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#221 Devon

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Posted 21 September 2007 - 07:20 PM

yeah! new release coming soon hopefully then :p

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#222 Lord_Denethor

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Posted 22 September 2007 - 05:02 AM

Yeah cant wait. Oh and btw RJ, The Director's Cut mod for RotWK was released and it would be a good idea to use some of their changes. I have played it and it is a great improvement but yet it still needs RJ!
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#223 fehik

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Posted 22 September 2007 - 06:39 AM

Rob I asked this before but the BETA team when will be announced? And on the Protected forum will we get the password? Sorry:D Perhaps I was not chosen for BETA and that;s why I can't enter that forum. But no problem, still i hope that i can be in the team:D
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#224 Devon

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Posted 22 September 2007 - 12:57 PM

rob is assembling the list 1 person at a time, and will start with a smaller team and add more if future betas desire/require it.

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#225 Dalf32

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Posted 22 September 2007 - 08:17 PM

hes sendin pm's 2 all the ppl that he has spots 4. so i can only assume that he will b releasin it soon and the forum passwords will b out soon as well 2 all those who made it.
woot! go me! so happy i made it!

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#226 Gothmog14

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Posted 22 September 2007 - 09:41 PM

Hello, I must say I love this mod, it does some of the things I have wanted in BFME II since it came out, it's absolutely amazing. My suggestion: get rid of these ridiculous hero hordes. I mean it doesn't make any sense to have a group of calvary being able to survive mutliple huge ricks being hurled at them, or run through hordes of Pikemen without loosing any health. I think you should lower their cost, weaken them and take away the limit to how many you can have (except maybe Noldor Warriors and the Drake Broad). Also, is it possible to remove the Knights of Dol Amroth knocking over trees while the move? It looks really dumb. Lastly, the Dark Rangers are much weaker than normal Rangers. Even with Ice Arrows (vs normal arrows) my Dark Rangers can barely win, I think they should be more even.

Great mod, by the way, or you going to convert all of the maps into maps where you get a BFME style fortress like Dunharrow? Love the mod, can't wait for the next release lol :)

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#227 Devon

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Posted 22 September 2007 - 10:04 PM

hes sendin pm's 2 all the ppl that he has spots 4. so i can only assume that he will b releasin it soon and the forum passwords will b out soon as well 2 all those who made it.
woot! go me! so happy i made it!


forum password is already here, you just have to be project to see it. Hes elevating people 1 at a time is what i meant



@gothmog, hero hordes will probly stay with a debuff, and the rangers will be checked. i agree with you on the koda. its really stupid :) all maps will eventually have the rj camera, not sure about castles.

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#228 fehik

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Posted 23 September 2007 - 06:00 AM

I think it was mentioned before, but walls are ridicously weak, and buildings to. And another thingie, I mentioned it before, but the music should be more variated on skirmish maps, and Men of te East right now have the good sides music.
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#229 Devon

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Posted 23 September 2007 - 12:26 PM

walls and buildings will be buffed, rhodin has joined the team as audio guy :)

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#230 Uldimaras

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Posted 23 September 2007 - 04:46 PM

Hello, I played as mordor in WOTR today and I've found a few bugs:
- In fortress maps you can't purchase upgrades through mordor's siege works since for some reason it doesn't show up there.
- Every time regular orc fighters start a battle they are divided to 1 units scattered, and theres a banner carrier spawning infinite (up to CP limit) amount of orcs.
- Orc pikemen need goblin upgrades.
- In regular maps that don't use fortress when you build the warg pit you got 2 diff unit types, but both spawn the hounds (2nd one doesn't spawn warg riders except from fortress maps).
- Gothmogs leadership doesn't stack with drummer trolls and sometimes doesn't show effects when he is alone with orcs, and I think orc pikes isn't effected by his leadership.

Btw another concern I've had about WOTR, is that the enemies don't forfeit. this gives a chance for the player to keep one structure of the enemy alive and build up an insane army, I think the retreating feature should be implimented back into wotr.

#231 Devon

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Posted 23 September 2007 - 09:48 PM

wotr isnt fixed. itll be in next version

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#232 Allathar

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Posted 25 September 2007 - 03:46 PM

forum password is already here, you just have to be project to see it. Hes elevating people 1 at a time is what i meant



I'm on the new beta team (Rob sent me a pm) but ain't project member yet... :/ From what I understand you have to be project member to see the new beta forum, right?
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#233 Devon

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Posted 25 September 2007 - 07:50 PM

yes, there were some technical difficulties. you'll be promoted soon.

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#234 Gothmog14

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Posted 27 September 2007 - 11:01 PM

The Evil Men faction need some work lol, I just played with it, and it's pretty good, I like the whole Easterling seperate buildset with the builders. Can I ask, why did you give the Blue Wizards new names? What was wrong with Allatar and Pallando? Also, Mûmakil and the Serpent Guard (mounted ) are both OP. I sent three Mûmaks into a Gondor fortress, the only direction I gave them was to attack one wall and they took out the whole fortress and all the buildings. They need a weakness, or at least a major cost increase (this was early game too).

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#235 Dalf32

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Posted 28 September 2007 - 12:51 AM

the fact that it was early gam and u had mumaks was y they seemed op. if u were forced to buy them, by the tim u get em the enemy wuld hav enough defenses and units 2 easily stop them. heroes, archers, pikemen, arrow towers especially can quickly tak down mumaks.

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#236 Shikari

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Posted 28 September 2007 - 03:47 PM

They need a weakness

- They have several, fire and pikes being the main two.

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#237 Devon

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Posted 28 September 2007 - 07:33 PM

one bat of pikes can pretty much own a mumak, or at least take it two half health.

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#238 Gothmog14

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Posted 29 September 2007 - 06:24 PM

Well, I did loose one of them to the streams of Gondor Spearmen coming from the Barracks (he got to Rank 9 before they could take him out though), but you really should consider making them more expensive (it may of been because I had all of the buildings captured though, because my Serpent Guard owned the whole map).

Edited by Gothmog14, 29 September 2007 - 06:24 PM.

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#239 Devon

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Posted 29 September 2007 - 06:39 PM

in late game, when you would usually get mumaks vs a smart ai (or human) they would be owned pretty quickly. Yes, theyre a cause for panic if ones coming at you, but with some microing you can take it out without much loss :)

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#240 Dalf32

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Posted 29 September 2007 - 07:12 PM

i don thnk they need a price hike bc it was unusual 4 u 2 get em early gam. and even if u do, as yoda said, ther not hard 2 kill. i mean think bout it, u gotta pay wat, 1500 4 the mumak pen, then 1500 4 each mumak if u don wanna upgrade first. tahts a lot early gam, and unless u hav TOTAL control of the map u shuldnt b able 2 afford them that early. so i think ther fin.

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