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Comments & Suggestions for Beta V!


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#201 Wundai

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Posted 03 January 2008 - 07:47 PM

Oh btw another suggestion:

Robnkarla indirectly introduced me to this mod called "Helms Deep Last Hope"

I don't know if you know of this mod, but in my opinion the horse skin textures in SEE are a bit... well non-detailed when up-close. The horse textures in that mod though are very detailed.

I was wondering if you would consider contacting the author of that mod to share his Horse Textures with See?
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#202 Lallalaa

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Posted 06 January 2008 - 06:35 PM

Roads..? Is that possible? Make roads buildable like walls.They could be the same texture as the ground upgrade for the fortress(the one that costs 2000 and gives 5% production speed and something else), but the roads could give 5-15% more speed for infranty and 10-20% speed for cavalary?
Probly aint possible but it would be cool...

Edited by Lallalaa, 06 January 2008 - 06:36 PM.


#203 m@tt

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Posted 08 January 2008 - 09:25 AM

I doubt it could be done, although it would probably use the same system as the walls.
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#204 Sûlherokhh

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Posted 08 January 2008 - 10:24 AM

You could test it with the current walls. I put a FloorDraw module on almost all of them. So, if you remove the W3DModelDraw that uses the models for wallsegments and wallhubs, you can build a street that is drawn by the segment's floor textures, except for the hub, which would get a round spot at the moment. :grin:

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#205 mike_

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Posted 09 January 2008 - 03:34 AM

The road idea sounds pretty cool. Maybe it could give a speed bonus to siege weapons as well?
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#206 dragontamer

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Posted 12 January 2008 - 05:22 PM

The road idea would be interesting to see how it would work technically. The ground base was a unique idea, and now one of my favorites. However, roads sound weak in gameplay because to gain any benefit, you'd have to build the road from base to base, so you would have to defend the road, and you give away your intended path and possibly your expansions to the enemy.

I suppose you could also use it to trick the enemy in this way..

But for it to be effective, it would have to have no build time whatsoever, and be fairly inexpensive, and destroyable.

Which just isn't realistic, and not very middle earth. Roads were little more that dirt paths outside of the cities.

#207 Grubbo

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Posted 12 January 2008 - 10:46 PM

In light of Minas Tirith being rescaled, and possibly all other fortress maps in the future, I was thinking that shouldn't the normal faction fortresses be rescaled as well? Fortresses should be a little bit larger and more imposing and should look like they can fit people inside. I'm thinking scale them up at least 25%.

#208 ttandchotmail

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Posted 12 January 2008 - 11:08 PM

G'day grubbo

I could live with that :dry: I don't think 25% bigger would effect too much. The AI might need a touch up to re-organise it's positioning of buildings to give the fort a little more room but apart from that I can't think of any reason why not.

I seem to re-call back on the EA pages when the joke of an administrator APOC was posting ( that's right, he was actually there for a day or two :D ) That he mentioned the horse riding heroes would come out of the fortress already on their horses. I thought that was a cool idea and looked forward to seeing it done but naturally it never happened and the thought only just popped into my mind again when you mentioned forts. I still think it would be worth doing as the first thing I do when I purchase theoden or eromer or erowyn is put them on their horses.
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#209 Grubbo

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Posted 12 January 2008 - 11:30 PM

G'day grubbo

I could live with that :dry: I don't think 25% bigger would effect too much. The AI might need a touch up to re-organise it's positioning of buildings to give the fort a little more room but apart from that I can't think of any reason why not.

I seem to re-call back on the EA pages when the joke of an administrator APOC was posting ( that's right, he was actually there for a day or two :D ) That he mentioned the horse riding heroes would come out of the fortress already on their horses. I thought that was a cool idea and looked forward to seeing it done but naturally it never happened and the thought only just popped into my mind again when you mentioned forts. I still think it would be worth doing as the first thing I do when I purchase theoden or eromer or erowyn is put them on their horses.


Hiya TT!

Actually, I'm finding that the Nazgul come out in whatever state they were killed in. If they were killed on horseback, they come out of the fort on horseback and etc.. Haven't really tracked it down fully but it seems to be that way.

