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Comments & Suggestions for Beta 4.5


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#801 zachdaddy_3000

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Posted 14 October 2007 - 11:41 AM

Oh yeah. . . . .NEVERMIND! :)
Do not come between a Zach and his........Zach?

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#802 Nazgûl

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Posted 14 October 2007 - 01:26 PM

speaking of fortress maps, shouldn't the corsairs, Shelob, and goblins be able to climb those walls?

Sure, if we can code it... (for Beta V)

And the other things: A lot of nice suggestions. We will consider them thoroughly for Beta V :)

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#803 elbenmensch

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Posted 14 October 2007 - 05:20 PM

Could you make a tower garrisonable with units for walls fo every faction??this way you could get archers onto the walls in some way...
And it shouldnt be to difficult?:)

Edited by elbenmensch, 14 October 2007 - 05:20 PM.

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#804 Sûlherokhh

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Posted 14 October 2007 - 06:58 PM

Unless the towers have an exit path on only one side.

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#805 elbenmensch

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Posted 14 October 2007 - 07:05 PM

can you do it??and make it for every faction except goblins?
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#806 MajorDima

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Posted 14 October 2007 - 07:58 PM

This mod resized various things, but some buildings such as fortresses really need a size revamp and functionality revamp.
My idea is resizing most structures to more serius sizes, and recoding the entire fortress concept, make the fortress structure a fortress. fortress expansions are nice, but a real fortress should be able to mount archers on its walls, blocking the gate with reinforced doors and ect (note: I am not talking about BFME1 style fortresses, but a resized corrent fortresses, but with walkable and climbable parts) another thing regarding fortresses, I think you should add a unit called Garrison or w\e that is required to garrison an expansion in order for it to work, this will give a feeling of a crew inside the fort and not just towers and all diffrent kinds of expansions (only relevant to some of the expansions of course), and maybe a fortress structure will be composed of an outer wall and some kind of an internal defensive structure, once that structure is down (which is made attackable only after the outer wall is breached [when that happens you loose all expansions] which will leave only a courtyard standing and somekind of a mini structure in the middle of it) the fort is lost.

I know this isn't an easy suggestion to do, and it changes quite a lot of the game style, but concider it if its even possible because I personally thing it would be really great.

#807 Sûlherokhh

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Posted 14 October 2007 - 08:03 PM

The 'Fortress' is no fortress. It's the Citadel of a fortress, just the center. You get the whole fortress once you add walls around it and stuff. Even the old BfMe1 Castles had a citadel, only it was much smaller. So this is already an improvement. :)

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#808 Sharpk1ll3r

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Posted 14 October 2007 - 08:06 PM

Fellbeasts, to me, appear to be created far faster then eagles, attack very early in the game, and wreak havock on your low defenses. Gets annoying as 2-3 fellbeasts swoop down on your mines and newly created men while your base only has the fortress and maybe a tower to kill them.

#809 charles762

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Posted 14 October 2007 - 08:45 PM

I don't know if any of these things have been suggested, but while playing SEE yesterday, a couple of ideas came to mind that i would like to offer.

(1) I think it would be cool to split the elven faction into a main and mini faction like Gondor and Rohan are. The main elven faction could consist of the LA style swordsmen/archers, LA elven spearmen as seen in LOTR:FOTR, Elven Lancers and Archers, and Mithlond Sentries. As an elite unit for the main faction, the could be something like Gil-galad's personal guard (those few who survived that is). The heroes for the main faction could consist of Elrond, Glorfindel, Arwen, Elrohir, Eladan, and Cirdan (who I belive was shown at the beginning of LOTR:FOTR and the end of ROTK). The elven mini-faction could consist of the woodland elves from Lorien and Mirkwood with their hero structure being similar to the great tree Galdriel and Celeborn greeted the fellowship. Their units could consist of Lorien Archers (dressed in the gray Warden clothing), Galadrim Warriors as a versatile infantry/ranged, Mirkwood Archers as the best ranged combatants of Middle Earth, and Ents and Eagles. As for the Lorien Warriors, it may just be me, but I never thought EA's concept for them made them worth purchasing, especially since they are really weak. I just feel like the Lorien Warriors could be so much better than what EA created. As for the elven mini-faction heros, Galadriel, Celeborn, Thranduil, Haldir, and Legolas.

(2) For MOTW, I would like to see more of the Heroes from both Gondor and Rohan like Imrahil, Belegond, Gamling, Hama, and Aragorns kinsmen from the north that were part of the Grey Company. I would also like to see the Rohan Royal Guard as Rohan's elite unit and something similar to dismounted Rohirrim as their ground forces. I never really liked the whole peasant concept as soldiers. True, Rohan did have many peasants fighting at Helms deep, but their was also portions of a uniformed army there as well. Like the Rohan spearmen put in ROTWK could be remodeled in more traditional Rohan armour. I really like what you all have done with Gondor and the amount of work you all have put into it. The only suggestions I can think of for Rohan is maybe have Dunedain Rangers or the Grey Company as their elite unit and maybe give Gondor's Rangers the Toggle weapon feature like some of the elven units. that would be cool.

(3) As for the Dwarves, They are really lacking in both Heros and units. The things you guys have did with them thus far that I have seen has really improved upon them. I just think more Heros and units for this faction would make them more on par with the other factions.

I really don't have any suggestions for the evil factions just now, and i feel like i have already typed enough for now. thanks for listening.

