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Comments & Suggestions for Beta 4.5


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#401 Nazgûl

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Posted 09 July 2007 - 04:28 PM

ideas

mordor ideas

hero Gorbag
> Maybe, but probably not since Mordor have 12 heroes already...

haradrim spearmen
> If we do EvilMen faction, yes. Before that, no need (Easterlings do that)

Goblin ideas

goblin spearmen
> We have them added now!

mountain giants able to grab a tree
> Too much model and animation work, but I like the idea...

Isengard ideas

isengard orcs and isengard orc archers
> Would probably be too much orcs in the game and they would look too much alike...

elves ideas

legolas knife fighter turned to a toogle
> We might do that.


Edited by Nazgûl, 09 July 2007 - 04:49 PM.

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#402 Nazgûl

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Posted 09 July 2007 - 04:39 PM

And about this Library thing?
> Read the Library thread :D

How it's going to work?
> Read the Library thread ;)

And about the dwarven crossbows, mabye we could ask for the Deluxe Edition guys. They could be produced at the Hall of Warriors, been a 2nd lvl of archers, with an increased damage against armor (crossbows during the Middle Ages were used against cavalary), and for the axe trowers, mabye the banner carrier could be a wagon loaded with axes, just to show from where they pick all those axes, since there's only 5 with them =)
> Don't think we will ad Crossbows for them. We already have; Phalanx, Warriors (Guardians) Berserkers, and we will have Khazad Guard and Miners and maybe an additional horde using mixed weapons (TDP is working on something)... Plus the Axemen, and I think having bows for dwarves would 1) make the axemen almost "obsolete" and 2) make the dwarven faction less dwarven and unique.

I really enjoyed the look of the Men of Dale Swordsmen, but I think that the cost should be increased. When paying against the AI, looks like the dwarves are just another Man faction (althougt it still uses the Dwarven heroes and axe trowers).
> Cost won't change the number of units, but I can reduce them in AI codes. They're mostly meant to spam in the beginning =)

And about the engineers thing, couldn't just be needed one of them to upgrade the buildings, or mabye make it faster? pleaaaaaseeee?? =p
> I guess you mean the Miner? Having them as a pre requisite for upgrading wont work with the AI and it would make them "crippled" against other factions too much. The Miners will be sorta "Dwarven Peasants" spawned from Mines...

About the ring heroes, how it's going to be? Summon Felloship?
If the ring was finded by any Gondorian, I think that Denethor would take it for himself. So it would be:
Sauron for Mordor and Goblins
Saruman for Isengard
Denethor for MotW
Summon Felloship for Dwarves and Elves
> I suggest you read the tread about Ring Heroes ;)

And are you going to make some new maps?
Mabye a new campaign? Or bring bak the BFME I one.
> Plans are:
1) Edit existing maps with new Farm templates and Wall templates
2) Ad the Sky and First Person angle to all existing maps
3) Ad new maps - mostly from BFME1...


And againg, YOUR MOD ROCKS!!!!! ;)
> Thank you so much! :p


Edited by Nazgûl, 09 July 2007 - 04:51 PM.

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#403 LoneJackel

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Posted 09 July 2007 - 10:02 PM

New Inn Faction "Mercenary's" available for every faction, there like the special elf unit (having bow and sword wise) but they consist of either easterlings/Haradrim or Completely new unit. the HARALINGS!! :blink:






Keep up the good work :thumbsupsmiley:

Edited by LoneJackel, 09 July 2007 - 10:03 PM.


#404 Garrison Nomad

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Posted 10 July 2007 - 12:16 AM

um...how about mercenary heroes? Like corsair heroes...since you give corsairs enough money and they'll fight for anybody. also, maybe add spiderlings to the mercenary horde list.
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#405 Nazgûl

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Posted 10 July 2007 - 12:23 AM

How do you recruit a spider from an inn? Would it be sitting there drinking beer, minding it's own business with his spider buddies, when you walk in and go "wanna fight for me? I'll give you $100 so you can go buy... more web"? :thumbsupsmiley:

Seriously, no... :blink: And about Corsair hero... Check News ;)

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#406 Garrison Nomad

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Posted 10 July 2007 - 12:25 AM

but what if its a SMART spider??? yeah ok.
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#407 Nazgûl

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Posted 10 July 2007 - 01:43 AM

:thumbsupsmiley: *deleted*

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#408 astrman

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Posted 10 July 2007 - 07:18 AM

hello all, i played the x-box 360 version and i loved it so much i am going to buy it. However from the looks of it the pc verson is getting so many more speacial things... like this huge mod (thanks guys). Now after playing the game as elves i would encounter problems... Hero's shooting at the same target in a battalion... legolas shoots at the far left then right after he fires thranduill shoots at the same target only killing one target with 2 shot. The other thing was legolas... he was an amazing hero but i thought he would be shooting alittle faster. He pulls out the arrow so fast and just stares at the target. i think that it should shoot faster... but thats just my 2 cents... new to the forum and by what i read you are all nice people... can't wait to continue working with you guys

#409 clonecommand

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Posted 10 July 2007 - 12:50 PM

Yes, I agree (to the shooting the same target). Is there anyway to fix that. For any hero, actually. They always turn to the same spot in a battilion, melee or ranged, and try to attack the same thing.

