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The Horse Lords - Preview 1 (ALPHA) Thoughts


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#21 Lauri

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Posted 27 February 2013 - 09:43 PM

You're not supposed to focus on the fact that they come out of the stable, just on the fact that they are patrolling around it. Something looking silly isn't really an argument in this case :p


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#22 Elric

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Posted 28 February 2013 - 09:09 PM

Err it kinda is seeing as i notice these things. other people would to. it just does not feel right. and it IS weird. logically archers do NOT come from stables. they come from an archery range



#23 Rider of Rohan

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Posted 28 February 2013 - 09:14 PM

They don't come from the Barracks or Farm either,so I see no problem with that ? And Can we stop with this small debate :p and focus on the other stuff XD !?


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#24 Elric

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Posted 28 February 2013 - 09:20 PM

I just dont think it seems right. and uh yes they come from archery range i think. soldiers come from barracks. makes sense. perfect sense to have it like that. no archers coming outta the stables. :p ok i am done now but seriously it just seems wrong. anyways. haha



#25 Lauri

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Posted 28 February 2013 - 09:24 PM

Well, I'm sure that RoR can add the cavalry units in the next beta so you can see how poorly they acctually work.

 

Btw, do the guardian units (in general) run or walk? I can't imagen that they look good running.


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#26 Elric

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Posted 28 February 2013 - 09:26 PM

that has already been addressed :p he has lowered the locamotor's



#27 Lauri

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Posted 28 February 2013 - 09:37 PM

I'm talking visually, not speedly. Yes, I am aware that speedly is not a word :p


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#28 Rider of Rohan

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Posted 01 March 2013 - 01:29 AM

Later on yes because some of the Walking animations I don't agree with and will have to edit it, but for some reason i cannot edit the BFME 2 W3d files ?? But I can edit the BFME 1 :p, Came up with this a while ago : 


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#29 Lauri

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Posted 01 March 2013 - 04:25 PM

You can't edit BFME2 animations, no. But for units that exist in BFME1, you can just alter the anims from that. They are exactly the same, so it won't make a difference :)

 

I can take a look in my files, pretty sure I have some decent walking anims. Especially for the Maarms skeleton.


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#30 Rider of Rohan

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Posted 01 March 2013 - 06:49 PM

Ok Thanks Lauri, Some of the Walking anims in BFME are wierd and started on some Elven Civilians and then later Dwarves, gotta make the system look unique and complete ;)


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#31 Rider of Rohan

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Posted 02 March 2013 - 09:57 PM

So I've changed some stuff on the Mordor Attack Troll which are : lowered his damage against buildings, increased armor against heroes, and his club swing affects enemies and allies.  


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#32 Rider of Rohan

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Posted 02 April 2013 - 03:17 AM

I'll be updating later this or next week. Some of the stuff i changed/put in :

- Yeomen Archer need a Rank 2 Archery Range, and do not benefit from Fire Arrows, still have missing strings to put in

- Gandalf can now kill multiple units in one blow/ splash damage :p

- Gondor Rangers a level 3 unit ( thinking about limiting them, to like 5 or something )

- Some Patrols walk now( still fixing that up)

- It will have the donations from RadagastTheMusical in this XP

- Tower Guards moved to Rank 3 Barracks limited to 4 (and will require Ivory Tower form fortress in due time)

- Some fixed armors Dwarves were a bit under powered in my eyes, but i should have your opinions on this 

- Not totally done with the shield-maidens yet but you might get a preview

- Theodred will be a hero as well 

 

Things I need to do/stuff that may not come in the next week update/ do do later

- Learn to animate properly !!!

- Finish up the Elven Re-skins, then Isengard and so on.....

- Add some more Hobbit stuff - anyone has any references to some of the Mirkwood armor by chance ?

- Get dem new Rohirrim textures and models completed & learn to bind horses .... properly ....


Edited by Rider of Rohan, 02 April 2013 - 03:18 AM.

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#33 Rider of Rohan

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Posted 03 April 2013 - 01:33 AM

Now the Porcupine formation is able to move but in order to keep the formation, the units are 60% slower so they "march" instead of run and gain a small armor and damage bonus ( along with being able to mow down Calvary).

How are you guys on this ?


Edited by Rider of Rohan, 03 April 2013 - 03:47 PM.

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#34 Lauri

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Posted 03 April 2013 - 12:35 PM

It's all good. Why wouldn't they be move slower? :p


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#35 Rider of Rohan

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Posted 03 April 2013 - 04:00 PM

lol well really I was concerned on the speed and march settings :p, but I'll post a video shortly on how it looks.


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#36 Rider of Rohan

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Posted 26 April 2013 - 06:20 PM

Ok I've updated the SVN it also has the infantry dust setting on most of the men units for now, no Cavalry atm so it's really incomplete also put the FX slightly larger and thicker than intended so you guys can look at it properly before telling me if i should keep it or not, but the fx is a bit buggy now that it's bigger though.


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#37 Rider of Rohan

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Posted 26 April 2013 - 06:41 PM

Almost Forgot don't play as Dwarves they'll get a game.dat crash, and don't worry I know why, it's just an incomplete feature I'm working on :p


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