2. In terms of maps, they have some pretty excellent maps on mevault.com. People spent hours scripting those maps and designing it to be very great. I suggest rob, that if u want to add a map, like minas tirith for example, then u should check their website to see what maps are available and just modify those maps. I played a REALLY good Single Player Minas Tirith map. It was scripted much much better than the mission in BFME1. It even had support from the knights of Dol Amroth come at the beggining. Anyway, point is the maps on that website could help u. I believe they have the biggest site for BFME maps and mods (saw ur mod on there :). Just thought it might help. Am waiting for next patch to test mission. Right now i plan on testing the units, gameplay, and glitches.

3. Was wondering if u were going to have a mounted Radagast and Gandalf in there (to eagle).

4. I have only seen the screenshots of Sulladan. LOOKS GREAT!!! I haven't seen his abilities yet. Don't know if he mounts to Mumakil or wut. I thought though, if he doesn't mount to Mumakil, then at least he should have a passive ability that when he is garrisoned in a Mumakil, he tripples the damage of the Mumakil or something. Just an idea.

Thats it for now. Looking forward to the new patch. Send me link a.s.a.p. looking forward to it.

#104 robnkarla

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Posted 25 September 2007 - 04:46 PM

For the Gondor Knights, Archers, Pikemen, & Soldiers the golden HA is being removed. I'll be posting screens of them in this weeks update. (The skins are the help of a lot of people, Eldarian, Nazgul, Calaudan, & I).

Robert J.

#105 Uldimaras

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Posted 25 September 2007 - 04:49 PM

Awesome, can't wait to finally see those terrible things removed ;)

#106 Dalf32

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Posted 25 September 2007 - 07:14 PM

MEVault was a good site, and it did hav a lot of good maps. but recently ther hasnt been rly anythin worth noting. in fact i havnt seen a rly good map on ther in a long long time.
if u want sum good stuff chek ther bfme1 archives frum bak wen bfme1 was current. ther is sum gold on ther. i especially suggest the maps frum Dennis Agodzo, he is amazing and all of his map names shuld start w/ DA.

but off topic i suppose;
new skins! exciting!

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#107 saumya

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Posted 30 September 2007 - 11:24 AM

Robert Please Add Galadhrim Warriors to Elven Faction They Look Incomplete without them
and is there going to be any new additional mission in the the new Beta.
And Please Can u Give me the missions in War of the Ring Campaign

#108 Dangarello

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Posted 20 October 2007 - 06:36 PM

Gondor:

Instead of the level 25 summon Army of dead you should be able to place a dimholt building which can build Army of dead battalion, horse riders and put the king of the dead himself in the game. The dimholt building should dissapear after a medium duration and all that you buy from it should be very expensive.

Goblins:

Take away the fire drake broods since they got nothing to do in the game due to me. Replace them with an elite goblin mini horde like "Moria guards" or something like that.
The fortress fire drake should also be replaced with something unique.
The goblin hero Azog should be renamed to Bolg (the son of Azog) since Azog was killed long ago.

Mordor:

Here i just want to see a convert to the orc pikeman. I would love to see them as in the movies where they carry rusty armors and scythes. Should also replace the original orc battalion with a one that looks more "orcier". i mean that they should have mix of bad quality axes, sword and shields and some of them should wear orc helmets close to them sam and frodo carried in rotk.

Isengard:

Nothing to comment yet

Evil men:

Should add a umbar hero (maybe Sangahyando or Angamaitë who were the great grandsons of castamir who was a gondor king who stealed the throne of gondor from the real king and after that he ruled gondor with cruelity before he was killed and his sons escaped to umbar)

Rohan:

The draft fortress power should be a normal upgrade buyable from the armory

Elves:

Make the elves of lothlorien look more like in the movies
I saw someone write that the ents should be moved from the elves to rohan and i think this is right, But more kind of ents should be there.

