Jump to content


Photo

Ask the modders


  • Please log in to reply
854 replies to this topic

#541 Lauri

Lauri

    Old man Lauri

  • Hosted
  • 10,438 posts
  • Location:Norway
  • Projects:The 4th Age
  •  The very worst T3A Team Chamber Member

Posted 27 April 2008 - 08:12 PM

your in the Ask the modders thread... guess someone already did :blink:

Boromir has an Armor Upgrade...
When you upgrade that, he loses two powers and gains two new ones :good:

T4A_Logo_-_article.png

The 4th Age version 0.8 has been released: Link


#542 m@tt

m@tt

    #######

  • Project Team
  • 4,056 posts
  • Location:England
  • Projects:The Dwarf Holds
  •  T3A Chamber Member

Posted 27 April 2008 - 08:25 PM

If you chose to use his armour upgrade, a couple of powers get replaced with new ones.

edit - I moved it... then went to do some work and forgot to answer question... then I submit and Lauri gets ahead of me :blink: :good:

Edited by m@tt, 27 April 2008 - 08:26 PM.

Posted Image

#543 Uruk King

Uruk King

    Lore-abiding citizen

  • Project Team
  • 1,673 posts
  • Location:Leamington, UK

Posted 02 May 2008 - 08:05 PM

Are the Druedain going to be in some way part of Rohan like be a summon power?
I will remember Rhovanion Alliance, RIP .

Posted Image

#544 Olorin

Olorin

    Mithrandir

  • Members
  • 1,579 posts
  • Location:Australia
  •  That wandering conjuror...

Posted 03 May 2008 - 06:10 AM

That would be an interesting idea, now that I think of it properly. As far as the Druedain go, the only time they really made any contribution to Rohan was that they led the Rohirrim army through their forest and spied out the enemy surrounding Minas Tirith. So they could be summoned as super-stealthy scouts with greater vision but no attacking capabilities whatsoever, similar to Celeglin's Sentinels from Woody End.

Edited by Olorin, 03 May 2008 - 06:14 AM.

Posted Image

...The Journey doesn't end here; death is just another path, one that we all must take. The grey rain curtain of this world rolls back, and all turns to silver glass. And then you see it. White shores...and beyond. A far green country, under a swift sunrise...

...Many folk like to know beforehand what is to be set on the table; but those who have laboured to prepare the feast like to keep their secret; for wonder makes the words of praise louder...

...Stand, Men of the West! Stand and wait! This is the hour of doom... ~ Gandalf the White, The Return of the King

#545 Uruk King

Uruk King

    Lore-abiding citizen

  • Project Team
  • 1,673 posts
  • Location:Leamington, UK

Posted 03 May 2008 - 06:26 AM

But scout that have to be summoned, it could work as an early game power to relace draft, which could then become a citadel power.
I will remember Rhovanion Alliance, RIP .

Posted Image

#546 Olorin

Olorin

    Mithrandir

  • Members
  • 1,579 posts
  • Location:Australia
  •  That wandering conjuror...

Posted 03 May 2008 - 06:48 AM

That would work so much better in my view, except instead of making it a Citadel power, how about a power for the Armoury? It would make more sense to get armoured up in the Armoury than the Citadel - all you would have to do is purchase one, though they are pretty expensive. Do you think the price of the building should be lowered, even if slightly? It was pretty annoying in the vanilla game how it always used to cost like 1300 resources, even though it was there for balance reasons.

Also, while we're on the subject, I just thought of the system of Banner Carriers in TEA, where you purchase a single unit to attach to the horde itself, thus upgrading it. It is more realistic and has its positives, the main one being that you don't have to waste 750 or so resources just to have the upgrade available (then waste more money upgrading each individual battalion); you can go straight to upgrading battalions. Another positive is that you can get the Banner Carrier to a higher level then attach it to a horde, though this is very, very unlikely unless everything goes your way. The only negative I see is that you'd have to make the Carrier journey half the map to get to the allocated battalion, in many cases, which would be annoying. Now, my question is will this method be implemented in the RA? I'm guessing no, but one can hope. :p

Edited by Olorin, 04 May 2008 - 06:16 AM.

Posted Image

...The Journey doesn't end here; death is just another path, one that we all must take. The grey rain curtain of this world rolls back, and all turns to silver glass. And then you see it. White shores...and beyond. A far green country, under a swift sunrise...

...Many folk like to know beforehand what is to be set on the table; but those who have laboured to prepare the feast like to keep their secret; for wonder makes the words of praise louder...

