Comments & Suggestions for Beta 4.5
#421
Posted 10 July 2007 - 06:06 PM
All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
#422
Posted 10 July 2007 - 08:04 PM
But rotating the fortress wont be possible since they're all (the bases) build a certain way in WorldBuilder :/
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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#423
Posted 10 July 2007 - 09:31 PM
Edited by Lord of Mordor, 10 July 2007 - 09:31 PM.
Build me an army worthy of Mordor!
#426
Posted 11 July 2007 - 02:38 PM
#427
Posted 11 July 2007 - 02:48 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.
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.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#428
Posted 11 July 2007 - 04:03 PM
For example, Elves get blessed bows or something like that to increase their accuracy, men get longbows to increase their range, Mordor gets spiked arrows to increase their damage, Goblins get permanently poisoned arrows, Uruks get bows that increase their firing rate, and Men of Dale get Knockback arrows. (Just examples of what kind of different upgrades there could be) Fire arrows would be automatically used against buildings.
I think this would add a nice additional element of diversity between the different factions
Build me an army worthy of Mordor!
#429
Posted 11 July 2007 - 04:45 PM
Gondor - Red Arrows(just powerfuller than normal- in books Gondor sent emissary with Red Arrow to Rohan)
Dale - Black Arrows
Harad - Barbed Arrows(red in colour-knocks back)
Elves- Silverthorne Arrows(blue/silver in colour)
Mordor - Spiked Arrows(red in colour- gives damage like poison)
Goblins- Poison Arrows(green in colour- gives damage after attack)
Isengard - Heavy Arrows(implies to xbowmen too- gives dark blue arrows which knockback)
#431
Posted 11 July 2007 - 05:11 PM
-Elves: Blessed Bows, Bows of the Noldor, Bows of the Ancestors or something like that ^^ The Bows become white or silver, and the arrows either don't change or the they get a subtle white glow. It would increase their accuracy.
-Men: Well, I'd use longbows for them, but you had to change their model for that... Maybe just longer arrows? Or darker colored arrows? Longbows would give increased range. No green or red arrows for men, please
-Mordor: Barbed arrows, as he said, which would have that red FX and just increase damage.
-Goblins: Like he said, green poison FX.
-Isengard: Difficult here... before SEE, they only had crossbows, so you could make some sort of improved crossbows upgrade which colours the crossbows in black or dark metal and increases their firing rate, but that wouldn't logically work with bows. Maybe, as he said, knockback arrows for Isengard. A blue FX would look weird for Isengard, though... (You could also make one upgrade for crossbows and another one for bows)
-Dale: If Isengards gets knockback, they could get better firing rate. (I can't remember what black arrows do in-game... didn't they cause fear? I don't think that would be situable as a normal upgrade)
Edited by Lord of Mordor, 11 July 2007 - 05:15 PM.
Build me an army worthy of Mordor!
#432
Posted 11 July 2007 - 05:25 PM
I highly doubt that Sûl would liket to do even MORE work to the arrows at this stage
What he IS doing is removing the Fire Arrow upgrade for Goblins and making it into an ability sort of like the Black Arrows, Barbed Arrows things. And instead the Gobs wil get Poison Arrows when upgrading the arrow technology =)
We'll see what happens to the other factions, but we talked about having all Fire Arrows be abilities with reload time, just like that ^
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#433
Posted 11 July 2007 - 06:15 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."
#438
Posted 11 July 2007 - 10:02 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."
#439
Posted 11 July 2007 - 11:15 PM
http://us.games-work...mumak_mahud.htmIs the corsair hero really going be called captain jackson I don't think the name fits very well and Legolas could get a cape and a knife toogle to make him look more like the movies the Mahuds could be called Mumak captains because not every mumak captain was called mahud
Yes please do that ^Check the ToDo-List every once in a while (1st post).
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#440
Posted 11 July 2007 - 11:30 PM
Wikipedia on War Elephants (click me)
And here the part that contained the 'mahûd' thing:
Tactical use
There were plenty of military purposes for which elephants could be used. As enormous animals, they could carry heavy cargoes and provided a useful means of transport before mechanized vehicles would render them practically obsolete in that respect. In battle, war elephants were usually deployed in the centre of the line, where they could be useful to prevent a charge or start one of their own.
During World War I, elephants pulled heavy equipment. This one worked in a munitions yard in Sheffield.
An elephant charge can reach about 30 km/h (20 mi/h), and unlike horse cavalry, could not be easily stopped by an infantry line setting spears. Its power was based on pure force: crashing into an enemy line, trampling and swinging its tusks. Those men who were not crushed were at least knocked aside or forced back. Moreover, the terror elephants could inspire against an enemy not used to fighting them (even the very disciplined Romans) could cause them to break and run just on the charge's momentum alone. Horse cavalry were not safe either, because horses unaccustomed to the smell of elephants panicked easily. The elephants' thick hide made them extremely difficult to kill or neutralize in any way, and their sheer height and mass offered considerable protection for their riders. Besides charging, the elephants maintained a vital role in providing a stable and a safe platform for archers to fire arrows in the middle of the battlefield, from where more targets could be seen and engaged. The elephant mahouts, and riders in the elephant carriages carried bows and arrows to attack oncoming cavalry and infantry and also carried long spears for close quarters combat. The archery evolved into more advanced weapons, and several Khmer and Indian kings have utilized giant crossbow platforms (similar to the Ballista) to fire long armor piercing shafts to kill other enemy War Elephants and chariots/cavalry. The late 1500s also saw the use of culverin on elephants, but the onset of gunpowder made the large and relatively slow war elephants obsolete.
A king chess piece. Note the two culverins on the back of this war elephant.
However, they also had a tendency to panic themselves: after sustaining moderate wounds or when their driver was killed, they would run amok, indiscriminately causing casualties as they sought escape. Their panicked retreat could inflict heavy losses on either side. Experienced Roman infantry often tried to sever their trunks, causing an instant panic, and hopefully causing the elephant to flee back into its own lines. Fast skirmishers armed with javelins were also used to drive them away, as javelins and similar weapons could madden an elephant. The cavalry sport of tent pegging grew out of training regimens for horse mounted cavaliers to incapacitate or turn back war elephants.
mahout = steersman
Sûl.
Either way. The trained Mûmak 'driver' would bear 'Mahûd' as part of his name, right?
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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