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#161 DanoLefourbe

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Posted 19 December 2007 - 12:33 AM

It's raining good news here. I'm really growing impatient. What I am waiting for the most is to see what Arnor became. But please make some mistakes or I won't be able to complain again :crazed: .
Seriously though I explored the board a little and I am really impressed with your work.
- oh and could I get permission for the link to this "fan/player" banner of yours ?

#162 robnkarla

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Posted 19 December 2007 - 12:43 AM

Sure, feel free to use the banner.

Also, there still is a lot of work to do on the mod, this was just a good point at which to do another release with everything you've seen. I like to release updates every few months or so to keep it fresh and let everyone enjoy the work that has been put into the mod.

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#163 Devon

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Posted 19 December 2007 - 01:09 AM

i think he was asking for the code rob :crazed: in which case you just put this in your sig

(img)http://see.the3rdage...od_Fan.jpg(/img)


but with [ ] instead of ( ) around img and /img

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#164 Rafv Nin IV

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Posted 19 December 2007 - 01:10 AM

Will there be new campaign missions as well as the other updates?

Excellent. Now I'll have it in my sig as well.

Edited by Ravnin IV, 19 December 2007 - 01:10 AM.

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#165 robnkarla

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Posted 19 December 2007 - 01:14 AM

Not at this time, though there is a preview of what I'm doing with the linear campaign.

The main reason why there is not an update to the campaign in this release is due to what happened a few months ago, when my hard drive crashed and I lost a lot of my work on the future misisons. I've been able to re-do the work, but it is not ready right at this point.

Now the factions are nearing completion and I've improved a bunch of my skils and understanding, the next public release will have a LOT more campaign missions, but not for 1.05.06.

Anyway, as a note, look for the release on or before Thursday.
Robert J.

#166 Guest_yeomanrycavalry_*

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Posted 19 December 2007 - 06:44 AM

Add your general comments/suggestions here if they are not related to any specific topic. I'd like to keep each of the other topics mostly on-topic.

pinned.


Hello

I added Nazgul's wonderful SEE of BFME II, will this cause any problems with your mod? BTW, thank you for keeping the interest of the game alive. I was so frustrated with EA's lack of support, and I am so glad that some talented people like yourself have really made it a thousand times better than EA could have ever done.

:crazed:

#167 robnkarla

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Posted 19 December 2007 - 07:15 AM

If you have SEE installed you should not have any problems. The only mods that might cause problems are those that are installed in the Program Files area. Either ones that replace the ini.big or are .big files that begin with an _.

One great thing about -mod command mods are that they can be played by themselves without affecting the game or other mods.

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#168 Dangarello

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Posted 20 December 2007 - 05:07 PM

This may already have been talked about.

Dont know where to post this but i am just wondering why there are both Mûmaks and Oliphaunts in the last version. Actaully they are the same thing. Oliphaunt is the word used by the hobbit folklore and Mûmak (Mûmakil is plural) is what the gondorians call them. In size and appearance they are the same.

In this version the Mûmakils are huge and armored and the oliphaunts smaller and unarmored. I think yo should change this.

http://en.wikipedia.org/wiki/Oliphaunt
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#169 robnkarla

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Posted 20 December 2007 - 05:40 PM

Yes, I know they are the same thing. The oliphaunts are about 50% of the way there.

The main reason I used the different names is due to distinction. Where the mod is headed for these two units:

Armored Mumak(il) - These are the battle-ready detroyers ready to wreak havoc on units/buildings and anything before them. They are the paramount war machine.

Young Oliphaunt Horde - These are meant to be the younger animals that are going to come in groups of 2-3. They are "green" units that are still be trained. They can do damage to units on the battle-field but not experienced enough to do the damage of the older armored units. In gameplay they are meant to move faster and turn quicker than their counterparts and have the individualized use.

The reason behind them name - I used the context of Mumak being from Gondor who would most likely face them in battle in the armored form. While the Oliphaunt was used in hobbit-lore and elsewhere which I feel represents more of the beast as a gigantic animal rather than a war-machine.

That was my thinking behind it. Also, the Oliphaunt will be used earlier in the game and later as a speciality unit and the mumak(il) is meant to be late game siege.

Robert J.

#170 Dangarello

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Posted 20 December 2007 - 06:08 PM

k i se now. I just thought it was strange when the oliphaunt was so much smaller than the Mûmakils.
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#171 Qianlong

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Posted 20 December 2007 - 08:59 PM

Really nice mod, looking forward to the next Version. :p


Now just my 2 cents for Mordor:

I like the big Varity of Orcs you have in your mod, but i think the unit values are not good.

