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#21 Githiran

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Posted 05 June 2009 - 07:33 PM

Sorry to let you guys down but this idea as far as I know is impossible.
If it is possible then it's going to be a lot of work.
It wouldn't be that useful.
Heroes wouldn't be able to use their abilities.


oh it's fine, simply floating an idea around. as with the special ability, i dont know if it would be easier as an "upgrade" upon the rest of their upgrades (e.g. with the wounding arrow, either make it so its a random thing or a hidden timer sort of thing) and with the hero abilities, couldnt a second commandset button thingy be added to say the top of the ability set, which lists a "detatch" ability, and any abilities that the other spot may have covered? im not a modder, but again, just floating ideas.

oh and i highly disagree on your degree of "uselessness" for it, i would think itd give a good advantage - the idea i would stress if anything, like ithilienranger said, about adding them as a creep and having them gain a fear resistance if anything, making them ideal against evil factions, and stopping a need for a spellbook power from using up a "fear resistance" space (i find it not very helpful, but would rather have it like this than in a power). Still, you are the modder :shiftee2:

if you care to adapt it in any way, be my guest!

Edited by Githiran, 05 June 2009 - 07:44 PM.

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#22 {IRS}Athos

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Posted 06 June 2009 - 02:10 AM

The reason I thought it could work was that I saw Mordred of WoA talking about having slaved units to heroes.

Edited by ithilienranger732, 06 June 2009 - 02:10 AM.

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#23 Radspakr Wolfbane

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Posted 30 July 2009 - 05:56 AM

Semi resurrecting this topic.

What suggestions do people have to improve playability in a multiplayer setting and general balance.

I'm looking to fine tune things for the next beta so that I can start an official LW tournament with a balanced beta.
I'm trying to eliminate the 1 unit owns all way of playing and focusing on countering.
I hate games that end up being decided by who gets a certain unit first practically wins,this type of balancing or lack thereof destroys a game for me and makes it useless playing.

A quick note on some balancing I have planned,I will be reducing the trample damage of Rohirrim,Gondor Knights and similar units a little bit they will be classed as "Light Cavalry" and I don't want a situation where 1 cavalry horde can take out many infantry hordes.
I feel this to be an imbalance.
Trolls may also get toned down as well to the same degree.

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#24 Fishbone

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Posted 30 July 2009 - 03:48 PM

we can have a time limit game mode with big walls and defenses
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#25 Radspakr Wolfbane

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Posted 06 September 2009 - 03:48 AM

As I mentioned in the Rohan/Gondor discussion thread I am rebalancing structures to encourage the use of Siege.

The changes are -

Structures will have improved armour and health,The mod currently has improved armour for structures I will be taking it a bit further.
I won't be going as far as SEE in this but I am hoping to encourage Siege warfare in the mod.
Some Structures will gain slightly longer build times.
Structures will give decent XP when destroyed.
Siege armour will be increased (already improved but I'll improve it further).
Some structures like Siege Workshops and Stables will be more expensive (some have already been made more expensive).
Siege weapons will do increased damage to structures.

I am doing these balance changes to as I said to improve the use of Siege and reduce rushing and spam of units.

Structures health be likely around 10000 and have much improved armour to Mellee,Ranged and Cavalry,while they will still be able to take down buildings they will take longer.
Not all factions have good siege so some heroes on those factions will be given bonus damage to structures.

Edited by Radspakr, 06 September 2009 - 03:54 AM.

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#26 {IRS}Athos

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Posted 06 September 2009 - 01:01 PM

Wait, you said back there that you were classifying Gondor Knights as Light Cavalry? :p How about all of that armor, on them and their horses, eh? They're heavy cavalry, all the way.

Encouraging siege is a fine thing, but one question: will factions get more siege weapons? For example, Gondor only has the trebuchet... will they get something else, like in KotW?
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#27 Fishbone

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Posted 07 September 2009 - 06:29 AM

yeah, you should check out the siege weapons used in the Hundred Years wars
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#28 Bashkuga

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Posted 07 September 2009 - 02:34 PM

those were trebuchets, catapults and at nearly the end canons
i don't think they've used canons in middle earth.

Edited by Fredius, 07 September 2009 - 02:35 PM.


#29 Fishbone

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Posted 07 September 2009 - 03:14 PM

There were many new types of battering rams, and trebuchets and catapults, the hundred years wars developed the way of siege warfare, creating new weapons as well as improving old ones
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#30 {IRS}Athos

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Posted 07 September 2009 - 03:21 PM

Why is it that everyone spells cannon "canon" and when they're talking about the lore, they say "cannon?" :p
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#31 Bashkuga

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Posted 07 September 2009 - 03:25 PM

srry i'm not very good in english :p :p

#32 {IRS}Athos

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Posted 07 September 2009 - 03:27 PM

Nah, Freds, it's not only you. And I wasn't actually angry... :p
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#33 Radspakr Wolfbane

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Posted 07 September 2009 - 03:51 PM

sure you weren't :p

The Gondor Knights are a weird one to classify,they have the armour of heavy cavalry but I have the Knights of Dol Amroth to consider.
I could have them as Light Cavalry or have them as inbetweeners.

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#34 Bashkuga

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Posted 07 September 2009 - 04:34 PM

i think you should use them as inbetweeners because they aren't as weak as light cavalry

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#35 Fishbone

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Posted 08 September 2009 - 02:30 PM

You know that there are Gondor light cavalry, in the 3rd movie were Faramir is riding to Osgiliath, he is using ranger cavalry( Light cavalry, mounted Gondorian Rangers ) So in other words you shouldn't worry about putting Gondorian knights on heavy armor, because they ARE heavy
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#36 Radspakr Wolfbane

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Posted 25 April 2010 - 02:47 PM

Bump in the night.

As always with Lone Wolf I am continuously evolving it.
So recently there has been a big focus on reordering the factions will more concrete tech trees and more distinctive roles.
A lot of work has been done on spells and hero abilities creating some very cool and unique creations.
Heroes will be fairly strong.

Another recent balance change I've made concerns Sentry Towers.
They've always been a little too weak for my liking so I have increased their damage by roughly double.
So players should be a little more careful rushing a base with only a couple hordes of Orcs from now on.
:)

With the recent Tech Tree reworkings Siege has entered by thoughts once again so some factions will be getting some new toys to play with.

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