What Blendor said
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.
Comments & Suggestions for Beta 4.5
#341
Posted 03 July 2007 - 02:18 PM
#342
Posted 03 July 2007 - 02:32 PM
I had some suggestions that you didn't quite notice.
Mumaks stand up real good to a fully occupied Golden Hall.
> You mean they should fall faster to arrows? They're described as having very thick skin very resistant to arrows...
Knockback damage on horses should be a LOT higher...as in deadly....
> You mean all cavalry or any in particular?
If possible, make the walls twice as thick or scale them higher...
> That would be impossible without remodeling, rebinding, remapping them... = no modeler would do it.
Add bombard to the Golden hall and arrow towers so that occuping archers can firer over walls.
> That might work. Sul?
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#343
Posted 03 July 2007 - 04:46 PM
- All. Even level 10 heros only knock out half the health of normal units (ex. Haradrim). I would like it like BFME1 type cav.
- Too bad.
#344
Posted 03 July 2007 - 04:51 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#345
Posted 03 July 2007 - 05:03 PM
Add bombard to the Golden hall and arrow towers so that occuping archers can firer over walls.
> That might work. Sul?
Depends on if the archers in the garrison use the same weapon slot for bombard or not. I'll check.
Edit: It can be set to bombard via the 'contained' or 'garrisoned' flag. I'll test it, but not for 4.5.
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."
#346
Posted 03 July 2007 - 06:14 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#347
Posted 03 July 2007 - 11:39 PM
Building upgrades would be harder to add in, but it make the game even more flavorful.
#348
Posted 04 July 2007 - 12:32 AM
Everything that involves editing models (units or structures) is REALLY big work, and since neither of us coding this mod can do any modeling, we can't ask such things from the modelers. You see... even an easy thing like Build Up animations require TOTAL rework of the whole model cause all BFME2 models loose the texture mapping when imported into a 3D program. I don't know if this is deliberate from EA or just a bug that no program can overcome? But it's there and it pretty much makes all editing of structures out of the question.
The Mordor walls for instance... They work, but the mapping is incorrect making them loook weird in some lighting. Why? Cause it's pure HELL to map texture when you're not really sure what goes where :/
*explanation end* :S
Edited by Nazgûl, 04 July 2007 - 01:39 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#349
Posted 04 July 2007 - 12:47 PM
How about making upgrades for resource building that gives them a resource increase, etc. Much like grand harvest, but other things. Its always annoying when your level 3 building only produce 30 resources (ex. Mordor).
#350
Posted 04 July 2007 - 01:40 PM
I have never heard of anyone having problems gaining money in this mod? If you are, then you're doing something wrong
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#351
Posted 04 July 2007 - 01:47 PM
It's just that Mordor needs both resource structures to get enough money.
Also, Lumber mills can't recieve dwarven riches (the equivelent of that). Only slaughter houses and the such.
#352
Posted 04 July 2007 - 02:43 PM
Maybe make it so you can upgrade and attack troll with either Siege Mace or Big Sword, with the sword being faster but the Mace being stronger. That would make it more strategeric, instead of just upgrading, you think about speed, damage, stuff like that.
Just a thought.
Never come between a Capn and his..uh..AstroSponge? No, no...Never come between a CapnAstro and his Sponge! Uh.....this doesn't work as well as the other guys names..
I am..
#353
Posted 04 July 2007 - 03:29 PM
I have a couple ideas for game improvment, and deep the aspects of strategy.
I think that would be great if we have to gather other resources than gold, I mean, how could we produce the buildings without a quarry or a lumber mill? Also I think that would be nice to have engineers-like units, to make the building upgrades and aplly them, like the Númenor Stonework and etc. Now putting my ideas per factions, it would be:
Goblins
-I HATE the half troll marauders!! They should be replaced by a goblin spearman or something like it, cos this ahlf trolls aren't even mentioned in the books.
- An improvment for the giants. Not a power improvement, but in size and mabye a new skin. They are mentioned in Tolkien's works as humanoid, and been big enought to make a storm of stones in the mountains.
- Remove that ridiculous Gorkil. He is simply stupid. Replace with Azog, or anyone esle.
- Remove the spider riders. They weren't mentioned also. I think that Goblin Warg riders would be the best option.
- Add a elite unit, like Gundabad Warriors. The average goblin army is too weak.
Isengard
- For sure Saruman for Ring Hero. This was his objective after all. Mabye remove him as a normal hero or when get the ring make an "upgrade".
- Isengard I think that is pretty good, after the version IV, don't have more ideas for them.
Mordor
- Don't have any idea =p
MotW
- Increase the cost for the heroes. They worth much more than they are costing now.
- Put Denethor as ring Hero. I think that if any Gondorian get the ring, it would be given to him. Isildur had been dead for too long, and the ring don't bring people back to life.
- Mabye more Rohan units (no idea).
Dwarves
- More heroes (suggestions: Thorin Oakshield, King Brand, Bard, Thorin III Stonehelm, Balin)
- Change the weapon for the Dwarven Berseks, a duble size axe would be better suited.
- Add miners, produced from the mines (lol) like the Peasants, but with a increased attack against buildings.
- For Dwarven Ring Hero I don't have any ideas, mabye Thorin Oakshield would use it if he knew what was it, and so do an upgrade like for Saruman.
Elves
- Remove Galadriel, or do the upgrade, or make avaliable to recruit the Felloship, because all the story about destroy the ring was Elves idea, right? And Galadriel refused to take the ring.
- Rename the Helm's deep veterans, for two reasons: 1st, they didn't really where at Helm's deeps, 2nd I don't like the name =p
For all the factions, I think that for the siege weapons (exept mumakil and the ents) sould be recruited the crew (2 engineers) and "ride" the siege weapon, otherwise it won't work. And about the guys who where dead at the time of the war of the ring, azog was dead too but EA put him in the RotWK, as well as many other charaters, and angmar itself had already been destroyed, but we can pay with them in the war of the ring. Please forgive my bad english, I'm Brasilian.
And I would like to say that this mod RULES!!!!!
#354
Posted 04 July 2007 - 03:51 PM
That could be the game engine itself, or an EA flaw. Still, i can imagine that that puts building editing close to the "impossible" side of the list.
#355 Guest_Guest_*
Posted 04 July 2007 - 05:33 PM
The best guest
#356
Posted 04 July 2007 - 06:01 PM
#357
Posted 04 July 2007 - 08:06 PM
Build me an army worthy of Mordor!
#358
Posted 04 July 2007 - 08:35 PM
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
Don't come between The Lord of the Rings and its junkie!
#359
Posted 04 July 2007 - 08:42 PM
Yes those are cool ideas... I will discuss them with out modelers and animator =)
And oh yeah: welcome to the forums
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#360
Posted 04 July 2007 - 09:54 PM
Edited by Lord of the Rings Junkie, 04 July 2007 - 09:57 PM.
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
Don't come between The Lord of the Rings and its junkie!
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users