Modding Union

[en] Edain Mod => [Edain] Suggestions => [Edain] General Suggestions => Thema gestartet von: Lord of Mordor am 24. Aug 2015, 00:41

Titel: Brief General Ideas
Beitrag von: Lord of Mordor am 24. Aug 2015, 00:41
In this thread, you can post small general suggestions. There are no fixed rules for whether a suggestion should be posted as its own thread in the suggestions forums or in this collective thread, you  may decide yourself whether you think your idea needs its own thread. As a general guideline, though, an idea that can be presented in just a couple of sentences may not need its own thread and could be discussed here, preventing the forum from getting too cluttered. On the other hand, if you want to discuss an aspect of the game in great depth or propose something like an entirely new hero with a full new set of abilities, a new thread might be more appropriate.
Titel: Re: Brief General Ideas
Beitrag von: Caronis am 27. Aug 2015, 00:51
Hey !
Why not change some of the icons of palantir abilities of heroes ? They are some i can barely recognize (the Knife of Aragorn by example)
Thanks :)
Titel: Re: Brief General Ideas
Beitrag von: CragLord am 27. Aug 2015, 16:39
Don't know is this already somewhere suggested, but I think it would be nice to use different sounds of horns from PJ movies:
https://www.youtube.com/watch?v=sEClzllDVJo
This will of course complete experience in this game.
That Rhun's horn is something which would nicely fit to Rhun reinforcement summon power (currently in game that sound is sound of Harad's horn)
Also there are sound of horn of Erebor (maybe it is overlaped with other sounds there), could be used for some summoning spell or for rallying call sound maybe. :)
That Rohan horn in my opinion should be integrated to sound effect of Gondor's power "Rohan answers!".
Titel: Re: Brief General Ideas
Beitrag von: korner am 28. Aug 2015, 01:36
Don't know is this already somewhere suggested, but I think it would be nice to use different sounds of horns from PJ movies:
https://www.youtube.com/watch?v=sEClzllDVJo
This will of course complete experience in this game.
That Rhun's horn is something which would nicely fit to Rhun reinforcement summon power (currently in game that sound is sound of Harad's horn)
Also there are sound of horn of Erebor (maybe it is overlaped with other sounds there), could be used for some summoning spell or for rallying call sound maybe. :)
That Rohan horn in my opinion should be integrated to sound effect of Gondor's power "Rohan answers!".

+1, good idea.
Titel: Re: Brief General Ideas
Beitrag von: Adrigabbro am 28. Aug 2015, 11:24
That is a very good idea.  :) I may try to extract it, even though I'm not sure how to do it.
Titel: Re: Brief General Ideas
Beitrag von: Tienety am 28. Aug 2015, 11:32
Great idea. I would like to hear those horns in mod. 8-)
Titel: Re: Brief General Ideas
Beitrag von: LordDainIronfoot am 28. Aug 2015, 15:56
I am all the way for those Horns it will be nice to have them ingame! :)
Titel: Re: Brief General Ideas
Beitrag von: Gandalf The Gray am 28. Aug 2015, 16:05
awesome idea crag lord
Titel: Re: Brief General Ideas
Beitrag von: Darkslayer am 28. Aug 2015, 19:09
I have an idea: a White Council summon spell from the spellbook for Lorien or Rivendell (it would summon Gandalf, Saruman, and one of Galadriel or Elrond, depending on the faction).

Simple, but the White Council is one of my favorite things about The Hobbit movies so I'd love to see it integrated!
Titel: Re: Brief General Ideas
Beitrag von: Linhir am 28. Aug 2015, 20:06
But it won't be included, ET already said that. If you want to have all white council, try to make submod by your own. ;)

(If someone will do it, I'd like to use it too, that would be cool. So, go go programmers. :P )
Titel: Re: Brief General Ideas
Beitrag von: CragLord am 29. Aug 2015, 15:41
If you have experience, that would be great. :)
Try extraction of sounds from HD movie's files not this youtube's "crap". :P
Titel: Re: Brief General Ideas
Beitrag von: Adrigabbro am 29. Aug 2015, 16:08
I have no experience in that.  [ugly]  :o
But I'll find out how to do it.
Titel: Re: Brief General Ideas
Beitrag von: Adrigabbro am 1. Sep 2015, 13:42
So... I have googled it and eventually learned how to cut the audio from the video. It works just fine with every file ... but my LOTR movies.  8-| 8-| Actually I know why: those were given to me by a friend of mine and they are not exactly like the average downloads, they are a bit weird.

Anyway, I don't feel like downloading the three extended editions in HD. I hope someone else will try to cut these sounds...


EDIT: I worked directly from the video and got surprisingly good results.
Here are the sounds: https://soundcloud.com/meta-277234433
Titel: Re: Brief General Ideas
Beitrag von: Ealendril der Dunkle am 1. Sep 2015, 17:03
How can i downlaod the files? Could you load them to some free filehoster?
Thanks.
Titel: Re: Brief General Ideas
Beitrag von: CragLord am 1. Sep 2015, 18:33
Mordor's horn is Rhun's horn?  xD
Titel: Re: Brief General Ideas
Beitrag von: LordDainIronfoot am 1. Sep 2015, 18:48
How can i downlaod the files? Could you load them to some free filehoster?
Thanks.
He must make them POSSIBLE  to download ,in other words to give his permission for people to download them and it is ready!:-)
Titel: Re: Brief General Ideas
Beitrag von: (Palland)Raschi am 1. Sep 2015, 18:52
Zitat
Mordor's horn is Rhun's horn?

Well the Mordor horn is perfectly all right. Rhun's horn is just missing.
By the way I always wonder why there does not exist a gondorian horn in the movies at all.

One can download those files by special addon tools for internet explorer or Mozilla firefox as well. For example "direct downloader" or "download helper"
Titel: Re: Brief General Ideas
Beitrag von: Tienety am 1. Sep 2015, 19:10
Mordor's horn is Rhun's horn?  xD
No, Rhun horn is here:
Rhun horn (https://soundcloud.com/meta-277234433/rhun)
You can find this horn in tracks section. ;)
https://soundcloud.com/meta-277234433/tracks (https://soundcloud.com/meta-277234433/tracks)
Titel: Re: Brief General Ideas
Beitrag von: Ealendril der Dunkle am 1. Sep 2015, 19:11
I wont install extra-programms to download this files. Load em up to a free filehoster, post the link in this thread and i will include some of them.
Titel: Re: Brief General Ideas
Beitrag von: LordDainIronfoot am 1. Sep 2015, 19:20
All he has to do is male a little settings change to his album and they will be downloadable! :-)
Titel: Re: Brief General Ideas
Beitrag von: Adrigabbro am 1. Sep 2015, 21:38
I've now made all of them domwloadable. Tell me if something's wrong and I'll try to fix it.  ;)

By the way, the Rivendell horn is not really good. I may be able to get a better one.
Titel: Re: Brief General Ideas
Beitrag von: CragLord am 2. Sep 2015, 18:04
In my opinion all of them are good also Rivendell's one, just that rohan horn maybe sould last longer for 1 sec? :) xD
Titel: Re: Brief General Ideas
Beitrag von: Walküre am 2. Sep 2015, 22:04
Ok, speaking about war horns, I have an idea  :)

I cut the sound of the Mirkwood's horn from BOTFA, when Thranduil calls back his soldiers from Dale; the sound is almost identical to the one of DOS, when the Guards close the Gate of the Woodland Realm.

I think that it could be perfectly used in many ways, for an enhancing spell, or, better, a summoning spell for Mirkwood (since I assume that the Woodland Deers won't be available anymore in the Spellbook).

This horn is specifically the one of the Kingdom of Mirkwood, and it's rightly different from the one of Lothlórien.
If this horn will be included along with the 'current' one (via different spells in the Spellbook), the horn of the Galadhrim (if this spell has not been changed), I think that it will be an interesting and smart solution to mark the 'right difference' between the Golden Wood and the Woodland Realm, and their respective units  :)

https://soundcloud.com/diewalk-re/mirkwoods-horn

(I already made the track directly downloadable from SoundCloud, as all the other ones; the other tracks, though, of Galadriel, Elrond, Sauron, Smaug, Azog, Thranduil and Tauriel are already in the precious hands of FG15)  ;)
Titel: Re: Brief General Ideas
Beitrag von: LordDainIronfoot am 2. Sep 2015, 22:16
I agree with Walkure that Horn sounds awesome and is different from Lorien one as it should be,and I think it wi be nice and reasonable to use it somehow in Mirkwood Sub Faction being for Spell Summon or Hero Ability it should be used ! :-)
Titel: Re: Brief General Ideas
Beitrag von: Caronis am 3. Sep 2015, 00:36
Nice work for the horns !
May be the basic Good Horn could be used for a faction who doesn't have any horn (Ered Luin ?)
Titel: Re: Brief General Ideas
Beitrag von: Walküre am 5. Sep 2015, 01:49
I agree with Walkure that Horn sounds awesome and is different from Lorien one as it should be,and I think it wi be nice and reasonable to use it somehow in Mirkwood Sub Faction being for Spell Summon or Hero Ability it should be used ! :-)


Yes, Dáin, the Mirkwood's Horn itself is specifically unique for this realm, and it should rightly be, I think, a part of it.

It might seem to be a small detail, but, in the end, I'm quite sure that it could turn out to be very significant (together with all the characteristic elements of the Woodland Realm)  ;)
Titel: Re: Brief General Ideas
Beitrag von: Gandalf The Gray am 5. Sep 2015, 02:14
awesome
Titel: Re: Brief General Ideas
Beitrag von: LordDainIronfoot am 5. Sep 2015, 09:19
Here are the Horns I was able to cut!If someone likes them and wants them for something just tell me! :)
https://soundcloud.com/lord-dain-ironfoot/sets/lotr-and-hobbit-horn-sounds
Titel: Re: Brief General Ideas
Beitrag von: Walküre am 10. Sep 2015, 20:15
Hi, just a brief idea  :)

I think that it would be definitely better if Celeborn had his icon picture (the one at the bottom of the screen, with all the other heroes' ones) taken from this picture below, part of the final scene of the Grey Havens in ROTK.


I had this idea playing with the Elven Alliance Mod (a great Mod for BFME1), where Celeborn has exactly that icon picture.
I made a video some time ago, about this same Mod, with Celeborn, Galadriel and other heroes included; you can see, at the extreme right of the screen, the icon of Celeborn with this precise picture.


If nothing has been changed concerning this matter, Celeborn would still have his previous icon picture of the Edain Mod 3.8.1 (and probably before), which is not really bad, but I always felt that it 'lacks' something.
I sincerely think that the appearance of Celeborn in that precise scene (in the Grey Havens) is more evocative and graphically satisfying than all the other scenes of FOTR in which Celeborn has appeared.

What do you think?  :)
Titel: Re: Brief General Ideas
Beitrag von: dgsgomes am 10. Sep 2015, 21:05
The photo looks very good. I support the idea.  :)
Titel: Re: Brief General Ideas
Beitrag von: CragLord am 11. Sep 2015, 16:17
I haven't played earlier version of mod, so I don't know about look of previous icon picture, but this one from Elven Mod is very nice. I like this idea! :)
Titel: Re: Brief General Ideas
Beitrag von: Walküre am 11. Sep 2015, 16:45
I haven't played earlier version of mod, so I don't know about look of previous icon picture, but this one from Elven Mod is very nice. I like this idea! :)


Thank you, Crag  :)

You can easily see the previous/current icon picture of Celeborn in this official video of the Edain Mod, specifically from 0:55 (next to the ones of Haldir and Galadriel); as I previously wrote, it's not necessarily bad, but, I think that it kind of lacks the realistic and 'LOTR trilogy' element that the icon pictures of the other heroes have, instead.

Titel: Re: Brief General Ideas
Beitrag von: LordDainIronfoot am 7. Okt 2015, 13:22
Hi there Edainers  [ugly]

I wanted to suggest to change the current CaH palantir for the Ranger Class since currently it is using the Ranger form of Aranarth as a Palantir! :) And I think it will be better if we find suitable replacment for it!

I suggest using this Old Brand Palantir if I am correct...


