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Comments & Suggestions for Beta V!


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#141 njm1983

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Posted 02 December 2007 - 05:35 PM

nice idea, sounds like the pic on filefront. :good: like that idea lots. it'd give the good sides and isengard something extra.


hehe that what inspired me.

if someone had to go through and add the Rock_vendor objects to all the maps I could do it, if it comes to that.

#142 Thorongil45

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Posted 02 December 2007 - 07:50 PM

hehe that what inspired me.

really? thanks! :umad: thats actually my picture! really glad it inspired you! :good: :xcahik_:

Edited by Thorongil45, 02 December 2007 - 07:50 PM.

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#143 Wundai

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Posted 03 December 2007 - 02:52 PM

Hey a New Idea/Suggestion:

Remember in Vanilla BFME2 arrows would sometimes STAY for a couple of seconds within the body when they hit it?

How about exploiting this feature/error ( <- :thumbsupsmiley: ) and make "FIRE" arrows stay within buildings?
So what I am actually suggesting is making Archers able to fire arrows at a building ONLY when the fire upgrade has been purchased, and with the arrows staying and not dissapearing it would look realistic, like the building is set to flames by fire arrows. In my opinion lag wouldn't be much of a problem since the sticking arrows are a 2d model. ;)
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#144 Sûlherokhh

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Posted 03 December 2007 - 03:54 PM

We already have that. You can only attack structures with archers, if they have either fire arrows or silverthorn arrows. The trouble with burning buildings is just putting the FlammableUpdate into all of them and then make the damage received as well as the burn duration somewhat balanced. Of course all burning structures will need some flame FX installed when burning as well. A bit of work ahead. I believe it has even been on our ToDo list for quite some time. :thumbsupsmiley:

Oh and arrows do still stay sticking out of an enemies body for a short while. I think the duration has got something to do with your graphics settings as well as the number of objects already rendered every frame.

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#145 DragonLord

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Posted 03 December 2007 - 09:50 PM

I want to be able to climb onto Mumikil and kill the haradrim on it, but that's just me. :sleep:
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The Valar had to nerf Dwarves, or we would of taken over the world before it even began... :D

#146 WingSephiroth

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Posted 03 December 2007 - 10:45 PM

i found some bugs while playing with the nine nazgul (my favourites):

1. when all nine nazgul are on horses running in one direction, and i decide to attack someone behind them, they continue to do the horse running animation but stay in the same spot and dont attack anyone! anoying :( lol

2. when i group the nine nazgul as ctrl+1 (incl witch king) and then toggle them to fell beast or mounted or on foot, they just get out of the grouping... :(

yeah...

also, it would be cool if you could highlight all nazgul and witchking and make the toggle mounts and fellbeasts together, because the witchkings always the odd one out. :sleep: and like when theyre all on fell beasts and you want to make them all unmount their fell beast at the same time.

and maybe when the nazgul are on the fell beasts they can fly down to the ground like summoned dragons (though without any arms :evgr:) and attack by whipping their tail like the witchking did to theoden. then maybe the fellbeasts can be mounted and unmounted like horses! wouldnt it be nice? dah dah dah dah.... cadbury.

another suggestion i have always ponders is if giant eagles could be mounted by heroes or can carry heroes, like when the eagles with gandalf saved frodo and sam from the fires of mount doom...

yep! it would be nice if these were considered! thanks! ;)

#147 Sûlherokhh

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Posted 04 December 2007 - 12:12 AM

i found some bugs while playing with the nine nazgul (my favourites):

1. when all nine nazgul are on horses running in one direction, and i decide to attack someone behind them, they continue to do the horse running animation but stay in the same spot and dont attack anyone! anoying :( lol

2. when i group the nine nazgul as ctrl+1 (incl witch king) and then toggle them to fell beast or mounted or on foot, they just get out of the grouping... :(

yeah...

If you want to help us notice and fix them, post bug reports in the BugHunt-Thread.

also, it would be cool if you could highlight all nazgul and witchking and make the toggle mounts and fellbeasts together, because the witchkings always the odd one out. :sleep: and like when theyre all on fell beasts and you want to make them all unmount their fell beast at the same time.

and maybe when the nazgul are on the fell beasts they can fly down to the ground like summoned dragons (though without any arms :evgr:) and attack by whipping their tail like the witchking did to theoden. then maybe the fellbeasts can be mounted and unmounted like horses! wouldnt it be nice? dah dah dah dah.... cadbury.

another suggestion i have always ponders is if giant eagles could be mounted by heroes or can carry heroes, like when the eagles with gandalf saved frodo and sam from the fires of mount doom...

yep! it would be nice if these were considered! thanks! ;)


They already have been considered.

