Jump to content


Photo

ideas


  • Please log in to reply
232 replies to this topic

#61 hman

hman
  • Members
  • 81 posts

Posted 01 August 2007 - 12:56 AM

no its just the fact that someone actualy trying out 1 of my ideas is really exiting :)
Posted Image

#62 halbarad

halbarad

    lone wanderer

  • Project Team
  • 466 posts
  • Projects:RA, tinkering...
  •  random guy

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...
Now for Wrath, Now for Ruin, and for a Red Dawn...

#63 hman

hman
  • Members
  • 81 posts

Posted 01 August 2007 - 03:19 AM

do you think its worth it?
Posted Image

#64 Olorin

Olorin

    Mithrandir

  • Members
  • 1,579 posts
  • Location:Australia
  •  That wandering conjuror...

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:
Posted Image

...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

#65 Getfuzzy

Getfuzzy
  • Members
  • 18 posts

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

hman
  • Members
  • 81 posts

Posted 01 August 2007 - 06:09 PM

Im all fer that idea :sad2:
Posted Image

#67 Dain Ironfoot

Dain Ironfoot

    No sex please, we're Dwarves

  • Hosted
  • 1,655 posts
  • Projects:The Peninsular War
  •  I aten't dead.

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...

Dain: Arr Nertea: yarrrr Dain: haharrrr Nertea: graaawwwr Dain: oaaaaaaaarr Nertea: .... honk?


#68 Canterbury

Canterbury

    Master-at-Arms

  • Members
  • 380 posts

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
Posted Image

#69 Olorin

Olorin

    Mithrandir

  • Members
  • 1,579 posts
  • Location:Australia
  •  That wandering conjuror...

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:
Posted Image

...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

hman
  • Members
  • 81 posts

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.
Posted Image

#71 Sigmund Sauer

Sigmund Sauer
  • Members
  • 7 posts

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

Nertea

    ...lo sa raptor!

  • Hosted
  • 3,349 posts
  • Location:Vancouver, Canada
  • Projects:Star Villains and Space heroes, The Dwarf Holds
  •  T3A Chamber Member
  • Division:BFME/Unity

Posted 21 December 2007 - 09:15 PM

No because some other faction essentially has that :p.

sig.png
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.


#73 Sigmund Sauer

Sigmund Sauer
  • Members
  • 7 posts

Posted 21 December 2007 - 11:04 PM

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

#74 halbarad

halbarad

    lone wanderer

  • Project Team
  • 466 posts
  • Projects:RA, tinkering...
  •  random guy

Posted 22 December 2007 - 01:19 PM

um, mumakil are basically the ultimate siege engine, why do they need anything more?
Now for Wrath, Now for Ruin, and for a Red Dawn...

#75 cahik_

cahik_

    Sage engine ruler

  • Project Team
  • 1,896 posts
  • Location:Czech Republic
  • Projects:Rhovanion Alliance
  •  T3A Team Chamber Member and Crazy animator

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

Posted Image

Posted Image
Posted Image


#76 Lauri

Lauri

    Old man Lauri

  • Hosted
  • 10,438 posts
  • Location:Norway
  • Projects:The 4th Age
  •  The very worst T3A Team Chamber Member

Posted 22 December 2007 - 02:14 PM

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

T4A_Logo_-_article.png

The 4th Age version 0.8 has been released: Link


#77 Elen Naro

Elen Naro
  • Members
  • 105 posts

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_

mike_

    Student of Homer.

  • Global Moderators
  • 4,323 posts
  • Location:Gulfport, MS
  • Projects:The Peloponnesian Wars Mod.
  •  There are no heroes, no villains - only decisions.
  • Division:Community
  • Job:Global Moderator

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..
Cheers,
-mike

#79 m@tt

m@tt

    #######

  • Project Team
  • 4,056 posts
  • Location:England
  • Projects:The Dwarf Holds
  •  T3A Chamber Member

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:
Posted Image

#80 hman

hman
  • Members
  • 81 posts

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.
Posted Image




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users