Jump to content


Photo

SEE ToDo List - Beta 4.7


  • Please log in to reply
67 replies to this topic

#1 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,554 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 16 October 2009 - 11:42 PM

Updated: 2010-10-25
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
S.E.E. Beta 4.7 ToDo List - Coding & Modeling
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

Orange = Almost finished!
Green = DONE!

SEE Dictionary
"LS" = Leadership
"XP" = Experience Points
"BC" = Banner Carrier
"FB" = Forged Blades
"HA" = Heavy Armor
"LA" = Light (Low) Armor
"FA" = Fire Arrows
"ABA" = Archer Bombard Anims
"BDFX" = Burning Death FX
"FX" = Effects
"lvl" = Level





ALL FACTIONS
--------------------------------------------------------------------------------------------------------------------------
IMPORTANT CODING:

- "Sûlherokhh's Wings" - the SEE Team production cheat button/power for ALL units and structures:
  • 2 x Experience!
  • 10 x Power Recharge!
  • 10 x Production Speed!
  • 10 x Build Times! (via manual editing of INI)
  • 200$ Power Points in Spell Book! (via manual editing of INI)
- RC Installer & Starter! We can't handle all the crazy commotion and the support needed for all people that can't install this mod properly, so we need to incorporate a real installer. This should feature a nice SEE background (by Naz) and an option to install on any location on the HD. The best solution to this that I have ever seen is the Installer & Starter for the RC mod. This gives you options to run in different resolutions for both 4:3 and 16:9, run in a window or not, etc. Most of all it gives you full compatibility to WB with the mod's all assets. This is the best programming I've seen for any mod and if SEE could implement it, it would be a pinnacle in production!

- Forge Blades FX! Scrap ALL darn "Star Wars-ish" FBFX (I haaate it) and replace with either:
Choise #1) a texture upgrade for the BC's banner, indicating that the horde has gotten upgraded weaponry (aka "Forged Blades"), or...
Choise #2) the subtle BC glow FX which is currently used for "horde at lvl 5", or...
Choise #3) use an icon (sword? big dot or something?) above the horde to indicate the FB upgrade (Just like the level indicator **, ***, ****, X)
See separate topic on this HERE!

- Burning Death FX! Check all BDFX and finish remaining units! There is a special list in Staff forums for those units!

- Archer Fire Arrows as ability instead of upgrade! Meaning that they should handle like "Black Arrows" etc - a temp power with recharge timer!

- Archer Bombard Anims! These awesome poses should be finished or removed/postponed! (ALL archer units should have ABA - fully working and polished - or none!...)

- Hero levels! ALL heroes should be lvl 10 from start. See separate topic on this HERE!

- Hero Powers! All new heroes need more or less "unique" (personal) and caracter fitting powers!

- Hero Leadership! Heroes in SEE should be primarily about increasing strenght and battle performance of UNITS! This will be accomplished by diversifying and only applying LS to related units like Elrond to all elves, Haldir to Lórien elves only, Thranduil to Mirkwood elves only, Shagrat to Black Uruks only, Gothmog to all Orcs, Ugluk to Uruk Scouts only, Lurtz to all Uruks, Theoden to all Rohan units and Eomer to Rohirrim only, Gandalf and Aragorn to all men and Boromir to Gondorians only, Faramir to Ithilien Rangers only, and so on and so forth... See separate topic on this HERE!

- Spam/Defence units for all factions should be reworked into TRULY defensive units only! This would enable all factions to actually fight behind enemy lines with their own true faction specific units like Rohirrim for Rohan, Gondor Soldiers for Gondor, elven units for Lothlórien, dwarven fighters for Erebor, orcs for Mordor, etc. Thus we'd no longer have to see millions of hobbits attacking from the elven bases who should be all about elves, and so on and so forth. To do this we only need to change these units from recruitable and fully controllable into "slave" (coding expession) units instead, where they only circle around the base structures, to protect them, when enemy is near by.

- Ring Hero for Good factions (temporarily) changed from Galadriel into Tom Bombadil and the book power is removed!
* This will be reworked into a new Ring system for Good in Beta 4.8! The fury model of Galadriel will be used as a lvl10 power for her instead! For Beta 4.8: Good factions (Gondor, Rohan, Lórien and Erebor) get to recruit Frodo (with Sam as slave unit) whom together need to travel across map and exit at a given point, where a timer starts to symbolize the journey to Mount Doom to destroy the One Ring! When timer runs out, we play a video of Barad-dûr collapsing (if possible to code in), and evil faction units all go into Fear mode, rush off and become defenceless very easy targets to destroy! See searate topic on this HERE!


