Elves
#101
Posted 16 March 2008 - 07:07 PM
The subfaction you choose will allow you to purchase heros from your subfaction for a normal cost, and heros from other subfactions for a raised cost and buildtime. This will make you favour the heros from your own subfaction, and also give the impression of them travelling a long way, as the elven kingdoms are very split up.
You can purchase a fortress power that decreases the cost of heros in general, or create an alliance using the fortress beacon with another subfaction. This reduces cost and buildtime of the chosen subfaction to normal.
So the heros will be split as follows:
Lothlorien: - Haldir, Celeborn and Galadriel
Rivendell - Elrond, Arwen and Glorfindel
Mirkwood - Thranduil, Legolas and a new hero that has not yet been added.
Elohir and Ellandan will be moved to the inn system.
Sam will probably be avaliable for all the subfactions for the same price, regardless of which you choose.
#102
Posted 16 March 2008 - 07:27 PM
well i hope you wont subfactionate other races
"From this seal shall arise the doom of men,"
"who, in their arrogance, sought to wield our fire as their own."
"Blindly they build their kingdoms upon stolen knowledge and conceit."
"Now they shall be consumed by the very flame they sought to control."
"Let the echoes of doom resound across this wretched world, that all who live may hear them and despair."
"Tremble, mortals, and despair! Doom has come to this world!"
#103
Posted 16 March 2008 - 09:57 PM
#105
Posted 17 March 2008 - 01:39 AM
So here goes:
Basic Fortress No upgrades/Expansions
Unit Spawn Door opens and they come down the stairs. Still have work to fine tune, but the basics are there
Arrow Tower Expansions Basic tower expansion
Dormitory Expansions Garrison your Troops
Light of Earendil Star Expansion Warn when troops are near and cause terror into the hearts of your enemies
Light FX
Siege Expansions Three choices available, one for each of the elements is available.
Halls of Celeborn Upgrade 2nd level of the fortress, extending sight and allowing the purchase of the other Elven sub-faction heroes
Lights of Lothlorien Upgrade Add Lanterns to the fortress as well as expansions. Leadership for units near the fortress.
Healers of Lorien Upgrade Enables the Healer Expansion structure. Build a level 5 Elven healer that acts like a mini-well that heals both units and structures as well as having a mini-heal power
Guardians of Lorien Enlists Galadhrim warriors to defend the fortress and the arrow/dormitory expansions
Leaves of Lorien Upgrade Armor upgrade for the fortress, transforming the fortress and expansions into Mallorn trees in full golden bloom. Also the pre-requisite for Mellyrn Grove Upgrade.
Mellyrn Grove Ultimate upgrade for Lothlorien. Summons a Mellyrn grove that hides nearby units and Lothlorien structurees. Also functions as a weak well healing units inside.
Fully Upgraded Fortress A few shots of the fortress, with some of them at night
And some videos to check out:
Hero Spawn
Guardians of Lorien
Mellyrn Grove
Air Siege Attack - with Impact FX
Fire Siege Attack
Water Siege Attack
All right. I think that covers all bases. You'll notices a few things that still need to be fixed (i.e. bibs, statue fx for Healers, spawn pathing fine tuning, etc), but I'm really happy with how everything turned out. I've put quite a bit of work in this over the past couple weeks and I hope you all enjoy it and look forward to messing around with it in game. Feel free to ask any questions on anything.
Robert J.
EDIT: Credits for those parts other than EA or me:
- Shikari for helping out on the Mallorn upgrade texture
- Rob38 - his re-mapped elven warriors as the guardians
- Edain Mod - basic model for the siege unit expansion piece
Edited by robnkarla, 17 March 2008 - 01:56 AM.
#106
Posted 17 March 2008 - 03:01 AM
Edited by Crazy Intellectual Liberal, 17 March 2008 - 03:05 AM.
#107
Posted 17 March 2008 - 03:11 AM
The power would then be like throwing down the gauntlets and entering battle, thus all of their leaders would armor themselves and head into battle. (Thus it could affect the heroes at level 1 or Level 10). Only Elves and Gondor I think should have a power similar to this - Gondor to bring the feeling of BFME1 with Gandalf and Aragorn, and the Elves to follow their story and feeling of their faction in joining battle. The only reason why some of the elves are armored at level 4 is due to not having the rest of the heroes done. (We're talking 9 skin to work on, and I'm sure I'll drive EHL, Shikari, and others crazy if I push too hard).
The changes are in my working copy. I'll be passing it off to the Beta team in a few weeks and hopefully I can work through more. I'm going as fast as I can, but for those who are new and don't know I have a full-time+ job as well as a wife and three children under 8 so modding is just a hobby. I try to do as much as I can, and doing the mod has been fantastic, but I might not be the fastest at it.
Robert J.
Edited by robnkarla, 17 March 2008 - 03:15 AM.
#108
Posted 17 March 2008 - 03:21 AM
the air siege impact fx might be a bit much; im kinda worried about lag it might cause.
umm, is there going to be a distinction between the 3 elements of the noledhel (sp)? i was thinking that you could have a sort of damage/splash trade off; the air would do the least damage but have the most splash, the fire would be opposite the air, and the water would fit right in between the other 2.
that elven power sounds pretty sweet, but how would it upgrade the heros other than changing their skins?
oooo, im excited bout that new update that we could get! i love updates!
Edited by Dalf32, 17 March 2008 - 03:23 AM.
#109
Posted 17 March 2008 - 04:02 AM
The idea for their powers when combined - Water will mix for some utility powers and support, fire and air will be for damage and destruction.
Robert J.
#110
Posted 17 March 2008 - 06:39 AM
I think this should go in a news post as well, so that more people see it.
#111
Posted 17 March 2008 - 11:00 AM
Edited by HOLY_RAVEN, 17 March 2008 - 11:01 AM.
#112
Posted 17 March 2008 - 11:00 AM
1-gondor and arnor take all soldiers near the buildings 20%speed
2-elves all building an all soldiers become invisible
3-rohan's soldiers and mote's soldiers never take fear (disable sun effect and nazgule's ability for every unit around the this building
4-mordor and goblin take a new titan land all speed movement of enemy become -20%
5-angmar have ice all allied force take 10%speed and damage
6-isenguard take dust land all enemy in this area take -20% armor
7-Dwarves all units and heros take 2x recharge ability speed.
i am sorry if i have some problem in my words it is hard for me for speak English
#113
Posted 17 March 2008 - 12:02 PM
haha i want to play with it in game
#114
Posted 17 March 2008 - 12:15 PM
#115
Posted 17 March 2008 - 12:29 PM
"From this seal shall arise the doom of men,"
"who, in their arrogance, sought to wield our fire as their own."
"Blindly they build their kingdoms upon stolen knowledge and conceit."
"Now they shall be consumed by the very flame they sought to control."
"Let the echoes of doom resound across this wretched world, that all who live may hear them and despair."
"Tremble, mortals, and despair! Doom has come to this world!"
#116
Posted 17 March 2008 - 01:35 PM
Anyway, EXCELLENT job on what you've accomplished, both Rj himself and your team.
Once I get a better computer, am definetely getting BFMEII - and RotWK, lol.
One last thing..thank you, thank you, THANK YOU, for removing the original, anorexic, evil-bow-wielding Mirkwood Archers and replacing them with what they should have been - and now are!
Cheers,
-mike
#117
Posted 17 March 2008 - 03:27 PM
#119
Posted 17 March 2008 - 06:00 PM
#120
Posted 17 March 2008 - 06:17 PM
I really think that is the best thing ive seen in a mod so far and cannot wait for the new beta with this in going to be so good
Nice work Rob
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