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Dwarven bows?


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#61 MirkwoodArcher

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Posted 23 October 2009 - 01:01 AM

That wouold to TOO realistic, and too hard coded for the AI. I do NOT want things that cant be controlled by the AI :mellow:


Yeah, and it would get annoying for the poor players. :thumbsdownsmiley: Nice idea on the surface, but not for the game.
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#62 Archon

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Posted 23 October 2009 - 11:48 AM

Non-renewable ammo would work, but not on BFME2. It would require a completely different game (like Medieval II: Total War) :thumbsdownsmiley:

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#63 Nazgûl

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Posted 25 October 2009 - 05:43 PM

I'll be working on the Dwarven Archers in the next couple of days... screens coming when I've got them in game. I'm a bit rusty at coding... but I thought I should try to getas much as possible in game, so Sûl won't have to fiddle with such "basic" coding :p

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#64 khamulrulz

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Posted 26 October 2009 - 12:26 PM

i think axe-throwers should still be part of dain's summon guard ability, as well as on the battlewagon, because they look cool. besides, they would probably have lots of spare axes on the wagon.

as for the towers, they could shoot arrows. i have an idea, though. how about the dwarven archers and arrow towers still use forged blades? like sharper arrow-heads or something. emphasizes the skill the dwarves have in crafting stuff.

Edited by khamulrulz, 26 October 2009 - 12:36 PM.

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#65 Nazgûl

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Posted 26 October 2009 - 12:44 PM

They WILL stay for the Battle Wagons - only. I just forgot to mention that. The wagon could carry loads of axes yes :)
Unit summons will be cut in SEE, but maybe we could have them in the Inns.

I assume you mean the Forged Blades FX? Hm yeah, perhaps... we'll see

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#66 khamulrulz

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Posted 26 October 2009 - 01:29 PM

yeah i meant that instead of flaming arrows, dwarven archers could have forged blades for their arrowheads. something unique for that faction
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#67 Nazgûl

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Posted 26 October 2009 - 01:52 PM

Pretty good idea =) I'll think about it

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#68 Sûlherokhh

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Posted 26 October 2009 - 04:28 PM

Limited ammo would work, even for BfMe2. There is a lot of C&C code relics left in the engine. As Naz said, only the AI might give trouble with it, since it's several complete overhauls removed from C&C. Remeber the jets returning to base when empty?
One thing i can say already. If being 'empty' is in any way a ModelCondition, i can tell the units to return to the fortress. Actually reloading is another thing entirely. :)

Another thing for the dwarfs. Instead of dwarves, it should be dwarfs. (With an 'f', that's how they are supposed to be written)

Incorrect. In LotR, it is clearly written 'Dwarves'. In other literature (i.e., Narnia), it is written as 'Dwarfs', but in the LotR canon, it is 'Dwarves.'


I think Tolkien even called them Dwarrows, as in Khâzâd-dûm, aka Dwarrowdel(f)[?spelling?] = Dwarven-home.

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#69 Downfall

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Posted 26 October 2009 - 06:10 PM

Couldn't you then just make it an upgrade type for reloading? Have the units return to the fortress or say the archery range, and an upgrade gives them more "ammo". or possibly and cammandbutton adde dinto their commandset?
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#70 Hermoor

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Posted 26 October 2009 - 06:38 PM

Archers that are out of ammo, no no no no...that would just be annoying.
This is just a suggestion...the text above.

#71 Nazgûl

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Posted 26 October 2009 - 10:00 PM

Finally I'm done with the new skin... :D
Check out the new topic for screens!

And since we decided on model now, this topic is pretty much obsolete... :thumbsupsmiley:

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