--------------------------------------------------------------------------------------------------------------------------
BALANCE CODING:
(WILL ALL BE CODED BY NAZ)

- Build Times! INCREASE build times for structures, and DECREASE build times for units! See separate topic on this HERE! This keeps the VERY important anti rush of SEE, but still makes unit recruitment less annoying. It's also more "realistic" that the build time of a structure would take much longer than the mobilization of a unit!
New STRUCTURE build times should correspond to:
* Quick (30 sec): Statues & Wells!
* Fast (1 min): Resource structures & Fortress Upgrades!
* Normal (2 mins): All other (non resource) structures!
* Maximum (5 mins): All fortresses!

Note: We might also diversify build times for different factions, to have for instance Harad tents build much faster than dwarven stone structures...

New UNIT build times should correspond to:
* Quick (10 sec): All basic "spam/defence" units such as Orc Snagas, Dwaren Miners, Hobbits and Peasants!
* Fast (20 sec): All weak units such as Goblins, lesser Orcs, etc!
* Normal (30 sec): All normal units such as Soldiers, Cavalry, Archers, Orcs, Uruks, Easterlings, Haradrim, etc!
* Long (45 sec): Elite units such as Fountain Guard, Royal Guard, Noldor warriors, Khazad Guard, Black Uruks, Uruk-hai Berserkers, etc!
* Very long (60 sec): Siege units such as Trebuchets, Catapults, Ballistas, Rams, etc!
* Extreme (75 sec): Monsters such as Trolls, Giants, Ents, etc!
* Maximum (90 sec): Giant units such as Mûmakil, Eagles, Dragons and Grond!

- Command Points will be reworked and correspond to the following:
* 1 CP/unit for ALL normal class units ("Basic" like Peasants, Hobbits, Dwarven Miners and Orc Snagas as well as "Standard" like Gondor Soldiers, Archers and Spearmen, Orcs, Uruks, Easterlings and Haradrim, etc)
* 2 CP/unit for Elite class ONLY! (Gondor's Fountain Guard, Rohan's Royal Guard, Lothlórien's Noldor Warriors, Erebor's Khazad Guard, Mordor's Black Uruks, Isengard's Uruk-hai Berserkers, Moria's Moria Guard, Rhûn's Easterling Soldiers and Harad's Hasharii)
* 10 CP/unit for Monsters (Giants, Trolls, Ents, Eagles, lesser Dragons)
* 15 CP/unit for Siege! (Catapults, Trebuchets, Ballistas)
* 25 CP/unit for Mûmak!
Meaning for example: 1 horde of 15 normal class units = 15 CP, just as 1 horde of 10 elite class units = 20 CP... 4 Siege mahines = 60 CP... 2 Trolls = 20 CP... So 2 Mûmakil equals 5 Trolls, which is both 50 CP each. Simple as that! Heroes cost no CP as SEE is suppsed to be about units and having heroes "steal" CP feels unnescessary! As far s Siege goes, it' crucial for attacking bases in SEE. But I also want to prevent players (and AI) from gathering like 50-100 trebs, etc... Siege is far too powerful to be "exploited" with SEE's slow pace gameplay... but if you really want to go crazy, you can still alter CP in the game settings you know! ;p

- Experience Points given in BFME1 style by ALL unit spawning structures (Barracks, Stables, Caves, Pits, etc) should be checked to give proper suitable XP! Minimum 4 hordes and maximum 8 hordes to level up from 1-2 and from 2-3, depending on cost and strenght of the horde units. It's also VERY important that the manual upgrade option (the button) is balanced towards this system. Manually upgrading should be more expensive (say +50% cost at least) than upgrading via experience... For instance, if you need 2 Mûmakil to upgrade to mumakkil cave lvl2, and if those cost 3000$ each, it would take 6000$ to upgrade that way, and 9000$ to go go to lvl2 directly and faster.


--------------------------------------------------------------------------------------------------------------------------
GENERAL CODING:
- Gollum scaled +5%! (He's a tad too small now)
- Balrog, as the most powerful unit in game should ALWAYS cause Fear towards ALL "lesser" units close to it! (Only ranged units and Heroes should be able to attack it)
- Towers (Sentry/Battle) should be able to fire over walls! (Just like fortress and structure arrows)
- Structure Arrows reach (Fortress and Sentry/Battle) should be revised and shortened for realism! (It's waaay too far now using Mark's Mod's concept vs Siege where arrows should always reach Siege. It should be the other way around!) Also, reduce rate of fire with 50% for ALL structure arrows!
- Trebuchet ammo should not have fire! (You don't set fire to stones, do you?)
- Water Splash FX should be given by ALL units when wading in water!
- Burn marks on ground, should fade away, like tracks from Siege machines! (To avoid ugly scorched maps in long sieges)
- All siege units should have suitable slave units protecting them!
- All summons (except : AotD, Dragons, Smaug and Balrog) should be permanent until death!
- All BC (Banner Carrier) units should benefit from the HA (Heavy Armor) upgrade as well and thus change skin, OR have HA from start/always!
- All Strings should say singular when mouse is over unit in game, and plural when mouse is over palantir image! (For example: Warrior, Warriors)!
- Full HD! To support the new standard HD formats, SEE should be presented with options to run in HD: 1280x720 and Full HD: 1920x1080!


