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tomasz_exe

Member Since 20 Jun 2016
Offline Last Active Mar 31 2024 09:18 PM

Posts I've Made

In Topic: General Questions & Suggestions Thread

11 May 2017 - 04:52 PM

Greeting fellow humans!

I really like the way this mod is moving and I have another suggestion that will make it even better in my mind.

"[all   factions]   Faction based building animations"

 

Factions like the Dwarves and Goblins have already great animations in the Vanilla version of the game. But the other factions lack this, why not change this? Below I have a list that I think will help differentiate the factions.

 

- Gondor

Bright wooden scaffolds, with some stone piles and ladders.
- Isengard

Dark standing metal beams with rotten wood connecting them.
- Mordor

Orc style scaffolds, with metal spikes and Mordor banners.
- Misty Mountains

Original goblin animations, less fire more torches or smoke?
- Lothlorien

Main tree (somehow) growing, lanterns and ropes to add the platforms.
- Erebor

Dwarves vanilla building style.
- Rivendell

Small but tall scaffolds with some statues and some roof pieces.
- Mirkwood

Like Lothlorien but without the lanterns.
- Haradwaith

Mumak style horns risen up like with rope connecting them and some banners.
- Rohan

Old used wooden scaffolds with some haystacks and timber piles.

So is it potential for the mod?

Or is it too much work to configure and make?

 

Regards,

Tomasz_exe


In Topic: Haradwaith Faction Plan [WIP]

28 April 2017 - 03:06 PM

Sounds like a very interesting faction, with a lot of unit variations.

And will the Orbital Laser Strike deal a good amount of damage to structures, or will it just be there to annoy the armies of your enemy?

Edit: maybe you could use the black numenorean barack or Mordor fortress from BFME: Tactics as model for the black numenorean citadel?

In Topic: Gondor Faction Plan

12 April 2017 - 09:22 AM

Greetings fellow humans,

I have a suggestion for Gondor, to improve the garrisons defending the structures.

 

Stoneworker:

Level 2:

"Defenders of the White City"

The selected building near the Stoneworker gets additional unit's defending it. If the Stone worker is destroyed the extra units will parish.

The ability could scale with the Stoneworker, so if you got a level 3 Stoneworker the selected building will get some extra citadel guards.

 

Blacksmith:

Level 3:

“Armor up the guards”

Select a building, the garrison defending that building will get all upgrades available for them.


In Topic: General Questions & Suggestions Thread

28 February 2017 - 03:32 PM

On stream I heard that you guys are allowed to use models from BFME Tactics and I was wondering with models are you guys planning to use?

Perhaps you could implement their scaffold system for building of structures.
 
Oh and before I forget it, great stream!

In Topic: General Questions & Suggestions Thread

26 February 2017 - 10:34 AM

So I was wondering, with all those great looking units in heavy armor and such updates, are there any plans to make the upgrade system more "realistic?"

A rough concept that I thought would be interesting:

  1. Research heavy armor.
  2. put the unit inside the blacksmith.
  3. click on some fancy upgrade heavy armor button.
  4. wait until they are ready (you could also listen to some waiting music)
  5. once they are ready let them leave the building to admire their new look.

this would also encourages people to build more blacksmiths and sutch building.

But this idea needs some fine tuning to make it solid, that is if you guys would like to change the upgrade system...

 

On a side note, I read on moddb somewhere that you're looking into adding more city maps, And I have a concept map for Pelargir that I could flesh out.

would you guys be interested such a map for Age ot the Ring?