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Men of the East


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#301 tylerman29

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Posted 04 May 2008 - 08:03 PM

Im sure its gunna get done eventually... i think the muaks are jkust the right size but they REALLY need a health boost because of their size. and ye i have a Very good pc :p
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#302 Fyro11

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Posted 04 May 2008 - 08:14 PM

^ Out with it; what is your PC specs?

If the Mumaks are that big, I think other things such as towers should perhaps get a boost as well. It kinda looks sweet but yeh, towers need that boost as well imo. I could also say that about the fortress but it'd be hell to code. But then, maybe towers are hell to code as well well- bearing in mind the towers that come as expansions...aarrrrgh!
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#303 tylerman29

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Posted 04 May 2008 - 08:34 PM

my specs are:2558MB RAM,Dual core processer,Hard Drive: 242 GB ,Intel® Core™2 Duo CPU E4500 @ 2.20GHz (2 CPUs), ~2.2GHz,Graphics card:NVIDIA GeForce 8800 GT
and towers could use a boost as well.

Edited by tylerman29, 04 May 2008 - 08:35 PM.

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#304 Scryer

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Posted 05 May 2008 - 04:14 AM

The Mumakil were the right size, in my opinion. I can appreciate Rob trying out a new size/model for the Mumakil but unless more archers can be mounted on them and that they aren't such a pain in the ass to move around (I even have trouble clicking on them..) then I think that they can stay with the original size created by EA.

What needs to be fixed with them is their stats. If that can be done, then I would be immensly satisfied with playing with the mumakil.
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#305 {IP} Aridor

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Posted 05 May 2008 - 04:35 AM

No bigger than EA but a tad smaller. They are hard to click on.

#306 Fyro11

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Posted 05 May 2008 - 09:52 AM

Some other problems with MotE:

-In the RJ maps, there is NOWHERE near enough space to build all the buildings available.

-In the BFME2 maps you get an option of which fortress you'd like, Harad or Rhún. No probs there, but once chosen- one has like two whole lists to go through in the initial stages of the game. I think it is too much and bombards the player. I know, no doubt, people will say that you can come up with good combination of batts, but I personally think that the other fac which you didn't choose shouldn't be initially available. Maybe they can be called in after twenty mins, that's fine, but not from the off, imo.
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#307 Myrdin

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Posted 05 May 2008 - 12:55 PM

Fyro, as for the bugs, try to scroll few pages back, i posted pretty looong bug report list, concerning every single weird thing ( later added few more ).

And for the mumaks, there is a thing or two written about him too.
He must be " tank " dmg at least 10 000 ( right now 8000, and the weak armor still makes him die fast ), and dmg increased rapidly, such huge thing needed like 5 hits into tower to take it down ( :p ), make it take tower in two hits ( trolls are fast that strong ).
of course some price increase too ( each one 3000 )

but the fixing will be done in time eventually, im sure of it
"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!"

#308 Devon

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Posted 05 May 2008 - 07:37 PM

The Mumakil were the right size, in my opinion. I can appreciate Rob trying out a new size/model for the Mumakil but unless more archers can be mounted on them and that they aren't such a pain in the ass to move around (I even have trouble clicking on them..) then I think that they can stay with the original size created by EA.

What needs to be fixed with them is their stats. If that can be done, then I would be immensly satisfied with playing with the mumakil.



EA size? Are you serious? Go back and watch the films again :p Ea made them horribly tiny.

Some other problems with MotE:

-In the RJ maps, there is NOWHERE near enough space to build all the buildings available.

-In the BFME2 maps you get an option of which fortress you'd like, Harad or Rhún. No probs there, but once chosen- one has like two whole lists to go through in the initial stages of the game. I think it is too much and bombards the player. I know, no doubt, people will say that you can come up with good combination of batts, but I personally think that the other fac which you didn't choose shouldn't be initially available. Maybe they can be called in after twenty mins, that's fine, but not from the off, imo.



Get another castle then ;) But seriously...you're not supposed to build all the buildings at the same time in one castle.

And if you didn't notice on bfme2, the faction you didn't choose has a 40% price increase on everything they have, including heroes and buildings. So it's not really practical to start out with them in the beginning.

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#309 mike_

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Posted 05 May 2008 - 09:24 PM

On the subject of "more Haradrim in the hodwah", it's been tried before by others but was abandoned. IIRC correctly, it was described as "modelling hell", as was adding a Mahud to the Mumak itself.
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#310 Scryer

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Posted 05 May 2008 - 09:31 PM

Yoda, the only reason that I suggested that we go back to Ea's size was that they are un-maneuverable (<wicked spelling error there...) and a pain in the ass to move around other Mumakil (which causes some funny "colliding" btw). Unless you guys can find a way to make them actually maneuverable and look less awkward (by this I mean more archers in the "cabin" of the mumakil. Right now, it looks empty and 'off'....), then I would be happy to play with an EA-sized mumakil. I'm sure that other people would be happy to play a normal sized Mumakil too so long as their stats are fixed. This is more of a gameplay suggestion than a reality suggestion, by the way...

