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ToDo List - BETA 4.5


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#61 Strider

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Posted 27 July 2007 - 07:39 PM

ToDo list update, sweet! Ok just thought Id throw in for the Removal of Evil Men form Mordor all you will reall need to add in is some Morgul Archers and Mordor will be fine.

Yay, no more Thieving Dunlenders.

King Brand sounds pretty fun.

Thanx for the update Nazgul!

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#62 Nazgûl

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Posted 27 July 2007 - 09:47 PM

Oh sweet you noticed! :p I didn't announce it, but yes it is updated now =)

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#63 Strider

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Posted 28 July 2007 - 06:16 PM

Its kind of funny because I was about to post something askign you to update it but then i figured I should check first, and it had just been updated. Kind of funny.

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The old that is strong does not wither,
Deep roots are not reached by the frost.


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#64 Harad King

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Posted 29 July 2007 - 03:53 PM

Is Bilbo going to be like the other hobbit heros?
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#65 Nazgûl

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Posted 29 July 2007 - 04:24 PM

That depends on what you mean... He IS a hobbit, and due to modeling I can't remove the Elven cape, so I guess he'll keep that along with the hide ability. He will have sword and rock throw plus a special power of his own. Probably some kind of sneaky stealing resources from the enemy...

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#66 clonecommand

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Posted 29 July 2007 - 07:09 PM

Still updating? hehe ;)

Skylines would be nice sooner... :lol:

#67 Nazgûl

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Posted 29 July 2007 - 08:38 PM

We will have skyline for ONE map (at least), so we can all have a taste of the wonderful "RJ Camera" as I call it (donated from RJ-RotWK mod) :D

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#68 clonecommand

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Posted 29 July 2007 - 08:44 PM

Which? <---short, sweet, and to the point :D

#69 Nazgûl

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Posted 31 July 2007 - 04:48 PM

The Shire map... and with some luck, the Black Gate map. I made a Mordor sky texture for Rob and he's already put it into RJ, so we'll get it too =)

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#70 clonecommand

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Posted 31 July 2007 - 04:51 PM

Could you do the one for the Buckland or whatever it is? It could use the same thing as the Shire (because I think its in the Shire :) ) and its a little bigger and more open map.

In fact, I wouldn't mind repetetive skies, as long as we get them...

...Which brings me to another idea: Why not give all of them the camera and deal with the skies later? I wouldn't mind seeing black for a while.

#71 Nazgûl

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Posted 31 July 2007 - 04:59 PM

It's pretty much done in the same "sweep", so that would be kinda like doing things twice... (I think). There's not a lot of INI coding and that's already done, but it's the map editing that's left and that is the "hard" (time consuming) part. And that part is all done by RJ. All I do is make some additional sky textures (4-5 so far) other than those 9 he put together. I can't tell him what to do, how much and when. I just tell him what sky I would like for what map and he codes it in when he has the time :)

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#72 Guest_Guest_*

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Posted 02 August 2007 - 06:51 PM

Is there going to be the camara system from RJ fro S.E.E?

#73 Guest_Guest_Lotrfan2_*_*

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Posted 02 August 2007 - 07:45 PM

Yes there will be a RJ camera.

#74 clonecommand

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Posted 02 August 2007 - 08:18 PM

There is an entire topic devoted to that, with well over 100 replys. Look before post :p

#75 Nazgûl

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Posted 03 August 2007 - 01:45 AM

http://forums.revora...showtopic=51443

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#76 .:Skybaxx:.

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Posted 01 September 2007 - 08:44 AM

Is there much "to-do"? Don't think its been updated for a while... :wacko:

Edited by Nazgûl, 01 September 2007 - 11:36 AM.

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#77 Sûlherokhh

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Posted 01 September 2007 - 09:07 AM

This is about it, codingwise and without much detailed descriptions:

This is only for reference. No posting.


