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Comments & Suggestions for Beta V!


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#361 Nazgûl

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Posted 16 January 2009 - 03:18 PM

- Heroes health is not health alone. They can dodge attacks, but we have no anims for it... What good is heroes if they die 50 times/hour? :p Just watch the movies... how many orcs did the fellowship slay without losing anyone but Boromir :good: But I see where you're coming from. Actually, for the polishing phase (4.9-5.0) I will see if any modeler/animator would like to start such a venture - to animate dodging. Might look silly if it's not done properly... But we'll see. Maybe I'll just lower their armor/health after all
- Building will NOT be weaker though, for reasons explained in real life.
- Build times will be adjusted, but no major changes

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#362 witchkingshour

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Posted 26 January 2009 - 12:47 PM

Well even Boromir slayed a lot of Urak-hai before he was killed. And what they didn't show in the movies was Boromir was a skilled warrior who killed many and many orcs holding Mordor at bay. But in the game he is really good. He can hold his own against many units, except eagles of course..
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#363 Hasfusel

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Posted 26 January 2009 - 05:28 PM

Of course it counts for armor and dodging. That's why it was as it was in the vanilla game. But I think both Peter Jackson and Tolkein would have been pissed at the thought of Aragorn killing thousands of goblins without getting hurt. Especially Tolkein. They're only mortal, after all. I understand this is based on the film rather than the books/realism, but still...

I respect your choice for the buildings but I won't play the mod until it changes. It's ludicrous. You build something in a minute for 400 resources and it takes half an hour to hack it down, siege weapons or no. Besides, as you said with the heroes, when units attack a building the animation only represents their attack. In reality they'd be setting it on fire, battering the foundations with makeshift weapons, digging it up, etc.

And units take ages to kill each other, too. A good mod, but oh so very boring at times. :thumbsupsmiley:

Edited by Hasfusel, 26 January 2009 - 05:33 PM.


#364 Nazgûl

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Posted 27 January 2009 - 11:25 AM

I respect your choice for the buildings but I won't play the mod until it changes. It's ludicrous. You build something in a minute for 400 resources and it takes half an hour to hack it down, siege weapons or no. Besides, as you said with the heroes, when units attack a building the animation only represents their attack. In reality they'd be setting it on fire, battering the foundations with makeshift weapons, digging it up, etc.
> That's not how I imagine it at all. There are units that use fire, such as Dunlendings. There's no need to "imagine" other units using them. If you can't see them do something, they don't. Simple as that. Heroes are the only exception to this asthere are codes for dodging as well as accuracy of attacks, such as archers... Hacking down a stone structure with swords in 5-10 seconds - THAT is ludicrous :p Siege units are meant for this, but we've been over this for years. No need to go into it again... =p

And units take ages to kill each other, too. A good mod, but oh so very boring at times. :good:
> 1) this mod is not finished - it is a Beta! 2) But still, it might just not be the right mod for you.


Edited by Nazgûl, 27 January 2009 - 11:26 AM.

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#365 witchkingshour

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Posted 27 January 2009 - 01:17 PM

This mod is def for me. I have no complaints really other than towers being a bit too powerful but other than that I enjoy. Amyway someone said give Isen and dwarves powers for flying units. I had an idea about Mordor instead of having the gay wyrm, since Mordor is losing Haradrim, how about a 15 tier power summoning 3 mumakil? And then for 10 point power have summoning or Haradrim easterlings or hardrim archers? Or possibly have them in the inn for Mordor? What you guys think?

Edited by witchkingshour, 28 January 2009 - 12:58 AM.

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#366 Nazgûl

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Posted 31 January 2009 - 02:13 AM

I think you should post suggestions about Mordor in Mordor's topic! =p
I just plowed through almost 400 posts in this topic alone, tonight. If everyone could post correctly, I bet this topic would have been 300 posts instead and I wouldn't have to find posts that doesn't belong in certain topics, and/or read suggestions that have been given not once, twice or even ten times, but rather 20-25 times. :crazed:

*marker*
(Up until here - this thread has now been checked for useful items to put into the ToDo List!) :xcahik_:

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#367 morsematten

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Posted 04 February 2009 - 09:22 AM

firstly, i would like to thank nazgul for replying to my question in the isengard thread. but aftermuch thought to the reply, i find that if the restriction to all the elite units should be removed.

lets look at it this way:
an elite unit takes more time and money to train. it would make more sense that elite units should be made available without restriction, because of the fact that there are better then other units. to balance the game, make elite units much more expensive, take up more CP and do not benefit from upgrades (optional). to make up for the additional cost, elite units should not have restrictions to the amount they can be built, and have special powers, much like the berserkers from isengard.

perhaps elite units can be toned down and be not as powerful as it should be, maybe stronger then a ordinary unit by 20% and weaker then a hero by 20%.

i understand that one may choose to spam elite units when there isn't any restrictions to the amount, but we shouldn't forget the fact that other factions too posseses elite units, as well as heroes so it should more or less make it a balance fight between any factions.

