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#270
von
Ninima
am 20 Aug, 2021 20:55
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It s a great idea, but how would this ability look like? Would it have a selectable area in which all units die or would you select the battalion you want to "sell". Thats important because if its an area, you could only kill half of the battalion like with Mornamarths level 10 ability and get over the cp limit pretty easily by recruiting more units while the others are regenerating.
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#271
von
IgRAzm
am 20 Aug, 2021 21:03
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It s a great idea, but how would this ability look like? Would it have a selectable area in which all units die or would you select the battalion you want to "sell". Thats important because if its an area, you could only kill half of the battalion like with Mornamarths level 10 ability and get over the cp limit pretty easily by recruiting more units while the others are regenerating.
Nah, I imagine it would target individual units and batallions.
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#272
von
Gnomi
am 20 Aug, 2021 22:36
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We talked about that and did not implement it this way, as it would cause a ton of other problems.
Some of these are:
- selecing a single allied unit is always a bit tricky. especially if there is another unit close, you might accidently select it, even though you clicked on a different unit. So it will always need a ton of micromanagement, just to get the units in position.
- You could use it for killing units outisde of the fortress in the middle of a fight, just to stop the enemy from getting experience - therefore the range for the spell must be minimal and basically just a few milimeter around the citadel, as we don't want this to be a viable strategy. And having such an ability with such a small range always feels frustrating to use for buildings. (objects that can't move)
- it looks horrible if you can make everything just vanish in the middle of the field.
- the work needs a lot of time, which we rather use on something else.
There are a ton of different points why we haven't used it as such an ability, but as the current system, event hough it has some downsides.
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#273
von
The_Necromancer0
am 03 Sep, 2021 10:40
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It seems quite a few people are having the issue of AI player dying off at the beginning of the match. This is likely a mixture of bad luck and the early AI rush tactics. I think a simple fix to that would be to give the AI citadels an arrow tower, this change would only apply to when a citadel is under AI control so it doesn't really affect PvP or balance in general. A simple arrow tower that would help clear early rushes. This weapon could then be removed later in the game with an upgrade that disables it on a delay of 2 minutes or so. Or, it could just be left there so that AI bases are harder to siege down, although in my experience that hasn't really been needed which is why I would recommend the first option.
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#274
von
Elendils Cousin 3. Grades
am 03 Sep, 2021 13:48
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Neat idea.
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#275
von
IgRAzm
am 23 Dez, 2021 18:11
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I have a visual info idea for Mordor, it would be either easy to implement or impossible, I guess, but the former is more likely.
How about the Sauron's leveling tasks were shown relatively in an order of accessibility for most builds. As you know, now they appear in a circle and every new player needs to read each and every one of them and eventually remember most of them at least. Keeping track of objectives would be easier if the ones like "control 6 overseers" or "summon cirith ungol battalion" were closer to the top clockwise.
Current tasks order
Suggested tasks order
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#276
von
Watcher
am 02 Feb, 2022 17:14
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(Disclaimer: I have asked a question about this topic before... on the wrong board).
Could perhaps Repair spells (such as Gondor's and Arnor's) be used to remove Angmar's Blight spellbook power? Blight, currently, cannot be countered. And, while it is not overly-powerful, it is somewhat annoying (esspecially since it slows Upgrade research).
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#277
von
Halbarad
am 02 Feb, 2022 21:04
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Being able to counter it would be nice, but this way blight would be far too weak in a match against Gondor/ Arnor I suppose.
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#278
von
Watcher
am 03 Feb, 2022 06:44
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Yes, I had not considered that...
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#279
von
The_Necromancer0
am 03 Feb, 2022 08:46
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I think it could be an interesting decision for players to make. However, I don't think it would be used very often in multiplayer. Being able to save a building from destruction has a lot more value than producing more resources especially if it's a building you've spent a lot of money on.
I can see it being useful in the rare cases where your opponent blights your market or blacksmith while you're researching upgrades.
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#280
von
Le Sournois
am 17 Okt, 2023 16:42
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Some little suggestions for future campaigns in Edain mod :
-The missions which include a timer to conquer and to defend something are very interesting (the mission in the Angmar campaign when barrow must be held until daybreak is the best mission ever created in my opinion)
-It would be nice sometimes to include allies in some missions that can't be controlled in order to incite the player to launch his attacks at the perfect time, and use well the actions of his allies that he can't master to win, it forces more analysis in games, and that has never been made, but it should be cool.
-Sometimes it is cool when missions are a real mess with combats everywhere. To achieve that, the more common use of ambushes during missions would be very fun. Imagine a Siege map where the player enter the ennemy city and then an army appear all of sudden behind him to try to deter him from retreating, it would intensify the gameplay of these missions and do something different.
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#281
von
Elendils Cousin 3. Grades
am 17 Okt, 2023 23:37
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Allied units are always really cool and add a lot of flavor, but they're also very difficult to get right because the AI that controls them is notoriously stupid.
But we'll see what we can do, we already have plans for our next campaign.