Color Code:

  • (X) Done
  • (!-!) Work in Progress
  • (-) Still to do
______________________________________________

Planned improvements/fixes for the next Beta

------ BETA 4.5b ------
  • (!-!) Tune Brand
  • (!-!) Make WK (on foot and on horse) scale properly. Adjust some weaponset issues
  • (!-!) SceneryMapFortress Powers (1/6 done)
  • (!-!) Additional AI Spellbook Scripting for more variety of the Hard AI's purchase order (25%)
  • (!-!) Tune Captain Jackson: Cool Powers
  • (!-!) Autoabilites and AI for the rest of the heroes/hordes/units
  • (!-!) Frodo/Sam-Disguise Lua issues
  • (!-!) Tune Mûmak Mahûd (kind of a cul-de-sac right now)
  • (!-!) Black Uruks: Requirements (Tavern, Forged Blade, Armor)
  • (!-!) Uruk Elite: Requirements (Forge, Forged Blade, Armor)
  • (-) Tune Goblin Elite (PoisonFX, no 'Isengard' audio)
  • (-) Tune Bilbo
  • (-) Mordor needs two more spell points to fully complete their spell book.
  • (-) MotW needs three more spell points to fully complete their spell book.
  • (-) Flammability of Buildings
  • (-) Add Scorpion to Creeps
  • (-) Glorfindel Starlight (text and power don't fit)
  • (-) Add Creep Variety (BuildVariation) to the rest of the Creeps
  • (X) STANCE AI behaviour for all units and hordes
  • (X) Increased radius for DwarvenRiches/Industry from 200 to 250. Now limited to 5 minutes. (EA patch 1.05 update)
  • (X) Phantom Models for Rohan Archery and Stable level 3 building instead of level 3 fixed
  • (X) Mûmak animation overhaul (turning anims, cut-off attack anims repaired). Additional dying animation. SuperRampage when aflame and dying.
  • (X) Gothmog animation SoundFX fix; additional WargBite attack and ChillingWarg-Idle anim.
  • (X) New Floor model and textures for Fortresses; attributemodifier (+5%production/+20%armor) for standard non-combat structures on the FortressFloor in place and working
  • (X) Balrog powers now usuable on auto (right-click). PLUS the AI now uses its abilities fully!
  • (X) AI-mounting fixed for Gandalf, Eomer, Eowyn (also Disguise), Nazgûl, Faramir, Glorfindel
  • (X) Rohan BattleTower arrow FirePoints fixed
  • (X) Gothmog screwed up Anims overhauled completely! Additional animations for Idle, emotions movement and attacks.
  • (X) Adjust GondorSpearman buttons (otherwise equal to Easterling)
  • (X) Make Nazgul and WK mount horse and fellbeast on TWO mount buttons and keeping only two objects (1 Fellbeast, 1 Horse/OnFoot). No more circle mounting. Powers can be seperately triggered by upgrades if wanted
  • (X) Moved SpiderPit to NeutralSpiderCreeps (as alternate Creep building). Added Spiderriders to the MinorSpider Units in SpiderCreep. Start with bow, toggle to poisoned spear when in close range, recruitable and buildable with UntamedAllegiance.
  • (X) Copy NeutralWargPit to Moria (WargRiderPit)
  • (X) MissileWeapon toggled when unit/horde built: HobbitFriends, Hobbit Heroes, Haldir, Jackson, Corsairs, Rohirrim; This way the AI will use Melee AND Missile for them.
