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RJ-RotWK 1.06 Feedback


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#61 Puppeteer

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Posted 13 March 2009 - 06:14 PM

Blood is created using FXs, and these cause major lagg.

#62 *Ranger*

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Posted 13 March 2009 - 08:24 PM

The thing i have found is that if you have 3-4 barracks and archery ranges, it gets horribly time consuming sorting out your troops and then sending them off to fight. Is there a way to automatically send your troops to a set rally point, e.g. the enemy base but the troops auto acquire enemies?

#63 Devon

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Posted 13 March 2009 - 09:53 PM

Q selects all military units on that...you could just q a and right click...

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#64 Florisz

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Posted 14 March 2009 - 12:00 PM

Ents are too weak! About 10-15 arrows from a fortress kill them! I just was in a battle with Jonas and his stone rain thingy from Mordor's 3rd tier did more damage then my Ents, also 3rd tier! Oh, and my fortress had all the upgrades, his, I dont know. I coulnd see any.
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#65 {IRS}Athos

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Posted 14 March 2009 - 01:42 PM

The weakness of ents makes Eaves of Fangorn almost impossible. *sigh*
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#66 Dragonforce

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Posted 14 March 2009 - 02:58 PM

Yeah, it was one of my favourites in bfme 1 but now...
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#67 Devon

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Posted 14 March 2009 - 03:37 PM

Just use rohirrim :ohmy:

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#68 Florisz

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Posted 14 March 2009 - 04:40 PM

Rohirrem...If you dont have pikes...you cannot defeat Yoda...
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#69 Canadyan

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Posted 14 March 2009 - 04:41 PM

So true, I really like the summon Ent power but now I find myself not bothering getting it because 75% of the time I use it, the Ents are killed before they even rise out of the grove.

#70 Dalf32

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Posted 14 March 2009 - 05:41 PM

i find that you need to back them up with other units. try charging into the enemy base with a good number of units before summoning the ents. that way the units will draw more of the fire and the ents will last longer. also, they tend to stay alive longer when throwing rocks.
they're not as 1337 as they were in bfme1 (nor should they be, imo) but they could do with a buff of some sort.

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#71 *Ranger*

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Posted 14 March 2009 - 05:55 PM

Is it me or is it impossible to make a huge army then send it to the enemy on a fortress map? Like on the lonely mountains map, within 4-5 min the secret (at least its looks secret) gate was destroyed, then they came flooding in, my army was wooped. Then 2 minutes later the last gate was destroyed and 3 minutes later my army was wooped again and it was game over. That was me vs brutal goblins.

it is near-on impossible to keep up with the AI without help e.g. a rally point auto acquire, that would help a whole load, instead of frantically pressing q and a for the whole game.

I really love this mod but for me anyway it does get way too complicated, because most of my time is spent buying units and then sending them off, then wondering why i've got no units left, realizing i've got to buy more, then sending them off again.

#72 Dalf32

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Posted 14 March 2009 - 06:00 PM

you can set rally-points for buildings, but i dont believe units will auto-acquire until they reach that rally point (to do this just select a building and right click wherever you want your rally-point).

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#73 Guest_CIL_*

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Posted 14 March 2009 - 06:04 PM

I have but one complaint, asside from the Elven problems you already know about...

Heroes that always do knockback, such as the Goblin faction's Troll heroes, are overpowered. One of them, which did not cost very much, would have killed my Elrond, who was 7 levels higher. He always knocked back Elrond. This is unrealistic and unbalanced.

#74 Canadyan

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Posted 14 March 2009 - 06:22 PM

I have but one complaint, asside from the Elven problems you already know about...

Heroes that always do knockback, such as the Goblin faction's Troll heroes, are overpowered. One of them, which did not cost very much, would have killed my Elrond, who was 7 levels higher. He always knocked back Elrond. This is unrealistic and unbalanced.


