Jump to content


Photo

Comments & Suggestions for Beta V!


  • This topic is locked This topic is locked
451 replies to this topic

#381 RobnKarlaFAN

RobnKarlaFAN
  • Members
  • 58 posts
  • Location:London

Posted 18 March 2009 - 12:08 PM

Extremely realistic mod..keep it up :p
well i think the witch-king of mordor should be given a more high res new skin..and his scale should be increased to 1.7 from 1.5 ..because its wriiten in books that he's tall and looks very intimidating..secondly black aura should be added to him.

Posted ImagePosted Image


#382 Kris

Kris
  • New Members
  • 3 posts

Posted 18 March 2009 - 06:20 PM

First off, great mod guys. Cannot wait for a new version. I got a bit of a problem atm with WotR. I'm not 100% sure this is the right section, but I guess it is still relevant to the topic.

So, I haven't had this mod for long, but I started a WotR game with the Elves. I had all the other factions at their proper positions. All good at this point. I then got attacked by the goblins at Rivendell, I built up an elite army fully upgraded, then killed them after about an hour and a bit of play. So I thought 'wow, this is epic'. THEN, I get attacked by the goblins again a couple of turns after at Rivendell again. I then find out that my whole army that I had built up, has just dissapeared. And, I have a couple of units of non-upgraded lorien archers.

Now, im guessing you haven't worked much on the WotR mode, and that this is just because of the base BFMEII. But my suggestion/question is will there be any plans to sort this out? It just doesn't seem that realistc, and it gets tedious having to build up your army every single time! Any info would be helpful.

#383 witchkingshour

witchkingshour
  • Members
  • 197 posts
  • Location:Hillsville,PA

Posted 18 March 2009 - 06:31 PM

Th mod was designed to have large battles and to get to late game with all heroes, upgraded fortresses and upgraded units. While I agree somewhat, if you get your building to level 3, units come out pretty quickly.
"The world of Men will fall"



Posted Image

#384 Guest_Guest_*

Guest_Guest_*
  • Guests

Posted 18 March 2009 - 09:44 PM

i whas thinking about maby King of the Dead as a plable hero wud be cool as possible skills t ocall upon his own army of the dead or just 1 pletoon and other ceel skills maby that you can only get the king of the dead when you have aragorn anyway i think it wud be a cool hero

#385 Guest_Guest_*

Guest_Guest_*
  • Guests

Posted 18 March 2009 - 09:55 PM

also maby have some variation with the wyrm's? just like differant colors so it wont be like your calling the same wyrm everytime a
and maby have like a Queen Wyrm or Alfa wyrm or something just a bigger wyrm with some tweaks to distingt him from normal wyrms :p

#386 RobnKarlaFAN

RobnKarlaFAN
  • Members
  • 58 posts
  • Location:London

Posted 23 March 2009 - 06:11 PM

Men of the West..problem with the button images of the heroes.
-Problem with the revival of heroes..(Eomer, Eowyn)

Elves
-Same problem

Mordor
-Same problem

Posted ImagePosted Image


#387 ryder37

ryder37
  • Members
  • 8 posts

Posted 26 March 2009 - 09:31 PM

Hey there Great mod by the way.. anyway when playing ive noticed that the citadel guards are the weakest out of all the elite units for everyone and i would think they would be beasts not the weak things they are. They only have a little more health then the gondor soldiers.

Keep up the good work cant wait for the next beta!!! :p :xcahik_:
Posted Image

#388 Damrod

Damrod
  • Members
  • 37 posts

Posted 30 March 2009 - 05:31 PM

First off, great mod. Pretty much love everything about it.

Seeing as how there will be a Men Of The East faction added, I was thinking that it might be a good idea to add a new Free Peoples faction. (Making it possible to have all different teams on those 8 player maps) As such I have a suggestion.

As many of you know, RJ did a revamp of the INN system, making them nearly invaluable to a battle. One part of that system gave players access to the Eastern Kingdoms of Gondor. It is my opinion that an Eastern Kingdoms faction would be awesome.