Oh as for the fort scaling, absolutely, I know that its a bit more complicated then just scaling the fort, but I think its worth the effort, especially when looking at the new Minas Tirith and how its walls are taller than a normal fort. Even when disregarding the new MT map, the forts when evaluated on their own, just don't fit in terms of scale with the units and such. Mumakil dwarf them, as does Grond, and units themselves seem too large for them. Would love to see them change.

#210 Guest_Dreadmancer_*

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Posted 25 January 2008 - 08:43 AM

Howdy,
I've never posted on a forum before so sorry if I get this wrong...

Anywho, I love everything in this mod with the exception of 2 things:

1. Units take too long to train for my liking, it just seems like an epic to get a battalion of archers together for some base defense...

which brings me to my next point...

2. Is it just me or do archers do jack damage? For example: I greatly enjoy garrisoning a tower with archers as a defense for my base, however; though I LOVE the seemingly increased fire rate (looks insane :rolleyes: ) I am finding that the archers are doing no where near as much damage as in the original game, I was just wondering if this was intended and if so why?

thanks

#211 Grubbo

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Posted 25 January 2008 - 09:20 AM

Howdy,
I've never posted on a forum before so sorry if I get this wrong...

Anywho, I love everything in this mod with the exception of 2 things:

1. Units take too long to train for my liking, it just seems like an epic to get a battalion of archers together for some base defense...

which brings me to my next point...

2. Is it just me or do archers do jack damage? For example: I greatly enjoy garrisoning a tower with archers as a defense for my base, however; though I LOVE the seemingly increased fire rate (looks insane :rolleyes: ) I am finding that the archers are doing no where near as much damage as in the original game, I was just wondering if this was intended and if so why?

thanks


I agree. I love the increased rate of fire, but it would be nice if archers did at least 5% more damage to units. All I'm asking is just a slight increase in attack damage.

#212 Sûlherokhh

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Posted 25 January 2008 - 10:31 AM

They do a decent amount of damage already. But they miss sometimes, which doesn't matter, if the enemy attacks en masse since scattered arrows tend to hit somebody else. But if you just shoot at a single target, the missed shots just hit the ground. Which is why elven archers tend to be more effective. They have a much better hit-rate.

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#213 fladrif

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Posted 25 January 2008 - 11:19 AM

In beta 4.5 there has been an overhaul of the Ring-system. Galadriel is however still a Ring-hero, which isn't that movie-based.

What I'm suggesting:
Give each of the good factions a ring user.

For the elves give Galadriel (Nenya) a ring-based power, that gives off an anti-leadership for enemy units, when she's near a fortress.
Allow Elrond to summon a tornado with his ring (Vilya).

For men give Gandalf a ring-power (Narya) to "kindle hearts", a large-radius, fear resistance leadership.

Give Dain Ironfoot a power called Ring of Thrain, which allows him to multiply the resources of dwarves.

When the Ring-hero of the evil factions is built (Saruman/Sauron), the ring users of the good faction have to stop using their ring based powers, or risk being corrupted immediately (Grima's power) by the evil Ring-hero.

When a good faction captures the one Ring, they can bring the Ring to their fortress. However the Ring has a will of its own and starts to cause negative incidents in the good camp. Such as using the power of dissent (Mouth of Sauron) on the forces of good or giving off a poisonous aura.

However the capture of the one Ring allows the summoning of the ringbearer (Frodo/Bilbo). The ringbearer sets off on his quest to Mount Doom wandering around the map just like Gollum the ringbearer (player has no control, nor sees him). The ringbearer can only, and only, seen by ring users (Elrond, Galadriel, Dain, the Nine), maiar (Gandalf, Saruman, Eye of Sauron, Tom Bombadil?) and Gollum the ringstealer. Once Frodo is killed by one of them, the ring is again captured (or in the case of Gollum, stolen).

This probably hard to code; I don't have any experience with that. I just wanted to share my ideas on the ring system with you. :rolleyes:

#214 Guest_Dreadmancer_*

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Posted 25 January 2008 - 11:56 AM

Sorry to harp on this but that arrow missing thing is quite distressing, it's sucking the fun out of the game (for me), I live for shredding the enemy with my arrows what can I say? So yeah I'm wondering why they miss so often, I assume it's intentional, what's the reasoning behind this?