...Stand, Men of the West! Stand and wait! This is the hour of doom... ~ Gandalf the White, The Return of the King

#547 Lauri

Lauri

    Old man Lauri

  • Hosted
  • 10,438 posts
  • Location:Norway
  • Projects:The 4th Age
  •  The very worst T3A Team Chamber Member

Posted 03 May 2008 - 03:37 PM

I, for one, hope not... It was nice, but it's boring.. :p

as for Draft.... It's a power to boost your sucky peasants in early game... Why put the power into middle-game, when the peasants are barely used?
And for what, some scouts, that doesn't really help much for early game, 'cept for capturing farms, ect, which peasants could do better.... Drafted too...
So no to the Druedain, atleast if it where up to me.. :p

T4A_Logo_-_article.png

The 4th Age version 0.8 has been released: Link


#548 Uruk King

Uruk King

    Lore-abiding citizen

  • Project Team
  • 1,673 posts
  • Location:Leamington, UK

Posted 03 May 2008 - 04:10 PM

Or mabye a summon, they could be more ranged based units with poison darts and javelins, as well as crude axes and spears. but due to their weakness they would be more suited for support
I will remember Rhovanion Alliance, RIP .

Posted Image

#549 hman

hman
  • Members
  • 81 posts

Posted 03 May 2008 - 09:10 PM

Well you could just keep them as a really stealthy scout unit (like the Thirrad) but with some kind of cool attack (poison darts maybe?) just for self-defense or maybe even ambush. I honestly don't think the Druedain would make much sense being just another standard unit, especially if they are going to be weak in any way.

Edited by hman, 03 May 2008 - 09:26 PM.

Posted Image

#550 Olorin

Olorin

    Mithrandir

  • Members
  • 1,579 posts
  • Location:Australia
  •  That wandering conjuror...

Posted 04 May 2008 - 06:21 AM

I, for one, hope not... It was nice, but it's boring.. :xd:

as for Draft.... It's a power to boost your sucky peasants in early game... Why put the power into middle-game, when the peasants are barely used?
And for what, some scouts, that doesn't really help much for early game, 'cept for capturing farms, ect, which peasants could do better.... Drafted too...
So no to the Druedain, atleast if it where up to me.. :xd:

Aw, oh well, I tried. :p

About Draft, it occurred to me afterwards that you'd probably start getting the Armoury in the mid-game, so it does make sense to have the power in the Citadel, game-wise. But realistically, you would get geared up for war in the Armoury. Meh, Citadel's good enough. :)

I still think the Druedain would provide Rohan with something unique. I mean, Celeglin's Sentinels had just about two functions: spying out the enemy and capturing farms and what not undetected (the latter being a little iffy, seeing as if you encounter an enemy horde the Sentinel could do next to nothing). Both of these functions could be pretty useful in the early game. The Druedain could even have a special trap ability or something.

Edited by Olorin, 04 May 2008 - 06:37 AM.

Posted Image

...The Journey doesn't end here; death is just another path, one that we all must take. The grey rain curtain of this world rolls back, and all turns to silver glass. And then you see it. White shores...and beyond. A far green country, under a swift sunrise...

...Many folk like to know beforehand what is to be set on the table; but those who have laboured to prepare the feast like to keep their secret; for wonder makes the words of praise louder...

...Stand, Men of the West! Stand and wait! This is the hour of doom... ~ Gandalf the White, The Return of the King

#551 Uruk King

Uruk King

    Lore-abiding citizen

  • Project Team
  • 1,673 posts
  • Location:Leamington, UK

Posted 04 May 2008 - 08:28 AM

It could be a Citadel upgrade, but the recharge time is accelerated by the armoury by half.
I will remember Rhovanion Alliance, RIP .

Posted Image

#552 Olorin

Olorin

    Mithrandir

  • Members
  • 1,579 posts
  • Location:Australia
  •  That wandering conjuror...

Posted 04 May 2008 - 10:24 AM

Nice thinking. :xd:
Posted Image

...The Journey doesn't end here; death is just another path, one that we all must take. The grey rain curtain of this world rolls back, and all turns to silver glass. And then you see it. White shores...and beyond. A far green country, under a swift sunrise...

...Many folk like to know beforehand what is to be set on the table; but those who have laboured to prepare the feast like to keep their secret; for wonder makes the words of praise louder...

...Stand, Men of the West! Stand and wait! This is the hour of doom... ~ Gandalf the White, The Return of the King

#553 hman

hman
  • Members
  • 81 posts

Posted 04 May 2008 - 02:59 PM

I, for one, hope not... It was nice, but it's boring.. :xd:

as for Draft.... It's a power to boost your sucky peasants in early game... Why put the power into middle-game, when the peasants are barely used?
And for what, some scouts, that doesn't really help much for early game, 'cept for capturing farms, ect, which peasants could do better.... Drafted too...
So no to the Druedain, atleast if it where up to me.. :xd:

Aw, oh well, I tried. :p

About Draft, it occurred to me afterwards that you'd probably start getting the Armoury in the mid-game, so it does make sense to have the power in the Citadel, game-wise. But realistically, you would get geared up for war in the Armoury. Meh, Citadel's good enough. :)

I still think the Druedain would provide Rohan with something unique. I mean, Celeglin's Sentinels had just about two functions: spying out the enemy and capturing farms and what not undetected (the latter being a little iffy, seeing as if you encounter an enemy horde the Sentinel could do next to nothing). Both of these functions could be pretty useful in the early game. The Druedain could even have a special trap ability or something.

