General Talk
#41
Posted 06 July 2007 - 02:54 PM
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.
#42
Posted 06 July 2007 - 05:31 PM
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.
Robert J.
#43
Posted 06 July 2007 - 07:12 PM
Thanks Cleaburn
#44
Posted 06 July 2007 - 07:26 PM
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
Posted 06 July 2007 - 08:43 PM
Thank you: Again Cleaburn
#46
Posted 06 July 2007 - 08:59 PM
I just might ask TDP if I can re-color them a little.
#47
Posted 06 July 2007 - 09:06 PM
#48
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_*
Posted 07 July 2007 - 04:37 AM
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
Posted 07 July 2007 - 08:07 AM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#52
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
Edited by Lotrfan2, 07 July 2007 - 11:58 AM.
#53
Posted 07 July 2007 - 12:23 PM
#55
Posted 09 July 2007 - 05:48 PM
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!
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.
-Gandalf
#56
Posted 09 July 2007 - 06:05 PM
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
Posted 10 July 2007 - 02:15 PM
Cleaburn
#58
Posted 10 July 2007 - 02:18 PM
#59
Posted 10 July 2007 - 02:23 PM
Cleaburn
#60
Posted 10 July 2007 - 02:47 PM
Thanks Cleaburn
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