--------------------------------------------------------------------------------------------------------------------------
BUGS:
- Gollum Ring Bearer & Ring Stealer needs check up and polishing needed! (Bug Reports say risc of double Gollum?) He also need to be less "bold" and more focused on hiding from everyone!
- Lumber Mills can't train Orc Snaga hordes, and still spawn 5 fully functional workers upon being built? The workers won't go to work?
- Fire caused by Trebuchets can't be extinguished by Porters?
- Poisoned units and heroes that you retreat always run back to the attackers, no matter how badly damaged they are?
- The One Ring circle FX (that hovers above the carrier) looks weird when viewed next to a structure model? (Big squares around it)





RHÛN/HARAD
--------------------------------------------------------------------------------------------------------------------------
What's needed to get the faction "finished" and fully working? This:

1) Rhûn Fortress Keep!
- Buildup anim
- Open door anim
- Close door anim (Same as the Ope door anim (loop))
- Collapse anim

2) Rhûn Fortress Expansions!
- Arrow Tower buildup anim
- Scorpion Den buildup anim
- Dragon Statue buildup anim
- Wall Hub! (Using the same model as the external hubs from RJ)

3) Rhûn Fortress Upgrades!
- Faction Flags (Goes on top of Arrow Towers, EA animated model)
- Scorched Desert (aka "base floor", texture needed)
- Crebain (Scaled and remodeled into Vultures if possible)
- Fire Arrows (Coding only)
- Spiked Pole Trench (Wraps around fortress for melee damage like Moria's spikes. Model needed)
- Mûmakil Monument (Centre column to summon hordes of wild Mûmakil)

4) New Rhûn structures
- Rhûn Barracks (Using Angmar's "Hall of the King's Men" from RotWK reskinned)
- Rhûn Stables (New model by TT)

CODING:
- AI for the entire faction!!! :p
- Mahûd Mûmakil Rider upgrade! (Model done, complex rigging and coding needed)
- Scrap the Easterling Axeman! (Too similar to Uruk Berserker)
- Move "Summon Smaug" from Isengard spell book to this spell book.
- Move "Summon Dragon" from Isengard spell book to this spell book.
- Remove "Spears Ready" line (audio upon selected) from Easterling Swordsmen!
- Change fortress button to Rhûn fortress art!
- Remove button for Gondor Siege Works! (Rhûn has Dark Iron Forge)
- Remove Button for Gondor Market Place!

MODELING & ANIMATION:
- Haradrim Archers!
- Haradrim Lancers! (Throwing javelins)
- Haradrim Raiders! (maybe combine sword/bow in 1 unit, like Rohirrim?)
- BC's for all Harad units!
- Mahûd Camel Riders! *scrapped* (Not possible due to horse vs camel anims)
- Mahûd Tribesmen! (Using spears, scimitars and wooden clubs)
- BC for Khataphrakts!
- WainRiders! (Model finished, need some minor editing though)
- Variags of Khand!
- Variag hero Uldur (name pending)! (model WiP by TheDeadPlayer, needs more rigging)
- More bones on Mumakil Houda to enable a LOT more passengers!
- Mûmak Tusk Chain, anti cavalry upgrade!
- Build Up anims for Sauron Statue!
- Build Up anims for Rhûn Stables! (preferably NEW model too)

BUGS:
- Harad Lancers can't enter Watch Tower after being evacuated?
- Harad Lancers can't enter Royal Mûmakil after being evacuated?
- Haradrim Archer's arrows leave the bow too late, compared to the anim?
- Easterling Pikemen (long weapon) is slightly darker tinted then all others?
- When Harad Monument is built, there's a "bug" right in the beginning (Model pulled quick into ground?)
- Easterling BC is too small and has a model bug in the banner flag?
- Mumakil have trouble crossing bridges?
- Mumakil can walk halfway through walls, becoming vulnerable to units on the other side?