Maybe they could come in groups of five, and have a powerful "ambush" ability used to take out small groups of enemies without much of a fight. They could basically act as a stealthy little task force, used for spying, scouting, capturing farms, laying traps, and taking out minor groups of reinforcements and siege equipment.
Posted Image

#554 Lauri

Lauri

    Old man Lauri

  • Hosted
  • 10,438 posts
  • Location:Norway
  • Projects:The 4th Age
  •  The very worst T3A Team Chamber Member

Posted 04 May 2008 - 04:28 PM

Meh, Citadel's good enough. :xd:

But a spell in the Spellbook is even better...

And I fail to see how you can compare this unit to Cel's Sentinels... Their bought units... I know, these druedains wouldn't fit anywhere, but that doesn't bother me, I don't like 'em anyways...

But my main issue with it is... It's an early-game power... early-game.. You don't need it after early-game.. Heal, you need all the time.. Draft is usefull all the time.. War Chant is usefull all the time.. To summon a scout, is not.. It doesn't give you anything in late-game... No, not even if they can spit poison darts on the enemy..
Besides, in the middle of a battle, it sucks having to go to your citadel just to draft your peasants... (the shortcut doesn't really do any help, you'll still move away from the battle)..

edit: And having Draft at the citadel, gives Rohan, technically, another power.. So they would have 9, while the rest only has 8.. Not my idea of fair.. Would be kinda like taking Elven Allies and place it at the citadel, because that's a power too... Is it better if it costs money? No... Then it's alot worse..

Edited by Lauri, 04 May 2008 - 04:31 PM.

T4A_Logo_-_article.png

The 4th Age version 0.8 has been released: Link


#555 Glorfindel

Glorfindel
  • Members
  • 36 posts

Posted 04 May 2008 - 04:59 PM

I have a question for m@tt. You put Isengard under the map list so I was wondering will it be the Isengard that you start with in the first mission of the Evil campaign or will Isengard look like the one in which you attack it with the Ents? You know the one with the dam and the wood platforms and stuff?
Thanks :xd:
Posted Image

#556 m@tt

m@tt

    #######

  • Project Team
  • 4,056 posts
  • Location:England
  • Projects:The Dwarf Holds
  •  T3A Chamber Member

Posted 04 May 2008 - 05:01 PM

The pits version. I could make the green version, but it would be impractical with all the trees there.
Posted Image

#557 Glorfindel

Glorfindel
  • Members
  • 36 posts

Posted 05 May 2008 - 04:56 PM

Will there be any underground maps for the mod like Moria in the vanilla version. I mean I know that there's Gollum's cave and the bridge of KD but will there be the interior of maybe the Lonely Mountain or something? Also is there any chance of Esgaroth appearing as a map? And what will the Esgaroth minifac buildings look like? Will they reflect the whole "island in a lake" thing?
Posted Image

#558 m@tt

m@tt

    #######

  • Project Team
  • 4,056 posts
  • Location:England
  • Projects:The Dwarf Holds
  •  T3A Chamber Member

Posted 05 May 2008 - 05:00 PM

Erebor and Esgaroth maps need a lot of specialist objects.

There is also a Dwarrowdelf "indoor" map

Esgaroth's building will likely be a wooden building, it would silly to have water surrounding it.
Posted Image

#559 hman

hman
  • Members
  • 81 posts

Posted 05 May 2008 - 10:07 PM

Meh, Citadel's good enough. :shiftee:

But a spell in the Spellbook is even better...

And I fail to see how you can compare this unit to Cel's Sentinels... Their bought units... I know, these druedains wouldn't fit anywhere, but that doesn't bother me, I don't like 'em anyways...

But my main issue with it is... It's an early-game power... early-game.. You don't need it after early-game.. Heal, you need all the time.. Draft is usefull all the time.. War Chant is usefull all the time.. To summon a scout, is not.. It doesn't give you anything in late-game... No, not even if they can spit poison darts on the enemy..
Besides, in the middle of a battle, it sucks having to go to your citadel just to draft your peasants... (the shortcut doesn't really do any help, you'll still move away from the battle)..

edit: And having Draft at the citadel, gives Rohan, technically, another power.. So they would have 9, while the rest only has 8.. Not my idea of fair.. Would be kinda like taking Elven Allies and place it at the citadel, because that's a power too... Is it better if it costs money? No... Then it's alot worse..

Well what if they were more like spies than scouts, if there was someway to make them stealthed so they couldn't be seen by the enemy unless they attack.
Posted Image

#560 mike_

mike_

    Student of Homer.

  • Global Moderators
  • 4,323 posts
  • Location:Gulfport, MS
  • Projects:The Peloponnesian Wars Mod.
  •  There are no heroes, no villains - only decisions.
  • Division:Community
  • Job:Global Moderator

Posted 05 May 2008 - 10:17 PM

A passive "Elven Cloaks" ability?




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users