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TDH General Discussion


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#21 Juli

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Posted 08 March 2010 - 09:55 PM

But can you at least replace the EA orcs pulling the catapult with the RA orcs then?
They just look awful beside the other units of Mordor. closedeyes.gif


LOL true :xcahik_:

My suggestions for a possible next release:

- Unit upgrades have always been kinda overpowered in BFME. I think maybe upgrades should be toned down a bit, particularly weapon upgrades (looking at you, Fire Arrows :facepalm: ) - in the late game battles happen just too fast because of the tremendous extra attack given by weapon upgrades
- A new unit for Gondor - Gondor Spearmen, which were going to be present in Rhovanion Alliance
- Gondor units could use a little balance changes. The Archers, for example, move extremely fast, faster than Soldiers. Therefore, they run the risk of getting isolated. So maybe they could move a bit slower. Also, maybe Gondor units in general could use a buff (in Rhovanion Alliance the Gondorians were going to be stronger than in Vanilla, and I really liked that idea :good: )
- This is mostly a Vanilla issue, but archers are OP :)
- The Haradrim skirmishers have been changed from Spear Throwers to archers, but they still make a lot of damage to infantry units and have a lot of crush revenge damage

BTW... is there any way to make a group of different types of units move at a same speed (like in BFME2)?

#22 MrBlack103

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Posted 09 March 2010 - 06:27 AM

Unit upgrades have always been kinda overpowered in BFME. I think maybe upgrades should be toned down a bit, particularly weapon upgrades (looking at you, Fire Arrows ) - in the late game battles happen just too fast because of the tremendous extra attack given by weapon upgrades

I for one think that upgrades should not have been put in the game in the first place. IMO there should have been a strategic choice as to whether you upgrade your units or not. Besides, it introduced the problem of making HA skins, FB effects, etc, and simply results in a mess. I'm probably alone on this one, though.

#23 Spartan184

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Posted 09 March 2010 - 03:16 PM

If TDH removed it they would have to come up with a whole new system which would take even more time. Plus it would make everything die faster. And heavy armor and fire arrows are ok since you could in real life upgrade your armor and use fire arrows for you bow. FB are fine to you could like upgrade your weapon, maybe sharpen it more so its sharper. So I'm fine with upgrades it adds tactic to the game.


 

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#24 Juli

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Posted 09 March 2010 - 04:43 PM

maybe sharpen it more so its sharper


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Sorry... I had to :)

@MrBlack103

Nah, I wouldn't remove upgrades. However, I would make their effects less drastical. And upgraded weapons shining in a blue light look stupid to me :facepalm: . So we 'sort of' agree

#25 Spartan184

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Posted 09 March 2010 - 05:33 PM

Me neither, And i doubt Nertea is going to remove them.


 

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#26 Guest_Guest Panos_*

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Posted 26 March 2010 - 03:17 PM

I suggest to bring the FX of Anduril Spell back.It doesn't look good now and the sword looks too small,like a common sword.

#27 Dúnedain76

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Posted 04 June 2010 - 10:02 PM

What ever happened to the Ered Luin Venturers? :p They looked really awesome and could be a very good elite archer(like the Gondor Rangers) for the Dwarves.

Edited by Dunedain Ranger76, 04 June 2010 - 10:02 PM.


#28 mike_

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Posted 05 June 2010 - 06:33 AM

I don't think that they really play into Erebor's style, though don't accept that as fact until we've got Word of Nert on the subject :p

#29 Darby

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Posted 06 June 2010 - 08:19 PM

Question: How does it really Elfhelm's blinding charge works? Like mini-cloudbreak ? Because I saw that pikemen can't really move...but do they really inflict lesser damage they should ? I've tried it several times, but still didn't figured it out :xcahik_:

#30 Nertea

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Posted 06 June 2010 - 10:22 PM

It stuns the pikemen and makes them do something like 75% less damage, can't quite recall the number offhand.

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#31 Darby

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Posted 07 June 2010 - 12:03 PM

Looking really good ! Out of sheer curiosity, how did you came with his powers? ^_^ Because "to the king" for Theoden or "Guthwine" for Eomer are quite obvious (Guthwine was his sword if memory serves) but Elfhelm... the Marchal of Eastmark is obvious (morale power) but Outrider and Blinding Charge? I'm not saying it's bad, I like it :p but I'm curious :)
And a question: Is there a possibility for you, to rise up unit limit a little bit? You know, for epic, big battles ;) I'm not asking about 2000 rise up, just a 300-400 ;)

Edited by Darby, 07 June 2010 - 12:18 PM.


#32 Nertea

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Posted 08 June 2010 - 07:34 AM

The most fitting power for any cavalry hero is a charge power, which is where Blinding Charge comes from. Outrider vaguely comes from the fact that he always seems to be put in charge of a flank/a rearguard action. Powers also determine the utility of the hero, so it's interesting to have a hero with a very strong final power, and relatively weak early powers. Giving him less potency early game means that his cost can be kept low, and that he'll level comparatively slowly, so Blinding Charge doesn't come out until much later in the game. Of course, coding feasibility generally is the principal decider in all hero design though. For those that are interested, Gloin's Secret Ways was initially designed differently. The current version is the result of a bug that came up in creating the power... we liked it so much that the bug became the core functionality of the new version.

I'm not sure about the unit cap - I kinda like it where it is. Unless you're playing as Dwarves, you can have a pretty large army within it, and it is twice vanilla already.

Oh yeah, and Venturers are gone. If we ever do a campaign, they may make a reappearance, but we don't have any Dwarf archer with cloak animations at the moment - a major issue. Besides, they're rather redundant to the current faction design.

Edited by Nertea, 08 June 2010 - 07:36 AM.

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#33 Dúnedain76

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Posted 08 June 2010 - 12:22 PM

I take one of the older RA members had it? Either way, it doesn't really matter that much. Although they did look pretty cool :p

#34 Darby

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Posted 08 June 2010 - 07:13 PM

Hmm. The another question has rised in my mind. Are you considering adding another hero or a unit for Dwarves? Just asking :p

#35 Nertea

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Posted 08 June 2010 - 09:28 PM

I take one of the older RA members had it? Either way, it doesn't really matter that much. Although they did look pretty cool :)

No, I have the models, there's just no gameplay reason to include them, and I don't like adding superfluous stuff.

Hmm. The another question has rised in my mind. Are you considering adding another hero or a unit for Dwarves? Just asking smile.gif

Not really. All required unit roles are already filled. Adding more units for the sake of having more units isn't particularly good game design.

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#36 Guest_Templar15_*

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Posted 18 June 2011 - 05:50 AM

So I've looked at your website for this mod, and its still only version .551 for download. When do get get to have all the updates for the game so its not just your testers playing it. Since its unfair to not give it to everyone.

#37 Nertea

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Posted 18 June 2011 - 09:23 PM

It would be unfair to give you a broken version of the mod.

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#38 Mathijs

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Posted 18 June 2011 - 09:45 PM

Indeed, there is a reason why testers are playing it.

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#39 Guest_Templar15_*

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Posted 19 June 2011 - 02:09 AM

Ok, makes sense that way. So any estimated release date or is that completely undecided? :unsure:

#40 Yarrum

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Posted 19 June 2011 - 05:05 AM

No. It will be done when it's done. Try to avoid the same question in multiple threads, especially when others have asked the exact same question today.

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