MORIA
--------------------------------------------------------------------------------------------------------------------------

CODING:
- Change wooden fence "walls" into Angmar's walls (from RotWK), reskinned into scrap metal look!
- Have Drake exit through the mouth of the metal dragon in the Treasure Trove, not beside it!
- Move Drake to lvl3 of Treasure Trove! (Lvl2 should give Tower only)
- Adjust FX of Fissure to look more like a deep cave!
- Remove ALL 3 Fire Drakes from hero roster! Drake will ONLY be "available" as guardian of Treasure Trove, and they are WAY to OP for the battle field!
- Move Goblin Drummer to Cave lvl2!
- Remove the stupid BC for Spiderlings and make use of black model for variety instead!
- Remove "Riders of Isengard" speech line (when selected) from the Wolf & Warg Rider's audio!
- Code Cave Troll to be able to hit drum! *scrapped*
- A goblin drummer should be "summonable" to appear and bang the drum for a short period of time! (This replaces the idea of a troll hitting the drum). This unit model could also be permamently attached to the drum model as an alternative to being "summonable" if too hard coded
- Change model for Warg Pit from Creep/Lair model into "Troll and Wolf Den" model (from RotWK)
- Fix audio for Warg Pit construction! (Missing the initial crunching sound)
- Azog! (used to be "Gorkil") Switch mount from Scorpion to Warg! (Model ready! "WUggWarg_SKN")
- The Great Goblin should have "Dominate Wild Goblin Lair" as auto power!
- Combine new Goblin Spearman model in the same horde as Goblin Swordsmen, and name them all Goblin Warriors!
- Change Shelob from recruitable hero into Spell Book tier #3 (15 points cost) summon, using digging anims to enter and leave!
- Shelob! New powers:
* Spiderling Eggs (like the spellbook summon), right beneath her, as a hero power!
* Enemy Hero Webbing (using web/cocooned EA models) that incapacitates hero for 1 minute whilst hero can be damaged!
- Change Hero Webbing power from range attack to melee attack!

MODELING & ANIMATION:
- Cave Troll of Moria, as new hero!
- Bolg, as new hero!
- Golfimbul, as new hero!
- BC for Goblin Warg Riders!
- Goblin Wolf Riders should have Lauri's LUA based goblin model instead of the ugly RotWK orc rider model! (Just like the Warg Riders of Isengard)
- BC for Goblin Wolf Riders!
- Build up anims for the large goblin drum!
- Goblin drummer for the goblin drum!
- New model to replace the "toilet like" Fissure! (Similar to the Troll Lair, using fissure's build up anims)

BUGS:
- Back button is missing from Moria Hero roster?
- Goblin Archers are not upgrading all textures when going to HA?
- Buildup FX for Mine Shaft is not responding in game? (FXEvent, with the splashing lava)
- Poison FX is dripping too fast!
- Poison FX is missing for Goblin Archers!
- Poison FX is not dripping from the weapon bone of Moria Guard, but the shoulder?
- Poison FX is not dripping from the Warg Rider's weapons, but the Warg's stomach (peeing, lol?)
- Sometimes, when you get Drogoth, he won't appear on the battlefield? And when you go to the fortress again to buy him all over, it says he is purchased (though you don't have him)?





ISENGARD
--------------------------------------------------------------------------------------------------------------------------

CODING:
- Avalanche spell from RotWK to Spell Book to replace Summon Dragon!
- Change Wulf model into "Rhudaur Spearman" model from RotWK!
- Remove Fellbeasts from hero roster!
- Remove "Uruk-hai of Orthanc" (Cahik's model) and make Berserkes the Elite anti hero unit, limited to 20!
- Make all new CaH based Fighting Uruk-hai units not use all armor until HA! (Hide arm and leg guards for LA)
- Use the new Uruk Scout unit, using new awesome model from Der Alte, with sword/bow toggle and combine with donated model from Edain mod! (Yes, it means we have to scrap the current 3 random models by Kobra)
- Move the Warg Sentry to Moria faction! (It's way more fitting there)
- Adjust Uruk Crossbowmen anims for fireing so they recoil on EACH shot, like in retail game!
- Adjust exit formation for Dunlending horde to face same direction as the door!
- Change texture of Isengard banner to high res!
- Decrease scale of Sharku about 5%!
- Decrease scale of Berserker about 5%!

MODELING & ANIMATION:
- Add the CaH ponytail hair for the new Fighting Uruk-hai units!
- Remove black "bug" on Uruk Crossbowmen helmets! (Mouth piece)
- Adjust the "attention anim" for uruk skeleton to remove the subtle sword twitch, if possible!
- Rebind Uruk Scout models (4 units) to Lurtz skeleton so they can switch Sword/Bow! *obsolete model*
- Widen head of:
* Lurtz
* Ugluk
* Helmless Uruk Scout
OR make new uruk models based on CaH models...