I really have to agree with this. I'm okay with a few heroes having knockback but other Heroes should be immune. The Goblin team's Trolls are the best example of how bad it is - I've had them kill any hero they choose by repeatedly standing over them and beating them back down. Or maybe just give them a "chance of knockback" like I think Boromir has now.

#75 Florisz

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Posted 14 March 2009 - 06:34 PM

Yes, I also agree, Faramir got killed in a skirmish by 2 Mountain Trolls, when Faramir stands up again, he almost immediately gets knocked down again...
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#76 *Ranger*

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Posted 14 March 2009 - 08:43 PM

It is very annoying, but it does now mean that heroes are now more vulnerable, they are no longer 1 man/woman armys. The only thing i would suggest is that catapults and rocks don't do knock back on heroes, it is so annoying 1 troll killing faramir with a rock. But a 1 on 1 with a troll, ill always put my money on the troll, because if Aragorn gets knocked down by a troll (ROTK) then no (less powerful) hero stands a chance.

#77 The Hawk of Light

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Posted 14 March 2009 - 09:39 PM

A new version of the world builder will be release?
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#78 The Hawk of Light

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Posted 14 March 2009 - 10:13 PM

Great mod, congratulations. :ohmy: :D ;)

- Lorien Arches do few damage.

- Please, in the next release take off Celeborn "armored" version.

- Add to Galadriel a power to protect the base.

- Change the name of the silverthorn arrows to "Goldenthorn" to Lórien and "Brozenthorn" to Mirkwood.

- The Eregion forge will be remodeled and renamed for Lórien?
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#79 Captain of Arnor

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Posted 14 March 2009 - 10:45 PM

Its epic, what more can be said? Admittedly, the knockback issues can be a bit of a problem, as mentioned before. As can the invincibility glitch some enemies get when they opt to take a building or attack something -- unfortunately, it only happens to the CPU units and never to the player. XD But other than that, its wonderful.

The Elven faction split is really great. I like the Rivendell fortress a lot, but the Lothlorien faction = :ohmy: for me. I actually play the Elves now, amazingly.

The Arnor unit reskins for the hero, as well as the heavy-armor skins, are awesome. They look Mithril. They're great reskins. The only problem I have with Arnor right now is that they die way to easily (trebuchets rip a huge Arnor army apart in seconds, they do WAY too much damane (or way too little damage on other armies units)) and the skin for Arveleg is still really bad. I like the red surcoat-armor-underneath look though, that should definitely stay the same, but be updated and made fancy.

Really, I can' think of much else wrong with the game. I love the new release, I love the mod. Keep up the great work!

And I had an idea. Why not, instead of doing reskins in the main releases, do skin packs? Re-skin the units for whole faction, then release them in smaller downloads. Seems like a good idea to me, but then again it might be an issue. Anyways. Later all.

Edited by Lord_Faramir, 14 March 2009 - 10:51 PM.

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#80 Devon

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Posted 14 March 2009 - 11:34 PM

I have but one complaint, asside from the Elven problems you already know about...

Heroes that always do knockback, such as the Goblin faction's Troll heroes, are overpowered. One of them, which did not cost very much, would have killed my Elrond, who was 7 levels higher. He always knocked back Elrond. This is unrealistic and unbalanced.


True, those heroes should go


Yes, I also agree, Faramir got killed in a skirmish by 2 Mountain Trolls, when Faramir stands up again, he almost immediately gets knocked down again...


It is very annoying, but it does now mean that heroes are now more vulnerable, they are no longer 1 man/woman armys. The only thing i would suggest is that catapults and rocks don't do knock back on heroes, it is so annoying 1 troll killing faramir with a rock. But a 1 on 1 with a troll, ill always put my money on the troll, because if Aragorn gets knocked down by a troll (ROTK) then no (less powerful) hero stands a chance.



What ranger said ^

- Please, in the next release take off Celeborn "armored" version.



Why?


And faramir, the plan is to release patches in the future, so you won't have to redownload everything.

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