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Comments & Suggestions for Beta 4.5


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#681 Nazgûl

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Posted 10 September 2007 - 11:50 PM

No it means what it says...

- Gandalf will (eventually) be able to mount an eagle, and I might also limit this with a timer. He should not be a flying hero per sé like the Nazguls, but rather use the eagle when need calls for it, like when escaping, or attacking something large.
- The normal eagle unit will stay as astand alone unit.
- No additional eagle ridden heroes will be added.

- No we can't post such a list. Partially cause I'd like to keep some things unique to SEE and partially cause noone would find the energy to post such a list for such a small reason. Just look into it yourself when the beta is out, why dont ya ;p

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#682 Black Dragon

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Posted 11 September 2007 - 06:25 PM

Just a quick suggestion, I love this mod....many many great features in this. What I'd love to see is the Ai be a bit tougher when walls are involved. I've read alot about what is planned, but one of the downfalls ive noticed is that when you have walls the Ai doesn't send enough to take them down, so they get their asses kicked by your base defences.

Is it possible/feasable to make it so the Ai sends Mumakil & Catapults or a few Mumakil at the same time attack walls. Because every good faction gets eagles, as soon as a Mumakil gets on the scene, the eagles quickly take down the Mumakil etc.

Right now it kinda seems Mumakil are a little on the weak side Vs walls, I love that walls are tougher etc...but the Ai is somewhat lacking. I can't wait to see what the next version of this brings...great work so far

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#683 Sûlherokhh

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Posted 11 September 2007 - 06:30 PM

Mûmakil are anti-infantry/cavalry units. They might be able to break a house down, but i don't see an elephant running against a wall. That's what rams and Grond are there for. Just watch the movie. :good:

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#684 Nazgûl

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Posted 11 September 2007 - 07:50 PM

I understand what you mean with the "weakness" vs eagles and such, but balance for Beta 4.5 is better and the AI is MUCH better now =)

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#685 Black Dragon

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Posted 13 September 2007 - 05:30 PM

Cool, obviously not seeing the latest balance...but going by the old balance i'd say walls needed either:

1) To be alot more expensive to represent the smooth economy

or

2) To be about 1/4-1/2 weaker than they are currently.

or

3) Alot weaker Vs Catapults so approximatly 3 catapult shots can breach the wall. After all catapults don't usually last very long due to eagles, horsemen etc.

Just a suggestion

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#686 .:Skybaxx:.

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Posted 13 September 2007 - 05:41 PM

1) I'll go with that, I've always got plenty of money after the start build-rush.

2) Why? the walls are built to keep enemy infantry out and as a general line of defence, making them weaker wouldn't go very well hand-in-hand with point 1 imo.

3) Making them weaker against catapults would basically rid other factions such as isengard their advantages in siege vs. others, plus you're siege units are argueably the most important in bringing you about victory, so why leave them exposed to horsemen n such... Wack an attack troll or 2 to protect them..
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#687 witchkingshour

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Posted 13 September 2007 - 06:08 PM

Walls are fine. I just want certain heroes to be faster like Aragorn, Shelob, etc. And I know this has been mentioned, but AI needs to upgrade their buildings. it's weird because some matches they do and some they don't. But I thought I heard Nazgul say he was gonna make it so when they make a unit, it uses a expierience to level up the building which I personally loved from Battle for Middle earth 1.
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#688 Sûlherokhh

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Posted 13 September 2007 - 06:23 PM

That is already been taken care of pretty well. Read the preview thread. :mellow:

Edited by Sûlherokhh, 13 September 2007 - 06:23 PM.

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#689 CapnAstroSponge

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Posted 14 September 2007 - 12:19 AM

I've got a suggestion regarding flying beasties..
I'm just thinking wouldn't it make more sense to have it so that, if some guy is dropped from that high, there'd be some...can't think of the word....damage to the guys down below. I mean, if some dead guy was dropped on my head, i'd probably at least be damaged.

Just a thought.
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#690 Nazgûl

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Posted 14 September 2007 - 01:15 AM

Actually, I think it is... :thumbsupsmiley: but it's probably very small and limited since the guy isn't that big, unless it's a horse off course. If I'm wrong, we could look into applying it, cause it would fit very well into the concept naturally =)

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#691 Sûlherokhh

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Posted 14 September 2007 - 03:19 AM

Okay. I wanted to look into every unit's 'being carried off'-behavior anyway. :thumbsupsmiley:

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#692 Gothmog14

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Posted 15 September 2007 - 04:09 PM

This may of have already been suggested, but how about making units maximum level 10 again, like back in BFME 1. I mean, it would make it so if you have like a high level horde (or better yet beast) it would be important for you to save him, and get him out of battle more quickly. Right now there really isn't a point to retreating your units because there barely any stronger at level 5 than 1, and it hardly takes any time for them to get to that level. Just a suggestion :p

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#693 Uldimaras

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Posted 15 September 2007 - 05:19 PM

In addition to Gothmog's suggestion I'd like to see some units like ents, eagles, mountain giants, siege weapons and anything that didn't gain levels, start at level 1 and gain experience.

