Comments & Suggestions for Beta 4.5
#321
Posted 30 June 2007 - 08:49 PM
- Not all factions have to be "copies" of each other. WAR IS NOT FAIR u know!
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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#323
Posted 01 July 2007 - 02:07 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#325
Posted 01 July 2007 - 03:36 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#328
Posted 01 July 2007 - 04:45 PM
@MS: Oh ok? I didn't delete any post, so I don't know what happened to it :S Anyways, ok, thanks for explaining =)
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#329
Posted 02 July 2007 - 08:22 AM
New unit Rohan Spearmen
New unit Rohirim Swordmen
Edited by Blendor, 02 July 2007 - 05:03 PM.
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#330
Posted 02 July 2007 - 04:03 PM
i like to create some sort of city with fortress and all. but the ground won't change.
it's very BFME1 like
when you build a fortress the ground changes.
Dwarves = stones (to show that the dwarves can lay roads and all, also showing more culture i think)
Men = Bricks (just like we do these days)
Elves = Grass and wood
Isengard = turns more grey
Mordor = Turns black of burns and all.
Goblins = perhaps more stones and all, real messy. just as they did with the halls of Moria etc.
more a graphic idea.
please take note that, until further notice, I don't care, so get lost.
#332
Posted 02 July 2007 - 04:12 PM
please take note that, until further notice, I don't care, so get lost.
#333
Posted 02 July 2007 - 04:45 PM
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."
#334
Posted 02 July 2007 - 06:39 PM
I'll post these here, as I don't want to take a trip to the bug reports thread (and maybe they aren't bugs )
Mumaks stand up real good to a fully occupied Golden Hall.
Knockback damage on horses should be a LOT higher...as in deadly....
If possible, make the walls twice as thick or scale them higher...
Add bombard to the Golden hall and arrow towers so that occuping archers can firer over walls.
#335
Posted 02 July 2007 - 09:06 PM
- When you select an army, builders shouldn't be selected with them (this was already in the vanilla game, but for some reason it disappeared in the mod. At least for MOTW).
- The new zoom function should be available for every map (zoom in/out further).
#336
Posted 03 July 2007 - 12:24 AM
- Already asked and a chorus a of heavenly "NOOO's!" was heard.
Edited by clonecommand, 03 July 2007 - 12:24 AM.
#337
Posted 03 July 2007 - 01:14 AM
- That would require editing of all those maps. We need a mapper...
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#338
Posted 03 July 2007 - 01:24 AM
#339
Posted 03 July 2007 - 01:42 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#340
Posted 03 July 2007 - 10:42 AM
perhaps it's an idea to let the ground change in the circle where you can build walls. it's something i missed.
i like to create some sort of city with fortress and all. but the ground won't change.
it's very BFME1 like
when you build a fortress the ground changes.
Dwarves = stones (to show that the dwarves can lay roads and all, also showing more culture i think)
Men = Bricks (just like we do these days)
Elves = Grass and wood
Isengard = turns more grey
Mordor = Turns black of burns and all.
Goblins = perhaps more stones and all, real messy. just as they did with the halls of Moria etc.
more a graphic idea.
Check out the Screenshots thread. I'm gonna post the other floors when i get to them.
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."
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