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#81 lasman

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Posted 20 July 2007 - 12:23 PM

mebbe have different alliances with new units for each faction, instead o making them allied to a faction

#82 Xingdao Fan

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Posted 20 July 2007 - 12:33 PM

That is the normal system. Elves have Rohan Peasants, Men have Elven Warriors, and such.

Geez now my suggestion is digged in the fourth page...

Edited by Xingdao Fan, 20 July 2007 - 12:33 PM.

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#83 Allathar

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Posted 20 July 2007 - 12:36 PM

I think the current system is great as it is! I mean, allying with a faction is better than just pre-determined units on a map. Although, you can also pre-set the ally-factions available to make it more true to the lore:

Example:
Faction Ally factions available
Gondor: Grey Company, Southern Fiefs, Rohan
Rohan: Lothlórien, Fangorn, Minas Tirith, Westmark
Isengard: Dunland, Moria, the bad mofo's in Bree-land (half-orcs and such)
Mordor: Harad, Rhun, Khand, Umbar
Harad: Far Harad (half-trolls and such), Khand, Rhun, Morgul
Rhun: Harad, Khand, Morgul, Gorgoroth, Umbar

Edited by Allathar, 20 July 2007 - 12:38 PM.

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

#84 lasman

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Posted 21 July 2007 - 03:16 PM

I think the current system is great as it is! I mean, allying with a faction is better than just pre-determined units on a map. Although, you can also pre-set the ally-factions available to make it more true to the lore:

Example:
Faction Ally factions available
Gondor: Grey Company, Southern Fiefs, Rohan
Rohan: Lothlórien, Fangorn, Minas Tirith, Westmark
Isengard: Dunland, Moria, the bad mofo's in Bree-land (half-orcs and such)
Mordor: Harad, Rhun, Khand, Umbar
Harad: Far Harad (half-trolls and such), Khand, Rhun, Morgul
Rhun: Harad, Khand, Morgul, Gorgoroth, Umbar


thats the sort o thing i mean

#85 Xingdao Fan

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Posted 21 July 2007 - 07:34 PM

I still think unique units for each map would be better, but ok...

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#86 dojob

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Posted 22 July 2007 - 05:23 PM

I'm sorry if this has already been suggested, but since there are less units, you should gain more experience from killing them. Also, reduce the cost of power points.
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And please add Bear-mans


#87 Sûlherokhh

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Posted 22 July 2007 - 05:27 PM

Since not all maps have (or should have) an Inn, how about adding an additional building to each faction that is buildable only on those maps (via map.ini), or how about adding the Inn abilities/commandbuttons to already existing faction buildings (also only usable on maps NOT containing an Inn)? :p

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#88 Xingdao Fan

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Posted 22 July 2007 - 05:32 PM

Why reduce powers' cost? I don't want to get a Balrog in my base early game, so no please.

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#89 dojob

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Posted 22 July 2007 - 05:45 PM

In BFME1, the costs were lower. Since there are fewer units, it takes a very long time to get powers, so maybe a small decrease in costs would help.
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And please add Bear-mans


#90 Dalf32

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Posted 22 July 2007 - 07:04 PM

DO NOT CHANGE POWER COSTS! they r fin wer they r. ther r fewer units, but mor cp so it evens out.
besides, iv never had a prob gettin power points during a battle. and in bfme1, it took much longer 2 get power points.

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#91 The Best Guest

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Posted 22 July 2007 - 11:22 PM

i was playing today and noticed how fast and cheap i and the ai can make rams with them being so strong they need either a incresed build time, increased cost, or be de-buffed
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#92 Devon

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Posted 23 July 2007 - 05:42 AM

yep, i got spammed by 5 in one wave. early on in game, and one of them breaks down most gates in two hits.

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#93 Xingdao Fan

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Posted 23 July 2007 - 07:27 AM

Yeah some gates are too weak. One thing I didn't like in BFME II was that Minas Tiriths' gates can be broken easily. It should be much, much harder.
Although the Minas Tirith player already receives a very good benefit, it IS supposed to be very well defended. I hate when they turn the lore upside down.

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#94 Devon

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Posted 24 July 2007 - 07:00 PM

it sames like the height bonus for walls has been completly removed. maybe you should put it back?

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#95 kmanooch

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Posted 24 July 2007 - 07:15 PM

I agree with yoda as when defending fortresses and the like, there archers can sometimes outrange mine and also there siege completes demolishes the archers which all pack together. I think you should add the heigh bonus back.

#96 robnkarla

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Posted 24 July 2007 - 07:37 PM

All right, I'll try to cover all of the points:

1) Inn units/alliances. I think I've said it before, but the inn system is completely scalable. I am always looking for more units/alliances to create. As I add more, the more flexible they also become to where factions have their own unique alliances or depending on the region you might have alliances available. Either way would work, as long as I have enough to give you the option of 3-4 alliances. (For example, if you are in the shire, you should have option for a full hobbit alliance, a rivendell alliance, a grey haven alliance, blue mountain alliance, and maybe more. Or as stated above, each faction has their own alliances.) This is all determined on how many units/models/skins/voices I can get my hands on or donated to the mod. As a huge bonus, the more units available, the more individual I can make each map in the campaign.

So as always, donations to the alliance system are welcome beyond belief.

2) Walls/gates. Yeah, when I was putting the castles together some of the objects in the BFME1 castles did not work so well and I borrowed from other sources. (Minas Tirith gate for example, which is why it is so weak.) I'm going to try to give a couple of quick changes to the gates and other areas that are in sore need for 1.05.02. In the next release they will be getting an overhaul including castles and such for EvilMen and improved (walls maybe) for Isengard and maybe others. I'll be putting the different options up when I get to them and maybe even hold it to a poll. (oooh, and maybe the dwarves might finally get a new non-Gondor Castle)

3) Height bonus, yes I'm going to include these as well for the castles walls. I just have to make sure I set up everything correctly and I have not yet. I've been busy add models/art/fixes/units/skies & Amon Hen this time around.

4) Battering rams, these will be looked at probably in 1.05.03. I hope I also will be adding more siege to other factions. (Battering rams, etc.) Now if only I can find the long-range siege that I can use for EvilMen....

There might be more things missed that I'll catch later, but I thought I'd weigh in.

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#97 Devon

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Posted 24 July 2007 - 07:42 PM

yay, sounds fun.

also, wote has a corsair ballista u could use.

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#98 Dalf32

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Posted 24 July 2007 - 08:54 PM

woot 4 a new dwarven castle! yay! the current 1 is nice, but it still feels lik MotW.
height bonus adds realism and makes everythin work a little better in-battle, so awesome 2 hear that it will com bak. (that was my main gripe w/ 1.06)

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#99 dojob

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Posted 24 July 2007 - 10:05 PM

Yeah a height bonus definitely makes sense for a mod with more siege and defense :huh: and I can't wait to see what you do with the Dwarven castle.
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And please add Bear-mans


#100 Dalf32

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Posted 25 July 2007 - 06:09 PM

the ai seems 2 mak 2 many bilders sumtimes. i was attackin an ai and saw 5-6 idle bilders.
also, in the middle of a battle as gondor vs mordor on the argonath map, i captured 2 inns and bought the rohan alliance, near the end of the battle both inns randomly switched 2 using an isengard alliance.

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