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#121 dojob

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Posted 27 July 2007 - 05:27 PM

ok, so frum wat i can understand, u want 2 play bfme1, so go do it. i think that u just want 2 make bfme2 into bfme1 with new factions. but thers much mor 2 this mod than recreating bfme1 imo.

ther is NOTHING rong with the current cp system. it is not imbalanced, wat is rong is ur strategy. u cant turtle in bfme2, it dosnt work, and thats wat ur tryin 2 do. so the imbalance is not with the mod imo, but with ur style.

and ur misunderstanding the nazgul system, ur not supposed 2 get the nazgul until after u revive the nazgul once. it makes most sense this way bc none of the nazgul got fellbeasts until wotr.

u cant get rid of the farms radius bc then u will hav unlimited resources and ppl wuld just sardine farms in. that dosnt mak sense.

But farms take up space and u cant build a lot of them in ur base. Yes, in bfme2 turtling was bad because u then lost map control; ur opponent could outexpand u and get better resources. HOWEVER, because of the limited expansion and walkable walls, then turtling should be a little bit more successful then before.

And this mod is called a "Return to BFME1", so things that applied in BFME1 should apply here. 'Why not just play BFME1 then', you ask. Simple, here are our reasons:

1. BFME1 doesn't have Elves, Dwarves, a Goblin Faction, Evil Men, or Angmar.
2. No capturable buildings; only build plots.
3. Armies aren't nearly as big
4. Not as many special powers
5. No special features like CaH or WotR mode
6. And more...

Edited by Nu8, 27 July 2007 - 05:28 PM.

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#122 The Best Guest

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Posted 27 July 2007 - 05:30 PM

you do not need farms that much there are so many capturable buildings that mak 20+ rescources
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#123 robnkarla

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Posted 27 July 2007 - 05:33 PM

All right, I'll be going over the whole post with a fine tooth comb ^_^

But before I do this I wanted to let everyone know that I will be working on the BFME1 maps for 1.05.03. There is a LOT of work to get everything to work correctly. (To give you an idea one of things that needs to be done is to go through ALL of the building commandpoints and create another version or update one that is there. BFME2 uses DOZER_CONTRUCT and BFME1 was the FOUNDATION CONSTRUCT, and that is just the beginning. So while they might not be completed for 1.05.03, I have already started to work on them)

#124 dojob

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Posted 27 July 2007 - 05:33 PM

That is true, but they don't give cp. I'm just saying that the radii are not needed now that u cant build farms everywhere.

So are you saying there will be plots?

Edited by Nu8, 27 July 2007 - 05:34 PM.

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#125 The Best Guest

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Posted 27 July 2007 - 05:34 PM

heros give you cp
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#126 robnkarla

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Posted 27 July 2007 - 05:38 PM

The captureable buildings do give CP.

The workpit gives 25 and the vardarin give 50. I think one game I played, all I had was 6 farms and my commandpoint limit was 1250. It took a LOOONGGG time to fill out that cp limit.

#127 dojob

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Posted 27 July 2007 - 05:40 PM

So then why get farms? They'd be more useful without radii
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#128 Dalf32

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Posted 27 July 2007 - 06:33 PM

"So then why get farms? They'd be more useful without radii" you say, of course they wuld b mor useful, but they r plenty useful as is, and it dosnt mak and sense if they dont hav radii. it ends up bein op and takin up all ur space.

"I'm just saying that the radii are not needed now that u cant build farms everywhere." you say, but we're talkin bout bfme1 revisited maps, and in those u cant bild anywer, thats 1 of the biggest reasons that its mor lik bfme1 (the prebuilt castles/fortifications being the other).

and again, i say that the mod is not just supposed 2 turn bfme2 into bfme1 w/ extra factions, its supposed 2 combine the best of both worlds. if rob wanted 2 mak bfme1 w/ new factions, he wulda modded bfme1.

i rest my case(s)

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#129 Devon

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Posted 27 July 2007 - 08:48 PM

if u cannot get a good economy with the current system, you are either messing up, expecting too much, or a noob. Its perfectly fine the way it is, and radii should definatly not be removed, because as it is, you do have to spread out farms a bit, but they still always give u 15-20 each. if u remvoed the radii, you could stack them right next to eachother and have thema ll get 25 with like 12+farms. thats jsut dumb.

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#130 Vithar-133

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Posted 27 July 2007 - 09:46 PM

@YodaWarrior: maybe if he shrunk the radii even just by 10%, and dropped amt of resources produced by 5% or increased the interval between when resources are gather by 1000 or 2000, i believe that its miliseconds, or both a resource decrease and resource turn in rate increase, it wouldn't hurt things too much.

Edited by Sword_of_the_North, 31 July 2007 - 08:50 PM.

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#131 dojob

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Posted 27 July 2007 - 10:31 PM

I suppose removing the radii alltogether is stupid then.
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#132 Dalf32

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Posted 27 July 2007 - 11:55 PM

finaly starting 2 c the lite!
Dalf32 and Yodawarrior battling 4 mod rightousness! lol jk
now thats a little mor reasonable sword of the north, i still dont think that it needs 2 b changed at all, but i suppose i wuldnt hav a stroke if rob did change it...

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#133 dojob

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Posted 28 July 2007 - 01:08 AM

It's just pointless to have the full radius. A slightly smaller radius would be good.
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#134 Dalf32

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Posted 28 July 2007 - 04:35 AM

well i guess u didnt notice, but the radius on bfme1 revisited maps IS smaller than the normal radius.

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#135 Vithar-133

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Posted 28 July 2007 - 07:31 PM

Just thought to suggest, either giving all factions two starting units, or maybe 1 basic melee unit and 1 basic ranged unit. (i.e. 1 unit of Guardians and 1 unit of axethrowers or 1 unit of Uruk Warriors and 1 Uruk Crossbowmen)

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#136 Dalf32

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Posted 29 July 2007 - 12:17 AM

i agree, its annoyin gettin only 1 archer battallion as elves, or 1 guardian battalion as dwarves, wen evil factions get 2.
i think the prob is that the starting units of each faction shuld theoretically b able 2 almost stalemate if they met w/o interference.

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#137 Devon

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Posted 29 July 2007 - 02:14 AM

isen only has one, and it IS pretty much a stalemate when they meet. evil units are usually weaker, thats why they have 2

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#138 Vithar-133

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Posted 31 July 2007 - 08:54 PM

Something Nu8 and I worked out; if you keep the dwarven walls the same, maybe give the elves rohan style walls (it could solve your ladder and seige tower problem, against the elves.) About the only other easy way, is for someone ot make their own elven walls.also for all factions; allowing the arrow towers to be built in the outer radius, and fortress build plots for the good factions as a siege slowdown.

Edited by Sword_of_the_North, 31 July 2007 - 09:10 PM.

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#139 dojob

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Posted 31 July 2007 - 11:10 PM

well i guess u didnt notice, but the radius on bfme1 revisited maps IS smaller than the normal radius.


Well, it's been a long time since I played BFME2 or rotwk :) I don't really mind it anymore.

Edited by Nu8, 31 July 2007 - 11:10 PM.

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#140 Devon

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Posted 01 August 2007 - 01:53 AM

Something Nu8 and I worked out; if you keep the dwarven walls the same, maybe give the elves rohan style walls (it could solve your ladder and seige tower problem, against the elves.) About the only other easy way, is for someone ot make their own elven walls.also for all factions; allowing the arrow towers to be built in the outer radius, and fortress build plots for the good factions as a siege slowdown.




i really love the current elven walls and wouldnt remove them :)

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