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Erebor (Dwarven) faction


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#361 Guest_Guest_*

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Posted 02 November 2007 - 11:52 PM

I didn't post this post in the bug thread because I don't know if this is really a bug the men of dale archers have a strange skin

#362 Thorongil45

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Posted 04 November 2007 - 07:46 PM

i was wondering, would it be possible to replace the postern gates for dwarves and give them something like a undermine tunnel instead? btw, king brand rocks! bilbo is a nice touch too. :party:
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#363 Nazgûl

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Posted 06 November 2007 - 02:10 AM

Hehe thanks, I like them too :xcahik_:
NOt sure about the wall thing.. Not likely though. What would that do??

I didn't post this post in the bug thread because I don't know if this is really a bug the men of dale archers have a strange skin

lol, that's not a bug. That's difference in taste...

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#364 Thorongil45

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Posted 06 November 2007 - 02:48 AM

@nazgul, it would work like a mine, i.e enter and exit. just a thought, the dwarves are great as they are. :xcahik_:
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#365 Wundai

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Posted 06 November 2007 - 07:40 PM

Hey not sure to put this as suggestion or bug, but I think it leans more to the first. :wub:

When the Dwarves build buildings, first a stone emerges from the ground, and when the building is almost finished the stone crumbles and the building is left.

Now the Stone Crumbling animation is very choppy, almost like it skips like 5 frames every frame, think you can do anything to make it go more smooth? :xcahik_:


EDIT: Just playing Dwarves and I noticed this problem is for the Fortress and Forge Works only, other buildings seem to have it smooth :p

Edited by Wundai, 07 November 2007 - 09:00 AM.

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#366 Juissi

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Posted 07 November 2007 - 11:06 AM

I didn't post this post in the bug thread because I don't know if this is really a bug the men of dale archers have a strange skin

lol, that's not a bug. That's difference in taste...

I think there is one bug though on their skin...There is this one part thats mapped so that in the skin you use, it still uses the old skin part. Not on my own comp atm but as soon as I get home, Ill show what I mean (if I even remember correctly that is ^_^ ). The wrong mapping is in the left part of the chest if I remember it right. Can be moved to bug reports but the posts about this was here so posted it here ;)

#367 Mathijs

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Posted 07 November 2007 - 11:17 AM

That's because the Yeoman archer model was apparantly mapped by monkeys, and they didn't bother changing it for BfME2.

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#368 Nazgûl

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Posted 07 November 2007 - 02:40 PM

Hm, now I'm curious to what you guys are talking about... Could you post that screen Juissi, or someone?

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#369 Juissi

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Posted 07 November 2007 - 07:36 PM

Little late here so I have no time to start up SEE with my slow computer, ^_^, so Naz, take a look dumenofdale texture that you propably know is used for Men of Dale in SEE and look at the lower right corner just on the right side of the hand part. Thats the part thats mapped to be part of the chest and looks pretty ugly now with the lovely texture you use ;)

#370 DragonLord

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Posted 07 November 2007 - 09:21 PM

This has most likely been said a lot of times before (19 pages are just too much for me to read), but could you actully use dwarf miners for something? Maybe make a new building for beta V similar to a lumber Mill, but dwarf version (mining rocks, not trees)?
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The Valar had to nerf Dwarves, or we would of taken over the world before it even began... :D

#371 Harad King

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Posted 07 November 2007 - 10:31 PM

Hm, now I'm curious to what you guys are talking about... Could you post that screen Juissi, or someone?


Here are Some screens of the men of dale archers

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Edited by Harad King, 07 November 2007 - 10:37 PM.

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#372 Nazgûl

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Posted 08 November 2007 - 12:39 AM

Ahaaa ;) THAT I have not seen myself (maybe cause I very rarely play Dwarves, even though I love all factions in SEE now... :p I'm sorry guys, I should have noticed that a lot sooner... Man, that's ugly indeed :huh: I have no idea how to fix it though... it must be something in the Model mapping like Matias and Juissi said... Damn, I spend some time on them using nice material from Downfall as a base... Too bad they have that bug. Any modeler that could fix it :sad2:

This has most likely been said a lot of times before (19 pages are just too much for me to read), but could you actully use dwarf miners for something? Maybe make a new building for beta V similar to a lumber Mill, but dwarf version (mining rocks, not trees)?

