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Lothlórien (Elven) faction


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#221 zachdaddy_3000

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Posted 04 November 2007 - 10:41 AM

I know that Thranduil and Legolas is getting a good reworking of powers, but would it be possible for Haldir to get a little reworking two? I sorta like the special arrow attack. So if you decide to keep that, would it be possible to put that ability at level 8 instead of 10? Because most abilities for most other heroes have been set to level 8 (Aragorn's Anduril, Nazgul's fellbeast, WK's Hour, etc.).
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#222 Sûlherokhh

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Posted 04 November 2007 - 10:58 AM

Well, it will be at level 8, like all the others. What you have probably not realized is that the heroes with their top power at level 8 need the about the same experience as they before needed to get to level 10! So effectively, they'll be as powerful at level 8 as they were before at level 10. Level 9 and 10 will now be very hard to reach, but they will provide awesome Stat-Bonuses. So much for all you guys who wanted to let the heroes have more levels. This is basically it. Much like the lower RingPoints for Spells in BfMe1. More 'Levels' don't mean shit. It's what happens at those levels and how hard it is to get there. :p

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#223 Nazgûl

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Posted 06 November 2007 - 02:17 AM

Don't you just love him ^ :xcahik_:

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#224 Nazgûl

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Posted 07 November 2007 - 04:25 AM

*marker*
(Up until here - this thread has now been checked for useful items to put into the ToDo List!) ^_^

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#225 ttandchotmail

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Posted 07 November 2007 - 06:41 AM

G'day to all

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.

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#226 Sûlherokhh

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Posted 07 November 2007 - 07:20 AM

Weeeeeh! :D Getting right on that one! Great idea!!! ^_^
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.

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#227 ttandchotmail

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Posted 07 November 2007 - 07:20 AM

G'day sulherokhh

Thanks mate, glad you liked it ^_^ I think I have a good idea once every blue moon ;)
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#228 Nazgûl

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Posted 07 November 2007 - 02:45 PM

Hehe so if I understand this correctly, this means that the first row would have their swords drawn and the second and third (if we keep the 3rd row) will fire their bows? And while doing this, the whole horde is non moving, like pikemen's Porcupine?

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 ^_^

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#229 elbenmensch

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Posted 07 November 2007 - 07:06 PM

Indeed
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...)
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#230 ttandchotmail

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Posted 07 November 2007 - 07:12 PM

G'day Nagul

Yep, that's it exactly ^_^
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#231 dragontamer

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Posted 08 November 2007 - 01:12 AM

I don't mind the mallorn tree being a "resource building" although I don't know what kind of resources you get from it. I've never heard of mallorn fruit.

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 Nazgûl

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Posted 08 November 2007 - 01:20 AM

About Mallorn Trees... check the ToDo List... :p

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#233 Sûlherokhh

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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.

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#234 King Trident

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Posted 09 November 2007 - 06:36 AM

u should add gil-galad.

#235 Sûlherokhh

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Posted 09 November 2007 - 08:18 AM

We don't want to add dead heroes (except maybe the King of the Dead, hehe) as far as possible. :ohmy: Besides, the Elves have too many heroes already.

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#236 Nazgûl

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Posted 09 November 2007 - 10:27 AM

We don't want to add dead heroes (except maybe the King of the Dead, hehe) as far as possible. :ohmy: Besides, the Elves have too many heroes already.

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 see :p

But Gil-Galad is a too familiar face that ppl recognize as long gone...

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#237 dragontamer

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Posted 10 November 2007 - 08:13 AM

A new power for Celeborn could be a leadership bonus that extends to your units which depletes the enemy's HP. Kind of like that other game with (night) elves.
The name could be the purity aura.

#238 ttandchotmail

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Posted 14 November 2007 - 06:17 AM

G'day to all

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 :sad2: ) 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.

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#239 Mercyy

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Posted 14 November 2007 - 07:32 AM

Defender of Mirkwood...
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 dragontamer

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Posted 20 November 2007 - 03:26 AM

The Vigilant Ent expansion: If units come too close, could it knock them back like a melee ent? It shouldn't be overpowered, because it's so slow, but ya know, if it's bending over to pick up a rock, it should be able to knock a couple of orcs around.




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