Jump to content


Photo

Rohan


  • Please log in to reply
755 replies to this topic

#41 Allathar

Allathar

    これを翻訳する

  • Project Team
  • 2,752 posts
  • Location:Netherlands
  • Projects:RJ-RotWK
  •  Greedy capitalist and cynical bastard.

Posted 15 July 2007 - 09:31 AM

At point 2 of yours:

I'd prefer seeing a new texture/model addition as wel, like in Fin's expansion.

At point 3: LOL
It has been reported that some victims of rape, during the act, would retreat into a fantasy world from which they could not WAKE UP. In this catatonic state, the victim lived in a world just like their normal one, except they weren't being raped. The only way that they realized they needed to WAKE UP was a note they found in their fantasy world. It would tell them about their condition, and tell them to WAKE UP. Even then, it would often take months until they were ready to discard their fantasy world and PLEASE WAKE UP

#42 Ergopad

Ergopad
  • Members
  • 117 posts
  • Location:Finland

Posted 15 July 2007 - 04:00 PM

My favorite mod for bfme1 was deezire's bfme extended too. There was some good additions (mainly hero powers and new units).

I was just thinking, that it would be interesting if peasants would have same kind of ability than thrall masters of angmar have. So that peasants wouldn't have any weapon/armor upgrades, but able to turn into:
1) Yeoman Soldiers
2) Yeoman Archers
3) Yeoman Spearmen (Rohan Spearmen)

And after the unit selection the upgrades come available.
Posted Image
The Path of The Avatar

Heroes never die
...As long as they are remembered.

#43 Xingdao Fan

Xingdao Fan

    look to the Evening Star!

  • Project Team
  • 588 posts
  • Projects:RJ-RotWK (BETA testing)

Posted 15 July 2007 - 05:38 PM

It seems Rohan's walls aren't effective; sometimes enemies will jump to the walls (to the two towers in each side of the gate), or melee units will simply attack Yeoman Archers. They are down there, but they still reach the archers.

xingdaofan-1.jpg


#44 Captain Gimli

Captain Gimli
  • Project Team
  • 76 posts
  • Projects:Lone wolf beta tester

Posted 16 July 2007 - 01:57 AM

Can you post any ideas you would want for rohan here?

I would possibly like to see a horsemen unit that is really fast but cant get armour or forgded blaedes.
Posted Image

#45 Xingdao Fan

Xingdao Fan

    look to the Evening Star!

  • Project Team
  • 588 posts
  • Projects:RJ-RotWK (BETA testing)

Posted 16 July 2007 - 10:11 AM

I would like to see the Elven Warriors buffed. As I said previously, Rohan was all about cavalry and heroes, that's why EA removed it. We should give Rohan a possibility of massing something else than cavalry.

xingdaofan-1.jpg


#46 Allathar

Allathar

    これを翻訳する

  • Project Team
  • 2,752 posts
  • Location:Netherlands
  • Projects:RJ-RotWK
  •  Greedy capitalist and cynical bastard.

Posted 16 July 2007 - 10:19 AM

Not buffed... That would make the faction like every other faction. They need to be different, that's why they have weak infantry and medium skilled archers but superior cavalry. Buffing the infantry wouldn't make the faction 'unique' anymore.
It has been reported that some victims of rape, during the act, would retreat into a fantasy world from which they could not WAKE UP. In this catatonic state, the victim lived in a world just like their normal one, except they weren't being raped. The only way that they realized they needed to WAKE UP was a note they found in their fantasy world. It would tell them about their condition, and tell them to WAKE UP. Even then, it would often take months until they were ready to discard their fantasy world and PLEASE WAKE UP

#47 Ergopad

Ergopad
  • Members
  • 117 posts
  • Location:Finland

Posted 16 July 2007 - 02:31 PM

Buff the cavalry, Rohirrim. They should be worth the money, which they now aren't.

I don't like the idea buffing infrantry, since it's almost too good already, and Rohan would definately have the weakest infantry, they are HORSE PEOPLE.