#410 The Best Guest

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Posted 10 July 2007 - 12:52 PM

yeah it makes fighting so unrealistic i mean really all the archer heros shotting at the same unit probaly just to make sure they are dead
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#411 Garrison Nomad

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Posted 10 July 2007 - 01:38 PM

shouldn't it all depend on where the heroes are? if they're side by side of course they're gonna fire at the same spot. Which is why we need more UNIQUE heroes IMO.
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#412 astrman

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Posted 10 July 2007 - 02:11 PM

shouldn't it all depend on where the heroes are? if they're side by side of course they're gonna fire at the same spot. Which is why we need more UNIQUE heroes IMO.


No what im saying is that they should pick different targets in the batalion... theres 40 units of goblin archers i believe... but when legolas and thranduill go and attack they shoot the same one... kind of dumb in my opinion

#413 Garrison Nomad

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Posted 10 July 2007 - 02:18 PM

Ok...but were they standing right beside each other? the only reason they attack the same unit is because they attack the unit closest to them. If you altered that, then they'd be running up close so they could attack a further away target. Besides, it doesn't make sense for an archer to attck the rear of a battalion. The only thing I can say is move your heroes away from each other.
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#414 clonecommand

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Posted 10 July 2007 - 02:23 PM

They still attack the same if you move them.

#415 Sûlherokhh

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Posted 10 July 2007 - 03:10 PM

Yes, I agree (to the shooting the same target). Is there anyway to fix that. For any hero, actually. They always turn to the same spot in a battilion, melee or ranged, and try to attack the same thing.


You will be thrilled to hear that the whole setup of arrow and artillery fire has been reworked extensively. Took me about 3 weeks to go through the whole of weapon.ini.

Archers will have a fixed miss ratio (depending on troop qualitiy). The arrows will scatter within a fixed radius (depending on tq as well). They will also NOT follow targets like a heat seeking missile anymore if they actually scored a hit. Only hobbits and artillery had this in their weapons code until now. Furthermore, if they hit another target by chance, it will take damage, even if an allied object. Faster moving objects now have a better chance of evading hits. Large groups will almost always be hit, it's just a matter of which member gets it, hehe. :p

For Heroes i left it the way it was (100% hitchance, HitStoreTarget = yes).
The thing about everyone targeting the same object has to do with the fact that they attack the closest target indeed. I can't change that, only their accuracy and scatter radius.

Artillery has a much more pronounced and random scatter factor introduced (1.06 already had it, but Mark's Mod didn't, so i copied the codes and made some additional alterations)

Logic Fire (fire munitions setting off area fire) is also quite a bit more pronounced than before. Stray arrows (of which there are now quite a lot) tend to cause grass and trees to burn. Not on all maps though. Not all tree and shrubbery objects used on maps carry a FlammableUpdate and i'm afraid EA did not use logic when distributing those traits. To be fixed at a later date.

So, as you can see, parts of your concerns have been adequately addressed. In Beta 4.5.

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#416 Garrison Nomad

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Posted 10 July 2007 - 03:14 PM

Victory screech.

The new archer thing sounds really cool. I'm guessing Elves have the advantage with archery still? Oh, and hope the whole accidentally hitting your own troops thing doesn't cripple the goblins and orcs, since they're rather inaccurate. Definately realistic, tho.

Even more things to make this mod extra crispy.
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#417 Sûlherokhh

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Posted 10 July 2007 - 03:21 PM

Ingame it works like a charm. Balance is constantly being reworked for that. It has a beautiful sideeffect. When an archer horde starts to fire (as usual at a single target) they don't actually all fire at the same target because of the inaccuracy (about 10% to 30%) and their scatter range (10 to 30 range units, with units being about 20 ru's apart). They also always aim animationwise where they are actually shooting their arrows at. I'll try to make some screenies.

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#418 Garrison Nomad

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Posted 10 July 2007 - 03:26 PM

Aiming=very nice. I always hated archers shooting out of their sides. Sounds like the inaccuracy makes them a little MORE accurate. lol at EA.
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#419 Nazgûl

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Posted 10 July 2007 - 03:54 PM

Yeah, I've tested this quite a lot now and let me tell you, Sûl's turned the whole archer and siege range attack thing into PURE HEAVEN! This is really a GIANT step towards realism :D

And as a bonus, all the arrows have hitting FX too so you can actually "feel" them hitting and see the scatter... :p

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#420 Lord of the Rings Junkie

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Posted 10 July 2007 - 04:29 PM

It would be nice if the AI would take advantage of the massive amount of CPs available when skirmishing with 100x CP mode. You know, building a lot more units, building more than one fortress, making lots of statues... The enemy is certainly challenging when you're building your base, but once you get walls up and at least a second fortress you can basically build your army all you want unchallenged and then obliterate the enemy. Fun, but a bit unbalanced... I like big armies, but it would be nice to have a big army to fight! :D AI resources aren't a problem, skirmish stats show that they have plenty, they're just not using them.

[Edit] BTW, the new archery and siege weapon behavior sounds sweet! :p

Edited by Lord of the Rings Junkie, 10 July 2007 - 04:32 PM.

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