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Comments & Suggestions for Beta V!


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#261 King_of_Blades

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Posted 16 February 2008 - 11:19 PM

While watching Fellowship of the Ring (extended version, mind you), I thought of an idea. During the Moria battle sequence in Balin's tomb, when Frodo got stabbed, the Fellowship basically increased in "battle damage", if you will.

So, unless it's already in the works, how about a passive ability (spell) that causes all ally heroes on the map to go on a 60-second "rage" ability when a hero dies, which would happen every time a hero is killed. But during this "rage" period, all special hero abilities are disabled, but they increase in damage (perhaps 100-200%) and armor (again, approx. 100-200%).
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#262 Thorongil45

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Posted 10 March 2008 - 03:47 AM

ok, i have some ideas; could wights look like the units they once were? . 2: maybe units could garrison warships? and maybe they could fire from the ships as well?
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#263 Cs_Zoli

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Posted 21 March 2008 - 08:50 AM

Hi Everybody!

This mod is great, and i would like to share my ideas about it:
Namely about hobbit heroes - they are not useable too much, they doesn't need health, or damage buff, but some good powers.

What if they all have cloak, but they always invisible, except when they attack something?
It think it should be level 4-5-6 power.

Other power variations would be for Merry:
-He can hurt the nazguls, and the Witchking, when they don't attack him. (2 hit to kill, maybe a 10 second recharge time, and only, when nobody hurts him)
To compensate it, when he hit anyone of them, his health dropped to 1/3,or to half (shadow of the nazgul), and needed to use the athelas,
or the well buildings, otherwise he would slowly become a wraith.
//For later version, it can maybe tweaked for more heroes(but maybe not, because nazguls would be OP)//
Sam should have a weak athelas power (in the Fellowship O. T. R. , Athelas-Kingsfoil, he knows it somewhat)
to compensate the shadow of the nazgul.
Also he would have a very short fear effect, which only effects the orcs (RoTK-the orc Fortress, where Frodo kept).

Another variation for the hobbit heroes is, when Merry is with Eowyn(and mounted), they can combine to a pair
(more mobile, because of the horse, and can fight against more enemy)

About Pippin: when he is near Gandalf, Galdalf should increase dps (damage_per_second).
Maybe it is too direct to the film, but they need some good power.

For Frodo:
-mithril shirt, which doubles his armor.
-keen senses(for the ring bearing, he sees longer for one direction/or have a very big line of sight/or he sees the nazguls very far)

Of course it would need to place the hobbits to other factions, so maybe it's not worth it... :lol:

#264 Guest_alrair16_*

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Posted 22 March 2008 - 12:20 PM

when will be relwased the version 4.6????

#265 Wundai

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Posted 23 March 2008 - 05:41 PM

they will "relwas" the next version when they bloody well want to :p

Edited by Wundai, 23 March 2008 - 05:42 PM.

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#266 elbenmensch

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Posted 23 March 2008 - 09:12 PM

^^
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#267 Wundai

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Posted 27 March 2008 - 05:18 PM

Auch, its going to be a long read for you Naz :wink_new:
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#268 Uruk King

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Posted 03 May 2008 - 04:02 PM

I know the idea of SEE, but could you possibly reduce building construction and unit recruit time? I don't want to destroy valuble game time with unit recruitments.
I will remember Rhovanion Alliance, RIP .

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#269 Lauri

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Posted 03 May 2008 - 06:08 PM

tch tch tch... it never stops, does it...?

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#270 Uruk King

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Posted 03 May 2008 - 08:29 PM

Yes I know Nazgul gets enough of this sort of thing himself. I love Nagul's mod i love the scale and beauty of it, and cause i used to be a beta tester for him, its sometimes I wish I had it my own way.

and please no lashing outs
I will remember Rhovanion Alliance, RIP .

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#271 LoTRfan4Ever

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Posted 22 May 2008 - 11:45 AM

ok well its not important but is it possible for you guys to add stuff to the CAH thing like elven warriors (swordsmen),gondor/rohan archers, dwarven axe throwers/archers, maybe a goblin CAH,

the armor and stuff could be the same well some new powers would have to go in or accualy for rohan/gondor archers just add toggle to CAH,

for the elven warriors you could have legolas's knifes as a wep, noldor weps, all that cool stuff

well remember just suggestion nothing too important just more options for CAH (this might get added but not before everything else that is more important is added)

pls and ty

#272 Hoarmûrath of Dír

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Posted 23 May 2008 - 12:00 PM

[add stuff to the CAH thing like elven warriors (swordsmen),gondor/rohan archers, dwarven axe throwers/archers, maybe a goblin CAH,]

i think that would be cool but very challenging (thats just me)
cause i would love to see that you could make a ithilien ranger CAH, but i dont really think it goes movie based tho

still cool to have to


btw my suggestion is that well everyone knows how they show the dmg the heroes do in bfme1 well can you guys do it for here?

its another minor thing that helps a bit

Edited by Hoarmûrath of Dír, 23 May 2008 - 12:04 PM.


#273 spiderspag

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Posted 25 May 2008 - 04:28 PM

Here are some ideas you might find interesting-
if different Living World fotresses provided you with different abilities that you can call on during RTS battles. ie:

Helm's Deep- Horn of Helm Hammerhand: Armour bonus & immunity to fear and stun for all allies across map whilst active.
Isengard- Lightning storm
Minas Tirith- Palantir vision
Minas Morgul- Spectral Beacon: Negates enemy leadership bonus's whilst active, slowly poisions all enemies within radius of tower.
Dol Goldur- Hill of Sorcery: (Passive ability) All allied hero abilities recharge faster.
Erebor- Untold Riches: (Passive ability) All resource generators yeild more treasure.

just a thought!
spiderspag

Edited by spiderspag, 26 May 2008 - 09:40 AM.