  • (X) Arwen Floodhorse area damage fixed (was too large; Floodhorse area damage overlapped with other Floodhorse's area damage by more than 200%). AI and Autoability done and working.
  • (X) Tune Khazad Guard: Requirements (Siegeworks, Forged Blade, Armor)+AxeThrow, no BerserkerMode
  • (X) Removed Zerker AxeThrow (Khazad Guard have it now)
  • (X) Multiple Childobjects for LorienArchers and LorienWarriors to fix MultipleHATextures
  • (X) Aragorn Leadership Text adjustment.
  • (X) Adapt "scenery maps" commandsets to the mod (Rivendell, Helm's Deep, Minas Tirith...) including the GreenDragon Inn
  • (X) Call the Horde AI Scripting
  • (X) Autoabilites and AIfor Grima, MoS all Spellbooks and several other heroes.
  • (X) Awesome new skirmishAI and skirmishAIbases! I had a balanced (3vs3) but EXTREMELY challangable game with this (on hard settings), something i have NEVER had with BFME2. Compare the BfMe2's last evil campaign mission (Rivendell) with BfMe1's last good campaign mission (Morannon) and you get an idea of the difference.
  • (X) Changed 'HumanHeads'-AmmoSwitch power of Catapult into a TimedPower, just like the OilBarrel of the DwarvenCatapult, both usuable as autoability as well (right-click), but only triggered by 'soft targets (not structures)
  • (X) Autoabilites for MenOfDaleArchersBlackArrows, BattleWagonOilBarrel, DwarvenGuardianBullRush fixed.
  • (X) Captain Jackson no longer does the Moonwalk.
  • (X) The Slayer ability for Gimli isn't greyed out when he's on a level to low to use it
  • (X) Eowyn: AIability Dernhelm
  • (X) Sometimes the dwarven mighty catapult doesn't fire (Trigger Ranges not the same)
  • (X) Tune Warg Riders (PoisonFX, no 'Isengard' audio)
  • (X) Noldor WeaponSong Text needs to say 'level 5'
  • (X) Increased Size (+50%) to Summonend Spiderlings
  • (X) Fixed Top Right Monitor Display for InnUnit Upgrades
  • (X) The "BFME1" stuff - Intro, - ShellMap, and - BFME1toBFME2 ported playable maps.
------ BETA 4.5a (Being betatested right now) ------
  • (X) Dale building has two Phantom Structures
  • (X) When in a siege tower, the units act like they are walking (Move Walking Anims down in the Animation Sequence)
  • (X) Elrond's atheleas thing heals him self ever 30 sec?
  • (X) Rohirrim seem really resistant to pikes. they cleaved my half-trolls to pieces.
  • (X) New Experience Scalar for Production Buildings, Adjusted Upgrade Costs
  • (X) Poisoned Blades/Arrows Upgrade instead of Forged Blades for Goblins
  • (X) Galadriel 'Dark Queen' FX only when using Nenya
  • (X) Noldor Warrior: Requirements (Forge, Silverthorn, Forged Blade, Armor)
  • (X) Silverthorn on Fortress Arrow Towers (Requirement: Silverthorn Tech)
  • (X) Goblin Pikemen: Porcupine, LargeGroupBonus, LeadershipList
  • (X) New Floors for Castles
  • (X) Evacuate All for all Garrisonable Buildings
  • (X) Level Requirement for 'Horn of Gondor' (Boromir) fixed
  • (X) Banner GlowFX only for Level 5 Hordes
  • (X) Call the Horde replacing Dominate Creep for Mordor (Orc Builttime reduced to ZERO for a few minutes)
