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Comments & Suggestions for Beta 4.5


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#721 †TYRANICK†™

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Posted 20 September 2007 - 09:13 PM

Ok after some more playing i've founf huge units dislike the gates and bridges lol, it would be good to have some kind of ability where...the walls would sort of phase out for a short while allowing the units to pass in and out of your base easiely, either that...or a MASSIVE version of the gate lol.

Ok the mount doom meteor attack or w/e it is, it's awesome, very nice looking, but it doesnt seem to look right on approach, a few little rocks giving such a huge blast radius, maybe it would be possible to simply enlarge the models or w/e to better suit the effects?

I seem to have gotten used to the build times, but it still feels slightly uncomfortable with lower tech units, especially if your getting swamped and you need to make some quick backup...

my 2 cents.
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#722 Sûlherokhh

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Posted 20 September 2007 - 09:53 PM

How about keeping a rear guard in your base. :dry: Cavalry is suited best, plus a horde of spearmen to counter cavalry raids.

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#723 witchkingshour

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Posted 20 September 2007 - 10:44 PM

The A.I. basically hero rushes more than anything. The units they make are so easy to take down. But then that's because the production buildings never reach level 2 or 3. But after I pass that 1st test with all the heroes they make, it's simple after that. I just find killing a eagle and the Witchking the most difficult.
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#724 Sûlherokhh

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Posted 20 September 2007 - 11:43 PM

Not anymore. As mentioned elsewhere, the skirmish AI update is basically the core of the next beta. It will rock you off your feet, well, at least compared to what BfMe2's skirmish AI was before. :dry:

Gone is:
- predictive HeroRush (in basically all cases).

Added is:
- Grand AI Bases
- Wallbuilding (depending on the map in question)
- Upgrading of Units, Fortresses, Walls and other buildings.
- About 6 different AI strategies.
- About 95% of all Spells, Special Powers and other stuff for AI use.
- Variations in AI expansions.

I just love what came out of months of experimenting. Hopefully you'll be able to enjoy it soon as well. :p

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#725 witchkingshour

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Posted 21 September 2007 - 12:31 AM

*removed quote* The posst you're replying to is right THERE ^^ =p /Naz

That sounds very good to me. Can't wait to try that out. And especially that new Expierience of leveling up structures from B4ME1! :dry:

Edited by Nazgûl, 21 September 2007 - 01:20 AM.

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#726 HanSolo

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Posted 21 September 2007 - 01:30 AM

Another suggestion my friends and I came up with is making the archers able to shoot over walls when garrisoned inside a tower just behind the wall. I have noticed that archers only shoot over walls if the objest is very far out away from the wall. I think if the tower itself can hit things very close to the wall it's behind, so should archers garrisoned in that same tower. I think this would be good especially if the chance to miss is increased in the 4.5 (like I hear). So far the best way to utilize the archers for defense I have found is to build the tower in front of the wall so that the archers can really make an impact, but that puts the tower in a vulnerable spot not to mention that the fire drakes then come burn everyone up inside! (which I know will be fixed anyway)
Anyway anyone have thoughts on this?

#727 Nazgûl

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Posted 21 September 2007 - 02:02 AM

I think Sul fixed that already... But if not, it will be (hopefully) :dry:

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#728 Lord of the Rings Junkie

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Posted 21 September 2007 - 10:41 PM

This may take some AI coding and be too close for 4.5, but I'll mention it anyway. Seeing as trebuchets are pretty powerful siege weapons in the game, why not require them to pack/unpack to be used like in AoE II? (i.e. A packed trebuchet is in a horse pulled cart and can move but cannot be used, whereas an unpacked treb is stationary besides rotating in place but can be used.) So this doesn't cripple MotW siege-wise, Gondor siege works should be able to build battering rams, which require no deployment. The same reasoning could be applied to Mordor catapults and Isengard ballistas. Dwarves would not be effected because the iron hills catapults have huge stone wheels as part of the design, and siege units for Moria and Elves are creatures which can move on their own.

I also think that the health of siege equipment should behave similar to ents in that they are extremely strong when being attacked normally, but go down very quickly to fire. (And nazzies.) Isengard ballistas would be resistant to fire as well, since they are made of metal.

In other words, I think siege weapons in general need a major overhaul for beta V.

Edited by Lord of the Rings Junkie, 21 September 2007 - 10:42 PM.