BUGS:
- Uruk Berserker torch is missing from model?
- Uruk Scout model from Der Alte, is missing bow?
- Uruk Crossbowmen Fire Arrows upgrade shows only dead (still) fire texture?





MORDOR
--------------------------------------------------------------------------------------------------------------------------

CODING:
- Add all 5 extra ways for Mordor Siege Tower to collapse!
- Remove Haradrim structures from porter's list! (All Harad stuff are now in the new 7th faction)
- Change Orc banner texture to high res!
- BC for Gorgoroth Orcs! Model ready: "orcbnrcarr_skn"! (Needs LUA coding)
- Change Battering Ram orc skins to high res! (If possible, change models to random Gorgoroth Orc models)
- Scale Gothmog on foot about +5%! (He's smaller on foot than when he's mounted on his Warg?)
- Add the retail EA Orc archer model into the Gorgoroth Orc Archer hordes as an additional random model! (Looked like crap)
- Add the retail EA Orc Warrior models into the Gorgoroth Orc Warrior hordes as additional random models! (Reskinned)
- Attack Troll's "club slam to the ground" idle anim, made into attack with huge meta impact!
- "Fire Balls" on catapults should emit fire & smoke FX all the time, even when not fired!
- Fellbeasts should be able to do "sweep attack" against several enemies in one sweep!
- Fellbeasts should be able to grab more than 1 "passenger" per dive/grab! (2 horses or 4 units)
- Fellbeasts with mounted Nazgûl should leave the Nazgûl as a foot unit (unmounted) when Fellbeast is fallen dead on the ground!

MODELING & ANIMATION:
- Change the Warg half breed Black Uruk models (Lauri's) into new model more resembling the movie version in Cirith Ungol! Keep existing weapons! Use CaH troll hood from RotWK!
- Rig a CaH model of Mollock! (Since the coded version has a head bug)
- Make new multiple models of Gorgoroth Orc Pikemen similar to our other Gorgoroth models from NigHtMar3!
- Rebind Shagrat to Lurtz skeleton! (Or use Ugluk model reskinned into Shagrat)
- BC for Morgul Orcs!
- BC for Morannon Orcs!
- If possible, change the drunken Corsair model in the Tavern into drunken PJ model (the Bree cameo role) using the Captain Jackson model reskinned.

BUGS:
- When Mollock exit the Troll Cage, there's no exit anim?
- Orc Quarrels don't fight anylonger? They just form a ring...?
- There's no back button in Mordor's hero roster?
- Mordor Tower's 5 archers still shoot at enemies after tower is gone?
- Mordor Orc Elite Pit have the wrong color in the "ghost image" when being built? (Should be green)
- DoomPyres FX Bug when rotating the camera from below?





EREBOR
--------------------------------------------------------------------------------------------------------------------------

CODING:
- King Dain, using new model! (Donation from Edain mod where model is Durin the Deathless ring hero)
- Thorin Stonehelm III as new hero! (Using EA's model for Dain)
- Durin VII The Last as new hero! (Using model donated by Lauri)
- Dwalin as new hero! (Unused model from WotE, donated from IthronAiwendil and fixed in rigging)
- Grimbeorn as new hero, using "Hwaldar" model from RotWK! (Using animation for bear donated from Edain mod)
- Dwarven Archers as new ranged unit, replacing Axe Throwers!
- Miners should only have BC and HA upgrade - no FB!
- Remove Giant Eagle from hero roster!
- Build Ups for Dwarven Walls are missing Dust FX!
- Change projectile of ALL dwarven towers and structures from AXES to ARROWS! (Same as all other factions)

MODELING & ANIMATION:
- BC for Miners!
- BC for Veterans!
- BC for Dale units needs editing! (Change head of staff from axe to spear)
- Rotate Veterans's axes 180 degrees to face the correct direction - forwards!
- Change Beast model of Dwarven War Wagons into pony instead! (if possible?)

BUGS:
- Dale Barracks damage states need a check up. It goes from 1 to 2 back to 1, instead of 1 to 2 to 3? *scrapped*
- Ghost Image (pre built image) of Dale Barracks is double? *scrapped*
- Skin on Dale Archers is buggy? (Breast area)
- Miners don't respond to Leadership?
- When Miners go to HA, they lose their multiple skins? (Fix using separate models, like Dunlendings)
- When Archers go to HA, they lose their multiple skins? (Fix using separate models, like Dunlendings)





LOTHLÓRIEN
--------------------------------------------------------------------------------------------------------------------------

