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#101 Lauri

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Posted 30 August 2007 - 07:03 PM

well, for the last one... Dol-Amroth MF has only DA Stuff :unsure:

but, to quote some powers on the site...

Light the Beacons
Allows troop summoning from the Beacons


Built along the hilltops of the White Mountains, the Beacons of Gondor are lighted in times of war to summon aid from its many provinces and allies. Once set ablaze, these great pyres can be seen from as far away as Anfalas and Pinnath Gelin, and a massive call to arms within the entire kingdoms of Gondor and Rohan ensues. It is only a matter of when, not if, the Men of the Outlands will arrive.

and the buildings list:

Beacon of Gondor
Summons reinforcements


Great fire-places filled with woodpiles and oil and permanently manned by men of Gondor, the Warning beacons act as the kingdom’s alarm system in dire times. The most well-known of these: Amon Dîn, Eilenach, Nardol, Erelas, Min-Rimmon, Calenhad and Halifirien were built in the Third Age to warn the Southern Fiefs of Gondor for a threat in the north provinces of Calenardhon and Anorien or conversely. In the case of the War of the Ring, the beacons are used by Gondor to summon aid from the southern provinces and at emergencies, the closely-allied kingdom of Rohan, further confirmed with the arrival of the Red Arrow.


Anyways, I could've just posted this...

Muster the Fiefdoms
Summons reinforcements from Southern Gondor


A truly vast kingdom stretching almost the entirety of the lands south of the Ered Nimrais to the Anduin, Gondor is the greatest of the free realms of Men west of Middle-earth. Asides Minas Tirith and Anorien, Gondor comprises of a number of autonomous fiefdoms paying allegiance to the Lord of the White Tower. These are Lossarnach, Lebennin, Lamedon, Belfalas and Anfalas. Separate realms also existed within the Fiefs including the Morthond Vale, Pinnath Gelin, Pelargir and Dol Amroth. With the lighting of the Beacons, the southern provinces of Gondor will send companies of soldiers to support the defenses of Minas Tirith against the enemy forces. While all warriors of the Fiefdoms rally under the banner of Gondor, each Fief’s military is distinctive, possessing its own traits, specialties and appearance. Renowned for their heroism and loyalty among the Fiefs are the soldiery of the Blackroot Vale and Arnach, Morthond and Lossarnach.


hope that answers your question...

@glorf:
1) Well, whatever that means.... I'm sure Ents will be weak against Fire arrows :xcahik_:
2) GotST.... well, from the descriptions on the site, I do belive that they won't be purchaceable from anything else than Celeborn... but that's what I think, I don't know for sure :lol:

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#102 Anendor

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Posted 30 August 2007 - 07:29 PM

so basically you recruit those units from the beacons, right?

and they're permanent?
-----

also, do you want a Wikipedia page for this mod? because i would like to help in any way possible and it would be nice if I could do even that little bit for the mod
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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 frost.

From the ashes a fire shall be woken,
A light from the shadows shall spring;
Renewed shall be blade that was broken:
The crownless again shall be king.

And as if in answer there came from far away another note.
Horns, horns, horns. In dark Mindolluin's sides they dimly echoed.
Great horns of the North wildly blowing. Rohan had come at last!

BFME+ is back in action!

#103 Lauri

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Posted 30 August 2007 - 08:02 PM

1) You can, I think... And you can summon them with the power I posted ;)

2) Of course... if not they would be very waste of cash ;) (although, the summoned ones with the power is probably not permanent :xcahik_:)

-----

3) If we wanted, I do belive it'd be better if someone on the team would do it, as we have more knowledge :unsure: Or, whatever... you know what I mean ;) We are the team :lol:
And supporting the mod and following it and keeping these forums alive is enough doing for the mod for us, or atleast me ;) It's very nice when people like your work you know :xd:

Edited by Lauri, 30 August 2007 - 08:06 PM.

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#104 Anendor

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Posted 30 August 2007 - 09:01 PM

would there be any other job that would allow me to actually get onto the team?
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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 frost.

From the ashes a fire shall be woken,
A light from the shadows shall spring;
Renewed shall be blade that was broken:
The crownless again shall be king.

And as if in answer there came from far away another note.
Horns, horns, horns. In dark Mindolluin's sides they dimly echoed.
Great horns of the North wildly blowing. Rohan had come at last!

BFME+ is back in action!

#105 m@tt

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Posted 30 August 2007 - 09:38 PM

Skinning, Modelling, Animating, Mapping, Audio etc. And you have to be good. But we don't need ideas people, coders or PR men.

See the jobs page on the RA site.
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#106 Bard

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Posted 31 August 2007 - 12:25 AM

Nukumnehtar once did a quite detailed Wiki-page for RA some time ago that was planned to be expanded as the Mod went along. It was deleted by Wikipedia (or Nuku, it's gone anyway) a couple of days (or was it weeks?) later. :evgr:

Edited by Bard, 31 August 2007 - 12:26 AM.

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#107 Olorin

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Posted 02 September 2007 - 01:14 PM

I'm just curious, will the Erebor mine have the same tunnel function as in B4ME II?
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...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...

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#108 Canterbury

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Posted 03 September 2007 - 06:11 AM

I forgot how it worked. did u load units into the mine and u goto another mine and u click unload and the units will come outta it?

Edited by Canterbury, 03 September 2007 - 06:12 AM.

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#109 MorgoththeMight

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Posted 03 September 2007 - 07:39 AM

yeah that's basicly what it did.

#110 Mathijs

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Posted 03 September 2007 - 02:42 PM

I'm just curious, will the Erebor mine have the same tunnel function as in B4ME II?

I'm not sure... I do know that tunnel logic isn't as advanced in BfME1 in comparison to BfME2... someone shed some light here?

