Comments & Suggestions for Beta 4.5
#681
Posted 10 September 2007 - 11:50 PM
- 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
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#682
Posted 11 September 2007 - 06:25 PM
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
#683
Posted 11 September 2007 - 06:30 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."
#684
Posted 11 September 2007 - 07:50 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#685
Posted 13 September 2007 - 05:30 PM
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
#686
Posted 13 September 2007 - 05:41 PM
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..
___________________Elladan__________________________________Elrohir
Gimli: "What's happening out there?"
Legolas: "Shall I describe it to you? Or would you like me to find you a box?"
#687
Posted 13 September 2007 - 06:08 PM
#688
Posted 13 September 2007 - 06:23 PM
Edited by Sûlherokhh, 13 September 2007 - 06:23 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."
#689
Posted 14 September 2007 - 12:19 AM
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.
Never come between a Capn and his..uh..AstroSponge? No, no...Never come between a CapnAstro and his Sponge! Uh.....this doesn't work as well as the other guys names..
I am..
#690
Posted 14 September 2007 - 01:15 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#691
Posted 14 September 2007 - 03:19 AM
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."
#692
Posted 15 September 2007 - 04:09 PM
#693
Posted 15 September 2007 - 05:19 PM
#694
Posted 16 September 2007 - 12:52 AM
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.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
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
Don't come between The Lord of the Rings and its junkie!
#695
Posted 16 September 2007 - 01:21 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#696
Posted 16 September 2007 - 01:36 AM
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.
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."
#697
Posted 16 September 2007 - 01:56 AM
We should not look into it until after this Beta though
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#698
Posted 16 September 2007 - 03:27 PM
#699 Guest_Guest_*
Posted 17 September 2007 - 02:01 PM
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
Posted 17 September 2007 - 03:16 PM
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!
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