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#61 hman

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Posted 01 August 2007 - 12:56 AM

no its just the fact that someone actualy trying out 1 of my ideas is really exiting :)
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#62 halbarad

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Posted 01 August 2007 - 02:53 AM

he he, its well wierd seeing where all the enemy have been moving, theyre not very creative with their routes, lol, haven't perfected it yet though...
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#63 hman

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Posted 01 August 2007 - 03:19 AM

do you think its worth it?
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#64 Olorin

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Posted 01 August 2007 - 07:18 AM

^^ If it provides more strategies than it does lag, than hell yeah. :good:

(and now for the technical bit)
you could have all units leave a trail of objects behind where ever they went (using an an OCLUpdate with a regular delay) and these objects would have no model or anything unless a scout unit came near them and gave them an attribute modifier (leadership) that changed their modelconditionstate to like USER_3, whereupon, they would change their model to something, like some coloured footprints depending on the faction that was there...

i may have to play with this mwa hahaha :good: ...

I'm not even gonna try and understand that...:lion: good to hear that you're gonna try it out, though. :good:
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#65 Getfuzzy

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Posted 01 August 2007 - 12:22 PM

ok, this isn´t an idea, more like a thought... why doesn´t any bow in this game have string/line or what it´s name is? the units are fireing whit the bow whitout this string/line, it´s looks wierd :good:

#66 hman

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Posted 01 August 2007 - 06:09 PM

Im all fer that idea :sad2:
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#67 Dain Ironfoot

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Posted 01 August 2007 - 07:37 PM

Yes... of course we're going to go and redo all archer skeletons with bowstrings and redo all bowmen models which we've currently done to add this...

No.. it's really too much time and effort. I'd like to finish this sometime...

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#68 Canterbury

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Posted 01 August 2007 - 09:24 PM

Im no stranger to sarcasm.
I dont even think u would be able to see a bow string while playing
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#69 Olorin

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Posted 02 August 2007 - 06:26 AM

I dont even think u would be able to see a bow string while playing

Quoted for the truth. That's the reason EA didn't do it either. :sad2:
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...The Journey doesn't end here; death is just another path, one that we all must take. The grey rain curtain of this world rolls back, and all turns to silver glass. And then you see it. White shores...and beyond. A far green country, under a swift sunrise...

...Many folk like to know beforehand what is to be set on the table; but those who have laboured to prepare the feast like to keep their secret; for wonder makes the words of praise louder...

...Stand, Men of the West! Stand and wait! This is the hour of doom... ~ Gandalf the White, The Return of the King

#70 hman

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Posted 15 December 2007 - 02:39 AM

Ok new idea

Harad stone flingers: basically miniature catapults ok against buildings, strong against infantry, and useful for clearing archers off of walls. It would be fairly cheap and kinda weak compared to most artillery, but easy to produce in decent numbers, would give Harad a siege option,unlike most siege type units and like the rest of Harad's units, it would be easily moved around.
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#71 Sigmund Sauer

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Posted 21 December 2007 - 08:24 PM

I already posted this but in the wrong place... oops

Along the lines of "Harad Siege Weaons"
Would it be possible to, instead of giving them siege weapons, giving them a sort of "Engineers" unit that can chop down trees or somthing to build one on the spot? I don't have a whole lot of experience in modding but it seems like that could give Harad a viable option for siege, while still going along with their ongoing "mobility theme."

#72 Nertea

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Posted 21 December 2007 - 09:15 PM

No because some other faction essentially has that :p.

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#73 Sigmund Sauer

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Posted 21 December 2007 - 11:04 PM

Sweeet... I've always wanted to see that in a game

#74 halbarad

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Posted 22 December 2007 - 01:19 PM

um, mumakil are basically the ultimate siege engine, why do they need anything more?
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#75 cahik_

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Posted 22 December 2007 - 01:42 PM

i really dont think that mumakil is siege engine. no way...is wonderfull antiinfantry, anticavalry and even antimachine thigy...but can you really imagine mumak destroing walls, buildings and such. imo it no no no no

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#76 Lauri

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Posted 22 December 2007 - 02:14 PM

maybe buildings, but totally not walls :p Not tough walls like those ingame atleast..

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#77 Elen Naro

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Posted 09 January 2008 - 05:48 PM

Anyway, mûmakil may be good siege units, but they're quite expensive too... But unless I'm wrong the haradrim have some sort of unit that can climb walls, no?
Am I Belgian or Flemish? Hmm, me thinks I'll just stick to European...

#78 mike_

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Posted 09 January 2008 - 10:49 PM

Several years ago I had this insane idea for a Mumak with a catapult on its back in place of a howdah..
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#79 m@tt

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Posted 09 January 2008 - 11:23 PM

You'd have to train the mumak to pick up rocks and put them in the catapult :unsure:
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#80 hman

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Posted 10 January 2008 - 12:03 AM

:pNo the only way I could picture mumakil as being useful in a siege is as siege towers used to get on the walls, but that still doesn't seem very realistic.
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