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Comments & Suggestions for Beta 4.5


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#61 Mordor Slayer

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Posted 11 June 2007 - 10:35 AM

I wouldn't use to many summon powers, that's a bit boring. Unless the summoned units are unique of course :rolleyes: . And here are some of my suggestions:

- Shadow Fax (Gandalf the Grey) shouldn't have a saddle.
- When Ash dies, there should be dust and a falling sound.
- Does the AI know how to use their fortress super power?
- Now we removed the SA shields from the Lorien warriors, let's redesign them completely :p
This would be nice: http://uk.games-work...oodelves_lg.jpg
--> Lightly armored with a sword.


So, is this new design for the Lorien Warriors (lvl 1 barracks) possible?
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#62 adummy

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Posted 11 June 2007 - 11:23 AM

i have a suggestion that has been bothering me every since i played BFME2. When you buy Flaming ammunition from the fortress, the towers and trebs on the walls are not given the upgrade, despite the fact the walls are give Númenor Stone. So i ask you guys, either have flaming ammunition give them fire or give us the option to upgrade them individually. :rolleyes:
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#63 Nazgûl

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Posted 11 June 2007 - 11:28 AM

I agree... *noted* :rolleyes:

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#64 Sûlherokhh

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Posted 11 June 2007 - 12:00 PM

I agree as well. I find the fire arrow upgrade for the whole fortress rather pointless. Better to upgrade every tower seperately and, while we are at it, make TechnologyFireArrows a prerequisite. As for the CenterFortress itself, it could use the old button (cheapened) for it's own FireArrows, or maybe get the upgrade for free when the Technology has been purchased. Same for Nûmenor Stonework, Technology buyable at either the Fortress or the Stoneworker (or it's equivalent), Object upgrades buyable at any hub (passing it out to walls in a certain radius).
Not to forget the FireStones, buyable seperately for every Trebuchet/DwarvenCatapult on the walls/fortressexpansions once the Technology has been purchased at the 'workshop'. *making notes as well* ;P

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#65 clonecommand

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Posted 11 June 2007 - 02:14 PM

*coughcough* already said that...^_^

New designs are always welcome. Elves always seem to look so...weak and prissy in the game (except for Helms deep and Noldor).

#66 Hobbit Hunter

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Posted 11 June 2007 - 03:59 PM

Well Im back after an extended stretch of modding Tribes 2 ive only just realised that my mod id rubbish
since the coversation on this thread has reached elven skins i have another piccy ^_^
Well its atually an ancient one but i dragged it up again because it looks somewhwat better then them atually
using those hideous second age skins



(Im very very VERY! bad at spelling/Typing)

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Dont get between a Hobbit and his Hunter, guess where the arrow is gonna hit?

#67 clonecommand

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Posted 11 June 2007 - 04:43 PM

Haven't they been changed already?

#68 Downfall

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Posted 11 June 2007 - 05:00 PM

I guess people want them to look like bad-asses. Not some graceful, frilly, nature loving freak. ^_^
But I think that should be left for the Heavy Armor upgrade if it were to happen. :)
"Human beings make strange fauna and flora. From a distance they appear negligible; up close they are apt to appear ugly and malicious."
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#69 Mordor Slayer

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Posted 11 June 2007 - 05:42 PM

Oh yes, that's excellent Hobbit Hunter! Exactly what I had in mind!
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#70 Uruk King

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Posted 11 June 2007 - 06:28 PM

i will argue that claim. that MURDERS calvary that crosses you. Also, if you use that formation to defend a base, and you have archers behind the tower guard, nothing can advance through those guys.

You present a good point adummy, except in BFME 1 the phalanx formation (which was incorrectly called porcupine) did pawn cavalry

In BFME2, the pocupine formation did prevent the unit from being routed but if you moved the unit, it would revert back to regular positions. But onfortunetly every time I used that ability I couldn't get a decent defence.

@ Nazgul, have you considered what the Royal Guards are gonna be if they ever come to the mod? Cavalry? or uber swordsmen?
I will remember Rhovanion Alliance, RIP .

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#71 Strider

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Posted 11 June 2007 - 06:45 PM

I got a few commetns about the fortress thing:
-All four towers on the fortress should be able to shoot at once. Its like their is only one bow between the four archers.
-With the Mordor Tower expansion, i cant make it attack the certain I want it to. And it wont automatically fire the distance that it is now capable of firing.

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#72 clonecommand

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Posted 11 June 2007 - 07:51 PM

Some type of tool that allows mass deletion of walls (your own)? Destroying one by one is annoying.

#73 Sûlherokhh

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Posted 11 June 2007 - 08:26 PM

Once the damage filters for WMD's include allies and neutrals (finally) any frustrations in that sector can be met with fortituous use of catapults. ^_^

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#74 Blendor

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Posted 11 June 2007 - 08:54 PM

Hi! (I' am Idrial)


Heroes picture:

MotW: Prince Imrahil
http://www.panhistor...imprinceofd.jpg
http://onering.own.c...R...8037[1].jpg

Elves: Elladan
http://www.tuckborou...ges/elladan.jpg
http://www.reapermin...mages/Elf5a.jpg


Goblins: Azog
http://img-fan.theon...og_and_Nain.jpg
http://sum2.de/sitei...nneu/o_azog.jpg

MotW: Damrod
http://www.tuckborou...ages/damrod.jpg

Goblins: Troll of Moria
http://uk.games-work...oll-filmpic.jpg
http://decipherstore...OTR-EN01165.jpg
http://decipherstore...OTR-EN12085.jpg
http://lotronline.de...roll_Menace.jpg

Mordor: Gorbag
http://www.icedtears...tars/Gorbag.jpg
http://www.tawerna.r...misc/gorbag.jpg

Mordor: Mahud
http://uk.games-work...ain-picture.jpg


Dwarves: Thorin
http://www.redbrick....orin/thorin.jpg
http://tolkiengatewa...-_Thorin_II.jpg

Elves: Elrohir
http://www.tuckborou...ges/elrohir.jpg
http://lotrtcg.fanhq...OTR-EN14R03.jpg

Edited by Blendor, 11 June 2007 - 11:40 PM.

