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#61 Dalf32

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Posted 02 August 2007 - 07:00 PM

i suppose ur rite...

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

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#62 Spointz2020

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Posted 03 August 2007 - 01:45 AM

well i donno, thers isn't realy any particularly big big reason why the KoDA should be taken away, i mean sure their model seems awkward at times, but i've grown too accustomed :spam: altho i wouldn't mind if they were just moved down to tier 2 cavalry, whilst citadel guards were given the eliteness of the KoDA - i would hate to see them unmounted and moved to inn, its just not right !! I mean they just had a bunch of unit/heroes taken away i don't think it would help to take away more units.. :p
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#63 Devon

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Posted 03 August 2007 - 03:05 AM

read my post, i didnt say take them away completely, and i never said move only foot versions to inn. have you even seen nertea's model? it makes ea's look like :lol:

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#64 Spointz2020

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Posted 03 August 2007 - 05:01 PM

read my post, i didnt say take them away completely, and i never said move only foot versions to inn. have you even seen nertea's model? it makes ea's look like



Lol now that u mention it i honestly have never seen "nertea's model" but I've never thought about the idea that they would look all that "better." Perhaps i better take a look? can anyone tell me where to find this model? im curious - even mroe so cuz u mentioned the :) <- that rlly turns me on.
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#65 The Best Guest

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Posted 03 August 2007 - 06:16 PM

Yeah go to the downloads page at the third age you will find it there
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#66 robnkarla

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Posted 03 August 2007 - 06:25 PM

Wow, it's been a little while since I posted here:

fehik - Yeah, I saw the upgraded pikemen shields and I have fixed in 1.05.03

The Best Guest (and others) - The combined hordes should have the correct commandset and be able to purchase forged blades.

Nu8 (and others) - Yes, I'm going to look at trebs/catas/ballistas to make sure their flame armor is correct. They should be vulnerable to Cavalry, Fire, & Heroes, imo.

I really need to see what the problems are with the elevators. They've been causing too many problems...

Spointz2020 - Checking boromir's horn effect....Yeah, I need to get new voices for the Citadel guards and others. I'm looking for the someone to help gather voices, and I might have a source. I'm also trying to figure out exactly where they fit in. What I don't want them to be is a replacement for archers and soldiers so there is no reason to purchase archers and soldiers. In total I want Citadel Guards to be better than them, but I want soldiers and archers to have a specialized use as well, other than cost.

Lastly - the KoDA. Since Imrahil is part of the faction, I'd like to keep the mounted knights as part of the faction. The next step I am doing it adding Nertea's KoDA to the summon of Imrahil. After that I might change the model from the Stables to Nertea's model, but I have not decided. Also, I will be adding both versions of the knights to the inn at a higher level when I add phase 2 of the inn system. (In total there are 3 phases. Phase 1 is done for WotR era except for more factions and such, Phase 2 is higher level units and upgrades, phase 3 is heroes.)

#67 Devon

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Posted 03 August 2007 - 07:33 PM

well, if you keep them, make them at lvl 3 stables or so and nd definatly replace ea's with nertea's. is it possible to have them benefit form horse shields upgrade?

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#68 Vithar-133

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Posted 03 August 2007 - 07:45 PM

hey yoda, if there a m.h.h. why not just give them horse shield to boot?

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#69 Devon

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Posted 03 August 2007 - 07:50 PM

hmmm, if you read my previous posts u would have seen that i said to make citadel/fountain guards into mhh. i think robs planning to that, based on the fact that he's adding them to the inn also.

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#70 Vithar-133

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Posted 03 August 2007 - 07:51 PM

have read them, just don't remeber what they say.

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#71 Dzhon

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Posted 03 August 2007 - 11:33 PM

Is there a way to remove Citadel Guards as a buildable unit and instead allow you to promote a Gondor Archer or Soldier to a Citadel Guard (for a cost) once they reach a certain level?

There'd could still be tradeoffs. Gondor Soldiers would lose their shields and Block formation ability. As for the Archers...consider making Citadel Guards longbowmen with longer range but reduced rate of fire.

Ultimately, I'd like to see this kind of thing in every faction so we quit seeing the spamming of fully upgraded elite units once players really get their cashflow going. Visions is planning something along these lines with their Arnor faction, but I'd really like to try a mod that did away with linear HA & FB upgrades altogether.
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#72 Spointz2020

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Posted 04 August 2007 - 06:49 AM

Is there a way to remove Citadel Guards as a buildable unit and instead allow you to promote a Gondor Archer or Soldier to a Citadel Guard (for a cost) once they reach a certain level?

There'd could still be tradeoffs. Gondor Soldiers would lose their shields and Block formation ability. As for the Archers...consider making Citadel Guards longbowmen with longer range but reduced rate of fire.

Ultimately, I'd like to see this kind of thing in every faction so we quit seeing the spamming of fully upgraded elite units once players really get their cashflow going. Visions is planning something along these lines with their Arnor faction, but I'd really like to try a mod that did away with linear HA & FB upgrades altogether.


lol interesting concept... I have a mixed feeling on this as it seems that such a change might unecessarily create more issues for rob and complicate things a bit (btw are u saying that both Soldier batt and Archer batt have separate Citadel Guard versions or just both upgrade to become the "current" Citadel Guard?). Also what would happen to upgrades, and combos and levels and Battalion size?
Meanwhile, this would create a unique unit development sense - just for the basic units and the citadel guard - and its a really creative thinking :p

O and for Nertea's model - I couldn't find it in the dl section of 3rd age .net in RJ Rotwk mod section... and when i google searched it too many results came up :(

Edited by Spointz2020, 04 August 2007 - 07:07 AM.