I think it is quite fiting for that kind of Hero and it wil lbe much better to have its own unique look! :)

greetings! :)
Titel: Re: Brief General Ideas
Beitrag von: Ealendril der Dunkle am 7. Okt 2015, 16:46
Yes,  you are right. I think this picture fits better, too.
Titel: Re: Brief General Ideas
Beitrag von: LordDainIronfoot am 7. Okt 2015, 17:09
Thank you,I am glad to be right for instance and do something good! :-)
Titel: Re: Brief General Ideas
Beitrag von: hoho96 am 7. Okt 2015, 18:40
It's those little things in life that make it interesting   xD
Good one LordDainIronfoot  ;)
Titel: Re: Brief General Ideas
Beitrag von: Ealendril der Dunkle am 7. Okt 2015, 18:52
Our LordDainIronfoot has an eye for the detail! ;)
Titel: Re: Brief General Ideas
Beitrag von: LordDainIronfoot am 7. Okt 2015, 19:33
Thank you mate!I completely agree the small things make life not only more interesting but also worth it! :-)
Thank you Ea!;) I am really a man of the details ,to fault some times! [uglybunti]
Titel: Re: Brief General Ideas
Beitrag von: Walküre am 7. Okt 2015, 19:47
It's those little things in life that make it interesting   xD
Good one LordDainIronfoot  ;)


Our LordDainIronfoot has an eye for the detail! ;)


Without details, we would surely live in a darker World...
Dáin is the Sun that fills these Halls of suggestions with Light  ;)
Titel: Re: Brief General Ideas
Beitrag von: Gandalf The Gray am 7. Okt 2015, 19:58
Zitat
Posted by: LordDainIronfoot
« on: Today at 17:09 »
Thank you,I am glad to be right for instance and do something good! :-)
dain mate i think you always have a point  ;)
Titel: Re: Brief General Ideas
Beitrag von: LordDainIronfoot am 7. Okt 2015, 20:18
Now,now...you are just flattering me now guys!!I am glad to hear that that is how you think of me,but I am really just nothing special than someone who likes to go into unneeded details some time and enjoy this masterpiece called Edain Mod!:)
Still thanks to you all! :-)
Titel: Re: Brief General Ideas
Beitrag von: ThorinIIoakenshield am 8. Okt 2015, 17:15
I love the iron hills helmet with the tail for murin...just want to suggest this http://heirsofdurin.files.wordpress.com/2013/12/a-dwarf-solider.png for the erebor gaurdians as their light or heavy armor
Titel: Re: Brief General Ideas
Beitrag von: LordDainIronfoot am 8. Okt 2015, 17:18
I love that Helmet too it like it s made for Murin on purpose,really an great looking Helmet! :)

Now for that Armor while I must say I like it,I ahve suggest simillar thing 1-2years ago on ModDB but the Team said they will not use WETA Erebor Armor for Regular Erebor Soldiers but only forthe Veterans and this differs only in Color!But We have to hear the Team's own opinion on that though! :)
Titel: Re: Brief General Ideas
Beitrag von: ThorinIIoakenshield am 8. Okt 2015, 17:41
I would say that should they give him that helmet...they would have to revamp the whole armor....dain it is kind of tough,king dain is now the only modern iron hills unit...the athor almost don't fit in with him?
Titel: Re: Brief General Ideas
Beitrag von: ThorinIIoakenshield am 8. Okt 2015, 20:29
I have designed a iron hills elite soldier armor...since they don't want beta workshop armor,I just don't know how to upload it...from paper to here
Titel: Re: Brief General Ideas
Beitrag von: LordDainIronfoot am 8. Okt 2015, 20:49
Try taking a photo ofit with your phon and post it here trough some site!  [ugly]
Titel: Re: Brief General Ideas
Beitrag von: Linhir am 8. Okt 2015, 20:52
or... you could just use scanner.  [ugly]
Titel: Re: Brief General Ideas
Beitrag von: ThorinIIoakenshield am 8. Okt 2015, 21:47
Dain which site do you suggest...I have never done this before
Titel: Re: Brief General Ideas
Beitrag von: CragLord am 8. Okt 2015, 21:52
Postingimages
Titel: Re: Brief General Ideas
Beitrag von: Linhir am 8. Okt 2015, 21:53
It doesn't matter, choose first random host site. Just type in google "free image host" and click first link. ;)
Titel: Re: Brief General Ideas
Beitrag von: ThorinIIoakenshield am 8. Okt 2015, 22:00
Here you go,my rough draft hope you like https://40.media.tumblr.com/d54d34db7b777c77954874fb0982c144/tumblr_nvx3dmV33M1uib2mdo1_400.jpg
Titel: Re: Brief General Ideas
Beitrag von: ThorinIIoakenshield am 8. Okt 2015, 22:03
The helmet would be iron hills helmet...gauntlets are the hoogs face with tusks
Titel: Re: Brief General Ideas
Beitrag von: Linhir am 8. Okt 2015, 22:05
Too small picture. Only some hawke-eyed mutant can see details. :P
Titel: Re: Brief General Ideas
Beitrag von: ThorinIIoakenshield am 8. Okt 2015, 22:22
https://41.media.tumblr.com/e09ab786d9a973c3937878131063fd2b/tumblr_nvx4h76G5h1uib2mdo1_400.jpg I am no artist and this ain't a work of art but I think it has potential :P
Titel: Re: Brief General Ideas
Beitrag von: LordDainIronfoot am 8. Okt 2015, 22:27
Sorry for the late reply but I use Imgur for pictures! :-)
As for the.Concept,hmm I will be honest it looks to colorful for my taste if you get what I mean! :-)
Titel: Re: Brief General Ideas
Beitrag von: ThorinIIoakenshield am 9. Okt 2015, 07:27
Yeahh I realised that as well:)in total I think the team won't use it but there is a few designs in there the team may use...not that their hoing to but,the best part of that design is the helmet,LOL
Titel: Re: Brief General Ideas
Beitrag von: ThorinIIoakenshield am 9. Okt 2015, 11:44
I well and truly believe that it ias time for the dwarves to get new armour...at least the gaurdians,the rest can stay the same,it dosn't have to be movie design but perhaps their own interpretation with movie insperation
Titel: Re: Brief General Ideas
Beitrag von: Walküre am 9. Okt 2015, 11:55
I well and truly believe that it ias time for the dwarves to get new armour...at least the gaurdians,the rest can stay the same,it dosn't have to be movie design but perhaps their own interpretation with movie insperation


If you look at the thread about a new possible film-based design for the Dwarves in the Dwarven Section, you will see that a lot has been said about possible proposals and compromises.

But, in the end, the final answer was very clear: the Edain Team has currently no interest in modifying all its 'graphical system' of the Dwarves, as it would involve a necessary general modification, and, most importantly, the majority of the people of MU has expressed its disaffection towards the Hobbit trilogy's design.
So, for now, there won't be any significant change about this matter  :)
Titel: Re: Brief General Ideas
Beitrag von: ThorinIIoakenshield am 9. Okt 2015, 12:51
Thanks for the info,I just like want to say that it doesn't have to be the movie design...I am over that:)but they can design their own armour based on the movie

Sothat it fits in with their king dain's armor http://media.moddb.com/cache/images/members/1/762/761504/thumb_620x2000/10904426_445940672224644_4123242065774834123_o.1.jpg and this is a perfect example lord dain posted...I simply love it and honestly think that this armor is the heavy armor the dwarves of iron hills deserve https://lh5.googleusercontent.com/-9HxOVomc8A4/VNHKdm5VeyI/AAAAAAAAQgE/JbIp0vAPaaQ/w951-h761-no/artAndDesign2.jpg
Titel: Re: Brief General Ideas
Beitrag von: Walküre am 9. Okt 2015, 15:05

It still would be based on the films, and all these elements (the connection between Dáin and his soldiers and others) have already been accurately 'analysed' in that debate, trust me  [ugly]
Titel: Re: Brief General Ideas
Beitrag von: ThorinIIoakenshield am 9. Okt 2015, 16:09
As much as I do trust you...I don't really want to!honestly I am trying to give hope to myself that the iron hills design will come...Don't get me wrong,I heer what you say,but ultimatly I am trying to keep the dream alive somehow
Titel: Re: Brief General Ideas
Beitrag von: ziqing am 10. Okt 2015, 03:20
Could you give Celeborn silver hair and grey robes? That would be more faithful to lore.
Titel: Re: Brief General Ideas
Beitrag von: Ealendril der Dunkle am 16. Okt 2015, 13:04
Hey guys,
finally we need a smart horn sound from armies of the iron hills. Do you remember any scene where we can find a suitable sound effect?
Titel: Re: Brief General Ideas
Beitrag von: CragLord am 16. Okt 2015, 13:33
For now I think there is no Iron Hills horn sound in movie or suitable one. Only dwarven horn sound in movie is Erebor's one.
Maybe in EE there will be scene with Iron Hills horn sound, maybe in that Ram scene. EE will be available in few days, so maybe then we could find something.
Titel: Re: Brief General Ideas
Beitrag von: Gandalf The Gray am 16. Okt 2015, 13:34
October 20th
Titel: Re: Brief General Ideas
Beitrag von: Adrigabbro am 16. Okt 2015, 18:45
Perhaps the dwarven war cries from BotFA could do it?
Titel: Re: Brief General Ideas
Beitrag von: Legolas Greenleaf am 16. Okt 2015, 19:30
The sound of the horn of Helms Deep maybe  :)
Titel: Re: Brief General Ideas
Beitrag von: Walküre am 16. Okt 2015, 20:08
Legolas Greenleaf, I must remind you that this is the ENGLISH Forum!

You have to post your ideas in German in the right German thread.
Titel: Re: Brief General Ideas
Beitrag von: Ealendril der Dunkle am 16. Okt 2015, 23:48
Yes, deleted the posts.

Well, then we have to wait for a suitable sound in the EE
Titel: Re: Brief General Ideas
Beitrag von: Doctor Who am 17. Okt 2015, 00:23
An iron hill horn is not the movie or i have overheard it.
But must be it a horn ?  what about a War Chant ?

Here is a short version (http://www.file-upload.net/download-10977699/warchant.mp3.html)
and here the long (http://www.file-upload.net/download-10977701/warchantfull.mp3.html)
Titel: Re: Brief General Ideas
Beitrag von: Ealendril der Dunkle am 17. Okt 2015, 00:29
Thumbs up!
Titel: Re: Brief General Ideas
Beitrag von: NetoD20 am 18. Okt 2015, 04:11
I just heard Thranduil yelling something sounding like "Letho!" for his army to fire arrows in a leaked EE scene, aybe that can be used too for the Mirkwood subfaction somehow.
Titel: Re: Brief General Ideas
Beitrag von: Master killer am 19. Okt 2015, 03:21
Hi i just want to make a suggestion

Wardens will be no part of lothlorien but you can add them back heres a idea
They will be in the citadel and they will unlocked by the galadrhim quarters
For the stats and role they will have the same as galadrhim
So basically they will be the same
And why not?
People could choose what unit they prefer and it will be fine




Titel: Re: Brief General Ideas
Beitrag von: helloa2134 am 19. Okt 2015, 03:24
That would just make the faction more complicated.  All units should have a specific function, otherwise they become unnecessary, superfluous clutter. 
Titel: Re: Brief General Ideas
Beitrag von: Ealendril der Dunkle am 19. Okt 2015, 10:22
Zitat
That would just make the faction more complicated.  All units should have a specific function, otherwise they become unnecessary, superfluous clutter.
 
+1
Titel: Re: Brief General Ideas
Beitrag von: Master killer am 19. Okt 2015, 13:03
That would just make the faction more complicated.  All units should have a specific function, otherwise they become unnecessary, superfluous clutter. 
Yep you have right it will just become like you said unnecessary
Titel: Re: Brief General Ideas
Beitrag von: NetoD20 am 19. Okt 2015, 23:22
Little idea here, I think I have already mentioned this in an Imladris thread, but this would be the appropriate place, since it's a very small change. What about giving two swords to Lindon Warriors from both Imladris and Arnor subfactions? They could switch between bow/2 swords, I think there currently aren't any two-sword units and this asthetic improvement would really go well with Lindon elves. It would differentiate these elves from others in the mod and it would also denote their great dexterity, needed to wield bows and for two weapon fighting (D&D reference lol). This could also be applied to their hero leader Círdan. My headcanon is that these warriors follow their leaders fighting style, a pretty good link between them.
Titel: Re: Brief General Ideas
Beitrag von: korner am 19. Okt 2015, 23:31
Little idea here, I think I have already mentioned this in an Imladris thread, but this would be the appropriate place, since it's a very small change. What about giving two swords to Lindon Warriors from both Imladris and Arnor subfactions? They could switch between bow/2 swords, I think there currently aren't any two-sword units and this asthetic improvement would really go well with Lindon elves. It would differentiate these elves from others in the mod and it would also denote their great dexterity, needed to wield bows and for two weapon fighting (D&D reference lol). This could also be applied to their hero leader Círdan. My headcanon is that these warriors follow their leaders fighting style, a pretty good link between them.
I could imagine that this would be a VERY big thing to implement, if not impossible at all.
They´d need totally new animations, as something like this does not exist in the game already.
Quite a big job for a rather cosmetic change, I´d guess.
But of course: I may be wrong about this.