  • (X) Redone ArrowFX
  • (X) All AI Factions now build their walls if the map allows it
  • (X) All AI now recruit inn units if there are inns on the map
  • (X) Mûmakil, Grond and Siegetowers can now pass through gates
  • (X) Treebeard now stays put when Merry and Pip tryto mount him
  • (X) All Fortress Defenses (Magma and Oil) are now used by the AI and can be set to autotrigger by the player (right mouse-click)
  • (X) All Fortress Superweapons (IronHillCatapult, GorgorothSpire and OrthancLightning) are used by the AI on large troop contingents and can be set to auto by the player (right mouse-click) to be used on approaching armies as well (big range)
  • (X) Extended Range for Archers' Bombard Attack (ballistic path), increased chance to miss, possibility to hit others.
  • (X) Collateral Damage (NEUTRAL, ENEMIES, ALLIES) for all weapons with an area effect or a chance to miss and hit or hurt someone else. FireAI extended to ALL attacks that can cause fires.
  • (X) Walls, wall upgrades and wall Hubs should only be attackable by siege and structural damage dealing units
  • (X) Wall catapults now unattackable by melee units.
  • (X) Isengard's mines taking too much damage from structure arrows fixed
  • (X) Ash now has Stomp ability like Giants instead of RockThrow plus a grand Stomp Animation
  • (X) Fortress Weapon Upgrade buttons + Catapult deshrouding ping + attack on Water
  • (X) Added Ent 'Oak'
  • (X) Added Enraged Ent behavior
  • (X) Added 'Run to Water when AFLAME' behavior to Ents
  • (X) Removed 'pop-up' Ent summon. They now grow out of the ground like in a real entmoot
  • (X) Adjusted Normal, Enraged and Panic Locomotors and Animations for Ents
  • (X) Lorien Archers animation glitch during reload and fire fix
  • (X) Isengard's mines DeployMine Cursor changed from 'Attack' to 'Bombard' Cursor
  • (X) Hobbit ElvenCloak FX fixed. Autoability and MultiActivate added
  • (X) Dale building has two voices when leveling up.
  • (X) Hobbits knockback and HERO damage fixed
  • (X) Peasant Draft FX
  • (X) Adjusted leadership attributemodifiers for heroes
  • (X) Dernhelm ability of Eowyn says 'D&isguise ...'
  • (X) Redo Boromir Power String ('For the White City, Final Deed, Noble Sacrifice, Last Hour Glory')
  • (X) Leadership (LD) system diversified. New FX added.
  • (X) Treebeard has EntLeadership
  • (X) Ballista and Mine level requirements on armory swapped
  • (X) Sam's FryingPan should be level 2
  • (X) Galadriel 'Lady of Light' Enemy effect should be more definite (via lua)
  • (X) Extend Legolas ArcherTraining to ALL archers!
  • (X) Gothmog doesn't give leadership to Morgul Orcs
  • (X) MordorLargeGroup Bonus FX (shouting and glowing when a mob has collected)
Bugs i can't solve by coding:
  • Blockiness of Dale Swordsmen and BlackUruk LeadershipFX
  • When crossing bridges the blue forged blades FX turns red
  • Mûmakil have lots of trouble trying to cross bridges (or maybe it's the locomotors)
______________________________________________