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#73 Dzhon

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Posted 04 August 2007 - 09:10 AM

I'm thinking that both upgrade to the same Citadel Guard. It might be tough to do. I wouldn't even worry about upgrades, Citadel Guards would automatically have the best equipment. The combo horde would be a problem, but unless it becomes possible to separate them then I don't see myself using them (only to create large BFME2 sized hordes of identical units).

It'd be a tradeoff to upgrade to a Citadel Guard. Another thing would be that normal Archers and Soldier gain rank faster.

I'd also look into the opposite route with the Lorien Warrior. Have them buildable as a weapon toggle unit and then have the choice of either keeping them as versatile unit or upgrading them to a Swordsmen or Archer specialist.
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#74 Spointz2020

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Posted 04 August 2007 - 10:29 AM

I'm thinking that both upgrade to the same Citadel Guard. It might be tough to do. I wouldn't even worry about upgrades, Citadel Guards would automatically have the best equipment. The combo horde would be a problem, but unless it becomes possible to separate them then I don't see myself using them (only to create large BFME2 sized hordes of identical units).

It'd be a tradeoff to upgrade to a Citadel Guard. Another thing would be that normal Archers and Soldier gain rank faster.

I'd also look into the opposite route with the Lorien Warrior. Have them buildable as a weapon toggle unit and then have the choice of either keeping them as versatile unit or upgrading them to a Swordsmen or Archer specialist.


Interesting now that you bring that topic to the Lorien Warriors/archers.... although if you think about it Noldor Warriors are basically both the Elite Swordsman and Archer in one (as a hero horde)... but yes it would be fun to have some specialists... only problem is where would that place the original elite archers - the Mirkwood archers?? :p
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#75 Dzhon

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Posted 04 August 2007 - 03:26 PM

I'd leave the Noldor as a Tier 3 "Hero Horde" buildable in only very limited numbers. Mirkwoods would remain a stealthy but kind of fragile Tier 2 unit, while the hypothetical Lorien Warrior would have armor upgrades whether becoming a specialist or remaining a toggle unit.

Getting back to Gondor, though, since we know the game can detect trees for purposes of stealth, is there any way Rangers (and Mirkwoods) could receive an armor bonus (esp. vs. crush and pierce damage) while in trees? I've always thought these guys should be tough in their native environment but very vulnerable to cavalry and pierce damage when not in cover.

All units should have this really...then cavalry could regain some of its BFME1 OPness but be weak in the forests.

The big compaint would be that this will unbalance certain maps but I'm all in favor of that. Elves should have advantages playing on Mirkwood that they don't have on Mount Doom.
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#76 clonecommand

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Posted 06 August 2007 - 08:24 PM

Horses seem uber slow. They're horses look they are running at full tilt, but they move slow.

#77 Spointz2020

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Posted 07 August 2007 - 02:01 PM

Horses seem uber slow. They're horses look they are running at full tilt, but they move slow.



I KNOW!!! ;) ^_^ :) and the thing that always ceaselessly pisses me off about that is it takes like cavalry and cavalry heroes like 5 seconds to make a turn or something or start striding, whilst u constantly hear endless cavalry "stampeding" audio, but they are barely running at full speed! and all the while the animation seems as if they are "trying" to trot, and then stride fast - but despite the fact that those horses look totally in stretched out + far-reaching position, the animation is moving so slow,and they pretty much are afloat for like 2 seconds everytime :p I've always thought that its just cuz my computer is so bad or smth. But now I realize that its not cuz of my comp being unable to handle the game on good settings - cuz some lag is reduced, but the cavalry still trot like shitters when i reduce all settings to very low!!! :) So its essentially a conflict with the engine itself or smthing... it seriously annoyingly assy though ;) it makes the overall game experience feel so much more shitty and slow. :umad:
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#78 ColdForgedSoul

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Posted 24 October 2007 - 11:50 PM

all i can say is, i love the heroes of gondor spell for gondor, nice and handy in the middle of a battle, i love the citadel guards with bow/sword, so nothing should be changed except aragorn needs some changes, nothing seems to be changed when he gets anduril upgrade or is it just me?

#79 Devon

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Posted 24 October 2007 - 11:54 PM

at least in the private version he gets the blue fx, and i think a speed and damage increase.

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#80 Guest_Lord Telcontar_*

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Posted 19 February 2008 - 05:53 PM

Alright first off I want to say this is an awsome mod. I really love how it combines all the BFME's together into one package, and if I knew a single thing about modding I would offer my help. But I don't, so I can't. But I have a question about Gondor. It seems that their archers aren't that great. Like I played the RJ Cair Andros map, and I had a couple units of archers on the wall, then two orc archer battalions came up and wiped them out. They were regular level 1 orc archers and wiped out 4 archer battalions. In BFME1 a gondor archer battalion could wipe out an orc archer battalion by itself. Is this a known issue and will be adressed? Or is it just me?




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