New Nazgul System
#21
Posted 02 July 2007 - 09:17 AM
#22
Posted 02 July 2007 - 09:19 AM
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#24
Posted 27 August 2007 - 12:52 PM
PS: i have a very crazy idea for them actually but dont know if its modding possible , but ill still say it out.
1) you create a new building , "XXXXX"
2) you can build feelbeast from it one by one (each very expensive and long time to create)
3) like mumikills , you can make nazgals to "mount" on them to become "one unit"
PS?: before being mount the feel beast can be both on ground or on air by pressing the "toggle weapon " ability like thingy (jsut change the name and codes to that function for that unit) and it can be a independent unit to attack on its own
Edited by whitewolfmxc, 27 August 2007 - 12:58 PM.
#25
Posted 30 August 2007 - 02:28 AM
its on SEE mod.
and yes. i love the Nazgûl system except for the nine Nazgûl's should be in Mordor Faction. not only 7 of them.
and yes the flamming sword thing should triplicate the attack power of the witch-king or something but doesnt make him able to destroy staff's like movies
and make each Nazgûl with an unique special power it makes the faction even more fun to play
no mention the main menu shellmap and menu skins and the Cameras.
and of course the BFME1 Castles. atleast i find the Mordor's Siege Towers useful lol
really good job RJ team
#26
Posted 30 August 2007 - 04:45 PM
I like the nazgul system, but there are changes I hope to do.
1) Remove the requirement to have respawned to purchase the fellbeast.
2) Switch the system so that by default it is foot>horse>foot>etc. and the foot>horse>fellbeast>foot. I still like the requirement of having to purchase the fellbeast after each death.
3) Lowering the level for their unique power, or having a tiered approach - meaning at level 5 or so they have an ability that increases in stength at 7 and 10, or just 10. This will just increase their uniqueness and be even more enjoyable.
#27
Posted 30 August 2007 - 07:35 PM
Yeah that would be great. But i have yet to see anims for Fellbeasts on the ground. :(
lord istari made some i think. not sure tho.
the only problem for that system rob is that you have to go to fellbeast before dismounting your horse :( kinda off topic, let witch king use normal nazgul model/skin/stats until lvl 5 or death or something? that would be cool.
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#28
Posted 30 August 2007 - 10:56 PM
use Nazgûl movements/death animations of the SEE mod. those rocks.
#29
Posted 30 August 2007 - 11:41 PM
another good idea.
use Nazgûl movements/death animations of the SEE mod. those rocks.
hmm............anyone kill an eagle yet in the new beta? You'll see what I think about this......
Yodawarrior - I'm hoping to try something where this won't be a problem, but I have to see if it works.
Edited by robnkarla, 30 August 2007 - 11:43 PM.
#30
Posted 01 September 2007 - 12:59 AM
those animations for Fellbeast are great. i dont like the default game ones.
anyway i dont expect to each mod gets everything of the other mod because are 2 diferent mods anyway
for example:
RJ-RotWK:
-Cameras
-Heroes
-Factions
-Castles
-BFME1 Style
-Shellmap
-Spellbooks of each faction
-New Buildings to capture
-Some Models/Skins (theoden and other heroes should have CaH helms and Armors for example.)
-Troll Hero (it needs a better armor like the Movies in Black Gate
-Horse crush
SEE:
-9 Nazgûl's in Mordor
-Nazgûl with foot>horse>fellbeast>foot
-Buildings Resistance Realism (you dont destroy buildings with a horde of soldiers. if you want to. you need like 10000 soldiers and it will take time for example)
-Balances (for example RJ mod makes the Nazgûl's to kill almost everything with 1 hit. even heroes, in SEE its balanced)
-Fellbeast Animations
-Fortress Walls
-Very very small range of % of the Farms
-Some Models/Skins
-Rohirrim with toggleable weapons
anyway. its good to have good mods for Rise of the Witch-King because SEE is for BFME2 only.
#31
Posted 25 October 2007 - 02:09 AM
#32
Posted 25 October 2007 - 07:33 PM
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#33
Posted 27 October 2007 - 01:59 PM
#34
Posted 27 October 2007 - 02:04 PM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#35
Posted 04 June 2008 - 07:10 AM
#37
Posted 04 June 2008 - 11:52 AM
Are there other heroes who could have a other weapon effect?
Fordo sword, Dard, already have this effect, if I remember?
Edited by Pipo, 04 June 2008 - 03:24 PM.
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O reed by the living pool! Fair river-daughter!
O spring-time and summer-time, and spring again after!
O wind on the waterfall, and the leaves' laughter!
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Bright blue his jacket is, and his boots are yellow.
#38
Posted 04 June 2008 - 02:26 PM
#39
Posted 04 June 2008 - 07:20 PM
:( !!!!
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