Besides that: I actually don´t like 2-weapon fighting, it´s not really natural. Who fought in reality with 2 swords? Maybe knifes, but swords? I believe that´s rather fantasy (ok lord of the ring is fantasy too...). I prefer people fighting with sword + shield or 2-handed longsword.
Titel: Re: Brief General Ideas
Beitrag von: NetoD20 am 20. Okt 2015, 00:10

I said small because it would change little in the game, but I don't really know how hard it would be to implement it. I really don't know anything about modding, so I  ask please excuse me for such a proposal, if it is something impossible or hard, I didn't know. However if the Team or anyone else likes the idea, I have the impression I saw this in a discontinued old mod, wouldn't it be possible to search for a given animation in another mod/place and make it work in Edain (with the creator's permission, of course)? Again, I don't really know about modding, I may be abusing my ignorance on the subject.

P.S. hours after posting it, the obvious just occurred to me: Thranduil uses two-weapon fighting animation! So would it be possible to use his on the Lindon elves?
Titel: Re: Brief General Ideas
Beitrag von: korner am 21. Okt 2015, 13:43
P.S. hours after posting it, the obvious just occurred to me: Thranduil uses two-weapon fighting animation! So would it be possible to use his on the Lindon elves?

you are right. I didn´t hink of Thranduil.
Titel: Re: Brief General Ideas
Beitrag von: Ealendril der Dunkle am 21. Okt 2015, 17:05
it is very difficult and almost impossible to mix two different animation sets. Many sets do not match and causing errors. In this example i cant mix the animation set of Eowyn (the one Thranduil is using) an the normal ruelfwar_skl.
But i must say also that I do not want that here for these units. Elves are graceful and elegant, not so brutal.
Overall i have to reject these suggestion.
Titel: Re: Brief General Ideas
Beitrag von: NetoD20 am 21. Okt 2015, 17:32
Alright, thanks for answering @Ealendril ^__^
Titel: Re: Brief General Ideas
Beitrag von: Bardok321 am 6. Nov 2015, 11:12


Hello Edain team and community,

For the custom Heroes the evil side has a passive poison ability. I was wondering if ,in an update, the good team (Mainly Captain of the west) is going to get a passive fire attack, such as Flame of Arnor or Servant of secret fire something of that nature. Thank you for your hard work and I can't wait for the elves.
Titel: Re: Brief General Ideas
Beitrag von: korner am 6. Nov 2015, 11:19


Hello Edain team and community,

For the custom Heroes the evil side has a passive poison ability. I was wondering if ,in an update, the good team (Mainly Captain of the west) is going to get a passive fire attack, such as Flame of Arnor or Servant of secret fire something of that nature. Thank you for your hard work and I can't wait for the elves.

please no burning sword like in Conquest or other RPGs.

this game (and especially Edain Mod) aims to be a "realistic" display of middle earth. I don´t reckon anyone fighting with burning sword in LotR, Sillmarillion or the Hobbit.
Titel: Re: Brief General Ideas
Beitrag von: Gandalf The Gray am 6. Nov 2015, 11:26
realistic display of middle earthis that a joke
Titel: Re: Brief General Ideas
Beitrag von: korner am 6. Nov 2015, 11:27
realistic display of middle earthis that a joke

I don´t think so. What features in the mod/ the game are not fitting to middle earth as we know it from the books?

I didn´t say realistic from our world´s point of view!
Titel: Re: Brief General Ideas
Beitrag von: Gandalf The Gray am 6. Nov 2015, 11:51
the witch king had a burning sword
Titel: Re: Brief General Ideas
Beitrag von: Ealendril der Dunkle am 6. Nov 2015, 11:52
Yes, the witchking. But that doesnt mean, that every single unit in the game should get a burning sword.
Titel: Re: Brief General Ideas
Beitrag von: korner am 6. Nov 2015, 11:57
Furthermore: I don´t remember him having that buring sword in the books.

But anyways: even if he had one - he is something like a supernatural creature for whom other rules apply.
A normal men fighter shouldn´t get such power.
Or have you seen any Gondor/ Rohan soldier using burning sword, magic or other supernatural power?
The Dunedain have the "power" of a very long life, but that´s all.
Titel: Re: Brief General Ideas
Beitrag von: Ealendril der Dunkle am 6. Nov 2015, 12:01
Furthermore: I don´t remember him having that buring sword in the books.
Yes, i think that was an interpretation of PJ (only available in the extenden edition).
Titel: Re: Brief General Ideas
Beitrag von: Gandalf The Gray am 6. Nov 2015, 12:14
i guess you are right the witch king only should have the burning sword i will be more unique this way
Titel: Re: Brief General Ideas
Beitrag von: bookworm1138 am 6. Nov 2015, 20:15
Furthermore: I don´t remember him having that buring sword in the books.
Yes, i think that was an interpretation of PJ (only available in the extenden edition).

"And with that he lifted high his sword and flames ran down the blade." - LotR: Return of the King. Part I. Chapter IV: The Siege of Gondor

that wasn't an embellishment, that actually happened (in the book at least  :P )
Titel: Re: Brief General Ideas
Beitrag von: Gandalf The Gray am 6. Nov 2015, 21:42
yes it did thanks
Titel: Re: Brief General Ideas
Beitrag von: hoho96 am 8. Nov 2015, 09:03
Furthermore: I don´t remember him having that buring sword in the books.
Yes, i think that was an interpretation of PJ (only available in the extenden edition).

"And with that he lifted high his sword and flames ran down the blade." - LotR: Return of the King. Part I. Chapter IV: The Siege of Gondor

that wasn't an embellishment, that actually happened (in the book at least  :P )
I was going to point it out myself  xD
I mean, come on people! how dare you change my history  [ugly]
Titel: Re: Brief General Ideas
Beitrag von: Gandalf The Gray am 8. Nov 2015, 16:19
 xD :D
Titel: Re: Brief General Ideas
Beitrag von: Azog The Defiler am 20. Dez 2015, 09:16
Hello edain team (sorry posted this on the mod DB site, forgot my password to this site..:D)
But just an idea, or a wish..:D I  see you are implementing more and more material from the movie, and you are doing more fiction, which is rather satisfying for everyone:) For example the dwarven rams etc. they arent cannon but they are definitely awesome!

But here comes the wish, since MM faction hasnt been released yet, could the Dol Guldur orcs be transfered to Gundabad as battle orcs instead.
I have never really been a fan of the faction Mordor but i only play them because of the Dol Guldur orcs and its rather frutrating that you can only get them in late game or at all and they dont fit in the faction at all, the trolls of the faction belong with the minas morgul army and it doesnt fit to have both a minas morgul and a dol guldur army at the same time, timewise its wrong, just like Azog in the hobbit, timewise Easterlings attacked Erebor the same time as Saurons orcs attacked Minas tirith. But i will get to this later on.
And you cant have their correct leader or their epic battle trolls..:D the only non fiction about this transfer is their armor, the Gundabad orcs didnt have this good armor, but who knows if Bolg would have won the war maybe he would have expanded and started arming up his army and all the other factions have gotten their movie armor. Plus i dont think they mentioned armor that much in the lore so for all we know they could have wore armor as they went to war.

And in the movie they were actually Moria orcs, which makes a lot more sense, Azog was king of Moria and later on Bolg but they were actually from Gundabad.
I think this would add alot more to the gameplay. First the faction is kinda weak when its wild and undisciplined with only goblins and cave trolls, but then as the game moves on and you plunder you enemies with goblintown you get enough resources to build up Gundabad to get your heavy battle orcs and trolls to turn around the battle field
And im okay with Bolg being the leader, but i totally get why they put Azog as leader in the movie (better name, has a greater story, plus it added more character for the orc race to see the relationship between the father and son, but yes it didnt timewise make any sense..) But instead of having Azog as a hunter he could be a leader of Gundabad orcs, maybe named as the General of Gundabad or something, just to have him named as the defiler dont really make sense, since there was only one orc with that title and we all know who that was..:D

And for Mordor, Dol Guldur could still be a settlement, just a little different, in the books saurons armies in Dol Guldur consisted from time to time of easterlings, orcs, spiders and trolls, so there could maybe be a mix of these, but trolls you could get from your camp as it is now.
I think this wold add a lot, the evil men would get a bigger part of the faction, easterlings as a standard unit in Dol Guldur with different orcs and haradrim as an epic summon.
The Dol Guldur orcs are my favourite unit in the game by far, and mostly i cant even get the time to use them, and the Minas Morgul units are stronger plus call the horde only works on Minas Morgul which makes the Dol Guldur orcs less efficient.
Also i dont get the point of having 2 fortresses with the exact same use,
Dol Guldur could be a mid game fortress with easterlings spiders and orcs to support the battlefield as you build up your Minas Morgul army for your final assult. I think Mordor would get a better gameplay this way and Misty Moutains would get a lot more intresting and for those who really liked the evils of the hobbit this would bring a much better use of the Gundabad orcs.

This is all! sorry for the massive text but hope you consider this:) And sorry if it sounds like im complainging on the mod, im not, the mod is friggin epic, its just this little detail, most players like the good factions more so it doesnt really matter for them, but for me who loved the hobbit evil army, and probably for everyone else who loved the evil hobbit army, this would make them all very happy:D

Also, if they were transfered maybe add a little fur here and there to their armor and make them more pale, this way they would look more like orcs from Gundabad:)
Titel: Re: Brief General Ideas
Beitrag von: The_Necromancer0 am 23. Dez 2015, 22:55
I don't know what's planned in terms of the sorcerers of Angmar but I'd like to suggest that they get a basic attack with the same range as their spell but that doesn't no or little damage. The idea would that they wouldn't go through the enemy lines during full army attacks. E.g I do a full attack, the vanilla sorcerers would immediately go to the point of attack and get destroyed unless I micro them carefully. With a small attack they will attack the front line and stay at a safe distance without doing any damage apart from their spells.
Titel: Re: Brief General Ideas
Beitrag von: Adrigabbro am 23. Dez 2015, 23:59
I have basically the opposite issue. Such units (for instance Lothlorien singers) stop when you order them to attack the enemy and therefore do not move along your full army when you make a move. It would be great if they could follow your army and stop at safe distance, although I'm not sure it is possible.


Anyway, I have a different concern, though similar in a way. Most of the abilities in the game have a "casting time", forcing the hero to stop and removing his previous orders. It is not the case for some spells that grant movement speed (Lorien borderguards' patrol, Merry's third ability). My suggestion is to standardize it and make so that every spell that is supposed to give movement speed does NOT make your hero stop.
Here is a short list: (not exhaustive)
- Ugluk's march
- Lord Dain's (Iron Hills) first ability
- Bilbo's "I'm goig on an adventure"
Currently, the aforementioned heroes stop upon activating the ability. I don't know how you guys feel about it, but I do find it frustrating.
Titel: Re: Brief General Ideas
Beitrag von: Elendils Cousin 3. Grades am 24. Dez 2015, 00:15
There are technical reasons for the stopping while casting an ability as far as I know. If I remember correctly this was brought up internally at some point, too, and a teammember said that unfortunately it's not possible.
Titel: Re: Brief General Ideas
Beitrag von: Ealendril der Dunkle am 24. Dez 2015, 00:35
There are technical reasons for the stopping while casting an ability as far as I know. If I remember correctly this was brought up internally at some point, too, and a teammember said that unfortunately it's not possible.
Right.
Titel: Re: Brief General Ideas
Beitrag von: Adrigabbro am 24. Dez 2015, 10:53
Ok pity. :(  thank you for answering.
Titel: Re: Brief General Ideas
Beitrag von: Walküre am 17. Jan 2016, 21:01
It is a secondary modification, it can be add to a submod for example


If you want to talk about Submods or other similar matters, you can open a thread in the Off-Topic section, since this thread and the relative board deal with actual suggestions or feedback about the Edain Mod  :)
Titel: Re: Brief General Ideas
Beitrag von: FedeH am 2. Apr 2016, 06:58
Hello everybody i'm RuudDevil (JK, but i'm a huge fan of his videos BTW) I have a small suggestion, is it possible to modify the distance of the camera? as it is right now i feel it too zoomed in, example to compare:


BUT, in certain maps, the camera is a bit further away, i think for example that the distance on Brandywine is just perfect, you still see everything in detail but also get a cleaner view of the map


i know (or at least suspect) that due to competitive reasons a free zoom in/out is not an option, but when i play in my 48" TV, everything feel huge and big battles are a bit of a problem to control properly.