CODING:
- Remove the extra Haldir!
- Change FX for Blessed Mist of the Sentry Trees into the same FX the fortress uses for its Blessed Mist, only smaller in diameter!
- Change Hobbit House into smaller, more "cute" model!
- Move all 4 Hobbit Heroes (Frodo, Sam, Merry, Pippin) to Hobbit House! (Even though that makes them have to be lvl10 from start)!
- Make Celeborn into a "slave unit" of Galadriel protecting her and attacking all enemies in vicinity of her/them! We simply can't find any suitable powers for him as a stand alone hero, and this way Galadriel will have attack abilities beyond her silly "karate", hehe.
- Remove the failed attemt to add Hobbit women to Hobbit House (the 2nd button)! OR if possible, add them as additional units in the hobbit hordes and rename horde from Hobbit Shirrifs to Hobbit Militia!
- Remove HA upgrade for Lórien Warriors! (Keep them very dark goldish like the movies)
- Change faction's resource "structure" from Mallon Trees to Elven Farm (available in WB), and use Mallorn Trees as Sentry Towers instead!

MODELING & ANIMATION:
- Use Elven Sentry towers as Wall Towers!
- Make additional wall upgrade using stationary Ents! (Like the fortress Ents)
- Build up anims for Hobbit House!

BUGS:
- When Ent Ash is built, there's a "bug" right in the beginning? (Model pulled quick into ground)
- Lórien Archer BC is missing texture on chest?
- Glorfindel has black squares on his shoulders?





GONDOR/ROHAN
--------------------------------------------------------------------------------------------------------------------------

CODING:
- Make Gondor Fountain Guards into single units (like Isengard's Uruk Berserkers), limited to 4 units with Hero damage and Hero armor!
- Remove HA for Rohan Peasants! (Draft is looking way better and are quite enough)
- Move Ithilien Rangers to Gondor Archery Range lvl3!
- Move Rohan Fire Arrow upgrade to Rohan Archery Range lvl2!
- Change button art for Rohan units HA into the helmet/hand version!
- Give high res texture to Gondor Knight BC flag!
- Give high res texture to Ithilien Rangers BC flag!
- Voices needed for all Rohan structure upgrades! (Use Gondor's)
- Remove the small fire from Golden Hall build up anim!
- Adjust exit formation of Royal Guard horde!
- Have Gondor Trebuchet's shots bounce once!
- Make Aragorn upgrade all levels/looks from Ranger to King (model + skin) throughout the game/match!

MODELING & ANIMATION:
- BC for Fountain Guards!
- BC for Royal Guard cavalry!
- BC for Rohan Peasants!
- Rohan Archer BC should have the (Dwarven) axe on top of pole removed!
- Eomer needs a halmet! (There's an existing donated model somewhere in the folders!)

BUGS:
- Eowyn disguise ability sometimes goes into distorted horse/rider model? (When stables not built)
- Eowyn peasant disguise changes color (LA/HA) upon her being hidden or not?
- Gondor BC is missing texture on top piece of the pike?
- Rohan Royal Guard fire arrow upgrade doesn't work?
- Rohan Royal Guard fires simultaniously and not individually?
- HA skin for Gondor Knights have a white "bug" on horse's head plate?





¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
Polishing and further additions - by Nazgûl
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

- Make Art for all new or edited units in need of art! (Palantir Images!)
- Make button Art for all new buttons! (a lot needed!)
- Add RjCam and Skyboxes for ALL maps! *phew* ;)
- Add missing Strings!
- Balance as much as possible!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Edited by Nazgûl, 06 December 2010 - 11:38 PM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#2 khamulrulz

khamulrulz

    title available

  • Members
  • 469 posts

Posted 17 October 2009 - 01:15 AM

love it!!!!
but instead of crebain for rhun, if you're going for a bird upgrade, use vultures. much more open plains/desert feel to it, and crebain are from dunland anyway. can't wait to find out what the altars of sacrifice do!

this really looks good! are galadhrim warriors (helms deep guys) going to be limited in number, because they are quite strong, and now already have HA.

i don't get what you mean by the forged blades thing though. does that mean that each faction will have different coloured blades, based on what their banner carrier fx colour was?

4.7 looks so sweet!!!! i hope the "almost finished" guys will be ready soon, so we can feast our eyes even more

Edited by khamulrulz, 17 October 2009 - 01:16 AM.

Posted Image
Posted Image

#3 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,554 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 17 October 2009 - 08:25 AM

Thanks for posting about stuff in this list only! SOme ppl tend to drift away into millions of other things outside this list ;)

So before I answer, I might as well make this clear:
This topic is for comments on this list ONLY! Sugegstions outside what's listed here, use the other sections of our forums (faction subforums, etc)!

