RJ-RotWK 1.06 Feedback
#141
Posted 24 July 2009 - 11:53 PM
#142
Posted 25 July 2009 - 01:41 AM
#143 Guest_Higher Form_*
Posted 26 July 2009 - 04:18 PM
I'm still depressed at the constant flow of game.dat errors that have pretty much drained my enthusiasm for the mod, as well as the extra lag caused by the badass explosions and fancy skins and stuff.
Upgrading the AI to work decently on a fortress map (i.e. not ignoring all their walls and just attacking constantly with no pattern out the gate or, if they attack, charging the gate from the beginning no matter how good my defences and ignoring the rest of the walls) would be a nice addition.
They also seem to spam heroes quite decently but don't use any power that can't be set to autofire. They can't set up an ambush or retreat. I realise this is pretty serious codework but I think if possible, it would be worth it as I understand there is quite some difficulty in playing the mod online.
Mumakil are freakin' massive and way out of proportion, especially as they do tiny crush and don't make an impact when falling down. It looks ridiculous, them coming out of a mumakil pen 6 times smaller than they are.
Oliphants are rubbish and ugly, don't bother keeping them.
Witch King is too expensive and not powerful enough for Mordor's grand hero. I'd lower his price and have a much-weaker Sauron as their top hero, who can only use his first few powers until he has the Ring, making him triply strong.
#144
Posted 26 July 2009 - 06:19 PM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#145
Posted 27 July 2009 - 05:05 AM
Just wanted to say that, apart from the numerous bugs, this mod is THE way that BFME was meant to be. I especially love the scaled Minas Tirith. It's so... identical to the movie . The HP of the gate could be juiced up, though. I hate it how one troll can break in before you even have many archers :(. Everything else I LOVE about this mod. Keep it up, guys.
#146
Posted 27 July 2009 - 05:43 AM
Welcome to the forums though! Glad you like it
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#147
Posted 27 July 2009 - 05:28 PM
It gets worse when there are repeated unit types inside the factions. A perfect example are the Goblins with their Goblin Pikemen and Half-Troll Marauders. If one exists, why have the other? Especially when considering it's not hard to get resources on RJ-RotWK. The difference of cost between these Goblin Pikemen and Half-Troll Marauders is 50 resources, like someone already pointed out in the first pages of this thread.
Another good example are the Elves. There is next to no difference between each elven sub-faction: all of them have the same types of units.
Not only the unit types can be looked at to make a faction unique, but the way resources are gained as well.
In conclusion: good-looking models and skins are a plus, no doubt. It seems, however, that while adding them, the gameplay was forgotten.
I honestly don't know how can all of the ten factions differ from each other, but we need to actually try.
That is my comment for the mod at the moment. Regardless of this problem, the work and efforts put on this mod deserve recognition. Compliments to robnkarla and the entire team.
Edited by Xingdao Fan, 27 July 2009 - 05:33 PM.
#148
Posted 27 July 2009 - 07:26 PM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#149
Posted 28 July 2009 - 09:20 AM
#150
Posted 28 July 2009 - 06:22 PM
From my post I would think that would be self-evident.
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#151
Posted 29 July 2009 - 04:40 AM
Burzolog needs a nerf. No hero, except something on par with the Witch-King, should be able to solo six Cave Trolls with trees and two using rocks.
Edited by Rafv Nin IV, 29 July 2009 - 04:40 AM.
#152
Posted 29 July 2009 - 07:22 AM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#153
Posted 29 July 2009 - 09:10 PM
No archer, no matter how elite, should be able to outrange a fort catapult expansion, with both the height bonus from being on a hill and also from being mounted. No archer's bombard should outrange a catapult's bombard. However, currently archers have more range than catapults and trebs, which makes no sense realistically.
#154
Posted 30 July 2009 - 06:52 PM
Also Burzolog or whoever the troll hero for Mordor is, should be removed. We already have the Witchking who does tons of damage with his mace (or whatever the hell you call it). The Witchking already acts like a much better Troll hero so I think that there's really no point in having a troll hero for Mordor.
#155
Posted 30 July 2009 - 08:50 PM
#157
Posted 01 August 2009 - 02:28 AM
#159
Posted 13 August 2009 - 05:37 PM
EDIT: By the way, while Angmar was significantly different from the other factions, a few of its gameplay methods have already been copied. Isengard received the riderless Wargs by EA itself, and now Rohan has a Banner Carrier that is a version of the Thrall Master.
I would just like to see things more BFME1-like. Everything was so simple back then.
Edited by Xingdao Fan, 13 August 2009 - 05:43 PM.
#160
Posted 13 August 2009 - 05:41 PM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
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