Lothlórien (Elven) faction
#221
Posted 04 November 2007 - 10:41 AM
#222
Posted 04 November 2007 - 10:58 AM
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#223
Posted 06 November 2007 - 02:17 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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#224
Posted 07 November 2007 - 04:25 AM
(Up until here - this thread has now been checked for useful items to put into the ToDo List!)
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#225
Posted 07 November 2007 - 06:41 AM
For my first thought I should warn everybody that any and all of my ideas can and probably will be completely impossible and even kind of crap. But these thoughts just pop into the old grey matter and If I don't type or write them down somewhere then they will be forgotten. So to kick it off I thought I would start with the last thought that went by.
Oh and their is no need whatsoever to reply to any of my rantings
The elven archers from bfme1 were able to connect with another group of archers to create a battalion. In this battalion the front row had their swords drawn and the back two rows still used their bows. The idea being that the front row would attack with their swords to protect the archers while they continued to fire with their bows.
I understand if joining 2 archer units together is impossible for bfme2 but I have seen the pike carrying units go into their porcupine formation whenever we choose the defend stance and thought that we could do something like that for those elven archers ( last alliance veterens, I think they are called )
Once the defend stance is chosen the front row of elves would draw their swords and the back row would continue to use their bows and arrows. This stance is also reminiscent of the sight we see in the beginning of the fellowship of the ring movie when we see elrond on the battle field of mount doom and the goblins crash into a battleline formation of the elves slicing them with their swords as the rows in the back fire their bows.
Edited by ttandchotmail, 13 November 2007 - 09:16 AM.
#226
Posted 07 November 2007 - 07:20 AM
I'll use a formation though, which will hopefully work out BfMe1 style. Checking out how they did it asap. Thanks bro. I was about to start a thread on formation types anyway, so, if this one works out, i'll be including it in a general public topic.
And i already found the conditions needed to do that in the alternate formation, just so you know:
[codebox]RankInfo = RankNumber:1 UnitType:RohanElvenWarrior Position:X:30 Y:0 Position:X:30 Y:25 Position:X:30 Y:-25 Position:X:30 Y:50 Position:X:30 Y:-50 GrantedWeaponCondition:WEAPONSET_TOGGLE_1
RankInfo = RankNumber:2 UnitType:RohanElvenWarrior Position:X:10 Y:0 Position:X:10 Y:25 Position:X:10 Y:-25 Position:X:10 Y:50 Position:X:10 Y:-50 RevokedWeaponCondition:WEAPONSET_TOGGLE_1
[/codebox]
Edited by Sûlherokhh, 07 November 2007 - 07:20 AM.
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#228
Posted 07 November 2007 - 02:45 PM
I too would love to have the combined hordes possibility from BFME1, but I think it was said someehere that the coding wouldn't work in SEE to obtain that.. But that ^ is a great alternative for hordes that can toggle though
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#229
Posted 07 November 2007 - 07:06 PM
That would be great and ine of the best things you could make!!I like that you bring elements from bfme 1 into bfme2(intro,shellmap,building upgrade system...)
#231
Posted 08 November 2007 - 01:12 AM
But so the game doesn't lose this simple building when replaced by the elven farm, perhaps it could be used as a stealthing building. Or it can be used as a secondary resource building like the lumber mill. Or perhaps the elven farm can be the secondary RB.
(My original idea was that the mallorn tree could be a self replicating building so that the elves could actually have a forest to hide in. Some maps have no trees at all. Wouldn't it be something if the elves could *regenerate Mordor. But apart from the coding issues, it would probably create a crowding problem. The counter to that would be smaller models, but then you'd have to lose the level 3 archer because it's part of the model. Not unlike the trebuchet problem I suspect.)
Perhaps then you could add more trees to the Elven wood power then, instead of a green spot on the map?
#232
Posted 08 November 2007 - 01:20 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#233
Posted 08 November 2007 - 08:26 AM
...
But apart from the coding issues, it would probably create a crowding problem. The counter to that would be smaller models, but then you'd have to lose the level 3 archer because it's part of the model. Not unlike the trebuchet problem I suspect.)
The Archer is not part of the model, it's just a simple slaved-variant of the normal hordemember-lorienarcher. Works like the orcs on the barricades (fortress expansion and summoned). They spawn on specific bones.
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#234
Posted 09 November 2007 - 06:36 AM
#235
Posted 09 November 2007 - 08:18 AM
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#236
Posted 09 November 2007 - 10:27 AM
Correction: We don't want to add heroes that have been WAAAY gone, like from another Age even. Unless we really have to, cause we have no alternatives, like wth Smaug, since he was the last known Dragon of importance... We might have some "dead" heroes though, that have not been gone for too long, like Balin. Or we might also change his name to Dwalin and be ok... We'll seeWe don't want to add dead heroes (except maybe the King of the Dead, hehe) as far as possible. Besides, the Elves have too many heroes already.
But Gil-Galad is a too familiar face that ppl recognize as long gone...
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#237
Posted 10 November 2007 - 08:13 AM
The name could be the purity aura.
#238
Posted 14 November 2007 - 06:17 AM
I had heard that Thanduil was an insanely good marksmen ( could take out a bee's third leg from 100 km ) . And that he was unbeaten in stealth. So I was thinking of two powers for him that might be more suited to what I have heard of him.
At the moment Thanduil has these
Elven cloak = become stealthed when standing still.
Dead Eye = temporary boost to attack.
Wild walk = able to remain stealthed when attacking and moving.
Move unseen = temporarily stealth nearby allies
Thorn of vengeance = nice and powerful one time shot ( until the timer resets ).
I was thinking. The elven cloak is really kind of pointless once Thanduil gains Wild walk so that could probably be ditched and the move unseen power has never worked well for me ( not sure if it has for anyone ). Whenever I have used it the enemy still seem to be able to target and attack my units. Wether this is a bug or possibly my units still trying to attack when I told them to flee, not sure but either way it hasn't been a power I personaly have used with any success.
So with a little moving around I thought up this
level 1 = Leadership ( I know this is nothing new but he is a king isn't he? Possibly just leadership to mirkwood elves)
level 3 = Wild walk
level 5 = Dead Eye
level 8 = Defender of mirkwood
level 10 = Thorn of vengeance
The defender of mirkwood power ( not sure on the name yet, this was all I could think up at the time ) is a temporary enlargement to Thanduils attack range and range of view . How much of an enlargement and for how long is up to you guys of course but I always look on the elves as the snipers of middle earth.
Not sure if this idea is even possible but I thought I'd better write it down somewhere before I forget.
Edited by ttandchotmail, 23 November 2007 - 10:53 PM.
#239
Posted 14 November 2007 - 07:32 AM
Don't know
The rest sounds great.
Perhaps not Defender of Mirkwood, but "Defenders of the king"
When you use that power you spawn 10 Mirkwood Archers guarding the king (you can't move them, they are just follogwing the king everywhere and attack enemys)
That would be a very unusual power and would this would make him unique =)
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#240
Posted 20 November 2007 - 03:26 AM
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