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#729 Nazgûl

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Posted 22 September 2007 - 12:43 AM

I agree on the health and balance issues but the moving part is a bit too complex I think, to venture on. I get the logic, but the models are very functional this way and trying to make new models and anims that do those things would be a bit overkill I think. But I will check the balance before release of 4.5 though =)

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#730 Lord of the Rings Junkie

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Posted 23 September 2007 - 05:23 PM

I thought you said walkable walls were not available in BFMEII. I was browsing through my W3D.big and found these, along with BFME1 style base floors and keeps.

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#731 Sûlherokhh

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Posted 23 September 2007 - 05:33 PM

Okay. So lets say 'Freebuilt walkable walls' are not available without major modeling. :p

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#732 Nazgûl

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Posted 23 September 2007 - 05:56 PM

Yeah, they are... as leftovers from BFME1 :p
But we won't use them. For one thing, it would make SEE look too much like RJ mod and besides, we've put SO much work into regular walls now that we would never change that. I know some ppl really want BFME1 bases, but we could not even fit our AI bases ito those ;p

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#733 zachdaddy_3000

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Posted 24 September 2007 - 04:31 PM

The gate looks kinda cool, though. I would like to see that as "walkable" because i always enjoy putting archers on top of gates like there were at minas tirith in the movies. Is there anyway to just replace the gates there are now with those? And maybe just add stairs to them for archers and such? I'm not saying now, just later on. Beta V maybe?
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#734 Mercyy

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Posted 24 September 2007 - 05:43 PM

The Problemw ith this gate is, that you can't just code it in the game.
This gate is "just for show". You can't walk on it, but you can walk through it :cool:
But ht Wall is from BfMe I and is useable :grin:
but I understand Naz, when he says, that they won't do it.
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#735 zachdaddy_3000

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Posted 24 September 2007 - 06:24 PM

I know, I know. It's just that I think it would be really cool to give men the ability to have archers on top of their gate. And I'm sure it would be really hard to code. But damn, would it be cool. :grin:
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#736 Nazgûl

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Posted 24 September 2007 - 07:32 PM

Yeah once again - I know many Fans want BFME1 walls, but it won't happen - sorry. It would mean total rework of our rather large bases and just chaning the gate might work in theory but atm we have no active modelers on our team and if we do it for MotW, ppl will complain that the other factions don't have it...

If you're so eager to have walkable walls, I recommend Fortress Maps. I actually find fortress maps especially special (!) cause of that for instance. Helm's Deep, Minas Tirith, Isengard... thay all have walkable walls :grin:

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#737 Medicleous

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Posted 26 September 2007 - 01:12 AM

QUESTION 1: Will you eventually replace all the palantir images for the Rohan buildings to ones like the gondor buildings? Same goes for all new additins like Galadriel n' evil statues etc. I mean change them from photos to drawings or whatever. I'm not very good at getting my point across sometimes... :D

QUESTION 2: When the Rohan building are destroyed the sink into the ground like they did in BFME1, are you leaving them like that or will you make it so they break into chunks like the BFME2 buildings?

QUESTION 3: Regarding Sauron, since your intention is to make the game feel more like them movies wouldn't it be better to make Sauron's attack anims faster and maybe add a horizontal attack etc. Like in the FotR. Of course I suppose that would mean a decrease in his damage output and attack radius but it'd still be cool.

Edited by Medicleous, 26 September 2007 - 01:14 AM.


#738 Nazgûl

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Posted 26 September 2007 - 01:41 AM

1) Galadriel is supposed to look like parchment, like the others, but she was the first piece I ever made, so I might have to polish it a bit... Rohan art will be changed yes.

2) Highly unlikely.. that is VERY advanced animation so I can't ask that from our animator... I'd like to have tumbling pieces too, but... no, too much work.

3) Uhm... "horizontal"? That's what he has now. But he will have a second attack anim though that I found unused, but it will only be from the other direction. No vertical anims are available.

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#739 Medicleous

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Posted 26 September 2007 - 07:47 AM

Highly unlikely.. that is VERY advanced animation so I can't ask that from our animator... I'd like to have tumbling pieces too, but... no, too much work.

Fair enough. At least you got the buildings in there and that's good enough for me. :D

Uhm... "horizontal"? That's what he has now.

Really? Well it's been over a day since I last played it and my memory ain't so hot.

#740 Harad King

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Posted 26 September 2007 - 11:00 PM

Are Rohan Heros going to be recuited from the Golden Hall in Beta V?
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