#274 Guest_Tommy jb_*

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Posted 30 May 2008 - 05:43 PM

how about a ringwraith or undead spirit (like a wight) class for Create-a-hero

#275 Guest_Tommy jb_*

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Posted 30 May 2008 - 05:46 PM

For skirmish

have a reinforcements army that has to take 10 minutes or more

#276 Guest_Tommy jb_*

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Posted 31 May 2008 - 10:42 AM

[quote name='Tommy jb' date='May 30 2008, 05:46 PM' post='599922']
For skirmish

enemies be able to purchase more expensive things like stronger units & hero's

and Enemy Create-a-hero's use their powers!

#277 spiderspag

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Posted 02 June 2008 - 05:21 AM

Is there any way you could incorporate the changes made to War of the Ring mode in ROTWK? Ie. more playable areas, making fortresses generate resources on the Living World, carrying troops over to the living world, having 4 heroes instead of 4, and a Historical scenario? War of the Ring mode is by far the most enjoyable way to play BFME 2, but ROTWK made some changes to it that shits all over the original non-expansion mode.

#278 Zarnik

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Posted 24 July 2008 - 12:43 AM

Some stuff I saw while reading through the replies in this topic that sounded interesting too me...

1. Camera angles, I have tried the camera thing on the maps that has the feature. And I don't really like how they take up slots where the powers are. The above angle looks very cool. So does the command view and the unit view. But watching the sky from the ground seems pointless to me. I don't know...

2. Roads sound like a great idea, the cities you make or empires or whatever it is. Have no structure at all, and I know this mod focus on defence more than offense. Roads would probably make the city look much better. If any of you have ever played Age of empires III, you know what I'm talking about. Roads look nice, and it adds to the "create a great and beautiful empire" feeling.^^

3. A working ring mode strategy map in this mod would be nice. I have to change back to the default game whenever I want to play that. Also create a hero is pointless, I don't know but I heared somewhere that it makes the mod lag or crash or something. Remove it lol...

4. Also something that buggs me is the menu. The intro is nice, but when you come to the menu you got mordor in the background. And green beautiful buttons. Then when you for example click on options or enter a skirmish game. It's all green and elvish. But got this mordor music in the background. My suggestion is to either switch back to the good theme. Or make every menu red and mordor like. This mod wants to be perfect right^^

Anyway looking forward to the release...

Edited by Zarnik, 24 July 2008 - 12:49 AM.


#279 Nazgûl

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Posted 25 July 2008 - 12:04 PM

First: GOOD post! I like when ppl take the time to type correctly and use some sort of structure. Makes it easier to read :facepalm:

1. Camera angles, I have tried the camera thing on the maps that has the feature. And I don't really like how they take up slots where the powers are. The above angle looks very cool. So does the command view and the unit view. But watching the sky from the ground seems pointless to me. I don't know...
> There's no other way to insert them. We can code the game and use stuff that's there by altering, revoving and adding. We can't really reprogram it though like adding new OSD's (On Screen Displays) like new menues and buttons. The 4th angle is for screen shots mainly... It's pretty cool at fortress maps like Minas Tirith :ermm:


2. Roads sound like a great idea, the cities you make or empires or whatever it is. Have no structure at all, and I know this mod focus on defence more than offense. Roads would probably make the city look much better. If any of you have ever played Age of empires III, you know what I'm talking about. Roads look nice, and it adds to the "create a great and beautiful empire" feeling.^^
> Indeed, I'd like that too. Along with more empire building stuff and ECONOMY structures, but: this game is made as an action game and not base building, even though I've tried hard to go in that direction. If I could do whatever I like, I'd ad roads, bakery, butcher, farms, fisherman, smith and all those things that should go into a mideval village. But, the game's engine isn't really made for that and there's no good way to support it and make use of it. Adding roads would be hard work and really devastating for the AI :shiftee:


3. A working ring mode strategy map in this mod would be nice. I have to change back to the default game whenever I want to play that. Also create a hero is pointless, I don't know but I heared somewhere that it makes the mod lag or crash or something. Remove it lol...
> WotR is the lowest prio of all. A full campaign is much more important in SEE.
> CaH is a constant question. Stay or go. Personally I'd like to scrap it completely and use all useable CaH stuff for regular heroes instead. That way we could have new Elves, Dwarves, Orcs and Goblins in no time! But too many ppl oppsed it, so the team decided to keep it... for now at least. If we knew for CERTAIN that it caused the Saved Game crashes - it would go in an INSTANT!
:ex:

4. Also something that buggs me is the menu. The intro is nice, but when you come to the menu you got mordor in the background. And green beautiful buttons. Then when you for example click on options or enter a skirmish game. It's all green and elvish. But got this mordor music in the background. My suggestion is to either switch back to the good theme. Or make every menu red and mordor like. This mod wants to be perfect right^^
> Changing menu colors is one of the hardest things you could wenture into. Only a few mods have gone there... we most likely won't :popcorn: I understand your point though...

Anyway looking forward to the release...
> Me too... :popcorn:

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#280 Garrison Nomad

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Posted 25 July 2008 - 09:56 PM

Changing menu colors is one of the hardest things you could wenture into. Only a few mods have gone there... we most likely won't :grin: I understand your point though...


Stealthsnake pulled it off in BoG...if you ever want to pursue the matter you could give him a ring...but ehh, it's not like it's a major priority.

Edited by Garrison Nomad, 25 July 2008 - 09:56 PM.

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