Elven archers should be buffed a little, but not attack (not mirkwood arhcers!), but give them more health so they use their swords too. That would actually buff the infantry. :p

I'd like to see one more variant of Rohirrim. Maybe separate sword and pike rohirrim so that rohirrim with cavalry could get bonus versus another cavalry unit. ;)

And Rohan could get unique Horse Armor upgrade that would add a little bonus versus pikes. ;)
Posted Image
The Path of The Avatar

Heroes never die
...As long as they are remembered.

#48 Guest_Guest_*

Guest_Guest_*
  • Guests

Posted 16 July 2007 - 03:59 PM

Cavalry could be buffed, but doesn't need. Perhpas they could be given one more cavalry unit, thus making them more a cavalry faction. BoG had Rohirrim Axemen in it, that'd be a nice addition to them.

#49 robnkarla

robnkarla

    title available

  • Hosted
  • 1,849 posts
  • Location:California
  • Projects:RJ-RotWK
  •  crazy coder

Posted 16 July 2007 - 06:10 PM

I've updated the main topic with information from the suggestions. I love some of the suggestions and have been thinking how I want to implement.

So here is what I'm thinking about Rohan, let me know what you think:

Structures:
Farms - Produce Peasants
Barracks - Produce a Single Yeoman unit as well as purchase upgrades for Soldiers(free) & Pikemen
Archery Range - Purchase upgrades for Yeoman Archers & Elven Warriors, & Fire Arrows
Armory - Purchase Banner Carriers, Heavy Armor, Horse Shields, & Forged Blades
Stables - Produce Rohirrim Scouts, Rohirrim Pikemen, Rohirrim Archers, Rohirrim Axemen, & Royal Guard

The rest would remain the same, except when done the wall hubs would be added (The outer/build anywhere wall hubds).

Now the idea of the Yeoman - they would act similar to the thrall masters, but it would be more of a "rally upgrade" than summon and if you kill the banner carrier you would not kill the horde. When you purchase the unit you can upgrade them to swords for free. If you wish, you can also purchase the armor/weapons upgrade from the archery range/barracks to upgrade them to pikemen or archers.

One difference between the thrall masters and the yeoman - the cost of upgrading the individual unit to a horde is free for all types, you just need to purchase the type. This also allows adding more types easier as the upgrade is all that is needed. The single unit would then be about 150-250 (have not decided) and the type upgrades between 400-700. I'm weighing the cost, but this would make Rohan more unique compared to other factions without completely overpowering. On the whole, though their infantry is weaker.

Thats is where the updates to the Rohirrim come to play:

- The first thing that will happen is a change to Cavalry in general. The crush revenge is being lowered for all unupgraded units (This will take some time to go through every single example, but it is necessary for a Cavalry faction in BFME2.) Also, the upgraded crush revenge will be reviewed to make sure it is not too powerful. This should be similar to BFME1, where pikemen > cavalry, but pikemen <> dead cavalry.

- Next, I'm going to try to add 2 type of Rohirirm:
- Rohrrim Scout - Low attack/defense & faster units. This is meant to be used primarily as a scout with light trample. Will have a lower cost.
- Rohirrim Pikemen - The same as current, but I need suggestions as what is the difference between the pikemen and axemen? Pikemen = specialist/pikemen weapon type & stronger against cavalry (This is what I was thinking)
- Rohirrim Archers - The same as current
- Rohirrim Axemen - These will use the stats of the current rohirrim that so Cavalry damage while the others might use Specialist
- Royal Guard - The same as current.

Well those are some of the ideas that I'm looking at implementing. This would change the overall play of Rohan, seperate them as a faction from the others and attempt to make them more unique with the Rohan style.

I've also included a bunch of the suggestions in the main topic and will be working through some of them.

Robert J.

#50 Ergopad

Ergopad
  • Members
  • 117 posts
  • Location:Finland

Posted 16 July 2007 - 06:26 PM

Wow! ;)

I have only one word: PERFECT ;)

I'll be waiting to get my hands on new rohirrim units! I'm glad.
Posted Image
The Path of The Avatar

Heroes never die
...As long as they are remembered.