elites are hero killers, and this should be vice versa.
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#368 Mordor Slayer

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Posted 04 February 2009 - 12:18 PM

And why would we want to do that :p?
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#369 morsematten

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Posted 05 February 2009 - 12:37 PM

geez, i dont know mordor slayer... why would you guys wanna do that?
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#370 witchkingshour

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Posted 05 February 2009 - 01:11 PM

I think we should get some new powers for certain factions. I don't think Mordor should have the wrym. Maybe could replace it with summon 3 Mumakil. Isengard shouldn't have smaug and Goblins should. I don't know what to do give Isen, but a dragon doesn't fit them. I think be cool to give hero power points back like Aragorn's elendil, Gandalfs the white power point, Maybe even give one to Saruman as well. What do you guys think?
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#371 Mordor Slayer

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Posted 05 February 2009 - 02:11 PM

geez, i dont know mordor slayer... why would you guys wanna do that?


Sarcasm much :p ? I mean what's the point of having a big army of elite units? That wouldn't make them elite anymore.

Edited by Mordor Slayer, 05 February 2009 - 02:11 PM.

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#372 morsematten

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Posted 06 February 2009 - 10:42 AM

geez, i dont know mordor slayer... why would you guys wanna do that?


Sarcasm much :p ? I mean what's the point of having a big army of elite units? That wouldn't make them elite anymore.


there will be CP restrictions, but not the number of units one can build in a game. and sorry mordor slayer, i didn't know what you meant by " and why would we do that". i thought you were trying to be funny.
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#373 witchkingshour

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Posted 06 February 2009 - 10:19 PM

Ok I think towers need to be nerfed mainly damage wise. And they can kill a catapult quicker than even upgraded units. I think this needs to be addressed in future betas. Siege should be able to own Towers and towers have so much range that it will kill the catapult or ent or battering ram. Make siege a little stronger vs towers and battering rams should be strong vs arrows but weak vs infantry. I mean if you look at any of the factions most have fire arrows on their towers and seeing how ents are weak to fire, almost impossible for elves to really take down that base that A.I. makes. But really all I am asking is siege is more resistant to towers and I think it be fine.
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#374 Sûlherokhh

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Posted 06 February 2009 - 11:50 PM

Base defense is planned to include some major changes. The high damage of the towers/expansions has historically been to provide the time for some reinforcements (from barracks type buildings) before it is taken down completely and also to make sure players muster a big army before attacking a base. Mordor towers already work somewhat the way it was intended (technically), just like the harad watchtower, mannend by crew that actually fires the arrows/spears. The main obstacle has been (as always) the AI. If defense structures are automatically garrissoned with soldiers it's okay, but if you can actually kill the people on top/inside it, making the AI replace them AND pay for the replacement is a very hard task without SkirmishAI_1 scripts. Whatever is going to come, i am sure it will stand or fall with the beta testers' feedback.

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#375 Neutron4ever

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Posted 07 February 2009 - 02:50 AM

*Erased my post and am moving it to the bug thread*

Edited by neutron4ever, 07 February 2009 - 02:55 AM.

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#376 Guest_Ferle288_*

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Posted 14 February 2009 - 09:28 AM

I don’t know if something of this was already mentioned here but here are some of my ideas for the Special extended edition.

Dislike:

1.1 Captain Jackson is too strong and gets really annoying by time. He should be recruited
like the most Heroes at the level of 1

1.2 Summoned Barricades and Fortresses have got a too large range.

1.3 There should be not Mumakil-Hero



Some of my ideas:

2.1 Men of the West

2.1.1 Rohan-Heroes should be recuted at the Golden Hall

2.1.2 The Gondor part of MoW should have an own structure of resources. It could look
like the useless structures at the Minas Tirith-Map.

2.1.2 Gondor Spearmen should have the shield wall ability like the Gondor soldiers.


2.2 Elben

2.2.1 Instead of Battle towers the Elves should be able to upgrade their Mallorn-Trees to Flets. Then Mallorn-Trees will be
Structures for resources and defense structures in one. You should be able to use it like a normal tower. So you can
put warriors on it, too.

2.3 Mordor

2.3.1 Attack trolls should have a hammer instead of a siege mace.


2.4 Heroes

2.4.1 When he is mounted, Faramir should look like a Gondor knight.

2.4.2 The wounding arrow of Faramir should kill a Nazgûl’s Fellbestie and force the Nazgûl
to continue fighting on the ground. The “Mount a Fellbeast”-Ability needs to cool-
down them. Eagles, riderless Fellbeasts and drogoth are just hurt and slowed down very
strong.

2.4.2 Elven-Eye: The Hawk strike of legolas should have the same effect like Faramir’s
wounding arrow. It may by comparared with 2.4.3

2.4.3 Legolas should get a Monster-Slaughter ability. Not such a complicated one like from
EA. But there should be this ability. It may by comparared with 2.4.2

2.4.4 Hour of woman: Eowyn should get a anti hero ability. She wounds the enemy hero
badly and cripples it – so it can’t neither move nor attack. The Witchking is killed at once. But Eowyn
takes damage, too, and is also criplled. At her the effect can be removed by Athelas (Aragorn, Elrond).

