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Comments & Suggestions for Beta V!


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#241 King_of_Blades

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Posted 31 January 2008 - 01:47 AM

Since S.E.E. is all about glorifying siege and massive battles, what about giving special build/recruit bonuses for the "Good" and "Evil" factions? Like for MotW, Elves, and Dwarves, giving them a build time reduction for structures-- because they (or at least MotW) are known for their defenses.

But for the "Evil" factions, like Mordor, Isengard, Goblins, give them a recruit bonus, because they are better known for agressiveness and massive armies.

Dunno, it just popped into my head while watching RotK. :thumbsupsmiley:
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#242 Grubbo

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Posted 31 January 2008 - 11:11 AM

Since S.E.E. is all about glorifying siege and massive battles, what about giving special build/recruit bonuses for the "Good" and "Evil" factions? Like for MotW, Elves, and Dwarves, giving them a build time reduction for structures-- because they (or at least MotW) are known for their defenses.

But for the "Evil" factions, like Mordor, Isengard, Goblins, give them a recruit bonus, because they are better known for agressiveness and massive armies.

Dunno, it just popped into my head while watching RotK. :thumbsupsmiley:



Good suggestions. Mordor already has the call the horde power, however. But I do like the spirit of the suggestions. Be cool if you could flesh them out a bit more.

#243 Sûlherokhh

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Posted 01 February 2008 - 09:33 AM

*Moved a few posts to the Mordor thread*

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#244 njm1983

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Posted 03 February 2008 - 12:04 AM

I think the builders should have auto casting for their repair ability.

#245 Uruk-Hai Berserker

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Posted 09 February 2008 - 01:53 AM

Walkable Wall segments would be nice, I know, Alot of coding but. It would make us players happy. Its fun to give siege towers and ladders a purpose. Think about it. :-/


Edit: moved from 'Optimized Fortress-Map AI and Wallbuilding AI'.

Edited by Sûlherokhh, 09 February 2008 - 02:06 AM.
wrong thread


#246 Sûlherokhh

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Posted 09 February 2008 - 02:10 AM

I invite you to design walkable build-anywhere-walls, with several textures for snow and upgrades, elevators that you easily make buildable left or right, wallhubs that are actually passable, fitting expansions the preferably extend left or right instead of replacing the wall segment and becoming unpassable.

And for all of that we also need buildup animations, several damage states, damage and destroy/rubble models and animations and all of that for about 5 factions.

Feel free to start already. ;)


Primarily it is modelling/animation, not coding. And an awful lot of it. Coding it in is comparably quick work.

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#247 mike_

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Posted 09 February 2008 - 03:07 AM

Hmm...I suppose a special class of flagships for each faction would be nice, if somewhat hard to make.
Maybe each could be suited to their factions play style? Ie:
Gondor
-A large, well-rounded stat-wise, caravel (?).
Moria
-A horde of many small rafts that attack as a group (?).
Mordor/Evil Men
-A massive Corsair vessel, which can both ferry melee troups and garrison archers.
Elves
-A huuuuge transportation vessel, that could ferry many battalions of units (think six to eight)
Dwarves
-An elephantine (means big xD) Dale warship, which could carry more battalions of archers than the average boat but not as many melee units.
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#248 Grubbo

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Posted 09 February 2008 - 08:47 AM

I would like to see more appropriate battle formations for battalions and just more of them. For example, even while being called "phalanx", this dwarven pike battalion doesn't actually perform an actual phalanx formation, which should resemble the "shield wall" formation, which itself isn't really used the way it should: units should remain in this tight square shaped formation, not break apart upon reaching the enemy...the armour bonus is from staying together as a tight wall of shields...instead units move together in formation, and then disperse to fight the enemy upon contact.

In summary, correct existing formations, and add special formation types to all battalions.

#249 Uruk-Hai Berserker

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Posted 09 February 2008 - 03:21 PM

I invite you to design walkable build-anywhere-walls, with several textures for snow and upgrades, elevators that you easily make buildable left or right, wallhubs that are actually passable, fitting expansions the preferably extend left or right instead of replacing the wall segment and becoming unpassable.

And for all of that we also need buildup animations, several damage states, damage and destroy/rubble models and animations and all of that for about 5 factions.

Feel free to start already. ;)


Primarily it is modelling/animation, not coding. And an awful lot of it. Coding it in is comparably quick work.


I see, So, we will have to wait a long time before Walkable Walls come out then. Oh well. :-)

#250 Wundai

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Posted 09 February 2008 - 03:44 PM

@Sûl, Modelling and animation? Oh now I'm interested, I was always under the impression it couldn't be done because of coding issues.

What would the Modelling part include? Making the walls broader to walk on and modelling staircases(staircase houses)?

Edited by Wundai, 09 February 2008 - 03:44 PM.

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#251 Mercyy

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Posted 09 February 2008 - 03:53 PM

And make the wall walkable.^^

Without that you wouldn't be able to walk on the walls.^^
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#252 DragonLord

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Posted 09 February 2008 - 08:14 PM

Wait, doesn't RJ-ROTWK have walkable walls for all faction for a castle? Wait, they might be too big for this...
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#253 Sûlherokhh

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Posted 09 February 2008 - 08:41 PM

The difference is that they are not meant for building them everywhere, which is where new models come in.

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#254 Guest_Guest_*

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Posted 10 February 2008 - 02:59 PM

Does RJ have walkable walls?

#255 Sûlherokhh

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Posted 10 February 2008 - 03:33 PM

RJ has incorporated the old BfMe1 castles and some new ones for the new factions, but only on select maps.

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#256 Uruk-Hai Berserker

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Posted 10 February 2008 - 04:21 PM

RJ has incorporated the old BfMe1 castles and some new ones for the new factions, but only on select maps.

I see, So anyway, Do you wanna play some S.E.E in a while Sul? OR like tomorrow night or Tuesday? Through Hamachi?

#257 morsematten

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Posted 11 February 2008 - 04:18 AM

hello i'm new to SEE. can you make the walls extend outside the "ciricle"? and how bout giving players ability to build smaller forts that act as a defensive structure but it also allows the fort to train basic units like warriors and such. i was also thinking of adding more defences to the different race, like they have towers, but can they also have some ground based defence? like the warg for isengard, but the same idea be applied to all the other factions.

oh yah, and to make the battles much nicer, could you make all battlions twice the size it is now?

Edited by Sûlherokhh, 11 February 2008 - 06:59 AM.

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#258 Wundai

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Posted 15 February 2008 - 08:55 PM

Quote Sul: The difference is that they are not meant for building them everywhere, which is where new models come in.

So something in the vicinity of this?

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#259 Soviet

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Posted 16 February 2008 - 05:09 PM

the problem with it is still the massive amount of coding it would take to actually get the units to walk on the walls. If you guys can't do that (which i think is probably the case), could you at least make arrowtowers in walls garrisonable?
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#260 Sûlherokhh

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Posted 16 February 2008 - 05:45 PM

As i said, the coding is all doable. It's the modeling, specifically all the various animations (buildup, destruction, opening/closing all with various damage states), which is the biggest part of the works.

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