I'm just saying that they have very little that requires them to be hero units as such. Since there were definately more than just three Nazgul present at the final battle at the Black Gates, you could concievably make MORE of them available for purchase. But since they have no real abilities, they don't require the micromanagement a hero does, nor do they level up--you can just make them and throw them into battle like any other unit. Aragorn, for example, starts at level 5 while Legolas starts at 1. That still allows some time for the hero to level up and requires you to babysit them to some small degree. The Nazgul don't, so if you made twice as many of them available at half the power and half the cost, you'd get the same effect with a slightly more rich environment.
That's what I mean that they're units and not heroes--they don't level up and have almost no abilities.
If you just want them to just be better though, there's code for switching the Witch-King from felbeast to foot, and you could rewrite a cavalryman to include the mounted-Nazugul model, and then re-skin the horse once you've colored it black--and then you have Dark Riders as well as Felbeasts and a Witch-King on his feet.
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Spork
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In Topic: creating MordorFellbeast by OCL
02 April 2005 - 11:07 PM
In Topic: creating MordorFellbeast by OCL
02 April 2005 - 10:42 PM
Not necessarily. Mordor's "heroes" are already fairly clunky, since they start at level 10. They're really not heroes at all. The two Nazgul are just units--they have one ability and one attack. Nothing heroish about them at all. Heck, my Wargs have more "Heroic" sorts of attributes than that! Speaking of which, might be interesting to make a Warg Hero... not that there were any...
The Witch-King is an upped Nazgul with one passive power and one ability--which makes him about as good as a Nazgul and a Drummer Troll combined.
If you really want to make a Hero unit, get a hobbit to be buildable by Mordor and then reskin him to look like Gollum.
Then set your new Gollum's levelup so that he takes forever to reach level 10.
Then give him a level 10 "Find the Ring" ability that uses Word of Power on himself--killing himself permanently and spawning Sauron in his place.
You could even have his "Find the Ring" ability an aggressive spawn Sam and Frodo, and once you kill them THEN Sauron spawns.
The Witch-King is an upped Nazgul with one passive power and one ability--which makes him about as good as a Nazgul and a Drummer Troll combined.
If you really want to make a Hero unit, get a hobbit to be buildable by Mordor and then reskin him to look like Gollum.
Then set your new Gollum's levelup so that he takes forever to reach level 10.
Then give him a level 10 "Find the Ring" ability that uses Word of Power on himself--killing himself permanently and spawning Sauron in his place.
You could even have his "Find the Ring" ability an aggressive spawn Sam and Frodo, and once you kill them THEN Sauron spawns.
In Topic: Unit Behavior Funky
02 April 2005 - 10:14 PM
Okay, tried what I was was thinking, and yes they did occasionally attack but no they didn't actually do anything. But, again, they hit the buildings correctly. And my forged-blades weapons showed up even though I didn't have them... which sounds like a weapon error to me. However, since I restroed their weapons back to the normal IsengardPikemanPike, I don't think so. It's some internal garbage.
I just don't know what to do!
Can anyone get the Pikemen to attack at a longer range? I can force them to use the stab animations, but getting them to actually start jabbing at people at full length is just.... impossible!
I just don't know what to do!
Can anyone get the Pikemen to attack at a longer range? I can force them to use the stab animations, but getting them to actually start jabbing at people at full length is just.... impossible!
In Topic: Unit Behavior Funky
02 April 2005 - 08:52 PM
Unfortunately, Pikemen are still partially unfinished in terms of code, and their dual-range abilities were removed and their normal 'stab' function while not in porcupine mode was disabled, so there's no range attribute nor anything that would call that attribute. Now, I could CREATE one, but the IsengardPikemanPike weapon already has a ranged listed.
But I went to gamedata.ini just for the sake of arguement and something interesting occured to me. The behavior I was seeing reminded me of a unit that wanted to attack, but couldn't maneuver itself into a situation where a) the weaponfile would go off and b) the game knew how to govern it's hits.
How, the shroud clearing abilities of units is independant of their vision range, and I noticed that Pikemen have a vision and horde_vision range of 100, same as warriors. Maybe that defines how far the unit can actually think about an attack from? I'm gonna test it. I set the vision and horde_vision to archer levels, setting the IsengardPikemanPike to a range of 200, and seeing if they'll attack.
But I went to gamedata.ini just for the sake of arguement and something interesting occured to me. The behavior I was seeing reminded me of a unit that wanted to attack, but couldn't maneuver itself into a situation where a) the weaponfile would go off and b) the game knew how to govern it's hits.
How, the shroud clearing abilities of units is independant of their vision range, and I noticed that Pikemen have a vision and horde_vision range of 100, same as warriors. Maybe that defines how far the unit can actually think about an attack from? I'm gonna test it. I set the vision and horde_vision to archer levels, setting the IsengardPikemanPike to a range of 200, and seeing if they'll attack.
In Topic: I'm having problems with the new castles
02 April 2005 - 07:47 PM
My main problem is I can't find the 'axes' button mentioned in the Tutorial. Can someone tell me where that is?
And if your scene stuff isn't showing up you'll want to make sure you're actually telling it to get built by the base--make sure it's base tag is there. Otherwise the game may be considering it part of some silly .bse scenery that it doesn't need to draw when creating a new base in-game.
And if your scene stuff isn't showing up you'll want to make sure you're actually telling it to get built by the base--make sure it's base tag is there. Otherwise the game may be considering it part of some silly .bse scenery that it doesn't need to draw when creating a new base in-game.
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