What do you think?
Titel: Re: Brief General Ideas
Beitrag von: Sefie1999AD am 9. Apr 2016, 02:16
I'd like to propose that Heavy Armor gives higher resistance to unupgraded structural damage. Turtling becomes somewhat too easy when arrow towers tear down your fully upgraded forces like nothing. It's fine if arrow towers with Fire/Ice/Silverthorn/Steel Bolt Arrows breach through Heavy Armor, but I don't think units with Heavy Armor should be that vulnerable to basic defences.
Titel: Re: Brief General Ideas
Beitrag von: Draco100000 am 9. Apr 2016, 12:43
I'd like to propose that Heavy Armor gives higher resistance to unupgraded structural damage. Turtling becomes somewhat too easy when arrow towers tear down your fully upgraded forces like nothing. It's fine if arrow towers with Fire/Ice/Silverthorn/Steel Bolt Arrows breach through Heavy Armor, but I don't think units with Heavy Armor should be that vulnerable to basic defences.

In that case defernse would become really hard for the defender player. I think if you dont get siege ytou shouldnt be able to take a base. With the current dmg of the towers you cannot get in a base with an armie without siege, at least if you dont want to get lot of casualties. Speciallyt faction that cannot upgrade defenses such as rohan/angmar would be in clear disadvantage.
Titel: Re: Brief General Ideas
Beitrag von: Leri_weill am 10. Apr 2016, 22:20
Could the name of the maps indicate whether it's a camp or a castle (I don't remember if it's the dedicated name for big outposts huhu) ? Like for example : [C] Map name .
Because sometimes it's obvious that it will be a small camp (on 8-player maps for example) but sometimes it isn't!

Cheers,
Leri_weill
Titel: Re: Brief General Ideas
Beitrag von: Gnomi am 11. Apr 2016, 19:54
We will integrate it in the description.
Titel: Re: Brief General Ideas
Beitrag von: lordglorfindel am 17. Apr 2016, 13:57
Hello guys. If You could find more atmospheric rhytms it would be such better.I'll show  you some musics if you want.Thank you for your great pains.
Titel: Re: Brief General Ideas
Beitrag von: Walküre am 17. Apr 2016, 14:08
Hello guys. If You could find more atmospheric rhytms it would be such better.I'll show  you some musics if you want.Thank you for your great pains.

I will post the same answer that I gave you on ModDB  :)

Zitat
As you were answered, the thematic themes of both the trilogies are already in the game, differentiated for each faction, and it's well enough, in my opinion.

In addition to that, if you talk about additional ambient and atmosphere sounds for the Mod, new tracks from the Edain Mod's official soundtrack (https://soundcloud.com/forhirmusic) have been recently added. They are made by the brilliant Forhir, a member of the Community.
Titel: Re: Brief General Ideas
Beitrag von: lordglorfindel am 17. Apr 2016, 23:22
Haha I have seen it.Thank you for your reply.I hope Forhir get what he deserve.Good luck to him
Titel: Re: Brief General Ideas
Beitrag von: CommanderJohn am 20. Apr 2016, 06:00
I don't know what play dynamics the Misty Mountains will have, I was thinking in something lore-wise, for example: Goblins always will worship/praise Goblins Chieftains... without them they are lost. maybe without them they have little health and damage but when you buy a Goblin War-chief and add them to certain small army of goblins they get bonuses (with 'this' one poison damage, with 'that one' heavy armor). And if the goblin war-chief dies then the goblins lose the bonus and they can enter en beserker mode or panic mode and be unpredictable. Maybe the trick to defeat the goblins it's to try and kill their War-chief, they even can have some kind of bodyguards that will give their life for their leader. I would love to know what would happen if you have 2 leaders at the same time... would they enter in conflict even being in the same faction? have some kind of crazy bonuses because of that? or they will collaborate and fight for the greater good?
What do you think? :) what would you like to see in the Misty Mountains?
Titel: Re: Brief General Ideas
Beitrag von: Leri_weill am 20. Apr 2016, 09:05

Your idea seems a bit confuse to me but yet very interesting. You should think a bit more deeply about it because there is definitively somethink that could be done :D
Titel: Re: Brief General Ideas
Beitrag von: Walküre am 20. Apr 2016, 13:31

First of all, the Misty Mountains are still in the developing phase. Thus, I think it is quite premature talking about the faction's mechanics, unless we have very clear information about it. I can't really recall, though, that anything similar to what you proposed was in the official news (that are quite old, by the way). I have the feeling that the Misty Mountains will still be subjected to changes, as it happened with the other factions  :)

On the matter, your suggestion seems to be a bit complicated and confusing, at times. If you gave us more details about it, we could maybe try to understand better the core of the idea and maybe develop it in a decent way.

P.S. If you desire to ask questions to the Community and collecting other people's opinions, it's definitely better if you use the Discussion and Feedback Section; the proper space for that purpose.
Titel: Re: Brief General Ideas
Beitrag von: Leri_weill am 21. Apr 2016, 20:33
Before I create a new thread, is it possible that units do random damage ? For example to make that a Gondorian Archer deals randomly between 95 and 105 damage instead of 100 ?
Titel: Re: Brief General Ideas
Beitrag von: Ealendril der Dunkle am 22. Apr 2016, 10:46
No and i dont understand the sense of such a system. It would be terrible to balance.
Titel: Re: Brief General Ideas
Beitrag von: Leri_weill am 23. Apr 2016, 13:29
No and i dont understand the sense of such a system. It would be terrible to balance.

A lot of RPGs use this system; it could have reflected the fact that a soldier sometimes misses his hit (or shot) and for example hits the shield of his enemy or contrariwise reaches the throat of his foe and deals deadly damage. I find it boring to now that this unit/hero will die in exactly three hits if I attack him with a particular hero or other unit.
But nevermind, if it's not possible there's no point talking about that anymore  xD
Titel: Re: Brief General Ideas
Beitrag von: Slawek56703 am 3. Mai 2016, 18:38
Please delete bonus to damage from freaking walls its to op example theoden damage default 350 on wall 420 and don't even mention archers i understand range eventually vision range too but damage boost is to op .Second brief suggestion make heroes loose thier level after dead if possible or make that they need more exp to get to next lvl
Titel: Re: Brief General Ideas
Beitrag von: Walküre am 3. Mai 2016, 18:48
Second brief suggestion make heroes loose thier level after dead if possible or make that they need more exp to get to next lvl

This would be a total nightmare for balance, gameplay and game's enjoyability. Some heroes are already quite hard to level up and most of their powers are inevitably deeply intertwined with each faction's strategy (just think about Sauron's Influence or Galadriel's Power of the Seer).

Not to mention that this aspect (heroes maintaining their level) has always been a pillar of the BFME serie since the first game.
Titel: Re: Brief General Ideas
Beitrag von: The_Necromancer0 am 6. Mai 2016, 19:46
Could it be possible to add a rebuild button on the camp walls? It's just so frustrating to not be able to rebuild them
Titel: Re: Brief General Ideas
Beitrag von: Odysseus am 6. Mai 2016, 21:04
Zitat
Could it be possible to add a rebuild button on the camp walls? It's just so frustrating to not be able to rebuild them
+1

I don't see why Walls should be the only things that can be rebuilt among the passive defenses. It might not seem like much, but it can mean a pretty big deal, since it makes it harder for your opponent to surround buildings.
Titel: Re: Brief General Ideas
Beitrag von: Makill am 12. Mai 2016, 15:16
Maybe adding Arnor that, similliar to Dwarves, can be divided to different factions (Arthedain, Cardolan and Rhudaur).
Ringhero - Isildur



And Angband with its ringhero Morgoth(Melkor) that can be summoned similliar to Durin by placing One ring to an altar or statue.
Heroes like Gothmog (lord of balrogs), Ungoliant (maybe like Shelob- timed ability), Draugluin (first werefwolf), and more

Andband abilities: Summons - Ungoliant (maybe), Ancalagon (black dragon)or Glaurung (the father of dragons), balrogs (3 for 20 sec)

Other abilites like stunning enemies for 30 sec, Burn area, Darkness,

I hope it will be at least some inspiration to you. Edain mod is great so far. (**) :D :D
Titel: Re: Brief General Ideas
Beitrag von: Walküre am 12. Mai 2016, 15:33
There were many similar proposals in the past concerning these matters, but they were always rejected with very understandable, well-thought and technical reasons  :)

In brief words: If the subfaction system of the Dwarves were applied to Gondor, that would inevitably cause (as a technical implication) both Gondor and Arnor to have the same spellbook. Moreover, neither Angband nor Valinor or other elements from the First Age will ever be part of the game, because the Mod is set in the Third Age (mainly in the War of the Ring) and characters like the Valar or the Maiar would be extremely powerful and overpowered, resulting in a total disruption of the gameplay.

There are a few elements and references to the First Age in the game, but they are implemented in proper and wise ways.
Titel: Re: Brief General Ideas
Beitrag von: Makill am 12. Mai 2016, 18:58
Consider it at least as Submod. it would be great to play as factions of the First age (Mainly in The war of the Jewels). The dead mod Tol Eressa (http://www.moddb.com/mods/tol-eressa) contained perfect and beautiful maps of the places of the first age like Nargothrond.
I would be great to see it at least as submod after the main mod is done.

Titel: Re: Brief General Ideas
Beitrag von: Walküre am 12. Mai 2016, 19:21
Oh, I just looked at some pictures. Nargothrond is really lovely and majestic. It looked very promising indeed.

A Submod? Well, if someone managed to get the approval of the Edain Team and had the proper skills, it would be great to see what could be made with material from the First Age. To be honest, though, I sincerely doubt that something of this kind has so high chances to develop in a really consistent project (here or on ModDB). Nevertheless, only time will tell.
Titel: Re: Brief General Ideas
Beitrag von: Makill am 12. Mai 2016, 19:54
Indeed.

After the Edain mod is done, Edain Team could take it as a secondary project.
And like War of the Ring mode, create its own standalone mode The War of The Jewels that would take place in Beleriand.

It will take a lot of time, but i think it would be worth it.
Titel: Re: Brief General Ideas
Beitrag von: Gnomi am 12. Mai 2016, 19:57
I don't think that edain will be done in the near future. ;) We're working on edain for 10 years now and I think we will  be able to work at least 10 more.

Submods are not made by the team, but by other persons. We don't have anything against a first age submod, but there has to be someone who does it and it won't be us. :P
Titel: Re: Brief General Ideas
Beitrag von: Makill am 12. Mai 2016, 20:22
well  :P you made me sad :o but also happy, knowing that a lots of new stuff is going to be added in 10 years  xD

At least i got the attention of someone from the Edain Team  :D

How many persons are actually actively working on the mod?
Titel: Re: Brief General Ideas
Beitrag von: Walküre am 13. Mai 2016, 14:10
How many persons are actually actively working on the mod?

You can find the information you need in the Edain Readme (https://modding-union.com/index.php/topic,30443.msg384732.html#msg384732), where there is a detailed list of all the past and present members of the Edain Team and of the Internal Staff (such as Beta Testers and Moderators).
Titel: Re: Brief General Ideas
Beitrag von: YeshuaEnthusiast am 29. Mai 2016, 18:05
Hey Edain Team,

Will/can there be the option to have the Golden Arrow upgrade for the Imladris Castle towers? Being a little more of a defensive faction it would really be helpful even if it was at an expensive price in the game...

Thanks and Blessings,

YeshuaEnthusiast
Titel: Re: Brief General Ideas
Beitrag von: Walküre am 29. Mai 2016, 18:15
Will/can there be the option to have the Golden Arrow upgrade for the Imladris Castle towers? Being a little more of a defensive faction it would really be helpful even if it was at an expensive price in the game...

I think this proposal/question had better be merged with the Brief Suggestions thread, in form of, as that thread's title indicates, a brief suggestion.

