Moria (Goblin) faction
#222
Posted 17 July 2007 - 09:18 PM
#223
Posted 17 July 2007 - 10:00 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."
#224
Posted 17 July 2007 - 10:58 PM
Other than that we'll use regular Warg sounds off course... =)
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#226
Posted 18 July 2007 - 10:38 PM
All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
#227
Posted 19 July 2007 - 08:44 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#228
Posted 21 July 2007 - 02:03 AM
Anyways, goblins have a lack of archer power. perhaps you could take the half-troll model, remove the spear and add a bow and quiver, and bind it to the haradrim archer skeleton? Eventually make them rather ragged, too. Call em Gundabad Archers. Only other archer anim that i think would work would be the Gondor soldier one, but IDK. Still, gobs need an archer since spider riders are gone, and i think half-troll archers would be a cool addition.
#229
Posted 21 July 2007 - 11:26 AM
Thx to old Sharb for the sig.
#231
Posted 23 July 2007 - 03:12 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#232
Posted 23 July 2007 - 08:14 PM
#233 Guest_Frink_*
Posted 23 July 2007 - 10:31 PM
1. Moria needs a focus to make it a proper unified faction. I think that stealth and sneaky tactics should be this focus. More hit-and-run tactics, stealthed units, stealing resources, temporarily shutting down enemy buildings, assassination powers, perhaps units that can burrow and tunnel around under the map like Shelob. Remember in The Hobbit how the company was sleeping and all of a sudden they were snatched and captured? Or how in the FoTW film, how the fellowship was walking through Moria when they were suddenly completely surrounded by Gobbos? Goblins would be great fun to play as a guerilla army, which is something that is definitely missing from BFME2
2. Get rid of that shit 'crack' thing that Giants come out from. How the hell does a giant come out from a pool of mud? I'd make it look like there's some wide crevice or cave in a rocky outcrop that the goblins have fortified or embellished in some way
#234
Posted 24 July 2007 - 12:11 AM
Edited by Garrison Nomad, 24 July 2007 - 12:12 AM.
#235
Posted 24 July 2007 - 04:27 AM
About the Fissure... funny that you said that, cause last night while playing I was thinking the same. I agree with GN too (as GN knows) cause the structure is indeed working per sé (build ups, anims and damage states) so I'd still wanna use it for something. But maybe a scaled cave of some sort would fit better graphically and "realistically" for Giants and Cave Trolls (hence the "cave", hehe). It's only that it would lack all those things (anims and such).
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#236 Guest_Frink_*
Posted 24 July 2007 - 12:32 PM
Thankyou for paying attention even though I'm just a guest.
I will now join under the name of Frinkmakesyouthink.
If you need help then I gladly offer my services, although I haven't modded a game since the original Command and Conquer series so I'm probably not much use in the coding or modelling department.
#237
Posted 24 July 2007 - 08:58 PM
still, glad u registered.
OT: how hard would it be to make individual goblin units capable of tunneling on their own?
#238
Posted 24 July 2007 - 10:31 PM
And obviously, digging animations are missing.
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."
#239
Posted 24 July 2007 - 11:14 PM
Hello
Thankyou for paying attention even though I'm just a guest.
I will now join under the name of Frinkmakesyouthink.
If you need help then I gladly offer my services, although I haven't modded a game since the original Command and Conquer series so I'm probably not much use in the coding or modelling department.
Hey, np, I don't consider Guests as lesser people or anything Only when they behave badly, hehe... which you didn't. You stepped in, you showed respect and you suggested, instead of "demanding", that even long time forum members can still unfortionately do sometimes. It's all about attitude
Welcome to T3A
*sorry for the OffT guys*
About the tunneling gobbos... nah, I don't think I want that. They have their normal tunnels, that would kinda make those unneeded
Edited by Nazgûl, 24 July 2007 - 11:15 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#240
Posted 24 July 2007 - 11:15 PM
end off topic
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