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Mallorn Trees


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#1 isledebananas

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Posted 18 January 2010 - 09:26 AM

I know there has been talks of removing the Mallorn Tree as the resource structure and replacing it with a farm(something I agree with). However, I have also heard that they want to keep it in for something. One thing I remember from watching FotR is that I would expect these trees to be taller than they currently are. I don't mean just mean rescaling them since that would make it too wide. But just a new taller slender tree model with the golden leaves.

Well that aside I thought of what they could be used for. To build Mallorns though there would have to be an upgrade from the fortress first of all. It would allow construction of the trees within a huge radius of the fortress. The radius would be quite a bit larger than the AI base radius. Every Mallorn tree would create an Elven wood(larger trees) with themselves at the center. It would be similar to the terrain alter upgrade for the Fortress, it would disappear when the tree is destroyed. The elven wood would give the usual bonus(stealth/armor to troops) but also the same to buildings plus an increased repair to buildings that are on the special Elven woods of the Mallorn trees. I think that would give the ability for the player to transform their base into a a true Elven forest.

The Mallorn tree would have no levels itself nor would it generate resources in a similar fashion to wells/statues. But it would perhaps give a discount bonus to building cost and production rate. I also think it should prevent tainted land power from working on it. Though that maybe should be one of the fortress upgrade that enables Mallorn trees. Something called Pristine Forest or something.

Edited by isledebananas, 18 January 2010 - 09:43 AM.


#2 khamulrulz

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Posted 18 January 2010 - 11:50 AM

i think making an additional elven fortress upgrade would be unnecessary, because the current ones are fine, but i agree that it should be kept. my view was that it should be a healing structure to nearby troops as well as buildings.
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#3 isledebananas

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Posted 18 January 2010 - 01:09 PM

The upgrade wouldn't do anything to the actual fortress or surrounding area. It would just set up an invisible radius within which the Mallorn Trees are allowed to be placed. I guess since the Fortress is currently cluttered with icons perhaps the upgrade can be bought from another building but effect the fortress.

I agree with it helping buildings at least as a heal. But if it was just a well that also affects buildings its kind of boring. This would now become the unique building of the Elves and thus should have some extra affects. Besides I think it fits the elves since when the Fellowship-1 walks into Caras Galadhon in the movies if not for all the ground architecture you couldn't tell that there were actually a city there. Plus Elves are known for their hidden cities. I was thinking perhaps maybe an armor or hp bonus to buildings as well as increase in resource output(very slight). I am wondering though if the Mallorn Trees themselves would be stealthed and thus only by bringing in a detector unit/hero could you end up finding any of there units/buildings.

#4 ttandchotmail

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Posted 18 January 2010 - 01:23 PM

Good idea :p

Acting much like the creep in starcraft. Once the original structure is placed the ground would slowly change in a radius around the structure giving a bonus to anything zerg on it.

In this case it would be the mallorn tree slowly growing smaller trees around it, creating a forest for the elves to hide in. Giving stealth a much needed importance boost in this game.

The last thoughts on the mallorn tree I recall was to turn it into a healing/stealth station.

To take away galadriels ( probably didn't spell that right ) mirror because it was only in her hometown not everywhere the battels go. So to substitute the model for a mallorn tree seemed to be a good idea. We also thought of having a mist upgrade to it so the mallorn tree would produce the same mist the fortress does, giving stealth and healing to all of that players units that go near it.

We might make the tree stealth as well. but that might change.

Edited by ttandchotmail, 18 January 2010 - 01:26 PM.

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#5 Archon

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Posted 18 January 2010 - 01:30 PM

Slightly off-topic, but there's an elven farm model in the BFME2 files that could be used for the replacement (with slight reskinning).
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#6 ttandchotmail

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Posted 18 January 2010 - 02:42 PM

G'day Archon

Yep I think that's the model we will be using. . . . I think :p

Edited by ttandchotmail, 18 January 2010 - 02:42 PM.

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#7 isledebananas

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Posted 19 January 2010 - 12:18 AM

The mirror I don't really have a problem with all it needs is a name change since I'm sure her own mirror is a bit special. Either that or it was a random well and it was either the water or her own mystic powers that gave it power. Either way a name change would be fine in my opinion.

Zerg Creep didn't work like that since you needed creep to place buildings save the colony building and the hive which creates creep. However, I guess it could be made like that only by making Mallorn Trees which change the ground can Elven Building be placed. Then the Fortress could start out with its own Elven Wood. That might be an interesting weakness though somewhat complex to code for AI. I thought since its effect would be powerful to make it later in the game and cost quite a bit.




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