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Comments & Suggestions for Beta 4.5


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#601 dojob

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Posted 11 August 2007 - 05:24 PM

What if in SEE you also started out with a small army of basic units (probably only infantry) in addition to builders? That way you could scout/skirmish/capture buildings/whatever without having to wait for ur units to be trained before doing so and it would make the early game feel more exciting and important. There wouldn't be too many units of course, because we don't want our games to end in the first few minutes. And it would also be realistic because you would usually have at least a small garrison of troops if you're going to set up a camp.

Edited by Nu8, 11 August 2007 - 05:31 PM.

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#602 clonecommand

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Posted 12 August 2007 - 12:37 AM

Yes!!!!!^ I should have brought that up AGES ago. Its one thing that I envy in most other mods: Most mods have starting units, for a reason: Because they make sense and are helpful vs. nearby creeps, etc.

#603 Witch-King of Angmar

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Posted 12 August 2007 - 01:14 AM

Bugs:

-Lorien Warrior is hard to select it
-Elven Faction spam with hobbits

Suggestions:

-a lot bigger Walls of Minas Morgul/Tirith, Isengard and Helm's Deep
-be able to close the Black Gate of Mordor
-Eagle HP a bit more than Fellbeast and add more
-Eagle does not start with lvl10
-Hour of the Witch-King uses the power of the flamming sword
-Flamming sword upgrades the damage of the WK to 300% for some secs
-Legolas, Gimli, Aragorn, Gandalf, Boromir, Frodo, Sam, Merry and Pippin to a Diferent Faction like Fellowship Faction or add them to Men Faction
-add Mordor Armored Troll as a hero to Mordor Faction
-Make Gondor and Rohan as diferent factions
-Sauron Attack speed faster
-Siege Towers are a bit useless in most of maps so i suggest to make Pre-Builded Fortress on all Skirmish Maps like BFME1 in that circle on Good Factions and normal Walls to Isengard/Goblins/Mordor
-Mount Ability to Legolas, Boromir and Legolas
-Mumakil spawns without archers.
-Grond/Siege Towers buildable on all maps on Skirmish

Edited by Witch-King of Angmar, 12 August 2007 - 03:25 AM.


#604 Garrison Nomad

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Posted 12 August 2007 - 03:04 AM

most of those have been mentioned...actually all of them have. and there's a separate thread for bug suggestions.

Edited by Garrison Nomad, 12 August 2007 - 03:05 AM.

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#605 Witch-King of Angmar

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Posted 12 August 2007 - 04:01 AM

ok. i will check it up next

btw what about Nazgûls/Witch-King being able to mount the horse at lvl 5 and the Fellbeast only at lvl 8 or 10??

Edited by Witch-King of Angmar, 12 August 2007 - 04:02 AM.


#606 Sûlherokhh

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Posted 12 August 2007 - 10:21 AM

That is a much more complicated issue than you realize. I have it on my long list of things to do to seperate the mounting powers. We'll see, probably next year. So don't get your hopes up too much.

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#607 Strider

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Posted 12 August 2007 - 05:08 PM

a few start batts would be cool. Just like in BFME1.

Suggestions:

-a lot bigger Walls of Minas Morgul/Tirith, Isengard and Helm's Deep
-be able to close the Black Gate of Mordor
-Eagle HP a bit more than Fellbeast and add more
-Eagle does not start with lvl10
-Hour of the Witch-King uses the power of the flamming sword
-Flamming sword upgrades the damage of the WK to 300% for some secs
-Legolas, Gimli, Aragorn, Gandalf, Boromir, Frodo, Sam, Merry and Pippin to a Diferent Faction like Fellowship Faction or add them to Men Faction
-add Mordor Armored Troll as a hero to Mordor Faction
-Make Gondor and Rohan as diferent factions
-Sauron Attack speed faster
-Siege Towers are a bit useless in most of maps so i suggest to make Pre-Builded Fortress on all Skirmish Maps like BFME1 in that circle on Good Factions and normal Walls to Isengard/Goblins/Mordor
-Mount Ability to Legolas, Boromir and Legolas
-Mumakil spawns without archers.
-Grond/Siege Towers buildable on all maps on Skirmish


