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#61 drogoth232

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Posted 27 August 2009 - 07:30 PM

I tested drogoth's problem about entmoots in Old Brown Lands and it worked fine for me. Ents were smashing up orcs left right and centre :p


I think I stated this in my first post about this but instead of building the entmoot it built a farm.
Wait... what?

#62 Rob38

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Posted 28 August 2009 - 07:27 AM

Sigh... just got through post #21 on this topic. :p Check first post for updates.

Thranduil doesn't gain experience for his knocback tree ability

Since the power is set up by creating an object, Thranduil cannot really gain experience. The spawn object is the one doing the attack and damage.

Okay, Galadriel's "Throw down it's walls"-ability cannot attack walls and gates. Guess it was a small mistake of mine.
Perhaps it is an idea to get that ability to work on walls and gates too?:p

Well, after a couple stressful hours, finally got Galadriel's “Throw Down Its Walls” ability to work. I had to completely revamp it though as the current code was simply not working. It is now a radius cursor weapon that causes severe damage to any enemy structure, wall, or gate. It does no damage to units or heroes but does have a knockback effect.

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#63 Elvenlord

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Posted 29 August 2009 - 02:52 AM

GOOD JOB ROB!
Really, good going on Galadriel's power :rolleyes:

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#64 Rob38

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Posted 30 August 2009 - 06:39 AM

Thranduil doesn't gain experience for his knocback tree ability

Since the power is set up by creating an object, Thranduil cannot really gain experience. The spawn object is the one doing the attack and damage.

Heh, I surprise myself sometimes. :w00t: Thranduil's "Greenwood" ability now gives experience. :crazed:

For the Elven shortcut keys, I did the common buildings:

F - flet
O - orchard
T - Lookout Tower
B - Lorien Barracks
S - Rivendell Stables
M - Galadriel's Mirror
S - Tribute to the Valar Statue
A - Armory

Should we add shortcut keys for all the units, heroes, upgrades. and abilities too?

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#65 _Haldir_

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Posted 30 August 2009 - 12:49 PM

Awesome job!! :crazed:

as for shortcuts i'd be happy with just buildings, i never use the other ones anyway.

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#66 Bereneth Túrien

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Posted 30 August 2009 - 06:38 PM

I haven't used any of them anyway (though I think it's about time I did), so I'm fine as it is.

I used to be {AE}Manveru, if that rings a bell.


#67 Rob38

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Posted 02 September 2009 - 05:41 AM

-if you play a normal skirmish after playing Helms Deep or Minas Tirith(good campaign), where the leadership FX's are disabled, you won't see any leadership FX's on your units unless you restart the game. Is that possible to fix?

The leadership FX's were turned off via map.ini to reduce lag. Unfortunately, map.ini files have the tendency to keep their effects unless you restart the game so there is really no way to fix it.

-just noticed, pierce damage does good damage to structures, is that intended? I mean, it's kinda silly and very unrealistic that a bunch of (unupgraded) arrows can destroy a structure easily. I know that reducing pierce damage vs structures would reduce the elves' ability to harass early on but they don't really have to harass till they get knights or pikes.

Well, that's BFME1 balance for you in general. :p Any sort of settlement building are weak to any attack, including arrows. Other buildings should be stronger against arrows (I think :w00t:).

-the Minas Tirith mission(good campaign): it's way too easy at the beginning, the orc archers only shoot trebs, they don't have siege towers etc... imo there should be A LOT of siege towers and straight from the beginning, allowing the orcs to actually do something other than standing and waiting to be hit by the archers and fire trebs. Also because of the lack of siege towers, a lot of orcs get clumped and stuck at the gate. The very few catas only shoot at the invincible buildings and the mumaks at the end just stand there and don't do anything. you don't even have to micro much at that mission anyway, just let the fire trebs do the job. Just add at least twice or thrice as many towers and it would be a lot more challenging ;)

Added more siege towers at the beginning and they should deploy on the walls (have not actually tested the map ;)).

-I know you guys don't want to make radical changes etc, but Elves lack siege. imo, they should have ents, just like Rohan. It makes perfect sense and it also means that an Elves vs FoL game doesn't have to last till very late game where you must get expensive heroes out in order to kill his castle. How are elves supposed to crack a camper when they don't have siege? :sleep: I don't think it's possible to take out a Gondor base with full laser towers when you only have an army with heroes at your disposal.(just an example)

Well, I made Galadriel a better siege hero by improving her "Throw Down Its Walls" ability. Elves also have the Ent summon, which is very good against walls and such.

-The tooltips for chant and Theoden's LD say +150% damage and +50% armor. They were both +50% damage(and armor) in the normal BFME. Is it just a tooltip error or does it really give +150% damage? If that's intended, I consider that ridiculously overpowered... Come on, uruks with more than 2 times as much damage from the beginning? ;) that's gg for Elves or Mordor! And Rohhirim with +150% damage lol...