The WK stands out, because of his scale issue (his size when a pedestrian), so he still uses the old mounting modules, which are making the WK's mounting and the Nazgûl's mounting very different powers, which can't be triggered at the same time.

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#148 Wundai

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Posted 04 December 2007 - 05:44 PM

Ok thanks for the reply on my post Sûl :lol:
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#149 Guest_thedestroyer_*

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Posted 08 December 2007 - 08:15 AM

It'll be great if you will add some replies for Witch-King from RotWK. Like "I bring death to the West", "Die now", "My hour has come" and some others. Really, guys, it'll be GREAT. And better Screech for him too. And, aaaaaa... I think it'll better if nazguls will be able to fly on the fellbeast from first rank :p

#150 Mercyy

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Posted 08 December 2007 - 08:24 AM

That are suggestions again:P
But:
The soudns of RotW are bad.
I don't think a Nazgul sounded like that...
And If they could mount Fellbeasts at Level 1 it would be very imbalanced and they would be to strong.
And look at the films: First they were the black Riders on horses. First in LotR II they began to use these fellbeasts.
So I think it's great as it is now
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#151 King_of_Blades

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Posted 09 December 2007 - 05:22 AM

Maybe add an option to add/not to add flyboys? Personally, I find it quite irritating to create a massive army and have it demolished by The Nine, or two Giant Eagles (if playing against Elves), or Drogoth.

However, one thing I do realize is that to disable flyboys, it would be to disable The Nine altogether... :p


Sorry, this was my post. Forgot my log-in information. :rolleyes:
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#152 Nazgûl

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Posted 09 December 2007 - 05:32 AM

^ You're just not totally familiar on how to counter attack them :p Use fire, silverthorn, magic and ranged heroes...

I want to be able to climb onto Mumikil and kill the haradrim on it, but that's just me. :rolleyes:

Who wouldn't want that... Like THIS!

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#153 elbenmensch

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Posted 10 December 2007 - 01:42 PM

It will be in? ;)
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#154 Lord of the Rings Junkie

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Posted 11 December 2007 - 06:13 PM

Do you think you could add a delay between the time a unit leaves an area and the fog of war regrows like in C&C? It just makes sense to me that a unit should know at least for a few seconds what's behind them. It's a simple edit of the UnlookPersistDuration value in object/gamedata.ini, I think 10-15 seconds is good.

Edited by Lord of the Rings Junkie, 11 December 2007 - 06:22 PM.

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#155 Sûlherokhh

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Posted 11 December 2007 - 09:15 PM

For now, we are not going to touch anything in the gamedata-block so we can avoid the settings-reset-bug.
I am wondering though, if there isn't another solution to that (*clapping my forhead and trying something obvious*). :p

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#156 witchkingshour

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Posted 12 December 2007 - 03:32 AM

I know what I wanted to ask.. Is there anyway to get Witchking's voice into S.E.E.?
"The world of Men will fall"



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#157 Nazgûl

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Posted 12 December 2007 - 04:23 PM

Sure, and we will do that ^

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#158 witchkingshour

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Posted 13 December 2007 - 03:46 PM

Excellent! :thumbsupsmiley: I really love the new orc voices when you make a orc pit or troll cage, but I can't wait to see how Witchking is gonna sound..:sad:


Oh and I really love the ground textures for the armor and production speed of the buildings.. That was really a great idea.. If only you guys worked for ea lol
"The world of Men will fall"



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#159 RAZOR1703

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Posted 13 December 2007 - 06:05 PM

Ok. But maybe you will add some replies of Witch-King from Return of the King movie?
And I've got some suggestions again. I Know you don't like it but it will be really great:
1. Will you give the names of Morgomir and Khamul to two other nazguls?
2. I think it'll be better if you will give "Mount/dismount" ability for Merry, Aragorn and for Legolas & Gimli together, if it's posssible.
That's all for today :sad:
Guys, don't be angry with me, but your mod is the BEST of all!!! I'm suggesting some things which will be the most interesting parts of your mod for me and many others, i'm sure.
P.S. Excuse me for my English :thumbsupsmiley:

Edited by RAZOR1703, 13 December 2007 - 06:09 PM.


#160 Mercyy

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Posted 13 December 2007 - 06:31 PM

next time here suggestions:
http://forums.revora...?showforum=1645

to first:
I don't think they should have names because all names are just invented by other people than Tolkien.
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