MERGED
Titel: Re: Brief General Ideas
Beitrag von: lordoflinks am 16. Jul 2016, 07:42
Arnor Visual Suggestions:
I had two suggestions for Arnor:
1. Can the White Tree symbol on their barracks be changes to their building plot symbol, and can the Gondor shield be replaced with a Arnor shield?
3. The Gatehouse on castle maps has Gondor banners and wooden plates with the White Tree on the interior, can these be changed to the banners seen on the rest of the castle, the Arnor ones.
Titel: Re: Brief General Ideas
Beitrag von: FedeH am 26. Jul 2016, 01:01
Hello, i have a few short suggestions:

-Please make pressing Q do not select the ponies.
-Allow the door from the castles to be selected via drag+drop like normal units, when you're in a rush in an angmar castle with the 10PP power, that roof over the door makes the task quite problematic (and the same problem applies to imladris as i've seen in the ruudevil videos). I know i can make a group for the door alone, but i'd like to be able to avoid having to do that. it could be only selectable when you don't have another unit in the drag+drop area, like the way it works with buildings.
-I'd like to have rally points for both the Entmoot and the Rohirrim camp, it'd be really convenient.
-Bringing back the exit all option of the mineshafts? Or, if not possible, making it work like in the vanilla version, each batallion individually, not concerning if another batallion is entering the mine (nowadays you can't exit the mineshaft until every last soldier is inside, thus losing some momentum in fast movement a lot of batallions in the middle of a battle or a sneaky rush attack using the mineshaft power).

EDIT: i'd like to add lowering the siege speed, both ranged and rams (about 10-15%), right now they're too mobile, against brutal AI it's quite a challenge to kill ballistas with infantry.
Thanks!
Titel: Re: Brief General Ideas
Beitrag von: Slawek56703 am 3. Aug 2016, 14:11
CAH Olog Hai Class should have diffrent damage type and effect they are trolls ;) something like bash like other trolls the look of thier attack looks bad compared to how big they are and of course they cant trample when they should even with minimal damage
Titel: Re: Brief General Ideas
Beitrag von: Canmancan215 am 4. Aug 2016, 19:36
Hey guys, first off I just want to say when I saw your Mod I was hyped you guys have made new in depth factions with awesome models and so much more! I love everything you guys are doing and continue to do!

Now to my point, I think that many of us are excited for the future of this mod, with a new faction and updates on the way! I think I speak for a lot of us when I say we are curious about the future of this mod, after the Misty Mountains, what next? I'm very curious about how far you plan to go with this mod. (Hopefully endless ;) )

Anyway, I know you touched on this before but I think a lot of us would like to see an evil men faction. Yeah you know where I'm doing with this.  :D Here is my suggestion, do a faction called Men of the East or Evil Men. Set it up as the Dwarves, one faction where you can choose Rhun, Harad, or Dunland. I know this would be a lot of work because architecturally and style wise they are very different looking factions but wow would they be amazing to see and use on the field in great numbers!

Anyway I really hope you guys give a Men of the East faction another look and discuss it a little more. I love the mod and keep up the great work can't wait to see what you guys got planned.
Titel: Re: Brief General Ideas
Beitrag von: Walküre am 4. Aug 2016, 21:21
Welcome to Modding Union, Canmancan215! Yes, the future of the Edain Mod after the Misty Mountains has already been discussed here and on ModDB too various times. This matter is, though, something that the Edain Team has never made an official statement about.

Therefore, every topic concerning the Evil Men faction proposal or similar suggestions remains pure fan-made speculation for now (though accurate and detailed it may be). The English Moderators have always opted to close such threads, but I recently decided to establish a proper space (https://modding-union.com/index.php/topic,32416.msg424817.html#msg424817) in the Off-Topic section, where you can freely express your ideas and even vote for a poll.

When the appropriate time comes, I will make sure to restore the thread as an ordinary Edain-related topic.
Titel: Re: Brief General Ideas
Beitrag von: Slawek56703 am 6. Aug 2016, 07:10
I had little idea to make Citadels useful : Citadels give 50 resources but little slower and have auto defence system shooting arrow at enemy in the range of the castle it will help early game and little fix AI problem when they cant buy expansions on the castle and so on on camps and posts (have 3 settlement options) they just better protect area of thier buildings :)
Titel: Re: Brief General Ideas
Beitrag von: Odysseus am 6. Aug 2016, 17:45
This might be something worth looking into for the future as an alternative, I personally find it quite interesting, however, currently, there is an internal division. One side claims bases and their defenses go down too quickly while the other side  claims bases are too strong and easy to defend, towers in particular for their cost.

Nevertheless, I highly doubt this will happen, because you can already build a tower early game and make the base completely unassailable by the AI. Or not to forget, the smaller sentry towers on camp maps. I think ET really wants you to invest in your defenses, while not demoting early aggression. It's quite a volatile mix haha.

I am not sure about the 50+ resources, in the long term, this has huge implications and it becomes a question of math. I am sure that a dev could better look at this suggestion.
Titel: Re: Brief General Ideas
Beitrag von: Leri_weill am 24. Aug 2016, 01:40
I got an idea, but even I am unsure if it is good or not : Could you do two versions of every map, one with Arnor enabled and the other with Arnor disabled ? Some people might want to play Arnor on the "usual" maps and some other might want to play Gondor on the Arnor-specific maps!

Now I know that it would double the number of maps and that it could be annoying when you look for some map to play on. Plus that would mean some boring work for the team (and AI behaviors for every map to creat ?). And last Arnor is supposed to be a "bonus" faction only playable on 2nd Age-themed maps. But you did put so much love into this faction, I feel that it's wasted by the map restriction. Maybe some more people would try Arnor if it was more "accessible" ? We'd really have the feeling to get one more playable faction!

What do you think about this ?
Titel: Re: Brief General Ideas
Beitrag von: FG15 am 24. Aug 2016, 07:01
We won't do this. Arnor will stay a map feature on a bounded number of maps. But it is possible to increase the number of maps slightly.
Titel: Re: Brief General Ideas
Beitrag von: Kubijas am 29. Aug 2016, 15:40
i had an idea if it would be possible to add :
Good side Heroes
----------------------------------------------
hobbits
Ents

Army
----------------------------------------------
Mordor : Men of the East
                Orcs of the Mordor

Titel: Re: Brief General Ideas
Beitrag von: Walküre am 29. Aug 2016, 15:48
i had an idea if it would be possible to add :
Good side Heroes
----------------------------------------------
hobbits
Ents

Army
----------------------------------------------
Mordor : Men of the East
                Orcs of the Mordor

All these elements are already present in the game. By the way, I merged your 'suggestions' with this thread, as they weren't objectively acceptable as an own thread.

You have already been recommended to act in conformity with the basic suggestion guidelines and improve your presentation. It really seems you did not do that at all.
Titel: Re: Brief General Ideas
Beitrag von: lordoflinks am 28. Sep 2016, 03:21
I do think it would be nice to allow Imladris access to their stronghold is some way (Spell?), the Dunedain camp is integral to the fraction as ii represents Arnor during the War of the Ring.
Titel: Re: Brief General Ideas
Beitrag von: Walküre am 28. Sep 2016, 11:20
What about switching the special outposts of Arnor and Imladris (giving the stronghold of Imladris to Imladris and the Dunedain outpost to Arnor)?

I don't agree with you for a few reasons. What's the point of giving Imladris an outpost based on Imladris itself? Most of the outposts in the game grant exactly to each faction a unique subfaction, naturally different yet related to the main motives of its corresponding faction on the basis of lore and conceptual connections. Via this clever system, the Edain Mod can thus smartly implement a wide variety of elements and ensure a proper level of gameplay differentiation. Imladris disposing of its former fortress of BFME2 would contrast to the previously-mentioned premises.

Furthermore, speaking about the lore, the Dúnedain as we know them in LOTR are the Rangers of the North (the remnants of the fallen kingdom of Arnor), allied with Rivendell and appointed to watch over the Shire and Eriador. The very heroes present in the game belong to the LOTR timeline, if I'm not wrong. Implementing all of this in Arnor would be a clear lore-contradiction, as well as being an unnecessary deprivation for Imladris of its unique subfaction.
Titel: Re: Brief General Ideas
Beitrag von: The_Necromancer0 am 28. Sep 2016, 13:46
What about switching the special outposts of Arnor and Imladris (giving the stronghold of Imladris to Imladris and the Dunedain outpost to Arnor)?

I don't agree with you for a few reasons. What's the point of giving Imladris an outpost based on Imladris itself? Most of the outposts in the game grant exactly to each faction a unique subfaction, naturally different yet related to the main motives of its corresponding faction on the basis of lore and conceptual connections. Via this clever system, the Edain Mod can thus smartly implement a wide variety of elements and ensure a proper level of gameplay differentiation. Imladris disposing of its former fortress of BFME2 would contrast to the previously-mentioned premises.

Furthermore, speaking about the lore, the Dúnedain as we know them in LOTR are the Rangers of the North (the remnants of the fallen kingdom of Arnor), allied with Rivendell and appointed to watch over the Shire and Eriador. The very heroes present in the game belong to the LOTR timeline, if I'm not wrong. Implementing all of this in Arnor would be a clear lore-contradiction, as well as being an unnecessary deprivation for Imladris of its unique subfaction.
This.
Titel: Re: Brief General Ideas
Beitrag von: DrHouse93 am 28. Sep 2016, 17:12
I disagree with your proposal. From a lore-wise point of view, Arnor represents the main Realm of the Eriador when the Witch-king rallied its forces in the North, with Imladris being one of Arnor's powerful allies. There were also few Dunedain Rangers at that time, and they were mainly guarding the Barrows of Cardolan.

On the other hand, the Dunedain as implemented with Imladris represent anything left about Arnor: a variagated and vast supplementary force of the safe refuge of Imladris, however not too strong or expanded to reclaim the whole Eriador (this is represented at its best with the Dunedain Outpost)

Furthermore, from a gameplay-wise point of view, the Dunedain Outpost provides several advantages where Imladris is lacking, which are: larger but cheaper batallions, economy and military boost, and a decent early-mid game (I don't know other players, but most games I play with Imladris I make great usage of the Dunedain Outpost in the early-mid game).

The Imladris Fortress in Arnor, on the other hand, provides the faction (which, like its southern counterpart, already has a decent early-mid game) with powerful elite units to complement its late game (these being Glorfindel and his Riders, Cirdan and the Lindon Guardians, and various upgrades) in a similar way the Border Stronghold of Dol Amroth does for Gondor, while it would be too disadvantageous to give such building to Imladris (which already has a strong late game)
Titel: Re: Brief General Ideas
Beitrag von: Julio229 am 28. Sep 2016, 22:50
In my opinion, I don't like this change. Imladris' Stronghold reflects the fact that the Elves helped the remnants of Arnor to finish Angmar off, Glorfindel was a key part on defeating the Witch King, and both this outpost and the Earnur summon reflect the aid that Arnor got in their final days. Furthermore, the Dúnedain Rangers were never a lot, in the Arnor timeline they should be few as they only were part of the Cardolan barrowguards and the Aranarth rangers, I don't think an outpost for them in Arnor is fitting.

In Imladris, just making the already underpowered Glorfindel even harder to recruit would harm the faction, and I think the Dunedain outpost fits because, even if they are not a lot, Dunedain Rangers are on the side of Imladris, and Eriador as a whole. Imladris' external plots represent the different people of Eriador, the Hobbit Farm representing the Shire, the Lindon Watchtower (that fits both in Arnor and Imladris) represents Lindon (of course), and the Dúnedain Outpost reflects the fact that Imladris and them are allies, unlike in Arnor, where the Rangers are just a small part of the faction. The rangers have a bigger purpose in Imladris, both gameplay-wise and lore-wise, as the protectors of Eriador and the way for Imladris to produce cheaper units.

So, in my opinion, this change would harm both factions, losing Glorfindel and his Riders in Arnor, which are useful in gameplay and fitting in lore, and making Glorfindel be worse in Imladris by making him only recruitable in an Outpost. Also, I think the way it is right now includes more elements from the lore, with Glorfindel helping the Men of the North and the Dúnedain being allies with Imladris, but not just a part of their army (which I believe the settlement would make them feel like, like the Ithilien Rangers.)