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#75 Lotrfan2

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Posted 11 June 2007 - 08:57 PM

We cant see them.

upload them to http://www.photobucket.com

Edited by Lotrfan2, 11 June 2007 - 08:58 PM.

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#76 clonecommand

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Posted 11 June 2007 - 11:31 PM

I mean destroying your own walls, not the enemy's :p

#77 Sûlherokhh

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Posted 11 June 2007 - 11:48 PM

I mean destroying your own walls, not the enemy's :p


Me too! ;)

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#78 Uruk King

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Posted 12 June 2007 - 06:30 AM

Hi! (I' am Idrial)


Heroes picture:

MotW: Prince Imrahil
http://www.panhistor...imprinceofd.jpg
http://onering.own.c...R...8037[1].jpg

Elves: Elladan
http://www.tuckborou...ges/elladan.jpg
http://www.reapermin...mages/Elf5a.jpg


Goblins: Azog
http://img-fan.theon...og_and_Nain.jpg
http://sum2.de/sitei...nneu/o_azog.jpg

MotW: Damrod
http://www.tuckborou...ages/damrod.jpg

Goblins: Troll of Moria
http://uk.games-work...oll-filmpic.jpg
http://decipherstore...OTR-EN01165.jpg
http://decipherstore...OTR-EN12085.jpg
http://lotronline.de...roll_Menace.jpg

Mordor: Gorbag
http://www.icedtears...tars/Gorbag.jpg
http://www.tawerna.r...misc/gorbag.jpg

Mordor: Mahud
http://uk.games-work...ain-picture.jpg


Dwarves: Thorin
http://www.redbrick....orin/thorin.jpg
http://tolkiengatewa...-_Thorin_II.jpg

Elves: Elrohir
http://www.tuckborou...ges/elrohir.jpg
http://lotrtcg.fanhq...OTR-EN14R03.jpg

Do you expect us to do anything about it?
I will remember Rhovanion Alliance, RIP .

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#79 Sûlherokhh

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Posted 12 June 2007 - 09:46 AM

I found a great response and interesting suggestions to some of Mordor Slayers post on other forums

This was posted by 'Garrison Nomad' at RTSCommunity.com (Post)

Re: Beta IV for SEE mod!
« Reply #4 on: June 11, 2007, 08:46:40 PM »

well, my scanner doesn't work with vista, so it looks like i'm gonna have to go to the public library to scan them. i'll get em to ya eventually, though.

EDIT: well, the basic theme of my concept is that goblins are going to revolve much mroe around armored troops and speed. In my idea the faction will have no cavalry, because due to their speed they won't need it. the primary type of troop will be goblin, along with two half-troll units and two varieties of cave trolls. asthetically the goblins i've created look kind of like lombaxes from ratchet and clank due to their big ears and eyes. they're also somewhat furry. I wanted to find a way that really separates them from the orcs and uruk-hai.

the goblin units:
Goblin Footman- eccentric fast goblin that excels at entering combat quickly. weild all varieties of swords and shields.
Goblin marksman- goblin archer unit. very fast, low-powered arrows.
Goblin Reaper- Scythe-wielding goblin that excels at crowd control. effective against cavalry.
Goblin Assasin- Knife-throwing short-ranged goblin unit. Can be upgraded with assasin's thievery, whcih causes the assasin's attacks to steal life and ad to their own.
Goblin Mercenary- Elite goblin that can toggle between bow and melee weapons (dual swords). has the bomb trap ability, which allows it to set explosive charges triggered by enemy proximity.
Balrog Acolyte- elder goblin that communes with flame. supporting caster unit. provides leadership bonuses, and can cast balrog's requiem, which douses enemies in fire. single-unit.
Mountain Orc- Large spear-weilding goblin. very good anti-cavalry and armor unit.
Half-Troll maurader- very large sword-weilding unit. (these guys are not as big as trolls, but bigger than standard infantry. I want them to look more like half-trolls instead of big people. they have long arms and big ears) good against buildings and heavily armored units.
Half-Troll Huntsman- bow-weilding half-troll. these trolls cause knockback when they fire their arrows. they use large spears when the enemy gets close (ranger ability from bfme1).
Troll Onager- onager-weilding cave troll. the weapon is operated by two goblins. artillery unit.
Troll warrior- monster unit. wears armor and weilds hammers/maces/flails depending on unit skin.

i have no idea how to do any of this, but i'll try to scan my concept art and see what you guys think.

« Last Edit: June 11, 2007, 11:03:53 PM by Garrison Nomad »


Seems i am not the only one who likes whirling scythes. :p

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#80 clonecommand

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Posted 12 June 2007 - 11:11 AM

I mean destroying your own walls, not the enemy's :p


Me too! ^_^


Using catapults would take longer...?? I'm not quite getting what you are saying?...


EDIT: Seperate idea: Naz, you saw (in the player-made screens thread) when I used the two spells, the power worth 17 and the one worth 27 (?) for Mordor, both were asteroids of some form. That only knocks out maybe less than a quarter of the fortress's health. Is that statement accurate and how you want it, or does it needs a little rebalancing? ;)

Edited by clonecommand, 12 June 2007 - 11:17 AM.





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