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#141 Vithar-133

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Posted 01 August 2007 - 02:11 AM

same here, but he needs to find out how he's going to make siege towers and ladders useful against elves. what if someone reskinned rohan walls and added those decorative canopies from the rivendell walls ontop of that?

Edited by Sword_of_the_North, 01 August 2007 - 03:09 AM.

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#142 Dalf32

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Posted 02 August 2007 - 07:10 PM

first of all, inns r supposed 2 giv an extra bild radius on bfme1 revisited maps rite? i thought it was a nice touch, but if its not supposed 2 b ther... wasnt sure, dont remember readin it anywer.

umm the ai is really wierd. wen i do skirmish, say 3v3. the allied ais ALWAYS run at a lower capacity than the enemy ai. so if i hav 2 brutal allies, and im facin 3 brutal enemies, no matter how well i do, the ais dont even stalemate, my allies get wiped out. it ends up bein a 1v3 realy quickly. but if i do myself and 2 brutals vs 3 hards, its way 2 easy.
so its hard 2 find a challenge w/o it bein insurmountable.

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#143 Spointz2020

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Posted 03 August 2007 - 01:52 PM

I'm not sure if its supposed to be like that, but when I was doing skirmish on Belfalas - bfme 1 revisiited with Angmar, i started creeping with Karsh only to realize that whilst most of the map's creeps seemed to be Barrow wights - Half of them had one Wights, while the other half had two wights at each Down!

Edited by Spointz2020, 03 August 2007 - 03:45 PM.

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#144 Vithar-133

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Posted 05 August 2007 - 04:05 AM

just a thought; but don't know if it's possible, but i think you should have a differnet allaiance per inn...i.e. if you're playing as Gondor you can recruit the Fiefdoms and the elves....just a thought.

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#145 Spointz2020

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Posted 05 August 2007 - 08:15 AM

I wasn't too sure where to place this bug so im just gonna say it here:

The Footmen of Ringlo Vale that you recruit from the inn as well as the Axeman (Southern Fiefdoms alliance) currently must have the audio for Soldier battalion just like the Citadel Guards of gondor - when they were recruited they said: "Soldier battalion standing by."

Also Rob dont we need a topic for just the Inn system and suggestions and bugs for it ? Or is it already here but im just missing it? :)

Plus, it seems that it's impossible to upgrade any of the Inn units from Alliance w/ Southern Fiefdom..

Also, the Archers of Morthond seem to have the voice/audio for Ithillien Rangers

Edited by Spointz2020, 05 August 2007 - 09:42 AM.

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#146 Devon

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Posted 05 August 2007 - 08:45 PM

actually they can get fire arrows if you're gondor.

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now, i really have to say, after viewing a lot of the screenshots people have taken, especially with the new views, the little circles for leadership are UGLY. they just suck :p. so i was thinking to replace them with these:

without leadership
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with leadership
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uruks with leadership too
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i forgot to post a ss with double leadership, which looks coolest imo, but heres triple
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definatly a lot better than those dumb little circles


also on the topic of leadership, i hate how ea made every stupid leadership generic 25% damage 25% armor 50% xp can't stack. can you back to the old days when all leaderships were different and stackable? for instance treebeard had something like +20% damage and +20% range, gandalf had something like +50% armor +300% xp.

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#147 Xingdao Fan

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Posted 05 August 2007 - 09:25 PM

I think those star things getting out of the units are better. Besides, I hate when leaderships are stacking, the units just shine to hell.

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#148 Devon

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Posted 05 August 2007 - 10:15 PM

um, what?

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#149 robnkarla

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Posted 05 August 2007 - 11:06 PM

hehe, RJ-RotWK already uses the 3 stacking leaderships of 1.06.

Generic - 25%, 25%, 25%
Armor - 50%
Weapon - 50%

I've also thrown in some unique leaderships and I plan on mixing them up as well so not everyone has the same.