I want to bring up Mumakil's ability to combust when exposed to fire... Has anyone actually experience a Mumakil on fire that didn't die on the spot?

Edited by Scryer, 05 May 2008 - 09:32 PM.

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#311 TowerGuard418

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Posted 05 May 2008 - 09:47 PM

Scryer is right about the Mumakil catching on fire. Occasionally, they catch fire about 2 seconds before they die, but they don't have time to run away and crush everybody. :shiftee:
Also, Ea did make the Mumak too small. We wouldn't have the problems with moving the mumakil and the awkward moving through objects if EA made them the right size in the first place. The geometry needs to be adjusted, or maybe a new model. The Mumak need to stay the size they are now, but they just need to be adjusted.
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#312 tylerman29

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Posted 05 May 2008 - 11:31 PM

i agree completely but they are OK as of now :shiftee:
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#313 Dalf32

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Posted 06 May 2008 - 12:59 AM

i personally love the size they are now; its infinitely better than the size EA made them.

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#314 Scryer

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Posted 06 May 2008 - 04:27 AM

For me the size does not matter as much as the stats and functions of the Mumakil. In this case the Mumakil has to move smoothly, for me.

By the way, how is the "Mumakil Combustion" calculated from ROTWK? Like would it be: "X" number of damage from Fire = Combustion? I realize that this is a crappily executed question...

Edited by Scryer, 06 May 2008 - 10:18 PM.

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#315 Myrdin

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Posted 06 May 2008 - 05:47 PM

something that takes your full attention by fillng your whole screen, should be equivalently (sp?) strong
"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!"

#316 Scryer

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Posted 06 May 2008 - 10:22 PM

By the way, how is the "Mumakil Combustion" calculated from ROTWK? Like would it be: "X" number of damage from Fire = Combustion? I realize that this is a crappily executed question...


Sorry wanted to add on... If there is some sort of equation or code that calculates when the Mumakil combusts, I was thinking that you guys could experiment with it? I mean, I think it would be awesome if a flaming catapult/trebuchet rock came crashing into a Mumakil, throwing off the archers, lighting it on fire, and the mumakil rampaging everywhere. In my opinion, I think that the Mumakil should have a devastating weakness to fire and be strong against most units. This may be a bad idea though...
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#317 Fyro11

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Posted 06 May 2008 - 10:29 PM

By the way, how is the "Mumakil Combustion" calculated from ROTWK? Like would it be: "X" number of damage from Fire = Combustion? I realize that this is a crappily executed question...


Sorry wanted to add on... If there is some sort of equation or code that calculates when the Mumakil combusts, I was thinking that you guys could experiment with it? I mean, I think it would be awesome if a flaming catapult/trebuchet rock came crashing into a Mumakil, throwing off the archers, lighting it on fire, and the mumakil rampaging everywhere. In my opinion, I think that the Mumakil should have a devastating weakness to fire and be strong against most units. This may be a bad idea though...

The only truth in the above para is the last sentence :p LOL

Edited by Fyro11, 06 May 2008 - 10:30 PM.

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#318 Guest_The Black goldfish_*

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Posted 08 May 2008 - 08:48 AM

Im just a guest, so feel free to ignore me...but it's a great mod.
i haven't read all the replies on this topic, so forgive me, if i step into something


Easterling wain rider: Just call them Variags of Khand for petes sake! they rode chariots, and they are related to the easterlings. But reskin them into a more "desert/harad/egyptian" look anyway...

Rhun fortress: to few upgrades. needs a "central tower" upgrade. powers for that could be Disease spreading(poison effect).
likewise with the "something-to-throw-at-the-enemy-when-they-hack-on-my-fortress" power. where Mordor has lava, Rhun should have poison. it could be great to watch you enemies slowly die from the snake venom you just threw into their heads.
I have that idea about Rhun, that they were more "poisonous" than Harad...

thanks for reading
TBG

#319 Myrdin

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Posted 08 May 2008 - 10:59 AM

no need to ignore you buddy, you got good points in there.

As for the Mordor lava, i think its imba - i wrote post about this some time ago. It can be used twice in a minute, and kills anything expect heroes, and strongest monsters. the coldwonw needs to be prolonged to at least 3 minutes.

as for the Poison thing for Harad fortress

I think Horn of Harad should go to Rhun ( logically Horn of Rhun ), or Rhun being able to get some ulti - that buffs the small dragons ( like 3-4 pages back i wrote about this suggesting upgrade )
and Harad could get something like Well of Souls power, poisoning the units in area ( wery strong poison, wery loong soo basically killing them - same with monsters, hero hordes effect just 50% and heroes 25% )
unlike the mordor dmging Gorgonoth spire, this would deal DPS ( dmg per second ), not one direct dmg
soo basically Units would be poisoned, buildings would be " rusted " or " corosed "
it would be just another " Gorgonoth spire " but no one would notice, for it would dps, and the efect as what it does, and efect as how it looks would be diferent
"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!"

#320 Fyro11

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Posted 08 May 2008 - 12:51 PM

^ Destroy your own buildings? :p
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