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#41 Xingdao Fan

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Posted 06 July 2007 - 02:54 PM

The game always freezes when I press "Online", both in BFME II and RotWK, so I don't think I can come online.

As for the installation thing, I still don't see the point. You play with the factions you want, you play the campaign if you want. Besides, both the campaign and the multiplayer compability will be ruined if you don't install the factions.
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#42 robnkarla

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Posted 06 July 2007 - 05:31 PM

As for the Multi-player, it has always been compatible with Multi-player, it's just a matter of setting up time to meet on-line to play. I already know of a few testers that have played a number of times with MP.

While I have very little time currently to play online, we can create a topic for those who can and are interested to set up times. We can also set up a Haiatchi Network or come up with something along those lines, but I think MSN and meeting times work just as well.

One of the reasions why I wanted to do the sign-up method is so everyone knows who is playing. In the topic I'll have an MP sign-up. If you would like to play MP games, you can just add your name and we can arrange contact information if you would like and set up times.

It's all a matter of just setting a time to play on-line. Ideally, we can set up games, name them all RJ-Game Name. That way we all know when someone playing the mod is on-line. It would also spread the word about the mod and generate more interest.

Ah well, I'll stop rambling on. Those were just some ideas to get the MP ball running. Once it starts, it'll will help me keep momentum up for the mod.

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#43 cleaburn

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Posted 06 July 2007 - 07:12 PM

I would like to suggest for mordor the use of Dead -players orc warrior models, If possible> along with some Different elven warrior skins as well like used in eleven alliance for bfme 1 especially there cav units and spear men units.also more team colors like black ,brown various earth tones. If possible.


Thanks Cleaburn

#44 robnkarla

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Posted 06 July 2007 - 07:26 PM

Thank you,

I've thought about using his orcs and had them in at one point and took them out, but I am too worried since we already have the black orcs that it would be more of the same type of unit. I might replace the black orcs with them, or if someone has a great idea to use for them.

I know for the Black Uruks, I have a couple of ideas beyond the M.H.H., and the hounds I'm going to have fun with their toggle weaponset.

If anyone has a new idea on how to use the orcs, I'll definitely include them. I just don't want them to be a better orc, that's what the black orcs are for right now.

As for the elves, I'm looking through different options I have for elven units. I don't think there are any new units that need to be added to the elven factions, but I would like to build up/split both the elven and the dwarven alliances. I would like a Blue Mountain Alliance, an Iron Hills Alliance, a rivendell alliance, a lorien alliance, and a mirkwood alliance, but I'll have to see what models I can obtain. I also want to change the Arnor Elves to be unique units as well.

I just have to now find a modeller or see if I can get permission from everyone...

One thing I want to try to steer away from is having too many unit options for each faction. The more each faction gets->less unique generally. If you have a specific idea on how you would like to have them added I would love to hear them.

Robert J.

#45 cleaburn

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Posted 06 July 2007 - 08:43 PM

What I mean is to replace basic orcs with these units as an new basic orc unit , let me clarify these are the basic orc warriors found on the nazguls extended version just to clarify they just have more weapons shields etc very divergent from stock orcs I think they would add alot to Mordor and this mod.


Thank you: Again Cleaburn

#46 robnkarla

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Posted 06 July 2007 - 08:59 PM

I will definitely think about including them as the basic orc instead of the current orcs. At the very least I could add them as an inn unit.

I just might ask TDP if I can re-color them a little.

#47 Allathar

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Posted 06 July 2007 - 09:06 PM

The German Edain mod has some new models for the Elves (they split them up in High Elves and Wood Elves, so they are two factions now). http://www.edain.6x.to/
It has been reported that some victims of rape, during the act, would retreat into a fantasy world from which they could not WAKE UP. In this catatonic state, the victim lived in a world just like their normal one, except they weren't being raped. The only way that they realized they needed to WAKE UP was a note they found in their fantasy world. It would tell them about their condition, and tell them to WAKE UP. Even then, it would often take months until they were ready to discard their fantasy world and PLEASE WAKE UP

#48 robnkarla

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Posted 06 July 2007 - 09:17 PM

The German Edain mod has some new models for the Elves (they split them up in High Elves and Wood Elves, so they are two factions now). http://www.edain.6x.to/


I'll take a look, but do you know their rules of use or who to contact to discuess?

#49 Guest_Guest_*

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Posted 07 July 2007 - 04:37 AM

Sorry if was already said... but you could change the people who got the ring... one for each faction

exemple:
Gondor - isildur
Elves - galadril
Dwarves - Durin
Mordor - sauron
Isengard - saruman (I maybe the multicolor saruman that appear in the books)
Goblins - no idea =)
Angmar - The witch king

another sugestion... one of the powers of arnor could be call for numenor reinforcements or something like that =P numenor ftw lol

#50 Devon

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Posted 07 July 2007 - 08:07 AM

why does everyone use isildur for gondor; hes dead!

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#51 Xingdao Fan

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Posted 07 July 2007 - 11:09 AM

The ring heroes are alright as they are. We wouldn't come up with logic heroes for every faction.
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#52 Lotrfan2

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Posted 07 July 2007 - 11:57 AM

The German Edain mod has some new models for the Elves (they split them up in High Elves and Wood Elves, so they are two factions now). http://www.edain.6x.to/


I'll take a look, but do you know their rules of use or who to contact to discuess?