EDIT: What I think could be made to give Arnor some more variety is making their Rangers able to change weapons between sword and bow, if they receive Aranarth's upgrade. That way they'd get other elite unit without changing a lot.
Titel: Re: Brief General Ideas
Beitrag von: DrHouse93 am 29. Sep 2016, 02:15
I've explained bad the advantages the Dunedain Outpost gives to Imladris, my mistake. I'll analyze them more specifically, then:

1. Different types of units (but of course, that can be achieved also in a settlement building)
2. The Storage Tent gives +540 command points
3. The Medic Tent heals your allies and grants leadership
4. The Watchtower grants good defenses (you have at least 8 Dunedain firing arrows and 4 patroling the outpost)
5. And also the Troops Tent allows the recruitment of the Dunedain, Halbarad and a Siege Machine
(These are the military boost I was talking about^^)

Furthermore, each expansion grants you +10 resources regularly. This means that Imladris can have access (in a reasonable short amount of time) a powerful option, and cheaper than the regular outpost, for its expansion plot, which simultaneously grants to the faction troops, leadership, healing, command points, defenses, siege engines and resources (while on a regular outpost you would need 5 different buildings to have them all, and I think the Imladris Fortress or a Dunedain Camp wouldn't represent at its best the huge usefulness of the Dunedain Outpost nor its deep connection with the Noldors)^^

In Imladris, just making the already underpowered Glorfindel even harder to recruit would harm the faction, and I think the Dunedain outpost fits because, even if they are not a lot, Dunedain Rangers are on the side of Imladris, and Eriador as a whole. Imladris' external plots represent the different people of Eriador, the Hobbit Farm representing the Shire, the Lindon Watchtower (that fits both in Arnor and Imladris) represents Lindon (of course), and the Dúnedain Outpost reflects the fact that Imladris and them are allies, unlike in Arnor, where the Rangers are just a small part of the faction. The rangers have a bigger purpose in Imladris, both gameplay-wise and lore-wise, as the protectors of Eriador and the way for Imladris to produce cheaper units.

So, in my opinion, this change would harm both factions, losing Glorfindel and his Riders in Arnor, which are useful in gameplay and fitting in lore, and making Glorfindel be worse in Imladris by making him only recruitable in an Outpost. Also, I think the way it is right now includes more elements from the lore, with Glorfindel helping the Men of the North and the Dúnedain being allies with Imladris, but not just a part of their army (which I believe the settlement would make them feel like, like the Ithilien Rangers.)

EDIT: What I think could be made to give Arnor some more variety is making their Rangers able to change weapons between sword and bow, if they receive Aranarth's upgrade. That way they'd get other elite unit without changing a lot.

I agree with this^^
Titel: Re: Brief General Ideas
Beitrag von: Walküre am 29. Sep 2016, 06:21
Finally, just a small observation: Imladris will have 3 heroes that are build out of the fortress: Cirdan, Halbarad and, now, Glorfindel. This makes a lot of sense to me, as the ET wanted Imladris' strenght to be resided on it's heroes as well, and it will become even harder to have all/most of the heroes in the matches.

The fact that heroes are the focus of the faction's strength doesn't automatically infer the conclusion you came up with. There is a strong argument against that: both Círdan and Halbarad belong to other subfactions different from the main core of the faction, while Glorfindel resides exactly in Rivendell as the champion and one of the guardians of that sacred valley (I personally see him as one of the 'military chiefs', in charge of patrolling and reconnaissance). Why should he be placed outside the main fortress in the first place? It would just be like having Celeborn or Gandalf available not in the main stronghold but in secondary outposts.

In my opinion, I don't like this change. Imladris' Stronghold reflects the fact that the Elves helped the remnants of Arnor to finish Angmar off, Glorfindel was a key part on defeating the Witch King, and both this outpost and the Earnur summon reflect the aid that Arnor got in their final days.

In Imladris, just making the already underpowered Glorfindel even harder to recruit would harm the faction, and I think the Dunedain outpost fits because, even if they are not a lot, Dunedain Rangers are on the side of Imladris, and Eriador as a whole. Imladris' external plots represent the different people of Eriador, the Hobbit Farm representing the Shire, the Lindon Watchtower (that fits both in Arnor and Imladris) represents Lindon (of course), and the Dúnedain Outpost reflects the fact that Imladris and them are allies, unlike in Arnor, where the Rangers are just a small part of the faction. The rangers have a bigger purpose in Imladris, both gameplay-wise and lore-wise, as the protectors of Eriador and the way for Imladris to produce cheaper units.

I completely agree with Julio. These are the fundamental motives underlying the current mechanics. Rivendell's stronghold in Arnor symbolises the canonical alliance between the Eldar and the descendants of the Númenóreans, following the footsteps of the ancient friendship between the Edain and the Elves of Beleriand, and obviously reminding also of the pivotal deeds of the Last Alliance in the Second Age. This is a too iconic of a connection to be done without in favour of focusing further on the Dúnedain (in an already Dúnedain-dominated faction).

As for Imladris, the settlements and the outpost do represent the multicoloured variety of the inhabitants of Eriador and their common struggle in containing the Evil from those lands, alongside showing in a very subtle way that Imladris doesn't seek to expand itself beyond its sacred borders (in line with its blessed characterisation as a secluded sanctuary that mirrors the splendour of the West in the mortal Middle-earth). I thus still don't understand the need of replacing the current unique subfaction with the former fortress of Imladris from BFME2, when the heart of all is already Imladris itself and you may already dispose of an Elven outpost. I'm not saying that your reasoning concerning balance doesn't have a logic, dgsgomes, but those aspects should be generally justified by conceptual arguments in the first place, and I think your proposal exactly lacks consistency in regards of the points related to differentiation and uniqueness I addressed above.
Titel: Re: Brief General Ideas
Beitrag von: Slawek56703 am 29. Sep 2016, 11:05
Hey Edain Team is there a way to give Siege units some guard around them that will protect them from enemies some melee guys around like 4 or 5 guys and maybe some archers in the back ?

In outpost :Imlaris Stronghold good but Glrofindel and his Raiders are already in Imladris so
change would be welcome .
I think we should look more into Epilouge we had there we had Noldor Warriors Imladris in Edain mod had Veterans of last Alliance they should be move to Imladris Stronghold without hero . Imladris Stronghold would cost 1000 becouse there is smaller wariety of units (only one unit).
Titel: Re: Brief General Ideas
Beitrag von: Ealendril der Dunkle am 29. Sep 2016, 16:11
Zitat
Hey Edain Team is there a way to give Siege units some guard around them that will protect them from enemies some melee guys around like 4 or 5 guys and maybe some archers in the back ?
No, sadly that's not possible.

Zitat
In outpost :Imlaris Stronghold good but Glrofindel and his Raiders are already in Imladris so
change would be welcome .
I think we should look more into Epilouge we had there we had Noldor Warriors Imladris in Edain mod had Veterans of last Alliance they should be move to Imladris Stronghold without hero . Imladris Stronghold would cost 1000 becouse there is smaller wariety of units (only one unit).
I don't agree with that. Arnor is a map feature of Gondor, so it has to own the same playstyle with the same unit constellation. Gondor has the Dol Amroth Stronghold on the outpost with Imrahil (mount hero) and his riders. Arnor has as equivalent an Imladris Stringhold  with Glorfindel (mount hero) and his Windriders.
I don't think we will change that.

Aranarth is the one who founded the "Dunedain" after the fall of his fathers kingdom. Our Arnor is set on the timeline shortly before the fall of Arnor, so it wouldn't make sense to give the Dunedain a more important role.
Of course, we have given Aranarth the possibility to follow the path of the Dunedain - but this is only a small feature to make this hero more interesting and unique.^^
Titel: Re: Brief General Ideas
Beitrag von: zohall am 1. Nov 2016, 21:58
Hi what is your idea if adding Arnor group in this patch? ( elendil & ,...)
Titel: Re: Brief General Ideas
Beitrag von: Walküre am 2. Nov 2016, 12:36
What do you exactly mean? Arnor, as an independent faction, is already available in the game. You just have to play as Gondor in selected maps, which are in fact indicated as Arnor-related maps.
Titel: Re: Brief General Ideas
Beitrag von: DrHouse93 am 2. Nov 2016, 14:46
I think he meant a complete standalone faction, just like the other ones.

Anyway - first of all, welcome to Modding Union^^ - the team won't implement Arnor as a standalone faction for two main reasons:

1. Its gameplay would be far too similar to Gondor, therefore there wouldn't be much uniqueness and differentiation

2. Apart for the already planned 9 factions (one is yet to be released), the ET has room left for two other factions, only (due to engine limitations), so they won't waste a faction slot for a faction who's nearly identical to an already existant one

But, as DieWalkure correctly said, you can play with Arnor in their appropriate maps when you pick Gondor^^
Titel: Re: Brief General Ideas
Beitrag von: Walküre am 2. Nov 2016, 15:24
I think he meant a complete standalone faction, just like the other ones.

It may be. Though the very comment is really too generic to give a clear interpretation of what he actually wanted to ask. Not that thorough analyses or speculations don't give me joy either way  xD

I will move this thread to the brief ideas topic, given that there are not the right premises for it to remain as an own thread in this board. The author will thus have all the time to answer and provide further insights, without me or other Moderators being forced to keep this discussion open. And I wouldn't enjoy either the idea of this board turning into a cemetery of brief locked threads  [ugly]

--- MERGED ---
Titel: Re: Brief General Ideas
Beitrag von: zohall am 3. Nov 2016, 20:35
i means new function with new heroes...

i think Gondor is not Arnor .. in history Arnor is more older than Gondor...

See this pic:
https://i.ytimg.com/vi/pRhCfXFPgbc/maxresdefault.jpg

some thing like this.
Titel: Re: Brief General Ideas
Beitrag von: Julio229 am 3. Nov 2016, 20:38
As was already said, you can play with Arnor if you select Gondor in a map whose name begins with "Arnor:" :P
Titel: Re: Brief General Ideas
Beitrag von: DrHouse93 am 3. Nov 2016, 22:54
Arnor isn't older than Gondor. They have the same "age". The main difference is that Arnor fell, Gondor didn't
Titel: Re: Brief General Ideas
Beitrag von: Walküre am 4. Nov 2016, 00:44
i means new function with new heroes...

As others have already answered, Arnor is well present in the game as an own faction (though with some needed boundaries, in respect of the particular circumstances explained in the previous comments). Arnor thus has its own heroes, units, spells and it's set in its precise lore-accurate timeline. I apologise if I'm misinterpreting something, but I can't really understand the purpose your own suggestion.
Titel: Re: Brief General Ideas
Beitrag von: BoarNago am 13. Nov 2016, 17:19
Hi Edain Team!
Thanks for ALL you have done, I love your work so much! :)

I have to ask you a question.

I created a Troll Hero with "UNTAMED ALLEGIANCE" in his move set.
I used this move on a Drake Lair, so I took control of the structure and of the 2 dragons outside.
There was a problem:
-the lair could not train dragons anymore (there wasn't the icon to click on).

This problem happened also for Dire wolf lairs and for Rhudaur men barracks.

Would you fix this problem in future?

Moreover dragons at level 5 don't have wings despite of your concepts.
Titel: Re: Brief General Ideas
Beitrag von: lahe95 am 23. Nov 2016, 14:45
Hope you improve the ships.
I mean I find it a bit ridiculous that a regular unit of mordor archers can destroy a upgraded battleship so quickly while the ship only kills few orcs. Same goes to the catapult ships.
Titel: Re: Brief General Ideas
Beitrag von: Maxime am 22. Dez 2016, 12:06
Hi !

I propose those palantir portraits that I made.

(http://img11.hostingpics.net/thumbs/mini_888756Dwarves.jpg) (http://www.hostingpics.net/viewer.php?id=888756Dwarves.jpg)
(http://img11.hostingpics.net/thumbs/mini_114543Heroes.jpg) (http://www.hostingpics.net/viewer.php?id=114543Heroes.jpg)
Titel: Re: Brief General Ideas
Beitrag von: Gandalf7000 am 23. Dez 2016, 17:17
Hi !

I propose those palantir portraits that I made.

(http://img11.hostingpics.net/thumbs/mini_888756Dwarves.jpg) (http://www.hostingpics.net/viewer.php?id=888756Dwarves.jpg)
(http://img11.hostingpics.net/thumbs/mini_114543Heroes.jpg) (http://www.hostingpics.net/viewer.php?id=114543Heroes.jpg)
Those are stunning! Great job! :)
Titel: Re: Brief General Ideas
Beitrag von: Glorfindel23 am 23. Dez 2016, 17:47

Yes I agree with you!
Titel: Re: Brief General Ideas
Beitrag von: Maxime am 23. Dez 2016, 18:15
Thank you!
I've created a thread in Showcase to show new works  :)
https://modding-union.com/index.php/topic,34234.0.html (https://modding-union.com/index.php/topic,34234.0.html)
Titel: Re: Brief General Ideas
Beitrag von: Slawek56703 am 1. Jan 2017, 17:22
Hey guys i check in game abilities like Spear Throw , Wound Arrow and i need to say i'm dissapointed how weak those attack are. They need some improved and i have something in mind .
My idea is to make those attacks penetrate armor but not only deal damage but also decrease armor waluse . So when for example Hero Killer Eowyn Throw her spear on enemy she not only wound him but also decrease his armor values for some time. Evrything depends what role hero has. Eomer spear imo very good fit into his character being mass slayer deal aoe damage and knockback wear enemies and heroes. But still i think he's spear should have additional extra effect on Mumakil like in movie something like 5 second paralyze mumakil and decrease his armor values.