INEED ^_^ Look here (posted long back in this thread):

- Miners
The fast, cheap, weak, but useful base defence units. Function like Hobbits for Elves, or Peasants for MotWW :p

Cool ey!? ;)

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#373 Nazgûl

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Posted 08 November 2007 - 01:18 AM

*marker*
(Up until here - this thread has now been checked for useful items to put into the ToDo List!) :p

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#374 ttandchotmail

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Posted 09 November 2007 - 12:10 PM

G'day to all

I come to you with this thought with a heavy heart as in the telling of this idea I have to utter the words....EA might have done something right.....( eeeewh I feel so, dirty :ohmy: )

The dwarves by nature are a short race so it would kind of sound logical that in a world full of people twice their height they would develop over the centuries a fighting style that would even the odds a little. I think it was gimli who said it best when he said I'll cut you down to my size ( or something like that ). An attack style that would bring opponents twice their size down to a level more suited to their level is what I've been thinking about.

I must apologise but I was playing rise of the witch king just to confirm what I was thinking and the dwarven berserkers do seem to have a fighting style that I would believe dwarves would develop. The berserkers in the rise of the witch king consist of only four dwarves at the first level, five at the second and can reach level ten. With each hit they knock their opponents off their feet and to the ground where while on the ground the berserkers would continue to pummel them with their mallets.

They have a berserker rage power that doubles their attack speed temporarily that they can use once they reach level seven. An axe throw just like Gimli's and do not have any of the usual upgrades like banner carrier or mithril mail.

I might not be explaining this too well but if you have a copy of rise of the witch king I would reccommend watching them in action as I think this style would more suite the berserkers that the see mod has than the attack they have at the moment. And I think it would make the berserkers stand out a little more as now that the new dwarven units have been added they seem to lack a little bit of individualism. I could be wrong but I thought it might be worth mentioning.

Edited by ttandchotmail, 09 November 2007 - 02:04 PM.

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#375 elbenmensch

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Posted 09 November 2007 - 02:01 PM

Ur right,dwarfes should really attack more agressive(JUst look Gimli in the movies)
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#376 ttandchotmail

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Posted 09 November 2007 - 02:07 PM

G'day elbenmensch

Thanks for the reply :p It's just been on my mind for a bit and now that I've put it down somewhere I can forget about it. Like freeing up space on your hardrive :ohmy:
No chance of returning....Zero chance of surviving....Well!? When do we get started?
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#377 Guest_Guest_*

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Posted 09 November 2007 - 03:02 PM

if i remember correctly, the dwarven berserkers in RotWk actually use gilmis animation
so they fight eyactly like him, except, that they knock down enemys

but i agree, that dwarven elites should knock down their enemies
its just logical, that they hit the enemys knees or feet, so they fall down, and then they kill them totally

#378 av8r

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Posted 11 November 2007 - 01:26 PM

We really like the changes to the dwarves. Here's our thoughts if thats alright...

1. Could Gloin have more powers given to him? He was a good warrior in the Hobbit.

2. Any way to add any more dwarven heroes? Here's our desires:

Thorin Oakenshield

Beorn. Can change from a man into a bear? Maybe you could use Capt. Jackson's skin again :thumbsupsmiley:

Radagast the Brown (although he is a wizard he was a good friend of Beorn)


Anyway thats it, thanks for letting us make suggestions

Edited by av8r, 11 November 2007 - 01:37 PM.

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#379 Lauri

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Posted 11 November 2007 - 02:55 PM

I'm in progress of fixing the MoD already C'ptn :thumbsupsmiley:

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#380 Nazgûl

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Posted 11 November 2007 - 03:10 PM

Uhm, Lauri, to what was that a reply to? And "MoD"? What is that? :thumbsupsmiley:

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