As for the fx - I really like the stars and plan on keeping them, but I am looking into using BFME1 glowing leadership and other fx. You'll just have to wait and see where it ends up :p

Edited by robnkarla, 05 August 2007 - 11:07 PM.


#150 Devon

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Posted 05 August 2007 - 11:08 PM

i hate those generic armor and weapon tho, theyre just so boring and unrelated to the hero :p

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#151 robnkarla

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Posted 05 August 2007 - 11:35 PM

The generic leadership values are all being looked at. I'm looking at adding different values, but some will have only armor and other damage. You'll just have to wait and see where it all ends up.

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#152 Dalf32

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Posted 06 August 2007 - 01:14 AM

perhaps u culd mix the 3 types of leadership fx (the stars, the circles, and the full glow). i dont rly lik how in bfme1 they glowed lik lanters wen they had mor than 1 leadership source. i dont rly hav a problem w/ the circles, but i culd c it change.
hero leadership shuld def b as unique as possible. all leadership bein the sam and unstackable dosnt mak sense and is boring. but i dont think it was as unique as it shuld b in bfme2 1.06.

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#153 Spointz2020

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Posted 06 August 2007 - 08:56 AM

Well rob i think you should keep the classical - generic, armor, and attack - leadership for some of the heroes same. Meanwhile, on the other hand - most of them should still get a lil' reconditioning w/ their leadership characteristics; and when u say making hero ld's more unique - u do mean that u'll try to derive some ld chracteristics that might've been somewhat hinted or displayed through books & movies? :p
I like the one we have for tree beard though i sure hope his speed is as fast as the speed of the speedbuffed ents, (or else he wouldn't be able to keep up w/ the very guyz he's providing speed ld to ;))

also another way to make hero ld's mroe unique, is by making them in more cases - only affect certain units that perhaps the hero himself /herself has stronger affinities to. its already been shown in things like eomer rohirrim outlaw ld, gothmog orc ld, treebeard ent ld, etc. ,etc. those stuff definitely make things a lot more interesting.
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#154 Dalf32

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Posted 06 August 2007 - 06:27 PM

agree completely spointz. i 4got bout those types of leadership that r specific 2 unit types. they make things a bit mor realistic 2 (in sum cases).

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#155 clonecommand

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Posted 06 August 2007 - 08:22 PM

One huge suggestion:
Resource buildings don't seem to make enough money, while there are 3x the upgrades avaible than BFME1. In BFME1, you didn't need to produce more than 15-20 to buy three upgrades and 5+ units. But in BFME2, there are 10+ upgrades and 6+ units.

Did that make sense? xD

#156 The Best Guest

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Posted 06 August 2007 - 08:24 PM

Do you mean stuff is more expensive or there is more stuff to buy?
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#157 clonecommand

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Posted 06 August 2007 - 09:48 PM

There is more stuff to buy, which makes the need for money to come in faster a little higher than what BFME1 had.

#158 Devon

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Posted 06 August 2007 - 11:10 PM

if you get farms around your base that isnt really a problem. 4-5 is enough to get upgrades and still produce troops from 2 buildings if you have around 300 cp. most factions also have things like grand harvest and industry which increase your resource production.

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#159 Vithar-133

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Posted 06 August 2007 - 11:22 PM

every faction but the elves and rohan of course....and gondor has both.

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#160 Spointz2020

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Posted 07 August 2007 - 01:10 PM

every faction but the elves and rohan of course....and gondor has both.


haha talk about balance issues :p all factions should have those abilities in some form , or else i personally think that they should get a innate or a natural buff in resource collecting and stuff. Say for Elves they have "Nature Prosper" or "Elven Roots" or something like dat - in starting passive abiilty, or upgrade - gives like 1+ resource gathering every time their Mellorn trees produce; the +1 is small enough to not be game-flipping or too OP, but provides overtime a slow but quite a big surplus for the elves.

Also, now that i look at those LD "effected auras" that Yoda showed, those dudez look like peasant warriors from the heaves or smth! ;) ^_^
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