I have also second idea to add additional effect type in game to make some special attacks more valuable. We have poison effect but i think about bleed effect . This additionaly deal to enemy damage in time like poison but also weakening him . So it can be very dangerous. This effect should be added to every throw ability and maybe even in future unique to some unit .

Bleed effect is similar to poison but is red and also decreasing stats of enemy hero or monster . Because i think it need to be saved for most dangerous opponents.

Titel: Re: Brief General Ideas
Beitrag von: OakenShield224 am 1. Jan 2017, 21:47
Maybe have Eomer's spear throw do especially high damage to monsters while Eowyn's is used to weaken heroes. I'm not sure about what wounding arrow could do... For the Bleed effect, that could be an effect of things like Blademaster (damage increasing abilities) or just as a passive for certain units (like Berserkers).
Titel: Re: Brief General Ideas
Beitrag von: Slawek56703 am 7. Jan 2017, 18:25
Maybe have Eomer's spear throw do especially high damage to monsters while Eowyn's is used to weaken heroes. I'm not sure about what wounding arrow could do... For the Bleed effect, that could be an effect of things like Blademaster (damage increasing abilities) or just as a passive for certain units (like Berserkers).

In general i would like to see increased damage to building and monsters from this type of attacks . With upcoming siege update building become more vulnerable to attacks thats why i agree with you'r idea too . Wound arrow currently makes enemy monster run for some seconds from his target very useful ability imo.

Bleed effect could be similar to poison but the effect would lasts much longer and additonaly debuff enemy . Enemies with very sharp blades or powerful strikes , strong melee attacks  could use this type of additional effect to thier standart damage . Some ranged attack's could use this as addition to thier special abilities.


Titel: Re: Brief General Ideas
Beitrag von: OakenShield224 am 7. Jan 2017, 19:07
Increased damage to monsters makes sense. Increased damage to buildings doesn't make sense. This is a spear or an arrow, not a hammer. The bleed ideas sound good though.
Titel: Re: Brief General Ideas
Beitrag von: lord_ellessar am 9. Jan 2017, 16:51
Could it be possible to come back to the free command points for heroes in general? It's so frustrating when you're playing, a hero die and because some units have been healed you can't recruit your heroes anymore :(
Titel: Re: Brief General Ideas
Beitrag von: FG15 am 9. Jan 2017, 17:33
Heroes need CP else there will be problems with War of the Ring.
Titel: Re: Brief General Ideas
Beitrag von: lord_ellessar am 9. Jan 2017, 18:57
Heroes need CP else there will be problems with War of the Ring.

mmh yes then it's a problem :/

and one command point ? ^^
Titel: Re: Brief General Ideas
Beitrag von: Lord Aytugar am 10. Jan 2017, 11:33
Can we use the picture of Imladris Elf Lord from v3.8.1 for CaH elven lord's palantir? Because Veterans of Last Alliance is using for it and that is not looking good like there is no picture left to use.

http://vignette1.wikia.nocookie.net/lotr/images/7/77/200403121648_Glorfindel.jpg/revision/latest?cb=20100109151703

Also Glorfindel has better pictures for palantir. For example:

http://vignette3.wikia.nocookie.net/lotr/images/d/df/Glorfindel_by_Magali_Villanueve.jpg/revision/latest?cb=20130203125020

And Boromir palantir should change, there are brighter pictures for him.
Titel: Re: Brief General Ideas
Beitrag von: Leri_weill am 20. Jan 2017, 19:13
Hello dear Edain Team, I've not posted on these forums for a long time :D
I don't know if my proposition if worth starting its own thread, but now that you are overhauling sieges, would you consider "populating" the various camps ? Adding "slave" (I guess it's the correct term in the game) soldiers to the various buildings ? Of course it would require some balancing, but I thought it might be a nice addition to the game, it renders well in other BfME II mods.
Titel: Re: Brief General Ideas
Beitrag von: Melkor Bauglir am 29. Jan 2017, 18:13
For most propositions I'm really asking myself: Why? 8-|
Is there anything wrong with monsters which can (only) be solved by giving them access to 10 levels? No? Then why would you change it?
Apart from that: There is something as an inflation in hit points. Furthermore, not a single Ent does currently level up, so immediately jumping from "none" to "maximum level" seems completely over-zealous.

Greetings
Melkor Bauglir
Titel: Re: Brief General Ideas
Beitrag von: kmogon am 7. Feb 2017, 12:26
Hellow fellows !
I've come up with idea which was in my mind for long time and it is according to veteran units. I think that units with highter level aren't as valuable as they should be. Of course they get more health and damage but for me it's not enough to keep them alive when I can buy the new's one. So my idea is to implement some sort of passive power which would boost veterans units. More of them have power but on 2 level which can be reached by buying banners - I think about sth on 3 or 5 level. For example archers ( generally but there can be other powers for different factions ) could get passive power "veteran marksman" which would give them feg. 15% range and 15% faster fireing. Pikemen could get bonus to their damage against cavalry and so on... For every faction there can be specific bonuses - to armor for Gondor or to speed for Rohan.
I know that future patch will bring changes in formations and   speculations before it happens are probably pointless but I realy think that way could bring more strategically thinking in the game.
Titel: Re: Brief General Ideas
Beitrag von: Slawek56703 am 27. Feb 2017, 16:08
What would u guys say about to make debuffs being possible to as much as important as buffs ? For example when player is debuffed by some ability he can buff his troops by other ability provide leadership ex. heroes , spellbook and this way the effect of two abilities stack and both are effect are equally counted by game ? Some debuffs are really nasty but u can't buff ur troops until thier effect wear off or they are out of range .This way even more powerful debuffs wouldn't be a problem becouse u know u can by a little overcome some of thier bad effect adding ur own buff leadership .

Edit currently only Denethor have this function and his ability Blinded attack order

(https://s21.postimg.org/fv945pgcn/sshot0266.jpg)
 
Titel: Re: Brief General Ideas
Beitrag von: Walküre am 27. Feb 2017, 16:30
I don't really know if that could be feasible, but, conceptually speaking, I think that the purpose of this typology of features (I call it malus) is exactly the one of turning out to be a quite nasty hindrance to cope with. Just think about Mordor: it's quite imperative that they be compelled by necessity to make usage of such feature (Nazgûl, in particular), in order to make up for the faction's lack of heavy troops and upgrades; they thus rely on other types of possibilities, often connected with some magical/supernatural properties, which are really fitting in that environment. Only in this logic is everything eventually compensated.
Titel: Re: Brief General Ideas
Beitrag von: Lord Aytugar am 16. Mär 2017, 18:52
About the outposts, Mordor has Minas Morgul and Dol Guldor except itselfs. Also it is the most powerful faction in the mod. Simply Gondor is the real enemy of Mordor. So shouldn't Gondor have another outpost except Dol Amroth? This is related with Arnor also and Lindon and Imladris buildings in Arnor will put together if i understand correctly in that topic. And Amon Sul is being desinged. So Arnor has 2 outpost different. It is not clear but should i expect Gondor has Osgiliath or something like that? It is not spesific detailed but it seems something is going to change. I hope i think correctly. There is nothing explained about this and i wish to get an answer please.
Titel: Re: Brief General Ideas
Beitrag von: Walküre am 16. Mär 2017, 19:22
I can't provide you with the ultimate answer, nor could I speak on behalf of the Edain Team in this context, but I can share my personal opinion: the fact that Mordor has many allies and 'detached divisions' at disposal symbolises the mighty status of Sauron's realm, alongside showing that the evil rule of the Dark Lord is pervasively spread in different parts of Middle-earth. It basically means that Mordor could virtually reach almost every corner of the continent, menacing all its enemies; this is an important aspect to consider.

The uniqueness of the faction thus relies on these premises. Premises that ought in fact to remain a proper quality of Mordor only.
Titel: Re: Brief General Ideas
Beitrag von: Lord Aytugar am 16. Mär 2017, 19:45
I see your point and Mordor's strategic and political position. There is no argue in that. But in the game it is so powerful. From the first game Gondor is naturally enemy of Mordor. But the implementation of this to the mod, after considering potentially Arnor's Elven buildings and Amon Sul outpost, Osgilliath is the best solution for it. Please do not think bad for me, i just do not have the patience.
Titel: Re: Brief General Ideas
Beitrag von: Secret Keeper am 16. Mär 2017, 20:50
I like the idea of Osgiliath per se. But there is only so much you can add to mod and still be fun to play, unique and so on. Atleast we can discuss and speculate, but chance of having a new outpost for gondor exponentially reaches zero. 
Titel: Re: Brief General Ideas
Beitrag von: Walküre am 16. Mär 2017, 21:58
I see your point and Mordor's strategic and political position.

Yes, mine was a loyal depiction of the geopolitics of Middle-earth. And I therefore believe that this situation is rightly applied to the game, where Mordor counts on diversity and on a wide variety of possibilities. These are the strong points of the faction, just like Gondor excels in other aspects (as military discipline, siege or formations).

Don't worry, you have nothing to apologise for. We're just discussing  :)
Titel: Re: Brief General Ideas
Beitrag von: Lord Aytugar am 17. Mär 2017, 02:56
I want to indicate that Osgiliath is not my  personal proposal for addition to Gondor outpost. It is a situation to upcoming potentially Arnor's Amon Sul or other named outpost. If Lindon and Imladris is going to rework and if Amon Sul will add to Arnor, this makes 2 outposts. When thinking about Mordor and its ourside castles, Osgiliath is not a bad idea for Gondor. But first of all it definitly depends on Arnor's ally military bases. Lindon archers and Windriders is simillar to Dol Amroth Stronghold units also Glorfindel to Imrahil. Therefore the relationship between Amon Sul and Osgiliath can be implemented balancedly to the game. The point is will Arnor have 2 outposts or keep the same external buildings?

Please don't say me the second one because i can't accept it  :) Positively Lindon Tower needs to rework at least units of it. In this way it is limited and not toggled now. Of course it may remain unchanged, it is up to community. I only say it might be discussed. Last decision on your hands. Thanks for reply and personal opinions.
Titel: Re: Brief General Ideas
Beitrag von: Fredius am 17. Mär 2017, 03:23
Wait, Arnor is not getting an Amon Sul outpost, or any  new outpost for that matter. Where did you get that idea from?
Titel: Re: Brief General Ideas
Beitrag von: Lord Aytugar am 6. Apr 2017, 19:07
What do you think about new 1.09 patch? Do you consider to add similar visual efects and skills to mod?
Titel: Re: Brief General Ideas
Beitrag von: kreso am 2. Mai 2017, 03:36
Hi guys

I dont know, maybe by translation into english some1 made mistake but it is not clear when u have in description "for short time duration", how long?? You know what is the time of effect of some skill or power. I think it would be nice to have that certainly defined in description.

Regards, sry about my english. :(
Titel: Re: Brief General Ideas
Beitrag von: Gandalf7000 am 20. Jun 2017, 14:41
Would it be possible to display every unit's damage when hovering over them just like it is with the heroes? I think many people wonder what damage is dealt for example by trolls, ents, orcs etc.
Titel: Re: Brief General Ideas
Beitrag von: FG15 am 20. Jun 2017, 15:03
No, that is not possible.
Titel: Re: Brief General Ideas
Beitrag von: Mogat am 20. Jun 2017, 15:39
You can switch on health bars in the options.
Titel: Re: Brief General Ideas
Beitrag von: NobodyInParticular am 7. Aug 2017, 15:48
Anyone else notice that the "Numenorean" hero class uses the "Shield Maiden" animations? Just something I wanted to point out.

Anyway, I was wondering if you couldn't make Cripple Shot and Thorn of Vengeance hit normal units as well. Seeing as there are threats such as Trolls, Fire Drakes, and other such things that can't be targeted.

Another suggestion, for the Create a Hero's would be to add either an armor attribute, or simply add more armor, because with the armor they have now, they'll die real fast.
Titel: Re: Brief General Ideas
Beitrag von: Glorfindel23 am 7. Aug 2017, 16:46

I disagree concerning you proposition to add armor to the create a hero:

- In the others mod on personal heroes can destroy a massive army and they can beat other normal heroes like aragorn.
- In edain they are more like a little bonus (a sort of captain), they are ggod like that because they can support the troops.