If you want to modden, we can recommend the EMS (Edain Mod support) to you. There you find Models of units, which you can build free of charge into your modification beside Tutorials also.



so its free :p

Edited by Lotrfan2, 07 July 2007 - 11:58 AM.

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#53 Allathar

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Posted 07 July 2007 - 12:23 PM

Free to use, as long as you give proper credit of course
It has been reported that some victims of rape, during the act, would retreat into a fantasy world from which they could not WAKE UP. In this catatonic state, the victim lived in a world just like their normal one, except they weren't being raped. The only way that they realized they needed to WAKE UP was a note they found in their fantasy world. It would tell them about their condition, and tell them to WAKE UP. Even then, it would often take months until they were ready to discard their fantasy world and PLEASE WAKE UP

#54 Lotrfan2

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Posted 07 July 2007 - 01:00 PM

yes ofcourse
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#55 Zyzzyva

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Posted 09 July 2007 - 05:48 PM

I have one general question: I noticed that Astrinix made button art for Wulf, Shagrat, Grishnak, and Beregond, but while there have been some intanstces when they were discussed, there is nothing about them in the 1.05 threads. Are they going to be added in later in, either in 1.05 or in others, or was that more a hopeful thing for the future?

Also, one thing that I have noticed being unbalaced is that with the new balances for most of the factions, some of Angmar's and Arnor's units have become OP (eg. Wolf Riders, Arnor Soldiers). It is not that they have more power than they used to, or anything like that, but with orcs and goblins being weaker, it is almost impossible to stop them early on. Both mentioned units are no problem once you get archers, pikemen, heros, etc. but goblin and orc warriors, no matter the numbers, can't even touch them. Ive had 4 battalions of orcs going after one Wolf Rider horde, yet they still managed to completely ignore the orcs and run around destroying resource buildings before my fortress killed them. Its not a matter of Wolf Riders being too strong, but of Orcs being too weak.

Finally, I thought Id take the time to mention again that I really think Nazgul either need to lvl faster or revive faster, because at the moment not only is it impossible for them to reach lvl 10, but they spend almost as much time dead as alive, no matter how careful you are wth them.

Other than that, I must say that the BETA is coming along excellently! :p
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Despair is only for those who see the end beyond all doubt. We do not. It is wisdom to recognize necessity, when all other courses have been weighed, though as folly it may appear to those who cling to false hope. Well, let folly be our cloak, a veil before the eyes of the Enemy! For he is very wise, and weighs all things to a nicety in the scales of his malice. But the only measure that he knows is desire, desire for power; and so he judges all hearts. Into his heart the thought will not enter that any will refuse it, that having the Ring we may seek to destroy it. If we seek this, we shall put him out of reckoning.
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#56 robnkarla

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Posted 09 July 2007 - 06:05 PM

For the heroes that astrinax created the portraits for:

Wulf - This is for the wildman chief currently in Isengard
Shagrat & Grishnak - I plan on adding them at some point (Either to a faction or to kill or play in the campaigns and have not bee added.)

Beregond - I have a skin for him and deciding what to do with him. I don't think he needs to be added to Gondor, but I might add him into the campaign. I have not yet chosen.

As for the units mentioned - Arnor soldiers have been changed, and they should not be as overwhelming. (Biggest reason - there were 15 units before and now are in line with 8) Wolf Riders - I think their biggest problem lies in the BFME1 starting units. I'm going to modify Angmar's starting thrallmasters to only be able to change into the axethrowers, spearmen, or orcs. This should help alleviate this problem. It's too unfair for them to be able ot get cavalry right off the bat.

I'm going to decrease their leveling, and I'm leaning towards making Mordor's nazgul always free to revive, though I have not decided to do this yet. As a note, the higher the level they get before their first death, the quicker the respawn. (The timing is closer to BFME1 base which had very long respawn times which might not fit in BFME2)

#57 cleaburn

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Posted 10 July 2007 - 02:15 PM

What happen to Gondors various units and Arnors this was what made them better to me.


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#58 Allathar

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Posted 10 July 2007 - 02:18 PM

They are moved to the inn.
It has been reported that some victims of rape, during the act, would retreat into a fantasy world from which they could not WAKE UP. In this catatonic state, the victim lived in a world just like their normal one, except they weren't being raped. The only way that they realized they needed to WAKE UP was a note they found in their fantasy world. It would tell them about their condition, and tell them to WAKE UP. Even then, it would often take months until they were ready to discard their fantasy world and PLEASE WAKE UP

#59 cleaburn

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Posted 10 July 2007 - 02:23 PM

All that was in the inn was Eleves only, Heros and workers.


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#60 cleaburn

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Posted 10 July 2007 - 02:47 PM

Would like to suggest to make inn build able for all factions. So one can place with in walls and Add to Gondor regular armored spear man with shield and axe men in Gondor armor with shield only need one tower Guard type. Instead of inn alliance camp or house whatever.

Thanks Cleaburn




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