-Why?
-Awesome Idea, but would be unbalanced
-What?
-What the suggestion?
-It already does
-The flaming sword power does fire damage
-Fellowship faction is a bad idea. Men Has enough heros.
-Mordor troll hero is in process
-I tried that. These guys dont like the idea(plus it alot of work).
-That would be too OP.
-They are already adding the floors, I dont think we will see the walls anytime soon though.
-Legolas needs no horse, and neither does Boromir or Legolas.
-The start with archer system is better
-Grond is buildable on all maps, isint it?

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#608 astrman

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Posted 12 August 2007 - 05:45 PM

hey guys, played the mod the other day and it was amazing =)... however i noticed that when a hero (ranged like legolas or thranduil) were attacking at max range they would hit the same target even if they were dead so i investigated and i learned that it was because of the arrow speed. so i went into the weapon.ini (mine not the mods because messing with mods without concent is messed up lol) and i made the arrowes a little faster just by adding 200 to each number of the arrow speed and it fixed the problem... so to fix the problem just make the arrows faster and they wont shoot the same target unless its still alive :p

#609 Sûlherokhh

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Posted 12 August 2007 - 08:04 PM

Thanks. :p

ok. i will check it up next

btw what about Nazgûls/Witch-King being able to mount the horse at lvl 5 and the Fellbeast only at lvl 8 or 10??


That is a much more complicated issue than you realize. I have it on my long list of things to do to seperate the mounting powers. We'll see, probably next year. So don't get your hopes up too much.


Actually it's done, but the requirements for the mounting abilities are still under review.

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#610 Guest_Satomi_*

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Posted 14 August 2007 - 11:49 AM

I think it would be really cool to try and individualize each faction instead of make everything even. Such as, Goblin cave troll using a chain(grond model minimized) instead of throwing rocks like Morder trolls.(use balrog animation) Try to specialize things, but make it counterable. Morder grond takes out recource building in one hit and archers kill trolls. :p(Maybe there's a way to make trolls targetable) . If you get morder doom ship, make it a ring alternative. Don't give other factions a ring ship though. Flyers are a good counter. Maybe it should have some archers on the deck to make it look like it has a chance against an egal. Magic is the balrog's counter, but a lot of it. I would take out goblin drummer because it's not in any movie for one, and morder used to own that idea, or at least take out roar. More micromanagement would be cool to that way it would feel more like a strategy game intsead of a get as much as you can and kill game. This may all sound very rock-paper-siscors, but it's really rock-paper-siscors-switchblade-pistol-neo-smith... :) and with that many tools, the possibilities are many. I think not one unit should own everyone. I know there's already a lot of that in there, but it's not as elaborate as it could be. Amplifying

OFF TOPIC: If you plan on having morgal, gogroroth, ungol units for each type of unit,(Pikes, archers etc.) you should just give them their own building which is unlockable when the weaker building is lvl 3. (It might be possible to reskin some buildings.) Not for everyone though. And just for kicks maybe you could trigger the animation the troll gets when he gets hit with wizard blast, for when he gets hit with a rock. Well, I'd better go now because I'm suggesting things for kicks now...Sorry for taking so much space, I just have a lot of ideas. I'm not expecting anything, just some suggestions that might make the game more fun.

#611 Rhodin

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Posted 14 August 2007 - 02:16 PM

I would love to see the dead bodies stay a while longer. Like maybe 2 minutes or something, so that if you have a big battle, tons of dead corpses lie on the field after the battle is over! I have no idea if this is "Doable" but it would definatly add a huge realism to the game!
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#612 Lauri

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Posted 14 August 2007 - 02:44 PM

and huge amount of lag!

