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#181 Scryer

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Posted 06 May 2008 - 04:31 AM

I think infantry should no way be able to destroy any castle expansions in the RJ maps. How about it guys? Only siege, dammit. Even then the siege needs heavy nerfing, like at least 50%, maybe more.


Same with walls and gates... You didn't need siege in the BFME2 games. I'm not saying that people didn't use it, but you could definitely get past your opponent's defences without any siege (if you chose to).
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#182 Funbomb

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Posted 06 May 2008 - 08:01 PM

Wait, I just remembered, I think it did happen. They walk around the walls to the inside to hit it instead from the outside. Well, at least thats what happens to me.
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#183 The Black Goldfish

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Posted 13 May 2008 - 07:48 AM

Hi, got an idea for men of dale: (it have been mentioned before, i know, but i just wanna ressurrect the debate, as it weren't finished)

they can be allied with through the fortress and/or inn(like arnor with elves and dunedains). they can have their own building with Men of dale Soldiers, Men of dale bows and Esgaroth spearmen(just to have Esgaroth included). Maybe a cavalry unit, as the dwarves really need to team up with someone, who's got cavalry(battlewagon? what's that? an ice-cream truck? :p ).

castle in RJ-maps looks like a dull copy of the gondorian camp(witnessed by the gondorian banners hanging around)...tha's not good enough!
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#184 Dalf32

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Posted 14 May 2008 - 12:23 AM

the dwarven castle will definitely be redone, it is only a copy of the gondor castle as a placeholder.

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#185 Scryer

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Posted 14 May 2008 - 01:47 AM

they can be allied with through the fortress and/or inn(like arnor with elves and dunedains). they can have their own building with Men of dale Soldiers, Men of dale bows and Esgaroth spearmen(just to have Esgaroth included). Maybe a cavalry unit, as the dwarves really need to team up with someone, who's got cavalry(battlewagon? what's that? an ice-cream truck? ;) ).


Uhh, please no more 'allies', sub-factions, or mini-factions thank you. From my point of view, adding another sub/mini-faction-like system is overkilling it in this mod. I think that maybe some Esgaroth soldiers could be trained at an archery range or something along with Dale archers but not a mini-faction system. Besides there is enough "Men" factions as it is.

For the calvary thing, I see where you're comming from but I think that adding "normal" calvary units to the dwarves would be like when EA added the Haradrim Riders to Mordor - if you get my meaning. The Dwarves never focused on their calvary. Those battlewagons do quite a bit of damage though but they were mostly used for sacrifice (from my experience) because the other units can't keep up. In the end I just think adding regular calvary to the Dwarves would be taking away the originality that they have from Gondor as well.

Edited by Scryer, 14 May 2008 - 02:50 AM.

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#186 Rafv Nin IV

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Posted 14 May 2008 - 04:25 AM

Battlewagons have wicked trample--you just have to micro them REALLY well. The banners upgrade helps because it gives them a heal.

As far as Dale goes, I think all that should be done is to give a Dale building and ditch the Archery Range. Move Axethrowers to the Hall of Warriors. Of course, that'd mean you could get pretty much everything from the same building, so I dunno if that's a good idea.

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#187 Dalf32

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Posted 14 May 2008 - 11:48 PM

well mordor, gobbos, and isengard can get all their basic units from the same building so if its balanced correctly (i.e. the placing of the other units in their respective building(s) and their pricing) it could work pretty well. but id support that idea; we just need to make sure none of the buildings get overly crowded.

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#188 tylerman29

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Posted 15 May 2008 - 12:58 AM

i like that idea as well.
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#189 Fyro11

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Posted 17 May 2008 - 09:25 AM

Nah I don't like the idea. There seems no point imo. Just a timewaster...
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#190 Devon

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Posted 17 May 2008 - 02:31 PM

The point would be that dale gets grouped together in their own building, and all the dwarves get together. There's already a fitting worldbuilder model for dale barracks (that lots of other mods use, too), so it wouldn't require much time at all.

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#191 mike_

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Posted 17 May 2008 - 03:29 PM

If such a building was to be included I picture it as functioning like a less-specialized version of Gondor's Ithilien Hideout.
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#192 tylerman29

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Posted 17 May 2008 - 04:51 PM

exactly
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#193 Myrdin

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Posted 17 May 2008 - 06:33 PM

by hideout you mean that secret pool thing ?

if ya . . . . yeh right just take the original idea (original purpose, only for G.), and spam it all over. :wacko:
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#194 tylerman29

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Posted 17 May 2008 - 11:56 PM

if it works then whta the problem ... it is a good idea for dwarf
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#195 Myrdin

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Posted 18 May 2008 - 05:00 PM

just give the dwarfes the ability to build non resouracble tunnels, ( same for goblins ) for that was one of their multiplayer advantages ( building tunnel near enemy base, and pumping units on him immediatly ).

and btw, dwarfs most of the time kept crawled in theyr mountains, not really caring for outside world, ( thus they would have no need for such " hiddne place " )
"Let this scar signify the first blow against the mortal world."
"From this seal shall arise the doom of men,"
"who, in their arrogance, sought to wield our fire as their own."
"Blindly they build their kingdoms upon stolen knowledge and conceit."
"Now they shall be consumed by the very flame they sought to control."
"Let the echoes of doom resound across this wretched world, that all who live may hear them and despair."


"Tremble, mortals, and despair! Doom has come to this world!"

#196 Fyro11

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Posted 18 May 2008 - 05:33 PM

@ Myrdin: They were talking about the Men of Dale, though even they would not really fit the Hideout profile. I don't think it would work and it doesn't have any basis in Tolkien lore.
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#197 mike_

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Posted 18 May 2008 - 05:40 PM

By "less specialized", I mean more...Daleish. Not stealthed. More than one at a time. Ungarrisonable. A nice touch would be to have guards slaved to it, rather than already inside. Maybe they could act like the BFME1 Gondor Rangers - start out with bows but swap to spears at close quarters.
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#198 Fyro11

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Posted 18 May 2008 - 05:50 PM

Elfhelm,

Yeh it could be done, but, then I think most if not all factions should have a building for outter castle. OR, each team should be given a unique building with unique qualities that matches their profile. And that would be long.
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#199 mike_

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Posted 18 May 2008 - 05:52 PM

So...are you agreeing with me? I can't really tell from your wording.
But I didn't suggest a building for "outter castle", just a full-blown Dale building for the Dwarves.
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#200 Fyro11

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Posted 18 May 2008 - 06:02 PM

So...are you agreeing with me? I can't really tell from your wording.
But I didn't suggest a building for "outter castle", just a full-blown Dale building for the Dwarves.
-mike

I kinda am. It would be a bit long-winded though.

Some examples are:

- The MotE's Corsair tavern/inn could be outside the walls. Upon enemies closing in, they would be greeted with 'firebombs'.
- Isen could have their Clan Steed outside of the castle (whatever there is of it).
- In the same way, the Dale building could be outside the castle walls.
- Elves, hmmm, needs a little thought. Especially with the new subfactioning, though I think there should only be one building for all 3 subfacs, as it would take far too much time designing a building for all 3 subfacs.
- Rohan could have a Druadan building outside of the walls, and lose their Yeoman Herald Archers and/or spearmen.

Each team has a sort of 'rogue' set of units that are not totally native to that faction, like the examples given above. So that could be the basis for the buildings.

Just some thoughts...
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