#51 Allathar

Allathar

    これを翻訳する

  • Project Team
  • 2,752 posts
  • Location:Netherlands
  • Projects:RJ-RotWK
  •  Greedy capitalist and cynical bastard.

Posted 16 July 2007 - 06:44 PM

So, the barracks are only producing the heavy summon-yeoman? You could always switch banner carrier upgrade to the barracks, to 'buff' it's usability.
It has been reported that some victims of rape, during the act, would retreat into a fantasy world from which they could not WAKE UP. In this catatonic state, the victim lived in a world just like their normal one, except they weren't being raped. The only way that they realized they needed to WAKE UP was a note they found in their fantasy world. It would tell them about their condition, and tell them to WAKE UP. Even then, it would often take months until they were ready to discard their fantasy world and PLEASE WAKE UP

#52 robnkarla

robnkarla

    title available

  • Hosted
  • 1,849 posts
  • Location:California
  • Projects:RJ-RotWK
  •  crazy coder

Posted 16 July 2007 - 06:52 PM

I was thinking about adding the banner carriers to the barracks as well. This will probably be changed when I go through and redo the buildings/experience as upgrades grant xp to buildings as well and I am worried about their impact. As I am doing this as well for the other factions, it should be consistent.

I love the barracks structure so I wanted to keep it while employing it's use. It will also get some more use if I add more yeoman type units (axemen, etc.) I also did not want spearmen & archers to be spammable from Farms.

#53 Ergopad

Ergopad
  • Members
  • 117 posts
  • Location:Finland

Posted 16 July 2007 - 07:07 PM

Is Rohan archery range using same model as Gondor's? If it is then...

* Remove archery range
* Add elven barracks (from bfme1) for recruiting elven warriors
* Then the barracks comes with Yeoman Archers, Yeoman Soldiers , Banner- and Fire Arrow upgrade.

PS. In Deezire's bfme1 extended mod, was added a power called "Elven Alliance" that unlocked elven barracks (and Haldir?).
Posted Image
The Path of The Avatar

Heroes never die
...As long as they are remembered.

#54 Allathar

Allathar

    これを翻訳する

  • Project Team
  • 2,752 posts
  • Location:Netherlands
  • Projects:RJ-RotWK
  •  Greedy capitalist and cynical bastard.

Posted 16 July 2007 - 07:33 PM

Hm, for some reason Horn of Helm Hammerhand isn't working - or for a VERY short time.
It has been reported that some victims of rape, during the act, would retreat into a fantasy world from which they could not WAKE UP. In this catatonic state, the victim lived in a world just like their normal one, except they weren't being raped. The only way that they realized they needed to WAKE UP was a note they found in their fantasy world. It would tell them about their condition, and tell them to WAKE UP. Even then, it would often take months until they were ready to discard their fantasy world and PLEASE WAKE UP

#55 Xingdao Fan

Xingdao Fan

    look to the Evening Star!

  • Project Team
  • 588 posts
  • Projects:RJ-RotWK (BETA testing)

Posted 17 July 2007 - 09:02 AM

Hum, I don't think Rohan's Archery Range should be removed. And by the way, you forgot to fix the two voices shouting when an Archery Range or Stables are built. Both the rohan voice and the MotW worker voice shout.

xingdaofan-1.jpg


#56 Dalf32

Dalf32

    The Ever-Willing

  • Project Team
  • 1,923 posts
  • Location:right behind you!
  • Projects:Beta Testing RJ-RotWK

Posted 17 July 2007 - 05:21 PM

dont get rid of the archery range and dont add an elven barracks. 2 factions already use the elven barracks anyways (elves and arnor).
and i dont no if any1 else has noticed this, but all towers for rohan (attacked 2 the fortress) r free. its a nice little exploit early-game :p but it isnt exactly fair.