As a faction they would be similar to the elf team in that they get their units from patron kingdoms. (Cavalry of Dol Amroth, spearmen from Pinnath Gelin, Archers from Lossarnach, etc.) Dol Amroth would probably act as the provider of basic units, (basic swordmen and archers) seeing as how it is the dominant Eastern Kingdom, with support and elite units coming from its allies. As for siege equipment, I think it would be great to add another battering ram to the good guys. Nothing fancy, just a good version of the Mordor battering ram. Balistas would be cool too but that might take alot of work.

As for bases, they would look similar to Gondor in terms of fortress and walls, (maybe make it look like each building comes from some other kingdom. Dol Amroth supplying the walls and stables while other kingdoms take care of the archery range and so on) It might be interesting to shake things up and make this faction without walls, having to rely on towers instead. (Like most of the evil factions)

Their military should probably function like a cross between the elf faction and the Gondor faction, their soldiers being lighter armored but have more damage value. Dol Amroth Knights should be the heaviest cavalry in the game, (acting as hero battalions) but having limits to their speed as compared to other cavalry units. As a side note, RJ skinned the Dol Amroth knights with purple tunics. This 'bright' color struck me as clashing with other factions and I was thinking that a navy blue would fit them better. (like in the 4th age mod for BFME 1)

Heroes might be difficult since it would require delving into Tolkien lore, however, seeing as how you have done such an amazing job with MotE, that would probably not be a huge problem. (However I have not done revamp modding before and maybe this would be too much work. I don't know) As far as suggestions go, just add all the lesser kings as heroes. (Prince Imrahil being the Aragorn/Elrond/Dain of the faction)

Well, that's all the suggestions on that subject that I have. I hope that gives you guys some ideas.
Great mod. Pretty much love it all!

Edited by Damrod, 30 March 2009 - 05:34 PM.


#389 klementinos

klementinos
  • Members
  • 39 posts

Posted 01 April 2009 - 10:21 AM

bigger fortresses with more hitpoints and walls with more hitpoints.

#390 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 02 April 2009 - 02:29 PM

That's a first. ;)

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."


#391 av8r

av8r

    SEE Support Mgr

  • Project Team
  • 489 posts
  • Location:Florida
  • Projects:SEE

Posted 02 April 2009 - 02:31 PM

Yea, I had to read that again to make sure i wasnt seeing things. I like it!! It supports the mod and changes in it!!
Posted Image
Posted Image

Posted Image

#392 Sir Takamahri

Sir Takamahri
  • Members
  • 36 posts
  • Location:Canada

Posted 14 April 2009 - 09:04 PM

Hello all. I haven't been playing SEE (or BfME2 for that matter) for a long time, so please forgive me if I refrain from reading 20 pages of posting and disrupt a particularly intense debate :blush:
For Beta 4.7, I think you should bring down siege weapon health. I mean, who says you have to destroy the siege weapon itself? I find it shouln't take 5 minutes to kill six Uruk-Hai holding a ram? I find it very annoying when I'm fighting an epic battle and a random ram comes and I have to send a detachment of troops for five entire minutes who could be put to better use eslewhere.
On that topic, Grond is missing two vital components: The "Great Beasts" and archers on the rails. Maybe the Great Beasts can be an upgrade to Grond that makes it faster, and I hope garrisoning archers wont be too hard.
Btw, If you havent realized the Dwarves use Great Beasts to pull their demolishers and wagons. There are your skins and possibly models.

EDIT: Also, to stop siege weapons from being too weak, their could be a crew of men manning it so that if one dies, an extra member of the crew will take his place.
P.S. "THE TROLLS! Aim for the trolls! (Not the towers!)" -Gandalf

Edited by Sir Takamahri, 14 April 2009 - 09:13 PM.

Sons of Gondor! Of Rohan! My brothers. I see in your eyes the same fear that would take the heart of me!
A day may come when the courage of men fails; when we forsake our friends and break all bonds of fellowship; but it is not this day. An hour of wars and shattered shields when the age of men comes crashing down; but it is not this day! This day we fight!
By all that you hold dear, on this good earth; I bid you stand! Men of the West!


-Aragorn, at the Black Gate T.A. 3019.