2.4.5 A new Gandalf should enter the battle:

Wizard Blast: like its now
Summon a horse / Shadowfax: mounts (for Shadowfax the Rohan stable is required)
Lighting Sword: like its is now (Balrog-Bane)
Istari Light: like it is now (Fellbeast-Bane, causes fear to a fellbeast; mounted Nazgûls
are also effected)
Summon Giant eagles: Gandalf summons three giant eagles an mounts one of them.
They are time limited.

Abilities when mounted on an eagle:

Nosedive: eagle flies near by the ground and crushes trough the enemies. °\o---->o/°
Istari Light: like above.
Last rescue: If a Hero dies you could activate this ability. Then Gandalf flies to the
fallen one, picks it up and takes it to the fortress.
Dismount: Gandalf dismounts the eagle, but can mount one of these summoned
eagles again.

2.5 Ring-Heroes

2.5.1 Men of the West

Elendil:
Palantir-Vision: show a part of the map. (like Elrond)
Wrath of the Kings: sends out a shockwave that kills enemies and throws them back
(like Gandalf Word of Power, which should be replaced by “summon
giant eagles” 2.4.5)

2.5.2 Elves

Gil’galad
Narya – Ring of Fire: a fireball is sent towards the enemies (like Saruman)
Aeglos’s Frost: in target area a huge piece of ice falls from the sky, damages unit an
structures. Then breaks into many little pieces, that hurt units to.

2.5.3 Dwarfes

Thorin Oakenshield
Battlecry: Allies around Thorin fight with increased damage and rate
Arkenstone – Heart of the Mountain: (He raises his hands over his head with something bright
lighting in them) Emies around Thorin get freezed. Allies
fight with increased strength and rate.

2.5.4 Isengart: Sauron (like he is now)
Mordor: Sauron (like he is now)
EvilMen: Sauron (like he is now)

2.5.5 Moria

The Great Orc
Bodygard: summons several, time-limited troops of Orks
Call the Wild Wargs/Wolves: the Wild Wargs/Wolves run across the battlefield and smash back the
enemies. (like Arwen’s Elven-Flood, just bigger) and some of these
wargs/Wolves stay and fight like normal wargs, that have to be killed
or: Sauron (like he is now)


PS: I'm sorry for my English. It isn't so good.

#377 Guest_Ferle288_*

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Posted 15 February 2009 - 08:11 PM

it is me again. a adition to that above.

the Gil'galad ice ability (Aeglos Forst): could consist of the effect the Angmar Wolf-Spell uses to summon.

The ability of the Great Orc: Summon the Wild Wolves/Wargs could be like the ability the Angmar Wolf-Spell. Just that some of these wargs stay like summoned units and fight.

***I should move my posts to the fraction specific threat, right????***

#378 njm1983

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Posted 15 February 2009 - 09:23 PM

welcome to the forums! You did a good job posting here, no need to move your post. You have lots of interesting ideas. Some of the things you have posted about are being worked on. Most of your ideas are more for the polishing phase. Keep in mind 4.5 is way different than the internal beta currently among team members, so when 4.7 is released you may wanna amend you thoughts. But don't let me stop you keep coming with your thoughts.

#379 Guest_Chlodomer_*

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Posted 24 February 2009 - 03:57 PM

first of all i have to say that this mod is simply AMAZING! I love it! you guys have made an excellent job in creating this edition of the game ... but there are few things that I would like to say...

1) could it be possible to decrease the time it takes to create your army? (including buildings and units) i know there has been a lot of discussion about this topic and but my friends and I, we would really love to make the games a lil bit faster.
2) the CAH i think its very important for the game and as much as you want to make this mod realistic, you should give the players the option to create their own custom hero which allows them to have more fun with their own unique hero!! I have created only one hero because of the lack of options to customize it like weapons, shields armor etc... but if you decide to keep the CAH, PLEASE include more options to choose from!
3) i was wondering why the trebuchets that you build from the walls have less range (meaning that they have to be closer to attack) than the ones you create from the siege factory (can't remember the name)??? and if you could fix this!

When is the new version coming??

Well that all of i can think off right now hope it helps to make this game better!.....
Pd: sorry if my post sounds rude in any way, im just giving suggestions... thanks for all the effort you guys have spent in this edition!

#380 Mordor Slayer

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Posted 24 February 2009 - 05:14 PM

Hello and welcome to the forums! I'll answer some of your questions and leave the rest up to the team:

1) I'm sorry to disappoint you, but that's not going to change. You can always change the build times for private use, or, which is more simple, just change your strategy :twisted:. Once you've got 3 barracks at lvl 2-3 units keep flowing in.

2) No extra CaH options will be added and they will probably removed completely.
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