the yeoman archers need a boost. 3 batts of yeoman's w/ fire arrows takes 4EVER 2 kill 1 batt of isen pikes. if archers cant beat pikes, and other basic infantry is weak in general, rohan is doomed against upgraded pikes. they need a counter other than 450 elves.

now 4 the new rohirrim units,
just how weak wuld the scout b? wuld it b able 2 take out mayb, 1 batt of orcs/goblins but not much else? or wuld it b totally useless in battle and die in 2 hits?
the rohirrim pikemen r cavalry, just w/ pikes/spears? they wuld get a bonus gainst other cavalry right?
wat exactly is the point of the rohirrim axemen? wuld they deal mor damage 2 soldiers/archers than rohirrimn pikes? or wuld they just not b as strong against other cavalry?
i wanna know wer ur goin wit all this.

"A wizard is never late, nor is he early; he arrives precisely when he means to."

Posted Image

Posted Image

Posted Image

Posted Image


#57 Ergopad

Ergopad
  • Members
  • 117 posts
  • Location:Finland

Posted 17 July 2007 - 06:34 PM

Well, gotta agree with archery range.

About the weak archers, if the problem is that pikemen are too tough? :lol: I don't mind if rohan has weak infantry/archers and elven warriors are the elite unit anyways.

Axemen would to different type of damage and would receive a bonus vs. ents for example. Atleast in bfme1, there was axe-type damage. Usually cavalry just have "cavalry"-damage, but axemen/pikemen would have 50% cavalry + 50 xxxx -damage for example...

Pikeman/scout rohirrim could come without shields, thus making them weaker than rohirrim with swords, but they could have bonus damage vs. something. Also there should be some adjustments on the horse speeds based on rohirrim type.
Posted Image
The Path of The Avatar

Heroes never die
...As long as they are remembered.

#58 Dalf32

Dalf32

    The Ever-Willing

  • Project Team
  • 1,923 posts
  • Location:right behind you!
  • Projects:Beta Testing RJ-RotWK

Posted 17 July 2007 - 07:15 PM

the respective speeds shuld def vary, the scouts def bein the fastest, then the archers, the axemen, and then the spears perhaps? or mayb switch the last 2. not sure wer u wuld put the royal guards, but thats all up 2 u anyways.

only prob w/ wat u said ergopad, was that rohirrim all start w/o shields in this mod, u hav 2 buy them frum the stables (which btw, i wuldnt change, dont mov it 2 the armory).

"A wizard is never late, nor is he early; he arrives precisely when he means to."

Posted Image

Posted Image

Posted Image

Posted Image


#59 Ergopad

Ergopad
  • Members
  • 117 posts
  • Location:Finland

Posted 17 July 2007 - 07:47 PM

Just a thought, but how about axemen rohirrim as axe throwers? That would be unique for sure!

speeds, from the fastest to the slowest:
Scout
Royal Guard
Swords / Pikes
Archers / axe throwers

What I mean by shields is that pikes/scouts couldn't have that upgrade (nor in the model) :lol:
Posted Image
The Path of The Avatar

Heroes never die
...As long as they are remembered.

#60 Allathar

Allathar

    これを翻訳する

  • Project Team
  • 2,752 posts
  • Location:Netherlands
  • Projects:RJ-RotWK
  •  Greedy capitalist and cynical bastard.

Posted 17 July 2007 - 07:50 PM

Eh, axethrowers?

Anyways, I think it should be like this, starting with fastest:

Scouts
Pikes
Royal Guards
Axemen
Archers
It has been reported that some victims of rape, during the act, would retreat into a fantasy world from which they could not WAKE UP. In this catatonic state, the victim lived in a world just like their normal one, except they weren't being raped. The only way that they realized they needed to WAKE UP was a note they found in their fantasy world. It would tell them about their condition, and tell them to WAKE UP. Even then, it would often take months until they were ready to discard their fantasy world and PLEASE WAKE UP




4 user(s) are reading this topic

0 members, 4 guests, 0 anonymous users