Dwarves:

Should be able to recruit miners from the dwarven mines as a light infantry horde
Move the axe throwers to the hall of warriors and make a dale barracks where the dale units is built. take away the archery range

Angmar:

Gundabad orc archers
Black numenorean crossbowmans (instead of rhudaur axe throwers or put them both in)

Arnor:

Make it more unique by adding for example Arnor Siege ram, Cardolan guard, Arthedain Elites and so on

that was all from me. I hope you liked my ideas and maybe use some of them.

Edited by Dangarello, 20 October 2007 - 06:40 PM.

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#109 Gothmog14

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Posted 20 October 2007 - 08:12 PM

Suggestions (mostly Isenguard):

- Re-name the Blue Wizards to their proper names.
- Take out the Deathbringers and replace them with some sort of Orthanc Guard type unit (using Create-a-hero material for new units was really lazy of EA).
- Add Uruk Scouts to Isenguard. Low level Uruks that are really fast.
- Ugluk powers: - Meat's Back on the Menu (Ugluk kills a horde and he or units around him get experience). - Orc Drought (heal units around him) - Whips of the Master (speed boost to Uruk Scouts)
- Improve Saruman's Lightning Bolt and decrease recharge time of Wizard Blast and Fireball (Saruman has always been underpowered)(increase Fireball damage against Trolls, it's almost the same as his basic attack).
- Replace Clan Steading with some sort of hut building (also, it's upgrade to Level 3 costs too much).
- Give Uruks a new heavy armor skin (maybe you can ask Celegin for his, it's really good).
- Increase Ballistae damage to buildings (Fire Arrows are better against buildings now).
- Rams don't seem to be able to attack Rohan walls.
- Add something like Isenguard Runners. You buy them and combine them with Mines from the Siege Works (same way you combine normal hordes) and they take it on their back and it's like a faster Mine.
- Replace the crown Leadership icon with the faction's crest/symbol (the Elvenstar mod did this and it was a great improvement aesthetically).

Ohh and, when I saved a Dunharrow game against Rohan, I was getting errors loading it back up. Just a bug, you may know about it already. That's all I got for now, I'll come up with more stuff next time I play a game.

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#110 Devon

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Posted 21 October 2007 - 08:56 PM

dangarello-

interesting idea for gondor. hard to say whether its better or worse than current, because you have to pay a lot of money for them, but im guessing the aod that you buy would be permanent.

goblins- not entirely sure what you mean. drakes are great vs soldiers. and, there are plenty of characters that have died in the game, though i do think bolg deserves a mention. the hero horde could be his body guard that thorin was unable to break through.

mordor- they might have new models, idk what was in .02 :xd:

evil men- their heroes are still very much in progress, and anything can happen

rohan- maybe, but, it for peasants right? and, by the time you can get a 1500 armory, you're probably not gonna be using peasants anymore...

elves- you mean rohan should have different kinds of ents? if thats what you mean, they will have more, like birch, fir, ash etc

dwarves-idk, seems like all dwarves would be tough. no opinion on dale.

angmar- they already have dark rangers, so crossbows are unnescesary imo.

arnor- they have a bunch of totally sweet elf models in the private version, and are quite unique :)



gothmog-

the blue wizards had several names, like gandalf was also mithrandir. allathar and palando are used a lot by almost all mods, so rob chose the other ones.

yeah, i agree there. deathbringers look like high uruks at halloween :D

idk, isengard has a lot of them already :D theyre used a lot in other mods too

yeah, ugluks powers are still in progress

saruman is definatly not up, but lightning is pretty crappy, and fireball isnt that good vs single units.

you mean keep the same stuff inside, but different model?

skinning is kinda low priority atm, after more of the mod is done rob can focus on that more :)

yep, i never get ballistae

i think thats been fixes, not sure. whos ram was it? (might matter)

hmmmm, interesting. might make them op though. they do die pretty fast however

yeah, that would be cool

yeah, saved games did that for some reason. i think its fixed in private version





way to give suggestions tho :lol:

Edited by YodaWarrior, 22 October 2007 - 09:41 PM.