#215 Mercyy

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Posted 25 January 2008 - 02:21 PM

It is the realistic aspect.
They do much damage but they can't hit moving Units all the time.
So you must defend your archers and when your swordsmen are fighting the enemy units your archers can attack all the enemys and kill them.
That's one of the points which make SEE unique and excellnt :rolleyes:
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#216 LMSX

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Posted 27 January 2008 - 12:53 AM

Its a great mod, in multiplayer stuff its amazing.

But its so damn slow in Living World Campaign and in Campaigns at all, even with 80% regions conqueres, training and building values still the same. Yesterday i took 5 hours to complete just one region in War of The ring. And i have played the game since its release, so im no noon. I could not modify the building values for that, just the multiplayer ones.
Also units move so slow, i know "thats not an action mod", but its too slow in campaigns, something that must be fixed, because at this rate im afraid ill complete my War of the Ring campaign in months. Also training and building takes forever, and i mean forever. To have my base at 100% in WTRc i need at least like 1 hour, and thats just building, if you count upgrades and training its more. And for train siege weapons i need at least 13min for each siege weapon with siege workshops at level 3.
My only choice is to create a lot of siege buildings and train at same time.
The same applies to AI, the create units/building so slow that is very easy for me to RUSH, even the buildings take a lot time to build or upgrade, i can rush easely because training units for me and the AI its greatly slow. Also with the new 200points cost for the builders i can create like 6 builders at time and comence my rush easely. There is no balance in that, "totally slow bulding and traning with low cost builders = total easy rush with a mediun un-upgraded army".
And if you add to that unbalance that the biuldings are virtually undestructuble, well with 6 biulders i can create 6 battle towers at same time and even with a 1000command point army they will not do great damage to my towers, at that point the rush is complete, i just need to create more towers or buildings meanwhile enemy armies are busy with my first towers.
And all of this because its impossible to invade a base with a 100% upgraded and balanced army, units wont do damage to buldings and siege weapons will do little damage to buildings, aldo structures will attack always the siege weapons so its an endless cycle in which i must wait like 20 minutes to have my siege weapons group, in that ammoun of time structures will auto-regenerate, so its virtually useless to try to invade and have a fun game. Instead players are forced to rush-invade bases, so there is no fun on that.
And with the time to train in WoTRc and Campaign, there is no challenge besides destroying fortress and buildings.

Alsop units move so slow, i mean, the sprites move so slow, i really dont care about how fast they move from one point to other, but sprites are very slow. Heroes for example seem like Hulk, giving enourmouse steps; Also units when fighting the move totally slow, if it where "real"(about realism), units should give stocades or attacks like 1 attack :1 second, but now its like 1 attack : 4 seconds. And that for normal units, aka gondor soldiers. Trolls and other units ¿attack faster?, yes they move so slowly(near exasperation and irrealism), but they attack nearly same rate as normal units, example 1 attack : 5.3 seconds. ¿So where is the balance there?
With Sauron i think its ok but not with the other units.

Also i do not like the thing in which you cannot create "hero" like starting army unit in WoTRc play mode. Maybe instead remove it at all, but not to let the icons there just to make the character unplayable in the game, maybe its a bug but it seems deliverate.

Thats for WoTRc and Campaigns. Multiplayer mode its ok, and just has the slow unit sprite and attack things but not the other things i think.

Also i would like to suggest a largest Mumakil Tent, it doesnt fit with the size of the mumakil. It needs to be larger in size and height, enough to train a mumakil inside, because its irreal to train that gigant mumakil in that little building. Also to increase mumakil tent cost.

And besides the slow unit movement/response thing, to implement something like new movements, like automatically dodging attacks for individual units in a squad(if you see a warg comming at high speed you wont stay still, do you?), random attack behavior for individual units(some units defending, some frightened, some blocking attacks, some yeling, whatever) - just like massive software things, not same behavior for all units, they look different now but they have same behavior, thats not realism.

Maybe to include more LOTR songs, and to adjust system to present some songs when there is an heroe doing some specific action or a rush from heroes or a full attack with heroes as key units.

Nazul optimization, when riding the fellbeast, system (Dual core 2, 2 GB ram, 512mb ATI) nearly frozes, because its too much memory and also the nazguls on fellbeast have same behavior because of the memory totally occupied (even swap file), the occupy a lot of memory, 9 nazguls, so its impposible that kind of thing to occur.

