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Comments & Suggestions for Beta 4.5


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#261 Nazgûl

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Posted 24 June 2007 - 10:46 AM

^ I've just put the Tower Guard/Citadel Guard issue in the ToDO List... :rolleyes:

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Edited by Nazgûl, 24 June 2007 - 10:46 AM.

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#262 Strider

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Posted 24 June 2007 - 04:16 PM

-Walls should always leve repairable rubble, incl the upgraded parts!

This is a good idea, but the rubble should only stay their for so long. With all that is happening in the area that the rubble is in it would eventually reach the point where the remains of the wall wouldnt be able to be rebuilt. Plus it would look kinda tacky to see wall rubble all over the place.

I mentioned this before, but it wasnt on the ToDO list. I can not make a Mordor tower expansion attack the target I want. It just wont shoot at I want it to. And it wont auto-attack the new extended range.

I was playing a match on the normal version the other day and noticed these things. You may have already fixed them, btu Im gonna mention it just incase.
-Battle wagons are faster then normal calvary. That doesnt make sence. That pig, rhino like thing is hauling around a big chunk of metal and steal. It would only make sence for it to go slower then most clavary, or at least be equal to most calvary.
-Also battle wagons can go into mines. I think that speaks for itself as a bad idea.
-Also battle wagons can turn a complety 180 degress on a dime. This means pikes cant catches them.

So as you can see I had a real problem with battle waggons. :rolleyes:

Edited by Strider, 24 June 2007 - 07:19 PM.

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#263 Mordor Slayer

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Posted 24 June 2007 - 05:04 PM

Let's just scrap them altogether. They are VERY unlike Tolkien's ideas...
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#264 Sûlherokhh

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Posted 24 June 2007 - 05:44 PM

Then dwarves would need a new 'cavalry'. Also i kind of like these beasties. But they would probably be better suited to Mordor, properly resized. Still, their 'battering ram' also uses two of the beasties. I could imagine dwarves using a strange beast of burden for underground transport. Ponies are not really suited for this lifestyle. They are small, yes, but in the past, horses used for such purposes had a very short life expectancy. These 'Yurgs', as they are called in the ini files, seem to fill a gap not otherwise described.

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#265 Nazgûl

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Posted 24 June 2007 - 05:51 PM

Good post Strider... =)

That thing about Mordor expansion towers is REALLY worrying cause I have never noticed that myself? They should all have that error or none should??? Hm, I must try to test this asap...

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#266 Sûlherokhh

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Posted 24 June 2007 - 06:04 PM

It's true. I have already been looking into the solution from time to time. It must be something small. All other slaved weapons are working and seem to be constructed in an equal way. Like i said, probably something really small that EA forgot to insert or remove.

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#267 Garrison Nomad

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Posted 24 June 2007 - 06:24 PM

I've seen the mordor problem, too.

as for Yurgs....I don't think steam power really suits the dwarves. And they may have all these advantages, but consider the fact that they only get one unit at a time, and all others get 10. It's only fair that they6 get advantages.
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#268 Mordor Slayer

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Posted 24 June 2007 - 06:52 PM

But they look so... undwarvish. Maybe redesign them? With a brown wooden chariot/battle wagon?
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#269 GorGorgood

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Posted 24 June 2007 - 07:31 PM

There are/were a lot of odd things and a few bugs in the vanilla games. Basically, I wonder where EA got some of their ideas from.

IMHO, they could have left out Spider Riders and Spiderlings, Dwarven battlewagons (Beer or Ale Wagons would have been better) although the movable Hearth seems rather neat, Mountain Giants (that accrding to Tolkien were more human like and sometimes were friendly and spoke and helped humans but only sometiems depending on the giant and they didn't really like orcs at all, and also left out some of the far fetched spells and powers and Gimli's Leap ability etc. but I am a purist and relate to more actual militarily historic aspects but magic is a must for ME.

I think you all have sorted much out for the better so far and will continue to do so. There are tons of good ideas floating about here and elsewhere and it's just a pleasure to read them.

Thank you, Chris

Edited by GorGorgood, 24 June 2007 - 07:32 PM.


#270 Garrison Nomad

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Posted 24 June 2007 - 09:11 PM

Ok, I had a great idea for a dwarven unit, and it's got a great description from the Hobbit. I think that they might be in RA because I saw a screenshot similiar to them. They're the dwarves from the Iron Hills that came with Dain to aid Thorin. These dwarves are...awesome. They weild really big two-handed Mattocks, which are basically pickaxes, and are armed secondarily with swords and shields (anything other than an axe for a dwarven unit would help out a lot with diversity). they wore steel hauberks that came down to their knees and metal mesh leggings. they wore iron helms; the book describes them as caps. They had all variations of belts and buckles, too. They'd almost look like short Gundams. =D

They sound like they'd be excellent at cleaving many enemies at once, but be kind of slow. The shields and swords could be purely asthetic. I think I might attempt a drawing of these guys...
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#271 Lauri

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Posted 24 June 2007 - 09:18 PM

dwarves of the Iron Hills.... slow? do you remeber how little time it took for them to get to Erebor? :p

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#272 Garrison Nomad

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Posted 24 June 2007 - 09:20 PM

Oh yeah. heh, yeah they were. They just sound kinda slow. Maybe Gimli wasn't being defensive with the whole "natural sprinters" thing. Still...i think It'd be a cool unit idea. Maybe even an upgrade for someone.
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#273 Sûlherokhh

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Posted 24 June 2007 - 09:59 PM

Dwarves were the only troops using facemasks btw. As protection against Dragon fire. :p

Edited by Sûlherokhh, 24 June 2007 - 10:06 PM.

