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Comments & Suggestions for Beta V!


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#321 {IRS}Athos

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Posted 24 October 2008 - 12:44 AM

It had something to do with combining battalions. I know that it's possible because Mordred/Argolis is bringing the battalion combine back for Wars of Arda...
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#322 Jeth Calark

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Posted 28 October 2008 - 09:45 PM

RJ-ROTWK has already done that for ROTWK. It is possible, and I would love to see it. (archer-pike horde? Oooh, invincible!)

#323 Gfire

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Posted 28 October 2008 - 11:30 PM

I think that the combined hordes would be fun if there were enough command points. Otherwise, it can somewhat waste close-ranges guys. I found that on BFME1. But with SEE it should be fine, since the infantry aren't even that great against buildings, and there is nice high CP.
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#324 Jeth Calark

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Posted 29 October 2008 - 01:36 AM

Additionally, Naz talked about slightly lowering CP requirements for hordes, so you can get more of them (and consequently, that epic feel!)

#325 Guest_Brimmy_*

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Posted 30 October 2008 - 11:22 AM

I am currently using SEE and i really like the way it changes the game but for heavens sake where are the idle and walk animations for all the units?

Plus they all look like they are frozen in the middle of doing a star jump because of the lack of the idle animations. Also the lothorien archers turn out looking like the swordsmen and are carrying swords when they are bowmen!?

I had a look in the todo list and its not listed there at all so maybe this could be considered a suggestion for BETA V.

As far as i know the animations and model mishaps only apply to some elven units.

#326 Gfire

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Posted 30 October 2008 - 05:14 PM

Sounds like you installed it wrong and it isn't reading some of the files.
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#327 Guest_Brimmy_*

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Posted 31 October 2008 - 10:54 AM

Well ok ill list exactly what i did to install it ok:

1. extracted .rar file from my temp folder.
2. copied the SEE folder into the specified location in the instructions.
3. added shortcut to desktop and modified target and all that.
4. ran new spec version and it all works fine but does not use any animations for some strange reason.

#328 av8r

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Posted 31 October 2008 - 12:37 PM

Brimmy post soemthing in the SUPPORT forum; but put in the post the following:

where BFMEII is located

Where SEE Mod is located

and make sure the game is patched to 1.06, you have a clean install of BFMEII (no mods or edits to any ini's, etc)
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#329 scheepsknecht

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Posted 19 November 2008 - 02:29 PM

hi im new to this modding community as a member but i have been playing SEE for a while now, how bout making the catapult(all artillery) healing competable like the rest of all units?

in fact why not for all kinds of seige weapons?

Edited by scheepsknecht, 19 November 2008 - 04:22 PM.


#330 Gfire

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Posted 20 November 2008 - 02:08 AM

Are siege effected by repair?
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#331 ttandchotmail

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Posted 20 November 2008 - 05:17 AM

G'day guys

I could be wrong here but can't our workers repair seige units? just like they do buildings.
No chance of returning....Zero chance of surviving....Well!? When do we get started?
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#332 scheepsknecht

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Posted 20 November 2008 - 08:15 AM

G'day guys

I could be wrong here but can't our workers repair seige units? just like they do buildings.


nope, wich is shame cause all seige expansion on ur fortress and walls cant be healed/repaired.
maybe they could benefit the statues or fountains 2?

#333 av8r

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Posted 20 November 2008 - 12:53 PM

I am not recalling right now but I thought Healing Hands could heal catapults for some factions
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#334 Gfire

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Posted 20 November 2008 - 09:06 PM

Well, being a realistic mod, I think they should be repairable by workers that repair buildings, and healed by the repair power. They shouldn't be healed by the heal power or wells, I think.
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#335 Jeth Calark

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Posted 21 November 2008 - 12:19 AM

I second that! :blink:

#336 {IRS}Athos

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Posted 21 November 2008 - 12:35 AM

Thirded. :blink:
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#337 scheepsknecht

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Posted 21 November 2008 - 11:03 AM

Thirded. :blink:


well u guys got a point :) But how wil workers be able to get to catapults on walls or ships?

#338 {IRS}Athos

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Posted 21 November 2008 - 12:26 PM

Well, how does everyone else get on walls and ships? Anyway, the catapult ships have an auto-heal ability.
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#339 King Earnur

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Posted 21 November 2008 - 11:07 PM

Walkable walls, that and longer ranges for all siege weapons they are meant to be rainers of death with infantry being unable to touch them in a siege. Maybe make the walkable walls have a smaller range. Oh yeah another thing sometimes the walls aren't upgraded when I buy the upgrade that makes them tougher mostly dwarves but men as well sometimes.

#340 Gfire

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Posted 22 November 2008 - 01:01 AM

Maybe ships could go back to the shipwright to be repaired?

Your saying when you research Numenor Stonework/Dwarven Stonework they don't upgrade the walls?
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