I know you hate ROTWK expansion, but system engine its better than BFMEII, maybe to put some thing from that engine in BFMEII. In BFMEII you can see a great thing when you are in map and you confron 2 squads in the middle of the bridges, the move almost as natural, so that kind of engine stuff is the one that ROTWK expansion has, just to implement it overall BFMEII, to be more natural, natural movements and fightins, instead that slow respose system. Again if you want game so be slow, just do not increase movement(from a to b) speed, but increment sprite movement speed, and action speed, and fighting engine speed.

Well that my suggesions for to balance and add more realism to the game.
Sorry for bad english.
Greets.


#217 Lauri

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Posted 27 January 2008 - 01:12 AM

War of the Ring and the Campaing aren't supported, as far as I know. That means, there haven't been anything done for it, unless it's been made playable :p

And the game isn't as slow as you says it is, it's just because the game is slow if your computer is lagging... (even though you seem to have a good computer)....

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#218 Uruk-Hai Berserker

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Posted 27 January 2008 - 04:01 AM

This is where I'd like all Comments, Ideas and Suggestions for Beta V...

Accepted Suggestions will go into ToDO List! :p


Hey Nazgul, Awesome MOD! I have a few questions and suggestions.

1. Can you play this MOD online with other people who have this MOD
2. Can you PLEASE make it so that Units can fight on walls again, Like in BFMEI? That was so fun, It made it so fun to be evil!!!
3. Can You add Mauhur as an Uruk-Hai hero?? He was another scout uruk leader like Ugluk
4. Can you add Uruk-Hai scout bowman? Not crossbows, Bows.
5. Oh, can you make trolls have different weapons like the CAH Trolls. Like the maces and the swords when the come out of the troll pit?
AWESOME Mod, take these into consideration please, if you have any questions for my suggestions, email me at Legion.of.the.White.Hand@gmail.com I will answer

#219 Mercyy

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Posted 27 January 2008 - 08:49 AM

1. of course you can.
If the others have the mod too, you can play with them online.

2. That is too much coding, modelling etc.
And it was suggested tons of times before.

3. can't say anything about it,because I'm not in the team :p

4.: see 3.

5.:
what trolls do you mean?
Cave trolls/Mountain trolls? They shouldn't get a new weapon, because they get only a tree if you use their ability.
If they grab a tree and get a sword as a weapon it would be...odd.^^
If you talk about Attaktrolls, then you're right. They could get new weapons and I lika your idea ;)
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#220 Sûlherokhh

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Posted 27 January 2008 - 11:06 AM

War of the Ring and the Campaing aren't supported, as far as I know. That means, there haven't been anything done for it, unless it's been made playable ;)

And the game isn't as slow as you says it is, it's just because the game is slow if your computer is lagging... (even though you seem to have a good computer)....

True and true. So far, we only support skirmish and multiplayer. Depending on how quickly we progress, WotR and the Campaign will also be adjusted. Also many units now have highres models and skins, so the game is bound to be a bit slower than before. RotWK isn't faster btw., it uses the same engine with just a few additional features, not a complete engine overhaul.

[Hey Nazgul, Awesome MOD! I have a few questions and suggestions.
1. Can you play this MOD online with other people who have this MOD
2. Can you PLEASE make it so that Units can fight on walls again, Like in BFMEI? That was so fun, It made it so fun to be evil!!!
3. Can You add Mauhur as an Uruk-Hai hero?? He was another scout uruk leader like Ugluk
4. Can you add Uruk-Hai scout bowman? Not crossbows, Bows.
5. Oh, can you make trolls have different weapons like the CAH Trolls. Like the maces and the swords when the come out of the troll pit?
AWESOME Mod, take these into consideration please, if you have any questions for my suggestions, email me at Legion.of.the.White.Hand@gmail.com I will answer

1. Yes
2. That has already been discussed and has a pretty low priority. Making walkable wallsegments (about 7 per faction, 42 in all) is just a tremendous amount of work, and we have other things to do as well.
3. We'll see.
4. I would like that.
5. Sounds nice and has already been discussed, like 4. above.
Right now, i am working exclusively on AI related stuff. Once Nazgûl is back, we'll turn to different stuff. The order of things ToDo will be entirely up to our whims, since progress is much quicker if you work on stuff that you currently have the most fun working on. :p

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