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#111 Herunor

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Posted 03 September 2007 - 03:27 PM

It isn't possible in bfme I, there are problems with keeping a horde. That means you will have single units when you evacuate the mine. Grim wrote it in his tutorial, i never tested it, so i am not 100% sure.

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#112 Durin The Deathless

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Posted 10 September 2007 - 09:22 PM

I realize that some of this may not be possible, and even if it is it will most likely be a big pain in the rear; but reflecting upon the book, and medieval history, the Trebuchets would be more realistic if you had to pack and unpack them, such as in Age of Empires II; I'm just saying since you changed the skin to look more like a real treb, then it would make sense that something that large wouldn't be mobile one second, then move to kill something the other second; same thing applies to the Mordor Catapult, and Isengard's Balistae (If indeed you are going to keep EA's idea of using the balistae).
Also Fire Arrows is kind of a stupid upgrade, they are never mentioned in the book, and in history they're extremely rarely used, I'm not exactly sure what you would replace them with, maybe like barbed arrows, or steel arrowheads, or something; for taking down ents and buildings it could be like Rome: Total War, switch to fire arrows, but either decrease the accuracy of the arrows (if you can script that) or damage against normal units, because in putting on the flammable material and fire the arrow would be slower and less accurate (which is one reason why they were almost never used).

#113 m@tt

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Posted 10 September 2007 - 09:29 PM

A lot of stuff isn't mentioned in the books ;)

The Gondor trebuchet do pack and unpack, just look at the renders and screenshots :)

The Mordor catapult is reloaded by the troll, and is on wheels so it doesn't need to pack/unpack.
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#114 Durin The Deathless

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Posted 10 September 2007 - 10:05 PM

The Gondor trebuchet do pack and unpack, just look at the renders and screenshots ;)

The Mordor catapult is reloaded by the troll, and is on wheels so it doesn't need to pack/unpack.


Terribly sorry please forgive my ignorance, I should have had a look before I spoke, I had not seen the model recently and the memory was foggy.

A lot of stuff isn't mentioned in the books :)



True, but it is also not mentioned often in history, if the book had mentioned them and history had not (or vis versa), I would not say anything. However since neither speaks of fire arrows being used (well at least not often), then common sense dictates that they should not be used. If you read Humphrey Carpenter's biography of Tolkien then you will discover that he felt not that he was inventing a story, but that it was being revealed to him slowly, as if it was part of this world's history; thus the weapons and tactics used would be similar.

#115 Núkumnëhtar

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Posted 11 September 2007 - 12:11 AM

Nukumnehtar once did a quite detailed Wiki-page for RA some time ago that was planned to be expanded as the Mod went along. It was deleted by Wikipedia (or Nuku, it's gone anyway) a couple of days (or was it weeks?) later. ;)


I deleted it two months later...didn't feel like keeping it up and not too many people looked at it I think.
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#116 Bard

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Posted 11 September 2007 - 05:15 AM

To Durin The Deathless (concerning fire arrows):

Well then, I think you'll be pleased to know that the Mod has already tackled this problem.

If I'm not mistaken (and please correct me if I am):
Fire arrows no longer function as they did in the original version of the game. Fire Arrows are now a toggle (and if any appear as "upgrades" it means archer units get to toggle to fire arrows after purchasing the "upgrade" instead of having their arrows lit all the time), and not every archer unit will have it. Also, when toggling to fire arrows, units will get a ranged damage increase against whatever is flammable (ents, buildings, siege weapons, etc) and a decrease against almost everything else. However, I'm not sure if units capable of toggling to fire arrows will have their accuracy reduced, so you'll want confirmation from someone else.

Edited by Bard, 11 September 2007 - 05:19 AM.

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#117 Olorin

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Posted 11 September 2007 - 06:14 AM

So does this mean that fire arrows will have like a continuous damage streak on flammable objects? Say, for example, how ents burn up after being hit with flame; will that happen to catapults or buildings?

One more question before another idea comes along (and I think I already know the answer to this): will your own catapults hurt your own units if they get in the way? 'Cause I remember in some version or game your own units were impervious to your own siege engines, so I'm just making sure that this all makes sense realistically.
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...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

#118 Alsch

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Posted 11 September 2007 - 11:04 PM

It's great to hear that the fire arrow system is much more dynamic and realistic. It always pissed me off that a bunch of archers could tear through everything possible, most notably in the campaign.
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#119 kennethain

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Posted 12 September 2007 - 02:11 AM

To Durin The Deathless (concerning fire arrows):

Well then, I think you'll be pleased to know that the Mod has already tackled this problem.

If I'm not mistaken (and please correct me if I am):
Fire arrows no longer function as they did in the original version of the game. Fire Arrows are now a toggle (and if any appear as "upgrades" it means archer units get to toggle to fire arrows after purchasing the "upgrade" instead of having their arrows lit all the time), and not every archer unit will have it. Also, when toggling to fire arrows, units will get a ranged damage increase against whatever is flammable (ents, buildings, siege weapons, etc) and a decrease against almost everything else. However, I'm not sure if units capable of toggling to fire arrows will have their accuracy reduced, so you'll want confirmation from someone else.



I'm assuming that units will continue to be hurt by their own flying projectiles (excluding arrows, although if that could be coded in, it would be amazing and truly recreate battlefield tactics) if they get in the way since that's how it was in the original BFME and is realistic (with Middle Earth reality being something the staff has kept in mind throughout).
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#120 Dain Ironfoot

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Posted 15 September 2007 - 06:35 PM

not sure I'd define it as a toggle for the standard fire arrows... it simply means that after the upgrade units with them will use them against logical flammable targets only.

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