Jump to content


Photo

Lothlórien (Elven) faction


  • Please log in to reply
457 replies to this topic

#81 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 30 July 2007 - 04:03 AM

This has been up 5-6 times before :D I still don't get why we would want smaller battalions? Most seem to want BIG armies. Smaller batts wont do that? =p

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#82 Garrison Nomad

Garrison Nomad

    Bringin' in Da Boyz

  • Project Team
  • 608 posts
  • Location:Tennessee
  • Projects:Beta testing for SEE
  •  I'm in your closet...eating your clothes.

Posted 30 July 2007 - 04:10 AM

Adds for Realism. There weren't that many elves, and it adds to the Evil outnumbering good thing.
If I were you and you were me I'd have a different face.
Posted Image
Posted Image
Posted Image
"The only real things are imaginary..."

#83 .:Skybaxx:.

.:Skybaxx:.

    S.E.E. FaN

  • Members
  • 72 posts
  • Location:United Kingdom

Posted 01 August 2007 - 12:29 AM

Bleh, got some screenshots from the map Weather Hills, cos I personally would prefer to see either of these farms instead of the Mallorn trees:

Posted Image
Posted Image


Its no biggie, I dont mind the trees, but right now we got slaughter houses, farms, furnaces, lumber mills and....Mallorn Trees. :) if ya see my point... :p or keep em, its just a suggestion.
Posted ImagePosted Image
___________________Elladan__________________________________Elrohir
Posted Image
Posted Image

Gimli: "What's happening out there?"
Legolas: "Shall I describe it to you? Or would you like me to find you a box?"

#84 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 01 August 2007 - 02:50 AM

It's ain fact a VERY good suggestion. Cause I find them trees beautiful, but rather "off". This is a working model that already exist and we should use it! I agree... :)

The Mallorn tree can be used as something else.. kind of like the White Tree of Gondor.. something magical... something treasureable. But the Elven farms will be added. Thank you for reminding me :p

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#85 Garrison Nomad

Garrison Nomad

    Bringin' in Da Boyz

  • Project Team
  • 608 posts
  • Location:Tennessee
  • Projects:Beta testing for SEE
  •  I'm in your closet...eating your clothes.

Posted 01 August 2007 - 03:08 AM

yay...that's awesome. Do they have things workin on em?
If I were you and you were me I'd have a different face.
Posted Image
Posted Image
Posted Image
"The only real things are imaginary..."

#86 Sûlherokhh

Sûlherokhh

    Sagacious Engineer

  • Project Team
  • 3,754 posts
  • Location:Central Germany
  • Projects:S.E.E., Sage A.I., Code Advisor
  •  'Axe'er of the Gordic Knot

Posted 01 August 2007 - 04:24 AM

True. Mallorn trees would be suitable as sentry towers. Maybe only one or no garrison slot. But I'd add the same buyable 'enshrouding mist'-power that the fortress uses, but of course a smaller radius. What do you think? :good:

bannerreal01mittelit3.jpg
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."


#87 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 01 August 2007 - 05:59 AM

As always... it's like you're a part of my brain Sûl... :good::p
(Need I say more?) :good:

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#88 Strider

Strider
  • Members
  • 190 posts
  •  Helpful Wanderer

Posted 01 August 2007 - 11:21 PM

I trust that if we use Mallorn Century Tower we will get rid of the current tower?

I do like the idea of those as farms though.

All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.


Posted Image

Posted Image


#89 zachdaddy_3000

zachdaddy_3000

    THERE CAN BE ONLY ONE!

  • Project Team
  • 580 posts
  • Location:Middleburg, FL
  • Projects:Nazgul's BFMEII: Special Extended Edition

Posted 01 August 2007 - 11:27 PM

It wouldn't hurt to have both. MotW have two sentry towers. Just make the mallorn tree cost less. Also, it wouldn't hurt to have the mallorn tree be camouflaged in forests (just like the ents). Cuz hey, I couldn't tell them apart at first glance. :sad2:
Do not come between a Zach and his........Zach?

Posted Image
Posted Image
Posted Image

#90 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 02 August 2007 - 03:01 AM

I trust that if we use Mallorn Century Tower we will get rid of the current tower?


I will not remove a perfectly working model as the Elven tower...

Edited by Nazgûl, 03 August 2007 - 04:19 AM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#91 Garrison Nomad

Garrison Nomad

    Bringin' in Da Boyz

  • Project Team
  • 608 posts
  • Location:Tennessee
  • Projects:Beta testing for SEE
  •  I'm in your closet...eating your clothes.

Posted 03 August 2007 - 02:18 AM

perhaps the mallorn tree could be a stealthed arrow tower....and the regular be a heavily fortified one.
If I were you and you were me I'd have a different face.
Posted Image
Posted Image
Posted Image
"The only real things are imaginary..."