The standart orcs 125 hp and orcs 200 hp bows are good. Pikemen are ok, too.

I dont get the advantage of the orc trackers. They are only the half of the normal orc bomen and have 200 hp, too. So why should i build them? Shouldnt they be not stronger?

The Uruks of Mordor are ok, perhaps you could make the weapons upgradeable?

The orcs of Minas Morgul are good. Have the same 125 hp like the normal orcs, but are upgradeable and cheap. I only would raise their hp slightly, to 150 or something like that => Upgradeable means it will be expensive and if they die this fast no one will upgrade them.

The black orcs are not good, the have 300 hp and are upgradeable, anyway they are the strongest orcs of Mordor. But they have no historical background and can be build in the standard orc pit? Shouldnt the strongest orc fighters not come from the Uruk Trent? And i dontlike how they look, EA style, brrrr :crazed: I think it whould be the best if you kick the completely out of the game

And finally the Maronnen orcs. They look great and act like it should be as the strongest orc breed Mordor ever has. Some of them have 250 hp and some 125. I think it would be better to raise the hp of all of them to 250 to represent the strongest orc breed of Mordor. => Dont forget, black orcs are out of the game here. And i would make the upgradeable, same thing as before => black orcs are out of the game here.


Thats it, hope it was not all stupid what i wrote.

Thanks for your great mod. :p

#172 Shikari

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Posted 20 December 2007 - 09:21 PM

^^ Most of this is balance issues, which haven't really been addressed in detail yet, just enough to make the gameplay interesting. Thanks for you suggestions though, these will definitely be looked at.

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#173 robnkarla

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Posted 20 December 2007 - 09:39 PM

The Orc Trackers - They are slower than normal orcs, but like the trolls, they have a charge when attacking. Basically, once they have the "scent" they can outrun most units to catchup. That's just the first thing I did for their uniqueness.

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#174 Guest_Chubbo_*

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Posted 25 December 2007 - 12:11 PM

Just wanted to say, great work guys! Spent this Christmas Eve playing around with the mod and overall quite the impressive job. Still a lot of bugs obviously and the balance definitely feels off, but what impresses the most are some of the art revamps and new content.
What I love:
ROHAN!! Great job, potent faction and looks good too!
New Mordor Orcs! They look great!
The little subtle art tweaks I've noticed here and there.
The new camera system. I'd love for you to implement this on all maps!
Walls for Mordor. Bout time.
The Inn system is good. Really liked it. Never liked the original EA inn system nor any other for that matter.
Didn't get a chance to play Arnor, but they LOOK fantastic!

What I didn't:
Balance felt like ROTWK vanilla: paper buildings, and uber axe throwers, and an emphasis on spamming but this is just a first impression so what changes that might have been done, may have been too subtle yet for me to notice. Keep in mind, I JUST reinstalled ROTWK to play this mod, after taking a long break from it and overdosing on BFME2 BTDC2 for the majority of the year, so I'm a bit spoiled.
The new nazgul system. Something must be said for simplicity and I liked how ROTWK vanilla handled the nazgul mini horde and the remaining Naz...
Rhun windmills. Seem too big.
The re-implementation of the BFME1 fortresses and buildplots. I think the idea has potential, and to be fair, it may all be a bit too broken and premature to really judge it. I just couldn't enjoy it because of all the bugs.
Sometimes felt like there were TOO many units to choose from! Many of the new units serve the same function so it is sometimes confusing to decide which of these units are better for what situation. Currently there is no clear indication as to what unit is better for what purpose.
AI for comp controlled opponents seems wonky on some maps, but vanilla ROTWK never had great AI either and there were way too many bugs for that matter, so the foundation itself isn't that good.
No unique power tree for MotE faction. But I suppose this is in the works?

I'd love to give you guys some specific feedback after I play around with it a bit more.
Before I go though, I am concerned about the overall balance of the game. What is the direction you are trending towards: BFME2 Battletest DC2, or the upcoming ROTWK Unofficial 2.02, or something completely new?

#175 Shikari

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Posted 25 December 2007 - 02:23 PM

Glad you enjoyed playing the mod.

Balance felt like ROTWK vanilla: paper buildings, and uber axe throwers, and an emphasis on spamming but this is just a first impression so what changes that might have been done, may have been too subtle yet for me to notice. Keep in mind, I JUST reinstalled ROTWK to play this mod, after taking a long break from it and overdosing on BFME2 BTDC2 for the majority of the year, so I'm a bit spoiled.