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#613 Rhodin

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Posted 14 August 2007 - 02:59 PM

Oh yeah...now that I didn't think about.:xcahik_: Haha, maybe not then...
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#614 Nazgûl

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Posted 14 August 2007 - 10:02 PM

*moved post from Satomi into this thread ^* :good:

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#615 Rhodin

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Posted 19 August 2007 - 02:37 AM

Some kind of expensive upgrade that grants you more commandpoints that you can buy more than once so that you do not have to fill up your base with farms or mallorns or whatever the hell you want:P
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#616 Garrison Nomad

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Posted 19 August 2007 - 02:41 AM

a fortress expansion that exclusively grants a bonus to CP would be REALLY cool...like the dormitories and stuff.
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#617 Hobbit Hunter

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Posted 19 August 2007 - 08:40 PM

Well a building that only gives you CP would be SERIOUSLY coool :unsure: :blush:
A bit like houses in age of empire games (sorry for the refrence) :blink: .
It means you dont have 1000 reasource buildings doing nothing except giving you 50 cp..........
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#618 Rhodin

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Posted 19 August 2007 - 11:03 PM

Having a building that does the same thing that the farms and stuff do now would just be stupid...because you'd still have to fill up your entire base with those buildings AND besides having to fill it up with those, you'd still have to buy farms for resources...

My thought is: No expantions, no buildings...just kind of buying more commandpoints.

Edited by Rhodin, 19 August 2007 - 11:04 PM.

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#619 Witch-King of Angmar

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Posted 20 August 2007 - 05:11 AM

ideas:

-Remove the 100% range of the Resources Buildings to 0 like BFME1
-Mordor/Goblins/Isengard have to get the meat to the Slaughterhouse like War of the Ring game (killing and getting food from animals like Age of Empires and make the animals respawnable)
-Fellowship to the Men of the West faction
-More Heroes to Goblins like a Dragon Rider (like a Nazgûl or Eragon :))
-Sauron's Eye Speed a lot Faster.
-Remove the CommandPoints limit. (its very sad a LOTR game with 75 Rohirrim only..)
-Remove FX effects to Forged Blades or Remove the Forged Blades from the Game (we dont like Star Wars Lightsabers on Lord of the Rings xD)
-Remove Flamming Arrows to Crossbows in Isengard Army
-Mount Ability to Legolas, Gimli and Boromir
-Add the Two Mordor Orc's Captain/Commander from Extended Edition of the Return of the King (seen when the orcs were going to the Black Gate.
-Add Gamlling and Háma to Men Faction
-Add Royal Mumakil to Mordor Faction as a Hero
-Add Mordor's Heavy Armored Troll as a hero (seen in the Battle for the Black Gate)
-Closeable Black Gate (for the love of god!)
-More Powers/Attack Speed to Sauron
-Wizards Staff hit affects multiple targets and make them fly and no affect Heroes(like the Witch-King of Angmar or a CAH Troll)
-Boromir's Last Stand (lives 10 secs more attacking near targets after the HP goes to 0)
-Mount Fellbeast ability at lvl10 to Mouth of Sauron
-Ring of Power ability to Sauron. makes him Invisible or Invincible for 30 Secs
-Might of the Dark Lord. gives sauron the ability to freeze enemies in a Large Range like Boromir's Gondor Horn 10x
-New Ring of Power System: when you take the Ring into the Fortress you decide who take the Ring and makes him Stronger if they carries it and give them an extra ability to use it. if they use it they beacome Stronger but the Eye of Sauron Spawns and follows him thru the map.

#620 joris2222

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Posted 20 August 2007 - 06:05 AM

-Fellowship to the Men of the West faction


I think it would be better to have Gimli at the dwarves, legolas at elves, aragorn at human etc. Also: why give Mordor a Mumakil if there is a special faction for the evil man?

Edited by Nazgûl, 22 August 2007 - 12:39 AM.





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