Now...
1) Vultures would be great, but that would mean we need yet another model made... and I'm short on Modelers =/
2) Altars of Sacrifice are like Mordor's (can't remember the name) statues that cause terror and makes enemies run off once in a while.
3) Ghaladrim might be limited slightly yes, and they'll lose their HA upgrades as well. Noldor is the only Elite unit for elven faction.
4) Forged Blades FX will be removed completely! I hate it and even if Robnkarla helped me make them all subtle white, instead of Star Wars-ish red and blue, they still have to go. I want to limit the number of FX to those that can't be avoided, like Leadership buffs, etc. We don't need constant FX to weapons to show they're upgraded. I hate that, so what will happen is that once Forged Blades upgrade is done, the horde will get the banner glow FX instead, to indicate that the horde have upgraded weapons.
5) I hope so too... Go bug FlameGuard about it, so I won't have to, lol :p He's modeling the Harad units, but atm I think he's stuck in other projects =/

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#4 khamulrulz

khamulrulz

    title available

  • Members
  • 469 posts

Posted 17 October 2009 - 09:16 AM

thanks for clarifying. for the vultures, you could just have larger, fewer crebain, maybe with a reskin, and they would soar more rather than flap their wings

and a question about command points: what about battlewagons? they are pretty much an entire battalion, but would they have only 1 cp? and what about siege engines, and heroes?

Edited by khamulrulz, 17 October 2009 - 09:18 AM.

Posted Image
Posted Image

#5 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,554 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 17 October 2009 - 09:26 AM

Heroes have no CP in SEE.
Siege and such, as well as monsters will have something fitting. Haven't decided yet =)

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#6 khamulrulz

khamulrulz

    title available

  • Members
  • 469 posts

Posted 17 October 2009 - 04:16 PM

ive been thinking, and i don't entirely agree with some changes.

like, what would replace the spiderling banner carrier, now that the black one is regular?

and i would rather have that subtle white forged blades fx than that glowing banner carrier fx. also, what about units that have forged blades but no banner carrier?

oh, and since you are redoing loads of banners, why not redo the goblin ones into something more fitting. instead of a picture of a spider, why not the balrog's head, or just a mountain? that would go for the flags when you capture a building, as well as the expansion plots around the fortress

Edited by khamulrulz, 17 October 2009 - 04:21 PM.

Posted Image
Posted Image

#7 Gfire

Gfire

    Nuju

  • Project Team
  • 2,173 posts
  • Location:I have returned from the depths
  • Projects:Finding My Way
  •  The Perfectionist

Posted 17 October 2009 - 04:55 PM

IIRC, the spiderling hordes are cut out entirely from the goblin faction. The textures would probably only effect the creeps, which don't have banner carriers.

Hmmm... Can you use an OCL to spawn the five builders from the lumber mill on construction?

Edited by Gfire, 17 October 2009 - 04:56 PM.

Greetings, community.

#8 yams in a can

yams in a can

    Friend of the Right Side

  • Members
  • 391 posts
  • Location:Henrico,Virginia

Posted 17 October 2009 - 07:57 PM

I love how this has a lot of stuff that i was wondering wasn't in the mod. Too bad you can't have a lot of Haradrim on the HOUDA! :p

Posted Image
To the professor, John Ronald Reuel Tolkien.


Posted Image
Posted Image

-yams in a can


#9 khamulrulz

khamulrulz

    title available

  • Members
  • 469 posts

Posted 18 October 2009 - 01:42 AM

looks sweet... about the command points, doesn't it make sense to have like 3-5 cp for a hero, because the command point limit is how many troops you can support, and i would imagine that heroes would require better food/lodging than regular troops, and thus take up more command points, instead of none.

is mollock going to be a level 10 hero? from troll cage, like treebeard or captain jackson

Edited by khamulrulz, 18 October 2009 - 01:45 AM.

Posted Image
Posted Image

#10 Dant

Dant

    Civil Protection

  • Members
  • 937 posts
  • Location:City 17

Posted 18 October 2009 - 01:46 AM

Hmm it few than i thought about what to do in 4.7 :p
Posted Image

#11 khamulrulz

khamulrulz

    title available

  • Members
  • 469 posts

Posted 18 October 2009 - 03:00 AM

are there any other spellbook changes? (i put up a full list of new powers for all the factions on the spellbook thread - took ages to write, but i imagine it would take even longer to put into the game)

and for the mumakil monument, what will it do? that may sound like a stupid question, but you can already get mumakil and that black royal mumak from the mumakil pen
Posted Image
Posted Image

#12 Dant

Dant

    Civil Protection

  • Members
  • 937 posts
  • Location:City 17

Posted 18 October 2009 - 03:03 AM

and for the mumakil monument, what will it do?


