Comments & Suggestions for Beta 4.5
#721
Posted 20 September 2007 - 09:13 PM
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.
#722
Posted 20 September 2007 - 09:53 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."
#723
Posted 20 September 2007 - 10:44 PM
#724
Posted 20 September 2007 - 11:43 PM
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.
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."
#725
Posted 21 September 2007 - 12:31 AM
That sounds very good to me. Can't wait to try that out. And especially that new Expierience of leveling up structures from B4ME1!
Edited by Nazgûl, 21 September 2007 - 01:20 AM.
#726
Posted 21 September 2007 - 01:30 AM
Anyway anyone have thoughts on this?
#727
Posted 21 September 2007 - 02:02 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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#728
Posted 21 September 2007 - 10:41 PM
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.
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
Don't come between The Lord of the Rings and its junkie!
#729
Posted 22 September 2007 - 12:43 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#730
Posted 23 September 2007 - 05:23 PM
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
Don't come between The Lord of the Rings and its junkie!
#731
Posted 23 September 2007 - 05:33 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."
#732
Posted 23 September 2007 - 05:56 PM
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
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#733
Posted 24 September 2007 - 04:31 PM
#734
Posted 24 September 2007 - 05:43 PM
This gate is "just for show". You can't walk on it, but you can walk through it
But ht Wall is from BfMe I and is useable
but I understand Naz, when he says, that they won't do it.
92% of teens have moved onto rap. If you are part of the 8% that still listen to real music, copy and paste this into your signature
#736
Posted 24 September 2007 - 07:32 PM
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
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#737
Posted 26 September 2007 - 01:12 AM
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
Posted 26 September 2007 - 01:41 AM
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.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#739
Posted 26 September 2007 - 07:47 AM
Fair enough. At least you got the buildings in there and that's good enough for me.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.
Really? Well it's been over a day since I last played it and my memory ain't so hot.Uhm... "horizontal"? That's what he has now.
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