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#111 Gothmog14

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Posted 22 October 2007 - 02:31 AM

Ohh I see, I thought you had made them (the Blue Wizards names that is) up, never mind then :D.
I meant Saruman is underpowered, not overpowered.
Yea, I just meant a new model (for the Clan Steading) :xd: .
It was an Isenguard Ram (or five of them rather) that couldn't attack walls.
I was thinking the Uruk Runner could be shot with Fire Arrows for an explosion (like the mine), so there'd be a risk with bringing him out.

I'll come up with more suggestions next time I play :D :lol:

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#112 Devon

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Posted 22 October 2007 - 09:42 PM

i meant underpowered too, i typed wrong :p i edited now though. yeah, i think already mines can be exploded with fire arrows from enemies, maybe not the carriers tho. ill check later today maybe

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#113 Geriden

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Posted 22 October 2007 - 10:11 PM

I have a suggestion

I'd quite like to see more Create a Hero customisation options,
so more armor/weapons, more class types e.g. a Human Ranger, Elven Warrior, Orc Archer, Dwarven Axe Thrower etc

along with more special abilities for them.
as at the moment i feel the options are very limited.

Personally i think that'd be very cool :p
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#114 Dalf32

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Posted 22 October 2007 - 10:14 PM

that wuld b rly awesome, but i think that takes a back-burner until the rest of the mod is mostly finished.

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#115 Gothmog14

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Posted 22 October 2007 - 10:33 PM

i meant underpowered too, i typed wrong tongue.gif i edited now though. yeah, i think already mines can be exploded with fire arrows from enemies, maybe not the carriers tho. ill check later today maybe


I'm pretty sure they are (explode-able), but you need a few Fire Arrows pumped into it (like two rounds) so for Runners just one Fire Arrow shot would explode it. Although, it would be rather hard picking them out of a semi-large Uruk contingent, so maybe it would be a little overpowered :p . As for Saruman, I defiantly think he's underpowered, or at least overpriced. Lurtz, Sharku, and Ugluk can all do more damage to enemies (faster attackspeed, better health), plus (two of them at least) give Leadership, so there isn't really a point to buying Saruman. At least in my opinion :p .

And I defiantly agree with the new Create-a-hero powers and skins. There was one mod (I believe it was Age of Men) that said it would elaborate on what was given, but I don't think they ever got to it. As far as I know, not many BFME II RotWK players use CaH anyway (seeing as how grossly overpowered they are, even with the cost system) so it's probably very low priority for Robnkarla, if it is a priority at all (personally I think he should just scrap it).

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#116 Guest_Guest_*

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Posted 24 October 2007 - 11:41 AM

Hello I have a suggestion, though it's more of a request, also I don't know if it has been suggested before but I'm bit to lazy to read every comment under this thread so here goes: Add randomized Orc Archers and Orc warriors, I've seen them in SEE 4.0 and thought those were so beast... So any chance of getting them in your mod? :shiftee:

Cheers.

#117 Allathar

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Posted 24 October 2007 - 12:19 PM

They are already in :shiftee:
It has been reported that some victims of rape, during the act, would retreat into a fantasy world from which they could not WAKE UP. In this catatonic state, the victim lived in a world just like their normal one, except they weren't being raped. The only way that they realized they needed to WAKE UP was a note they found in their fantasy world. It would tell them about their condition, and tell them to WAKE UP. Even then, it would often take months until they were ready to discard their fantasy world and PLEASE WAKE UP

#118 Dalf32

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Posted 24 October 2007 - 07:49 PM

they r only ther on higher graphics levels i believe. prolly once u hit med theyr ther...

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#119 Guest_Guest_*

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Posted 24 October 2007 - 08:49 PM

Well mines on High, and they're not in 1.05.02 (well dunno?) :shiftee: ...

Also sorry I obsolutely love this mod but it just depresses me to see Rohan Peasants and Spearmen in a gold armour after they've got their heavy armour upgrade, they're usually in a Brown Leather... or Grey/Silver Chainmail... It would look SOO much better with this done...

Also the Yeomen Archers have a slight hint of green, I would just make them the same as the above..

Otherwise all good. :huh:

#120 Devon

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Posted 24 October 2007 - 08:54 PM

yeah, they might just be in .04 i think the armor has been changed though, not sure however.

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