Yeah, it was a typo. The leadership gives +50% armor, +50% damage.


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#68 _Haldir_

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Posted 03 September 2009 - 04:48 AM

Rohan Eorlingas Battalions should now be able to combine with Rohan Royal Guard Battalions.


Are they meant to? Royal Guards combine with themselves and Eorlingas combine with yeoman archers.
Sorry, probly not too clear on my part. I meant the error was that the combine arrows showed up at all, not that they don't combine. :good:

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#69 Rob38

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Posted 03 September 2009 - 07:01 PM

Rohan Eorlingas Battalions should now be able to combine with Rohan Royal Guard Battalions.


Are they meant to? Royal Guards combine with themselves and Eorlingas combine with yeoman archers.
Sorry, probly not too clear on my part. I meant the error was that the combine arrows showed up at all, not that they don't combine. :good:


Wait, so can they combine right now or not? ;) And yes, they should combine (at least I think so ;)).

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#70 Ring o' Fate

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Posted 03 September 2009 - 08:11 PM

I personally see them as just like Elves, only capable of combining with themselves.
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#71 _Haldir_

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Posted 04 September 2009 - 02:41 AM

The Royal Guards can currently combine with themselves, making that X shaped battalion.

Eorlingas can combine with Yeoman archers (in the same way that tower guard combine with gondor archers).

The bug i posted was that the combination cursor appeared as though you could combine royal guards and eorlingas, although when you tried to they wouldn't.
I thought this was a bug in that the cursor appeared at all, rather than the batts being unable to be combined. :shiftee:

And i'd say it'd make more sense to have them not combine, as royal guards are meant to be more elite and probably wouldn't join up with a "commoner" type of batt (sort of like galadhrim, like Ringy said).

That's just me AND RINGY though. :lol:

Edited by _Haldir_, 05 September 2009 - 09:30 AM.

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#72 Ring o' Fate

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Posted 04 September 2009 - 11:52 PM

Can't be just you when someone agrees with you. :p
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#73 Rob38

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Posted 05 September 2009 - 05:32 AM

Well, looking at Celeglin's code, he clearly wanted them to combine with yeoman archers and eorlingas. There was a typo in it thought that caused some issues. I can take it out though if people do not want it. :p

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#74 Rob38

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Posted 06 September 2009 - 07:43 AM

Spearmen still get trampled in shield wall formation

Haldir seems WAY underpwered in the good campaign. I've had him at rank 6, unable to kill rank 1 orcs in one shot. :p nothing to do with buffs or anything, just not as poweful as he should be.


Can anyone see if Gondor Tower Guards get trampled in shield wall formation? The Elven Spearmen have pretty much the same code as the tower guards so I'm confused as to why they are trampled.

What mission were you on with Haldir? Is Haldir underpowered in regular skirmish? I cannot find anything in the map.ini files that make Haldir weaker so this is odd.

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#75 drogoth232

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Posted 06 September 2009 - 12:28 PM

I havent played a lot with Haldir but I think that it was only the map. I dont remember I only got him once in skirmish but for sure he is really weak in Helms Deep.
Wait... what?

#76 Ring o' Fate

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Posted 06 September 2009 - 03:34 PM

He. Is. NOT. Weak. At. Helm's. Deep. Haldir. Is. AWESOME.
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#77 _Haldir_

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Posted 07 September 2009 - 02:15 AM

When I used him he was underpowered right through the good campaign, including the skirmish battles after helm's deep. he's much stronger in regular skirmish/multiplayer games.

lol at ringy - agreed that haldir is awesome

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#78 Rob38

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Posted 07 September 2009 - 07:23 AM

The Elven Castle doesn't get destroyed unless you also destroy all the defence plots


Does anybody know what can be done to fix this? I looked at the evil sentry tower code and made sure it was similar to the Elven Flets but they still need to be destroyed for the castle to vanish.

When I used him he was underpowered right through the good campaign, including the skirmish battles after helm's deep. he's much stronger in regular skirmish/multiplayer games.


Well, I can find absolutely nothing that would even suggest Haldir being weaker in the campaign. I have no clue why he is weaker in the campaign. :lol:

Also, does anybody mind if I use Cirdan's voice for Glorfindel? Since you do not hear any of Cirdan's voices, it would be nice to have the Cirdan voices be heard somewhere. :p

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#79 Ring o' Fate

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Posted 07 September 2009 - 02:59 PM

Oddly, when I put him at Helm's Deep and every other level, he is like Legolas, sniping left and right. :p
Edit: I hate it when I post an unfinished post. :p

Edited by Ring of Fate, 07 September 2009 - 02:59 PM.

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#80 Dragonforce

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Posted 07 September 2009 - 04:22 PM

I'd agree to use Cirdan voice for Glorfindel. Glor needs voice :p
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