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Comments & Suggestions for Beta 4.5


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#341 clonecommand

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Posted 03 July 2007 - 02:18 PM

I had some suggestions that you didn't quite notice.

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.



#342 Nazgûl

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Posted 03 July 2007 - 02:32 PM

I notice them all - I just don't comment them all :grin:

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?


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#343 clonecommand

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Posted 03 July 2007 - 04:46 PM

- I mean in paticualr fire arrows. Even if you have tough skin, a bunch of prickly things lit on fire getting stuck on your skin is not pleasant.

- 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. :grin:

#344 Nazgûl

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Posted 03 July 2007 - 04:51 PM

Aight *considered* =)

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#345 Sûlherokhh

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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.

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#346 Nazgûl

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Posted 03 July 2007 - 06:14 PM

Aight, fair enough :grin:

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#347 Garrison Nomad

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Posted 03 July 2007 - 11:39 PM

This would require some serious editing, but what if there were add-ons for some resource structures? Like say, there was a plot off the side of one, and for goblins and dwarves ou'd have to build this thing that makes them tunnel-able, or perhaps something that adds defense capabilities or even improves resource output.

Building upgrades would be harder to add in, but it make the game even more flavorful.
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#348 Nazgûl

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Posted 04 July 2007 - 12:32 AM

I seriously doubt we'd ever do anything like that...

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.

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#349 clonecommand

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Posted 04 July 2007 - 12:47 PM

Branching off from that idea:

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 Nazgûl

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Posted 04 July 2007 - 01:40 PM

Seriously, do you have a money problem in this mod? ;) Does ANYONE??? ;)

I have never heard of anyone having problems gaining money in this mod? If you are, then you're doing something wrong :D

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#351 clonecommand

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Posted 04 July 2007 - 01:47 PM

I never said I had a PROBLEM, but I did say it is ANNOYING how slow it can get, depending on the faction ;)

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 CapnAstroSponge

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Posted 04 July 2007 - 02:43 PM

On the CE stuff topic, we were having a discussion about attack trolls, and i've got a suggestion...

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.
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#353 Biermann

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Posted 04 July 2007 - 03:29 PM

I'm new here, so please forgive if I suggest something already suggested before:
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 Garrison Nomad

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Posted 04 July 2007 - 03:51 PM

*explanation acknowledged*.

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.
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#355 Guest_Guest_*

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Posted 04 July 2007 - 05:33 PM

yeah naz i usaually have too much money (if that is considered a problem) ;)


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#356 Biermann

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Posted 04 July 2007 - 06:01 PM

I forgot, i think that would be better if we replace the axetrowers with crossbowmen, cos' is very unreal this thing of having infinite AXES to trow in the enemy, is much more real a lot of quarrels for the crossbow.

#357 Lord of Mordor

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Posted 04 July 2007 - 08:06 PM

But Axe Throwers just have a much more unique and "dwarven" feeling to them than dull crossbowmen... I like the rest of your suggestions, though.

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#358 Lord of the Rings Junkie

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Posted 04 July 2007 - 08:35 PM

I was watching the beta III trailer on Youtube and when the Witch King died he fell over just like everybody else. I think it would be awesome if he had a new death animation with him crumpling and shriveling up like in the ROTK movie, and maybe the small shockwave could cause some meta damage to nearby enemy troops. :rolleyes: Maybe Nazgul on foot could just fall to empty robes too. BTW, thank you for such an awesome mod! You're a true Tolkien/Peter Jackson-ite if there ever was one.
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#359 Nazgûl

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Posted 04 July 2007 - 08:42 PM

Thanks for the praise :D

Yes those are cool ideas... I will discuss them with out modelers and animator =)

And oh yeah: welcome to the forums :rolleyes:

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#360 Lord of the Rings Junkie

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Posted 04 July 2007 - 09:54 PM

Thanks! I don't know if this would be possible, but it would also be really nice to see the Army of the Dead power come back from BFME1, especially since the balrog is so powerful. (They're the only reason I got past the Mumakil wave at the Black Gate in campaign mode...)

Edited by Lord of the Rings Junkie, 04 July 2007 - 09:57 PM.

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