Balance will definitely be overhauled completely in the future. The problem being before balance can be addressed we need to first put all the new content in and get it to the stage where it is bug free. Hopefully this release is somewhere near that stage, though some units currently have limited functionality, such as the Noledhil, so their balance issues should resolve themselves. There will be a lot of careful tweaking.

The new nazgul system. Something must be said for simplicity and I liked how ROTWK vanilla handled the nazgul mini horde and the remaining Naz...

Sorry you don't like this, I personally think its a huge improvement, both in gameplay and realism terms. Its nice to have 9 unique nazgul rather than 6 generic ones and 3 unique. That's my opinion anyway.

Rhun windmills. Seem too big.

Scaling can be adjusted easily if Rob decides they're too big. I think for realism terms they should be that size. There not really any bigger than any other RB's anyway.

he re-implementation of the BFME1 fortresses and buildplots. I think the idea has potential, and to be fair, it may all be a bit too broken and premature to really judge it.

The current buildplot map is very much a WIP. Once its working properly I think it will be a great addition to the game.

Sometimes felt like there were TOO many units to choose from! Many of the new units serve the same function so it is sometimes confusing to decide which of these units are better for what situation. Currently there is no clear indication as to what unit is better for what purpose.

Things will be streamlined and clarified in the future, all the units will have a unique role. Some may also be moved to the inn system.

I for comp controlled opponents seems wonky on some maps, but vanilla ROTWK never had great AI either and there were way too many bugs for that matter, so the foundation itself isn't that good.

Another area that will be worked on in the future. And I agree with you about vanilla ROTWK, already the AI in this mod is better than it and rest assured, it will be much better than it in the future.

No unique power tree for MotE faction. But I suppose this is in the works?

It is most definitely in the works. They will have a power tree of their own soon enough.

Thanks very much for your feedback :thumbsupsmiley: and as this is posted on Christmas Day, Merry Christmas!

Edited by Shikari, 25 December 2007 - 02:23 PM.

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#176 Dalf32

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Posted 26 December 2007 - 01:02 AM

i personally love the new nazgul system and i'm sorry that you dont, but i'm pretty sure that its gonna stay.
the rhun windmill i htink is fine because a windmill has to be large if its gonna catch any wind...
the bfme1 maps are definitely not complete as shikari said and i'm sure will be worked on soon enough.

merry christmas to all i suppose

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#177 Guest_Jonte_*

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Posted 26 December 2007 - 08:47 AM

Well id like to bring up some balance concerns.
The nazguls.... are very resistant to pikes mounted and swordsmen unmounted...
Infact playing against my brother i have yet to kill a single one of them. Last game i played as gondor and he even ran over my pikes head on and they didnt loose nearly enough HP compared to my poor pikes.
And as said they seem a little to hard to kill on foot.
I dont mind the nazguls being good but when he has 7 of them i cant dedicated 18 groups of pikes to kill them just to see him go down on foot and slaughter them. (meanwhile i have to deal with the rest of his army). They also seem very good at killing my heroes which makes it hard to find any counter to them.

The BIG troll mordor has (i figure its a hero) is to resistant to calavary and Hero calavary damage, he can kill ALOOOOT of those before he goes down himself.


The Gondor towerguards seems a bit weak to structrual damage, they are afterall very slow and hard to manuver. And the mounted prince you can train for gondor seems a bit weak overall, hard to keep him standing.


I reserve the right to be wrong, if you got any tips on these issues feel free to correct me :thumbsupsmiley:

#178 Wundai

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Posted 27 December 2007 - 09:00 AM

lol I thought this was the suggestion thread not the bug thread :wink_new:
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#179 dojob

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Posted 27 December 2007 - 03:24 PM

I don't understand the purpose of having Morannon Orcs, Black Orcs, and Morgul Orcs. Imo, you should get rid of the Black Orcs, move Morannon Orcs to the inn system, and then keep Morgul Orcs.

I just think it's kind of stupid to have 5 swordsmen units, of which 3 basically fill the same roll as 2nd-tier infantry.
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And please add Bear-mans


#180 Black Dragon

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Posted 27 December 2007 - 03:49 PM

I've not played much of Mordor yet, but perhaps these unique Orcs could be given different abilities?

-Morgal Orcs = Slightly Higher Health
-Morannon Orcs = Slightly Faster Moving
-Black Orcs = Slightly Higher Damage

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