Planned improvements/fixes for Beta V at a much later date:


------ GENERAL ------


All Factions
  • (-) Fire Arrow Munitions as an ability like Black Arrows. It's just unrealistic how they are being used at the moment.
  • (-) REMOVE THE STANCE BUTTONS :wacko: I hate them! Solution: remove them, but keep the functions, just like 'STOP' and 'ATTACKMOVE', still usable via shortcut. One more button available on the palantir! Stance should also grant NO bonus/penalty to attack/defense. That's what FORMATIONS are for.
  • (-) Archer Formations that let them take firing positions and stop moving (with an additional stop command) while giving them some advantage and possibly disadvantage. Something in the line of the Porcupine Formation.
  • (-) Wall Upgrades get rubble with selfrepair button. Autorepair delay set to -1 for them.
  • (!) Wall segment can't be repaired by porters (missing geometry contact points?)
  • (-) Create 2 Fortress Maximum Buildout Ranges: (CLOSE, ca. 750) normal mechanics; (DISTANT, ca 1200+) no NûmenorStonework, only gates and wallhub upgrades can be bought. This will simply mark a first line of defense. Removes Fortress Walls from the Offense (They should be a Defense, right?)
  • (-) Make Towers, Fortress Expansions and other 'high' buildings shoot over walls (see through walls)
  • (-) RINGHEROES built using OCL-Spawn (like the FortressEagle), thereby freeing system ini from the BuildableHeroUpgrade, which was fucking up the REVIVE commandbuttons in the fortress. This will possibly allow Heroes to be build exclusively in certain buildings.
  • (-) 'Study' behavior for heroes (library). Retiring in fortress. Adjusted 'SlaughterContain' for fortresses.
  • (-) redo fear levels for troops
  • (-) "Blood Thirsty" module for all infantry, so they can be victims when being an ally, even though they can't use this themselves.
  • (-) Extended OneRing Functions
  • (-) Expanded LotR Music listing, possibly custom music.
  • (-) New CommandButton for all buildings that provide Upgrades for Troops: Activate/Deactivate AutopurchaseXXX (where XXX is FireArrows, ForgedBlades, etc.)
  • (-) Extended OneRing Functions
MotW
  • (-) Rohirrim should be able to fire arrows while riding! (Turret Logic, and/or 2nd draw module)
  • (-) Replace Yeoman BlackArrowUpgrade with LongbowUpgrade
  • (-) Replace Yeoman DaleBanner with RohanBanner
  • (-) Golden Hall Exit Path (too long)
  • (-) Rohan Heroes spawn in Golden Hall (see RINGHEROES above)
  • (-) "Mount Eagle" for Gandalf?
Dwarves
  • (-) None
Elves
  • (-) Treebeard HERO (respawn body) spawn in Entmoot (see RINGHEROES above)
  • (-) Hobbit Heroes spawn in Hobbit House (see RINGHEROES above)
Isengard
  • (-) "Meat's on the Menu" for Ugluk (When active, all units around him 'steal life' when attacking, just like barrow wights)
  • (-) "Let's Move" for Ugluk (Nearby Uruk Scout Raider speed is increased!)
Mordor
  • (-) Shelob power: Eat (gain health)
  • (-) Shelob power: WebAttack (turn target into wiggling webbedhumanoid)
  • (-) Trolls to Stone should be permanent and equal Death! (via mount and DoCommand)
  • (-) "Pillage" for Shagrat, same as Lurtz?
  • (-) "Blood Thirsty" should work on all allies as well as providing just enough xp to gain level 2
Moria
  • (-) Fix ugly Fence building and animations
  • (-) Trolls to Stone should be permanent and equal Death! (via mount and DoCommand)
  • (-) Giant Rampage, animations, rampage weaponset and DelayedDeathBody, as well as 'Dusteffects'
_________________________


------ SPELLBOOKS ------

All Factions
  • (-) Remove duplicates to make Spellbooks unique. Stock spellsbooks with a few more unique spells. Adjust/Rearrange some of the existing spells to make all spells useful for common situations.
MotW
  • (-) none yet
Dwarves
  • (-) none yet
Elves
  • (-) none yet
Mordor
  • (-) none yet
Isengard
  • (-) none yet
Moria
  • (-) none yet
_________________________


------ LIBRARIES ------

All Factions
  • (X) Buys upgrades that give Heroes powers that they cannot gain through an increase of their experience level in combat.
MotW
  • (-) none yet, but see the sample library in internal BETA IV
Dwarves
  • (-) none yet
Elves
  • (-) "Mithril Coat" and 'Sting'for Frodo!
  • (-) ElvenGifts for Hobbits: Cloaks (Stealth, they already have camouflage), rope (wallclimbing)
Isengard
  • (-) none yet
Mordor
  • (-) none yet
Moria
  • (-) none yet


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#78 Bob_the_Balrog

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Posted 16 October 2007 - 06:19 PM

Got any screens for Bilbo or Brand?
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#79 Sûlherokhh

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Posted 16 October 2007 - 06:26 PM

Yeah, in one of the two 'Screenshots' threads you'll find them detailed. Check the most recent one first. I know it's a lot of pages, but i don't want to do it myself. :huh:

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#80 Nazgûl

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Posted 18 October 2007 - 08:50 PM

Got any screens for Bilbo or Brand?

I put my answer in the wrong thread... :)
Here we go: CLICK!

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