#694 Lord of the Rings Junkie

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Posted 16 September 2007 - 12:52 AM

This may of have already been suggested, but how about making units maximum level 10 again, like back in BFME 1. I mean, it would make it so if you have like a high level horde (or better yet beast) it would be important for you to save him, and get him out of battle more quickly. Right now there really isn't a point to retreating your units because there barely any stronger at level 5 than 1, and it hardly takes any time for them to get to that level. Just a suggestion :)

Indeed, there's hardly any reason to protect your high level units, and part of the reason that system was in BFME1 was to prevent people from just throwing units away and training more.
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#695 Nazgûl

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Posted 16 September 2007 - 01:21 AM

Going from 5 to 10 levels for ALL units in game as well as add levels to units that don't have them would be PAINFUL work that would take WEEKS alone of editing INI codes and rebalance the whole ladder of xp gained. I would never do that, and I doubt Sul would too. I understand your point, and it's not bad or anything, it's just way off the chart of what could be expected of any modder. At least according to me. It would be very very slow and booring work...

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#696 Sûlherokhh

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Posted 16 September 2007 - 01:36 AM

I would do it, if it would make sense. I am actually quite relieved from always taking care of my pawns, hehe. Still, it doesn't really matter if units have 5 or 10 levels. It is important though to feel a difference between level 1 and level 5/10 (whatever the maximum is).

Right now, all regular non-hero units gain 20 health per level above 1 (starting with 200-500) and +10 (+5 for evil) damage (starting with 60 to 150), with Monsters gaining about double that.

It would make sense to simply make that a percentile increase, like about +10% damage/health per level, so it would be more noticable.

If the experience gained (from killing the unit) is based on it's power, represented by level, then it should also be fair to increase the gained xp when the unit has upgrades. The same goes for bounty value (when selling them or by pillage) though i would not connect it to level, only to upgrades (representing riches on the body or food for orcs).
I haven't started to look for a solution to this but i guess if i try to implement anything like that, it would be easy to redo all the levels, xp and whatnot on the way.
If it is really desirable to have more levels, it should be no problem to split the five to ten. But i see no definite reason except for 'we had that in bfme1'. Just like there is no real reason to reduce levels to only three or expand them to fifty. If more powerful units on high levels is the goal, this can be done without bigger numbers.

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#697 Nazgûl

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Posted 16 September 2007 - 01:56 AM

That makes scense :blink:

We should not look into it until after this Beta though :)

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#698 witchkingshour

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Posted 16 September 2007 - 03:27 PM

I noticed something about Aragorn as well. What is that leadership he has at 10? Is that like 50% armor to damage to Heroes cloest to him? But That's cool that he has that though, I never actually would of thought of that, but good addition to him.
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#699 Guest_Guest_*

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Posted 17 September 2007 - 02:01 PM

Hey man, i've just starting reading through the huge PDF of this mod, and i can truthfully i am very impressed and excited about trying it out, but before i do i have a few questions.

Will you be adding any new buildings/units/heroes etc to the WOTR gamemode? because if not, then that would be a suggestion i have for BETA V.

And how big is the balrog, is he really huge now? Or the same size?

Thanks in advance, once i play it through i'll provide some more ideas, im good with ideas lol =D

#700 †TYRANICK†™

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Posted 17 September 2007 - 03:16 PM

Can u see my above post? If not i'll re do it.

In addtion to that suggestion, i was looking over all the stuff ur on the "to do" list thread and some things i dont understand your doing:

Adapt "Scenery Maps" commandsets to the mod (Rivendell, Helm's Deep, Minas Tirith...)


what does this mean? Does it mean your going to make it so walls and stuff are able to be built in fortress maps? Because thats something i reckon would be awesome! i've always wanted for that.

And what will the "library" do, are you going to add any more buildings?

And for the the CAH, any plans to make the cosmetic changes of armour and weapons etc have an actual effect on the hero, each with it's own advantages and disadvantages? I reckon that would be cool.

Finally since i'm fairly new to the game, can you unlock more stuff to put on your CAH heros in the normal BFME2 game or not?

Thanks in advance, and brilliant mod! :good:
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