I believe it some kind of "Statue" building that will increase attack power and morale for you unit. :p
Posted Image

#13 khamulrulz

khamulrulz

    title available

  • Members
  • 469 posts

Posted 18 October 2009 - 12:00 PM

well, it is the fortress monument (gorgoroth spire, ivory tower, etc) so i think the most likely thing is that it will summon a mumak, but what will set that mumak apart from the regular ones?
Posted Image
Posted Image

#14 Dant

Dant

    Civil Protection

  • Members
  • 937 posts
  • Location:City 17

Posted 18 October 2009 - 12:13 PM

Possibie though. :p
Posted Image

#15 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,554 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 18 October 2009 - 12:45 PM

ive been thinking, and i don't entirely agree with some changes.

like, what would replace the spiderling banner carrier, now that the black one is regular?

and i would rather have that subtle white forged blades fx than that glowing banner carrier fx. also, what about units that have forged blades but no banner carrier?

oh, and since you are redoing loads of banners, why not redo the goblin ones into something more fitting. instead of a picture of a spider, why not the balrog's head, or just a mountain? that would go for the flags when you capture a building, as well as the expansion plots around the fortress


Hehe well it's impossible to please everyone. I do what I envision, and some will like it all, some will like some of it, and some won't like anything. That's just the way it is =) Nothing will replace the BC for Spiderlings. They will be summons from Shelob only, and heving spiders carry banners is just silly :p There won't be any blade FX since there are 10-20 units, compared to only one BC. I hate unnescessary FX. SO I rather have 1 than several. All units will have BC eventually. I might do something about the faction flags, yes.


looks sweet... about the command points, doesn't it make sense to have like 3-5 cp for a hero, because the command point limit is how many troops you can support, and i would imagine that heroes would require better food/lodging than regular troops, and thus take up more command points, instead of none.

is mollock going to be a level 10 hero? from troll cage, like treebeard or captain jackson


I don't think we'll waste CP for Heroes. SEE's about UNITS... and loads of them :) (Yes you need a powerful PC to play SEE)
Mollock will be a lvl 10 troll yes!


are there any other spellbook changes? (i put up a full list of new powers for all the factions on the spellbook thread - took ages to write, but i imagine it would take even longer to put into the game)

and for the mumakil monument, what will it do? that may sound like a stupid question, but you can already get mumakil and that black royal mumak from the mumakil pen


Radspakr will take care of the Spellbook coding for SEE, and we'll have a very nice versatile spellbook in Beta 4.7 :)
The Mûmak Monument will be able to summon a wild horde of mumakil causing major havoc, entering from off screen hopefully...

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#16 Dant

Dant

    Civil Protection

  • Members
  • 937 posts
  • Location:City 17

Posted 18 October 2009 - 12:59 PM

Radspakr will take care of the Spellbook coding for SEE, and we'll have a very nice versatile spellbook in Beta 4.7 :)
The Mûmak Monument will be able to summon a wild horde of mumakil causing major havoc, entering from off screen hopefully...


Sweet.. :p
Posted Image

#17 khamulrulz

khamulrulz

    title available

  • Members
  • 469 posts

Posted 18 October 2009 - 10:02 PM

k thanks for clearing things up. didnt know that spiderlings were removed from the main faction. are they still a spellbook summon, in addition to being a shelob power?

and perhaps radspakr could start a thread about the spellbook he's creating?
Posted Image
Posted Image

#18 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,554 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 18 October 2009 - 10:29 PM

There is an old topic on this, so we'll probably revive it when we have more substantial info =)

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#19 khamulrulz

khamulrulz

    title available

  • Members
  • 469 posts

Posted 25 October 2009 - 01:08 AM

i like the new update. i like how you took some of my suggestions from these forums (vultures, scrap metal walls), and i hope that when the time comes for 4.8 that you look at my suggestion thread for ideas. :shiftee2:

okay... now that i'm done hawking my ideas for 4.8 :p , i would recommend that since you are making the mallorn tree into a sentry tower call it a "Flet" - those are the watch-platforms that the lorien marchwardens shot off. and the leaves should not be reskinned into green - they should definitely be golden. mallorn trees were especially renowned for their beautiful grey trunks and golden leaves.

wow, beta 4.7 is really starting to shape itself, and i hope it can come out soon. i like how it seems there's a new flurry of activity in releasing new unit and hero screenshots, so i hope that continues!
Posted Image
Posted Image

#20 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,554 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 25 October 2009 - 08:14 AM

Thanks :p When I see suggestions that I like and that correspond to my own ideas, I grab 'em :shiftee2:

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users