#92 zachdaddy_3000

zachdaddy_3000

    THERE CAN BE ONLY ONE!

  • Project Team
  • 580 posts
  • Location:Middleburg, FL
  • Projects:Nazgul's BFMEII: Special Extended Edition

Posted 03 August 2007 - 02:54 AM

Nomad agrees with me. Therefore, you have to do it, Naz.
Do not come between a Zach and his........Zach?

Posted Image
Posted Image
Posted Image

#93 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 03 August 2007 - 04:21 AM

I think it would be rather annoying having a large group of invisible trees fireing away at you. And if we make them visible while fireing, they'd pop out from nowhere. I think those things works better with stuff that move, like the Ents...

But I'll think of something that makes use of both. Heck, evil side uses Slaughterhouses AND Lumber Mills, right? :lol:

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#94 Garrison Nomad

Garrison Nomad

    Bringin' in Da Boyz

  • Project Team
  • 608 posts
  • Location:Tennessee
  • Projects:Beta testing for SEE
  •  I'm in your closet...eating your clothes.

Posted 03 August 2007 - 08:33 PM

Well, elven buildings CAN be invisible. =P

it would be cool, though. you could only build them within a fortress's radius so they act as a first line of defence to complement a rather shabby wall. Sounds fair to me. siege would rip em down, but that's the general idea. plus it'd be cool if workers could chop em down and take the wood.
If I were you and you were me I'd have a different face.
Posted Image
Posted Image
Posted Image
"The only real things are imaginary..."

#95 .:Skybaxx:.

.:Skybaxx:.

    S.E.E. FaN

  • Members
  • 72 posts
  • Location:United Kingdom

Posted 03 August 2007 - 10:35 PM

woops, the map was tower hills ( i think :)) not weather hills =)
Posted ImagePosted Image
___________________Elladan__________________________________Elrohir
Posted Image
Posted Image

Gimli: "What's happening out there?"
Legolas: "Shall I describe it to you? Or would you like me to find you a box?"

#96 Hobbit Hunter

Hobbit Hunter
  • Members
  • 96 posts
  • Location:Ely England
  • Projects:none

Posted 08 August 2007 - 12:37 PM

Those farms are a pretty good idea because the mallorn trees dont really fit in.
I mean as every faction tries to have differnt reasource buildings its not bad the look is great
but it doesent fit with the rest of the buildings really.
@ Garrison Nomad I think that if you make elven battalions smaller then they will get over-run.
Because the swords and melle battalions(exept noldors) will get crushed by numbers leaving the path
to the reduced sized archers open and there wont be enough archers to stop them b4 the enemies get there.
Which will result in a new elven unit that gets fed to mumakills elvish spam :thumbsupdrool:
Posted Image
Dont get between a Hobbit and his Hunter, guess where the arrow is gonna hit?

#97 Garrison Nomad

Garrison Nomad

    Bringin' in Da Boyz

  • Project Team
  • 608 posts
  • Location:Tennessee
  • Projects:Beta testing for SEE
  •  I'm in your closet...eating your clothes.

Posted 08 August 2007 - 03:17 PM

noo way would they get overrun, HH. not only do they have the highest firing rate, but they also have the highest damage output. Elves are designed to down all enemies before they get there. ever take a hill with 3+ batts of archers? NOOOObody gets close...and plus remember elves have stealth.
If I were you and you were me I'd have a different face.
Posted Image
Posted Image
Posted Image
"The only real things are imaginary..."

#98 Harad King

Harad King
  • Project Team
  • 220 posts
  • Location:Mexico

Posted 10 August 2007 - 07:18 PM

Elves are not easy to overrun, Goblins or Orcs need 2 or 3 battalions to overrun a lorien swordmen battlaion

Edited by harad king, 10 August 2007 - 07:19 PM.

Posted Image
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image

#99 Hobbit Hunter

Hobbit Hunter
  • Members
  • 96 posts
  • Location:Ely England
  • Projects:none

Posted 11 August 2007 - 09:25 AM

They dont get overrun now but with half sized batts theyd do half the damage and get
killed waaaay quicker. And i wouldnt even want to face brutal with half batts

Edited by Hobbit Hunter, 11 August 2007 - 09:28 AM.

Posted Image
Dont get between a Hobbit and his Hunter, guess where the arrow is gonna hit?

#100 clonecommand

clonecommand

    title available

  • Members
  • 1,243 posts
  • Location:The United States of America

Posted 11 August 2007 - 04:42 PM

I think Lorien swords should be:
A) Canned (They look so ugly and they appear to be useless)
B) Or avaible at a Malorn tree as a super cheap unit (like peasants)




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users