#810 Sûlherokhh

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Posted 14 October 2007 - 08:57 PM

Fellbeasts, to me, appear to be created far faster then eagles, attack very early in the game, and wreak havock on your low defenses. Gets annoying as 2-3 fellbeasts swoop down on your mines and newly created men while your base only has the fortress and maybe a tower to kill them.


Yes that was annoying and has been dealt with for the next public release. Fellbeast mounts for Nazgûl are available only at level 8. Except for the WK, who gets it right from the start.

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#811 Rhodin

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Posted 14 October 2007 - 11:53 PM

I don't know about you guys, I just thought that it would be really great to have catapults be able to fire at flyboys...with a REALLY extreme low hit percentage, and with a hit...they'd go down in one blast. Just to give them a weakness and give options to players instead of they being impossible to kill if you don't have archers or a flyboy of your own...also it seems like it would add to the realism!

I thought of this today when Mordor (Ally) accidently hit Drogoth with their fortress weapon...it RULED!

Edited by Rhodin, 14 October 2007 - 11:55 PM.

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#812 Sûlherokhh

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Posted 15 October 2007 - 02:14 AM

You already can. Use 'Bombard/Attack Position' and hope for a low flying Fellbeast in the flight path. :)

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#813 Rhodin

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Posted 15 October 2007 - 02:19 AM

Ah...damn! :)
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#814 Nazgûl

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Posted 15 October 2007 - 04:09 AM

Originally I wanted at least one powerful archer hero for each faction, but later on I realized that it would be hard to come up with and maintain good faction variety... But:

- Men have loads of archers and heroes with ranged attacks...
- Elves ARE basically acrhers...
- Dwarves have Brand, the Axethrowers and the Dale archers...
- Mordor have 9 fellbeasts, but only 1 (WK) from start... plus the Orc archers off course...
- Isengard have Lurtz as main ranged attack, plus all the Uruk Crossbows...
- Moria have Drogoth and Poison Arrows...

I know that it's not really fair and that some factions will have more problems will flyboys that others, but hey... Who said war is fair. Especially in Middle Earth :p BTW, you guys are gonna LOVE the new FX when Eagles fight Fells... :)


This mod resized various things, but some buildings such as fortresses really need a size revamp and functionality revamp.
My idea is resizing most structures to more serius sizes, and recoding the entire fortress concept, make the fortress structure a fortress. fortress expansions are nice, but a real fortress should be able to mount archers on its walls, blocking the gate with reinforced doors and ect (note: I am not talking about BFME1 style fortresses, but a resized corrent fortresses, but with walkable and climbable parts) another thing regarding fortresses, I think you should add a unit called Garrison or w\e that is required to garrison an expansion in order for it to work, this will give a feeling of a crew inside the fort and not just towers and all diffrent kinds of expansions (only relevant to some of the expansions of course), and maybe a fortress structure will be composed of an outer wall and some kind of an internal defensive structure, once that structure is down (which is made attackable only after the outer wall is breached [when that happens you loose all expansions] which will leave only a courtyard standing and somekind of a mini structure in the middle of it) the fort is lost.

I know this isn't an easy suggestion to do, and it changes quite a lot of the game style, but concider it if its even possible because I personally thing it would be really great.

Whooooo ;) Hold the phone... :p I understand your thought and it's not bad or anything, but like Sul said, the fortress is really just a Keep. The actual fortress is what you create yourself when using the walls wrapped around your base. But regardless... THAT ^ is just waaaaaaayyyyy over the top in terms of work load. That alone would require like several modelers and animators with EA-skills working for several weeks or months on that alone. New models, new skins, new animations, new audio, new everything and not to mention an insane amount of new coding :xd: Noone here could accomplish such a major task and major change to the game without putting way too much work into modding and witjout graduating "EA College"... I don't dislike your idea MajorD - it's just not doable at all :p We're only modders... not EA, hehe
^_^

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#815 Bob_the_Balrog

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Posted 15 October 2007 - 05:00 PM

Ok, iv'e got some suggestions for S.E.E campain mode.

just like BFME I campain only cutting out the lame ones like Westfold or Pelargir, only with the important events like Minas Tirith or Moria, and a few missions from BFMEII like Erebor and Rivendell. For evil its quite the same only mostly on BFMEII evil Campain.
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#816 Mercyy

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Posted 15 October 2007 - 06:33 PM

just look here balrog:

http://forums.revora...pic=52766&st=80
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#817 Nazgûl

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Posted 15 October 2007 - 11:55 PM

Thanks Mercyy... yeah I'd prefer if you use that thread for Suggestions about the Campaign :p

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#818 Bob_the_Balrog

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Posted 17 October 2007 - 05:20 PM

I also found some audio in worldbuilder for the Khazad Guard.

When spawned use: MGBlueM_Dwar015
When sent to battle: MGBlueM_Dwar01
When retreating: MGBlueM_Dwar05 and MGErebo_Dwarf010
A random select: MGBLueM_Dwar10
A battle select: MGBlueM_Dwar12 and MGCeldu_Dwarf09
A move select: MGBlueM_DwarfOfficer022 and MGBlueM_DwarfOfficer022
When attacking a structure: MGBlueM_DwarfOfficer11
When sent into a ship: MGCeldu_Dwarf10 and MGCeldu_Dwarf11, and MGCeldu_Dwarf16
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#819 Nazgûl

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Posted 18 October 2007 - 08:46 PM

Nice... nobody uses that audio? :)
We'll check it out för Beta V =)

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#820 Bob_the_Balrog

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Posted 18 October 2007 - 10:28 PM

Also me and my sibling made some perfect art for the Khazad guard.
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