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#274 Garrison Nomad

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Posted 24 June 2007 - 10:06 PM

makes sense to me. Besides, without facemasks they'd singe their beards.

so...is Dale considered a Minifaction of Dwarves? If so, dwarven archers/Xbows would be cool. I used to think you'd have to have Xbowmen, but dwarven archers sound cool too. They don't sound as clumsy as they used to, to me, and they could get explosive arrows :=)
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#275 Sûlherokhh

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Posted 24 June 2007 - 10:09 PM

They had archers in the stories.

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#276 Servant of Sauron

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Posted 24 June 2007 - 10:57 PM

IMHO you guys should dump some of the units that are more offensive to the lore and replace them if possible. For example, you guys could always get rid of Dwarven Battle Wagons in favour of Riders of Dale. Also that "Yurg" is the thing that pulled Grond in the movie so it makes no sense that it's with the Dwarves. I'd also really like to see Dwarven Archers, that'd be cool :p

Spiders and Spider Riders should also go in favour of a Warg horde and Goblin Warg Riders. I'd really like to see a lore agreeable Goblin faction. That would be nice, I'd much prefer that to Evil Men but...I think I'm alone in my that.

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#277 Garrison Nomad

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Posted 24 June 2007 - 11:12 PM

Um...removing spider riders and spiders is an obvious action. In the Evil men vs. goblins thread, it's been mentioned several times, and I believe when the focus switches over to the goblins they will most certainly be implemented. Warg battalions..meh, the role of the spiderling will most likely be replaced by a new goblin unit. They're somewhat redundant, and pointless if you already have riders.

Battle wagons should stay Imo. Horses are common to the factions, and dwarves need something different.

*cough* steam tank.
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#278 Nazgûl

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Posted 25 June 2007 - 03:27 AM

- Regardless if we keep Gob fac or make Evil Men fac, the Spider Riders will go eventually. I hate them too, and always have! That was one on the primary reasons for me starting to think about redoing the factions. Even though the model is kinda nice as a game model, but not "LotR-ish". The Spiderlings will stay, but as summons for Shelob only + stay in the Lairs and Fortress Expansions for Gob fortress.

Q: What would you say would differ Goblin Warg Riders from Isengard Warg Riders, or are we talking about moving them from Isen into Gobs??? Or are you refering to WOLFES and nog Wargs for Gobs?

- I thought about the beast thing too... Not sure why EA gave them to Dwarves. But it would be tremendeous work to redo that and move them to Grond and replace them with something else for Dwarves... so that's not gonna happen, even if I like the idea.

Edited by Nazgûl, 25 June 2007 - 03:28 AM.

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#279 Garrison Nomad

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Posted 25 June 2007 - 03:37 AM

I guess I meant wolves. If they look really cool and different they wouldn't be redundant. I'd say goblins with all kinds of weaponry on wargs would be cool. Long swords would probably be the weapon of choice, along with axes and spears, and even scythes.

OOhh...what if the spider lair was changed to a spider RIDER lair, or both units were put in? It's too much of a broad speculation to make much sense mainstream, but it's possible that a few rogue goblins caught a few spiders and decided to sit their nasty carcasses on em and ride em around. Make spider lairs 1000% deadlier, too.
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#280 Downfall

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Posted 25 June 2007 - 06:30 PM

Not to veer off track from Spiders, Battlewagons, and such. But I was looking at your To-Do list, and noticed that you have Cave Troll of Moria on there. I don't know what you are planning for it, but I have a suggestion.

Why not make it an Elite Troll for the Goblins. Not a Hero. It should be buildable from the fissure. Kind of like your Black Uruks in the pit.

And instead of doing damage to structures, make so that it's an anti-hero/infantry unit. So that way the Gobos have something to cast back infantry/heroes.
Kind of like that thing I passed along to you :p . Seriously what I passed to you Nazgûl, he is not a support person for his units, but rather a great debuffer/anti-infantry for his enemies.

And if I do recall, Wargs are probably the most, what's the word I'm looking for hmmm...ahhh yes, lethal type of wolf in midddle-earth.

EDIT: and you could make warg and Wolf packs from the neturalwarg.ini. Just change the name a some commands, make it into a horde for the Goblins, and presto a warg pack for Goblins, and the removal of the spiderlings.

Although you migh need to create a new model for the wolves. Or maybe use the Wolf model that they have in the nature inis. and just bind it with the Warg's skeleton.

Edited by Downfall, 25 June 2007 - 06:38 PM.

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