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#1061 mike_

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Posted 22 December 2008 - 04:05 PM

No, people liked the idea and at the moment it's accepted :D

They didn't like that one would be upgrading the Dwarven battle towers for it, though.

#1062 Argeleb

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Posted 22 December 2008 - 07:14 PM

IS my idea liked? WOW :D
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#1063 Dalf32

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Posted 22 December 2008 - 09:20 PM

i think id rather see it in the dwarves than in arnor and i certainly dont want it in both. so i dont think i would be voting to put them here if they are already going somewhere else.

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#1064 Hasfusel

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Posted 06 January 2009 - 09:50 AM

I like the idea, but I don't think that it should replace moveable catapults. I'd rather have the choice of building an expensive mobile catapult at my Siege Works, that can accompany and support my troops, and a less expensive stationary catapult platform thing which has more health, armor and damage, but you build it in one place with your builder and then defend it or destroy it once you're done with it. That would be useful for both defending a castle and laying a long siege to an enemy one.

#1065 Argeleb

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Posted 06 January 2009 - 11:25 AM

Buildings should be MUCH stronger. No early game rushes anymore (hate when three brutals attack and destroy me with no siege equpment). Maybe Dwarven buildings should be even more stronger than anyone else
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#1066 Dalf32

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Posted 06 January 2009 - 11:34 PM

ok, that was kinda out of place, but i suppose i will address it here anyways, just to perpetuate the chaos! muahahahahaha :evil:

*ahem* well, buildings could stand to be a bit stronger, but i dont want this to end up being like the rise of rome mod for bfme1 where you could have an enemy completely beaten, but you would still have to spend 5-10 mins jsut destroying their base. not worth it imo. either way, i think this is something that needs to be addressed at a later date as it is a rather large change gameplay-wise.

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#1067 {IRS}Athos

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Posted 07 January 2009 - 01:10 AM

Well yes, the SEE mod makes it so that you have to spend that much time destroying the enemy base too... but ARNOR should have some more fortress upgrades available just to make the base more... better... er. :D
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#1068 Rafv Nin IV

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Posted 07 January 2009 - 01:40 AM

If you hate when three brutals destroy you in early game, perhaps you shouldn't play against three brutals without assigning some handicaps :D

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#1069 Devon

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Posted 07 January 2009 - 02:08 AM

Now that's what I call logic :D

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#1070 mike_

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Posted 07 January 2009 - 02:13 AM

...says the one that considers playing seven Brutals at once 'fun' :D

#1071 Devon

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Posted 07 January 2009 - 02:16 AM

Hey, they had 80% handicaps :D

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#1072 Argeleb

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Posted 07 January 2009 - 12:55 PM

Ohh sorry I was in wrong topic :D
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#1073 {IRS}Athos

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Posted 07 January 2009 - 10:22 PM

Playing against ARNOR with handicaps is insanely easy when they try to build hobbits... *meaningful look*
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#1074 Berethin

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Posted 17 January 2009 - 04:06 AM

Hello! I'm new here, as is obvious. First of all, I just wanted to say that this is a fantastic mod, and the whole team deserves a big thumbs up! ;) Anyway, if you wanted my twocents worth, I noticed there was a discussion about heavy infantry for Arnor up above. Forgive me for my ignorance if this matter is already laid to rest, but I had a suggestion: if you do decide to go with some kind of double-handed swordsmen, maybe you could name them the "King's Vanguards." If not, just ignore this entirely! :wink_new:

#1075 Devon

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Posted 17 January 2009 - 04:07 AM

Name's are kind of low priority, but if we do add them in, I'm sure we'll consider it ;)

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#1076 mike_

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Posted 17 January 2009 - 04:11 AM

Welcome to the forums ;)

Yeah, name's are a low priority. But some people, such as myself, are very persnickety about such things :wink_new:

#1077 Berethin

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Posted 17 January 2009 - 04:48 AM

Thanks for the welcome! Yeah, I guess a name isn't the most important thing for something not yet concieved... ;) Guess I just needed to start somewhere!

Anyway, I wondered maybe, if you went with one steel longbowman group like you were talking about, you could add a similar infantry battalion in as well. That way Arnor would have both a ranged hero group and a melee hero group. Maybe it could be like the two different Royal Guard groups for Rohan. Just a thought, I don't know how it would work.

#1078 justin071894

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Posted 22 January 2009 - 11:38 PM

i bet this is all ready posted but I'll post it again... when playing in War of the Ring as Arnor, after playing a match and i have a large army i can make a couple of moves and then it freezes. It only freezes when playing as arnor. The one thing that i don't like about arnor is that. Also when your upgrading the fortress with arrow towers and stuff like that, it comes out as gondors arrow towers and stuff. another thing that i think would be cool is add the three things that surround the tower of Amon Sul as a fortress upgrade.


BTW great job with the mod i love it!
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#1079 Devon

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Posted 23 January 2009 - 02:03 PM

In your version, the game can crash when one of our new heroes dies in either auto resolve or real time combat (forget which it is :p), and they die. When you click on their respawned banner, it might crash.


That sound anything like what happened? :D

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#1080 Wanderer∞

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Posted 23 January 2009 - 10:35 PM

I dont think it matters which way you resolve it, as long as the skirmish is lost and the hero dies the game will crash
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