#393 Damrod

Damrod
  • Members
  • 37 posts

Posted 16 April 2009 - 05:13 PM

Some fair ideas. As for battering rams, they do need to have a lot of health or else they become useless. One idea would be to give battering rams a weakness against melee damage. That might work. (Maybe all melee units deal flanking damage to rams) Keep in mind that flying units can take out all manor of siege equipment with one blow, (except for Grond) and that is the biggest weakness of the siege. (I personaly think siege units are fine the way they are.)

As for Grond, archers would be cool, but the beasts will probably not work. They would get in the way of Grond attacking stuff and might become nothing but one huge bug. However, I have never done modding before, so I might be wrong.

#394 Tonarion

Tonarion
  • Members
  • 5 posts
  • Projects:Finding Ideas for Nazgul´s Special Extended Edition

Posted 23 May 2009 - 01:36 PM

I have a question more than a suggestion ;) !!
All things in the mod are really good but one thing is annoying me:

When you play WotR and then play a Real-Time battle the AI build a Base as in normal skirmish so even if I "attack" (move my army into their land) i cannot bring it down so i must build a base too and then the battle is going to be an "skirmish-like" battle which is taking a long time, so that some WotR´s are very time consuming.
So is it possible to give the option of disabling Builders in Real-Time battles in the WotR menu?? The Defenders then can have their Buildings already built on the world map (so now you would have really to decide which buildings get build where.) and an amount of CP (because they are most usually lesser in numbers so that they can recruit some units). The Attackers just have their army which would made it really neccessary to put the right units in the right battle.
The Problem here is that you cant build siege - weapons in "barracks" on the world map.

Maybe there are some people thinking in the same way as me, and maybe there is a way to do it, too. ;)

Tonarion

WE ARE THE FIGHTING URUK-HAI!!!!

Posted Image March to Helm´s Deep, leave no one alive!!!!

#395 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 23 May 2009 - 03:36 PM

Of course some people think along the same lines as you. Me for example. But WotR isn't even in the planning stages. ;)

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."


#396 Tonarion

Tonarion
  • Members
  • 5 posts
  • Projects:Finding Ideas for Nazgul´s Special Extended Edition

Posted 23 May 2009 - 05:13 PM

Ok, then it is better not playing WotR anymore ;)

WE ARE THE FIGHTING URUK-HAI!!!!

Posted Image March to Helm´s Deep, leave no one alive!!!!

#397 Guest_A simple suggestor_*

Guest_A simple suggestor_*
  • Guests

Posted 27 May 2009 - 05:08 AM

First of all, great mod so far! :lol: and i would like to ask and put some tof my own thoughts into this.( and dont get mad if some of these are repeats because I don't have the time to go through the entire forum)

-An upgrade for armor and weapons for hobbits?
-Resource buildings maybe producing a little more.
-Maybe a Dwarven unit with different varities of skins and weapons , like orcs or hobbits.
-And how come Lorion sowrds men dont have any sheilds? maybe i just messed up installing the mod on my computer, but if i didn't they seem to me that they kinda look like elven peasents when you give them their armor upgrade.

thanks for your time and keep on doing this fabulous work!

#398 Guest_Guest_*

Guest_Guest_*
  • Guests

Posted 28 May 2009 - 02:57 AM

hmm maybe pony riders for hobbits?
I suggest cloaks if there are gonna be newer hobbit skins, cause they just look like an angry mob

#399 ttandchotmail

ttandchotmail

    title available

  • Project Team
  • 849 posts
  • Location:Oz

Posted 28 May 2009 - 04:47 AM

G'day Suggester

Most of what you have suggested has been done already and will be out with the next beta release :p Great minds think alike mate ;)

I hadn't heard of any plans to give the hobbits armor upgrades, their not exactly a community known for their armories :)

G'day Guest

The riding of ponies while a nice touch might not work, I can't see many gamers wanting to watch merry and pippon race on little ponies. Although it'd probably be good for a laugh :p Not sure if your aware thought but the hobbits ( might just be the hobbit heroes at the moment ) can climb and ride on treebeard witch is much better than a pony :p
No chance of returning....Zero chance of surviving....Well!? When do we get started?
Posted Image
Posted Image
Posted Image

#400 Guest_Guest_*

Guest_Guest_*
  • Guests

Posted 28 May 2009 - 11:07 PM

this mod is great and all, but haveing nine air units for mordor, isnt that a little over powered for air supiriority?




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users