Otherwise welcome to modding union!
Titel: Re: Brief General Ideas
Beitrag von: Goodfella am 9. Aug 2017, 22:37
Hi everyone,

A quick one this time and nothing to do with towers (yay! [uglybunti]):

A universal speed boost.

One of my favourite features of the patch fixes that deathless made is a universal speed boost.

It has nothing to do with balance, it's just another gameplay change that I and others would really like to see.

Pros:
It makes the games feel quicker, more action packed and generally more fluid.

It's way more fun to watch, as well as play, at higher speed.

Micro is more difficult at higher speeds, but this is a positive imo as it rewards the player with better micro skill.

Cons:
I understand there's a few issues with animations at higher speeds. It's something that obviously needs considering. This really is opinion based but i would much prefer a changed animation for any that are acting strange at high speeds. I'd even prefer strange animations being kept in - It's a sacrifice I'd be willing to take - but of course many may disagree with that.

There may be an issue with giving a speed boost (if it is a percentage increase) whereby you make units with already high-speed relatively quicker and slow units relatively slower. For example, a 10% universal speed increase would give a unit with speed '10' +1 speed but a unit with '100' speed +10 speed. Maybe giving an absolute speed value (rather than a percentage) increase like '+50 for all' would work, or simply reducing the speed of those units that are too high - either way it would def. be worth it imo!

What does anyone else think about a universal speed boost? I think it's another very simple change that would greatly improve the experience of the mod!
Titel: Re: Brief General Ideas
Beitrag von: NoldorSithLordsShipwright am 10. Aug 2017, 02:37
Correct me if I'm wrong (don't have access to the game atm) but isn't there a setting that allows you to change the speed at which you play? I could be remembering a different game.
Titel: Re: Brief General Ideas
Beitrag von: The_Necromancer0 am 10. Aug 2017, 09:03
Pretty sure you're thinking of Warcraft there.
Titel: Re: Brief General Ideas
Beitrag von: -DJANGO- am 10. Aug 2017, 11:48
A universal speed boost is def something i'd like to see in future. As you stated, it makes the game more dynamic and fluid.

One concern i have though, which you already pointed out, is that units that already have a speed boost become relatively quicker (like ered luin guardians in 4.4.1). This is something that should def be looked at.
But it generally also means that you can retreat quicker and the player who has an advantage in a fight (e.g. by using a spell) has less time to capitalise on it.

The other thing concerns the mirco intensity. Don't get me wrong, i absolutely support more mirco intensity in edain. But i just want to point out that the more mirco is involved, the bigger the host advantage is. Especially in such an old game like BfME.
In BfME2 1.09 mod for example, where the gameplay has high pace and the mirco intensity is huge, between two totally equal players the host will always win. Thats why they have hosting rules for tournaments...
However i think a speed increase of 10-20 % will be just fine.
Titel: Re: Brief General Ideas
Beitrag von: Mogat am 10. Aug 2017, 12:32
Definitely in favour, that would make the game more fun to play, reduce the effect of lag and make it much more competative (micro intensity, quick decision making, increased APM etc.). The skill curve would shift in the right direction.

About the distortion of the relative speed-differences: I don't think it would make that big of a deal (except maybe for some already really quick units like buffed exiles etc.), and in those cases one can always trim a little.
Titel: Re: Brief General Ideas
Beitrag von: Beutlin am 22. Aug 2017, 01:15
First of all, I would like to congratulate the Edain team for their truly excellent work. The Edain mod is arguably the best Middle-earth game out there.

Now to my question/idea: In skirmish, I like to choose random factions as my opponents. That said, whenever I play for example Gondor it feels weird and non-canonical to see Rohan attacking my base. I would therefore really like to see an option to define your random opponents as either good or evil factions; so for example if you pick a "random good" factions, you can choose "random evil" as your opponents.

My apologies if this question has already come up. And if so, I guess it might not be possible to create such an option.

Keep up the good work!
Titel: Re: Brief General Ideas
Beitrag von: Gnomi am 22. Aug 2017, 12:18
Sadly this is technicall not possible.
Titel: Re: Brief General Ideas
Beitrag von: Beutlin am 23. Aug 2017, 05:51
Alas, I feared as much. Thank you for your answer however.
Titel: Re: Brief General Ideas
Beitrag von: Lord Aytugar am 1. Mär 2018, 17:13
Hello everyone! I sometimes have a problem to create a hero. Some abilities are only one skill and this is not useful for every time. For example i can not have mount+leadership+blade master. It wont become 10 skills
 To provide this, some abilities can have more skill like blade master %10, %20, %30 or mount v, 2v, 3v velocity and other abilities can be done multiple skills.
Titel: Re: Brief General Ideas
Beitrag von: Gnomi am 1. Mär 2018, 18:12
There are many restrictions  we have to accept in CaH.
If you remember, we had a lot of problems with saved games or constant crashes - the main problem behind those bugs were the huge amount of upgrades, which are used in the edain mod.
Every single ability for CaH also adds another upgrade, so we have to be very careful with adding more abilities. (by adding 2 or more steps for every ability with only one step will need at least another 30 upgrades, most likely more)
This is a huge amount of upgrades. This is why we probably won't do it.
In addition to that I personally loved those restrictions - It wasn't always possible to get all skills, I want, so I had to decide, which I want. F.e. in the original game, I always had the problem with wizards and word of power. I always ended up with 5 skills before I had it - which is why I sometimes had to take another combination to get word of power. I had more fun trying out different combination and looking which works well, than actually playing with the heroes. :D
Titel: Re: Brief General Ideas
Beitrag von: Lord Aytugar am 1. Mär 2018, 22:37
From your perspektive, it is difficult and needs to be very careful to do this. I respect that. When thinking of the status of mod, it will not be done. I just don't like it this way.
Titel: Re: Brief General Ideas
Beitrag von: The_Necromancer0 am 30. Mär 2018, 15:00
Would it be possible to have the launcher pull the latest news from the forums instead of it being hardcoded? It's just a matter of pulling the last data from the one of the links (based on launcher language) below everytime the user opens the launcher:
English news board rss: https://modding-union.com/index.php/board,377.0.html?action=.xml;type=rss
German news board rss: https://modding-union.com/index.php/board,37.0.html?action=.xml;type=rss
Titel: Re: Brief General Ideas
Beitrag von: AulëTheSmith am 30. Mär 2018, 15:58
Would it be possible to have the launcher pull the latest news from the forums instead of it being hardcoded? It's just a matter of pulling the last data from the one of the links (based on launcher language) below everytime the user opens the launcher:
English news board rss: https://modding-union.com/index.php/board,377.0.html?action=.xml;type=rss
German news board rss: https://modding-union.com/index.php/board,37.0.html?action=.xml;type=rss

That's a great idea Necro. The news on the launcher are kinda old now  [ugly]. Such a feeding system it would make the launcher dynamic and updated.
Titel: Re: Brief General Ideas
Beitrag von: Darkayah am 31. Mär 2018, 13:38
Zitat
That's a great idea Necro. The news on the launcher are kinda old now  [ugly]. Such a feeding system it would make the launcher dynamic and updated.


Ye,thats true. Necros Idea would be a nice feature!  :)
Titel: Re: Brief General Ideas
Beitrag von: kmogon am 16. Apr 2018, 13:58
I would like to present some skills that could somehow have a positive impact on the uniqueness of the game.
I would like to suggest the introduction of a passive ability that has been going on for a long time. namely, I mean the ability that I called :

the glorious death - the death of the hero increases the damage and armor of nearby units for some time.

I think that this could increase the strategic aspect associated with some heroes: whether to sacrifice it for the likely victory of the battle or withdraw it to keep the resources for something else. this ability can also be used vice versa when balancing too strong heroes. The death of a general on the battlefield would cause scandal among individuals, or reduce their effectiveness for a certain time. Such a function would force the player to think more - is it profitable to send the hero on the first line?
Titel: Re: Brief General Ideas
Beitrag von: Gandalf7000 am 23. Apr 2018, 20:03
I would like to present some skills that could somehow have a positive impact on the uniqueness of the game.
I would like to suggest the introduction of a passive ability that has been going on for a long time. namely, I mean the ability that I called :

the glorious death - the death of the hero increases the damage and armor of nearby units for some time.

I think that this could increase the strategic aspect associated with some heroes: whether to sacrifice it for the likely victory of the battle or withdraw it to keep the resources for something else. this ability can also be used vice versa when balancing too strong heroes. The death of a general on the battlefield would cause scandal among individuals, or reduce their effectiveness for a certain time. Such a function would force the player to think more - is it profitable to send the hero on the first line?
Not bad. I like it.
Titel: Re: Brief General Ideas
Beitrag von: The_Necromancer0 am 24. Apr 2018, 10:11
That's pretty cool, although I'd limit it to certain heroes and perhaps each hero only boosts certain types of units. This could be used to boost the values of some heroes. This will need to be balanced before it can be included since it isn't a minor adjustment, most likely the modifier would have to be adjusted, but for some heroes it could be a good opportunity for their actual value to catch up to their price.
E.g:
Death of unmounted Faramir boosts Ithilien Rangers
Death of mounted Faramir boosts Gondor Knights
Death of Boromir boosts Gondor Infantry (gondor pikemen, gondor soldier and gondor archers)
Death of Eomer boosts royal vanguard and exiles
Death of unmounted Gamling boosts peasants
Death of mounted Gamling boosts Rohirrim Archers.

In addition, I don't think this should be a thing for evil faction, they are more likely to run if one of their heroes dies but I don't think it would be good for the balance to debuff them.
Titel: Re: Brief General Ideas
Beitrag von: Gnomi am 24. Apr 2018, 11:39
We already discussed something similar, but we decided back then, that we won't add it.
The reasons were quite simple:
You should not get rewarded to let your hero die. It should not be more beneficial  to send your heroes death instead of rescuing them.
This will lead to situations in which one palyer wants his hero to die, while the other one ignores him completely, as he would loose more by killing him.
Killing a hero should not punish you, but reward you.
No matter if it is a strategic aspect, it will just feel frustrating for the other player, because he shouldn't kill the hero, while the hero kills his units. Also sending Aragorn, Gandalf or other famous heroes into their death should never be the best way to play the game.
A hero shouldn't be worth, because they are strong dying persons. Heroes should be strong because of what they do, when they are alive.

Also I wouldn't say that evil factions all would run away.^^ Angmar  always ways very fascistic - so I don't think that they would run away, but try to kill the enemy no matter what.
Also I don't think that Uruks would give a fuck about Ugluk or Lurtz dying.^^
Titel: Re: Brief General Ideas
Beitrag von: NoldorSithLordsShipwright am 30. Mai 2018, 12:17
Would it be possible to add to the tooltip of building construction/unit recruitment the time it will take to construct/recruit? Can the same be done for spell/ability cooldowns?
Titel: Re: Brief General Ideas
Beitrag von: Saeros am 4. Sep 2018, 20:15
Any chance to make the unupgraded arrows textures more visible?
Sometimes it is really difficult to find out where the arrows are coming from, especially when the shooters are behind the player's units.
Titel: Re: Brief General Ideas
Beitrag von: tolgayurdal am 5. Sep 2019, 15:41
Is it possible to add mount skill to Servants of Darkness Cah class? Black Numenorian or Commander of Carn Dum?
Titel: Re: Brief General Ideas
Beitrag von: ElessarTelcontar am 9. Sep 2019, 16:37
Hi,

While it is being active I want you to ask: How would it be if it is possible to equip a tower of an ally? I think it would be super and it adds game some reality 8-). Actually I have asked this question before in my other suggestion posts but either they avoided answering this or it has gone unnoticed. I hope this time it will take reaction.

Have a nice week.
Titel: Re: Brief General Ideas
Beitrag von: Seleukos I. am 9. Sep 2019, 16:47
I'm actually a bit confused. Do you 1)want to put your own units (archers) inside your allies Tower or do you 2) want to equip his tower with upgraded arrows, like fire arrows or steel bolts?

Anyways:
Version 1:
Well, if it's possible (tecnical), why not? I mean, I don't think it would change too much, but yeah, it could be cool.
Version 2:
I don't think it is possible. And it wouldn't look really good as well (just imagine a Mordor tower shooting silverthorn arrows :D )

best reagrdes,
Seleukos I.
Titel: Re: Brief General Ideas
Beitrag von: FG15 am 9. Sep 2019, 17:04
2) Is definetly impossible.
1) Not sure if it is possible, but in case it is, it would be impossible to get the units out of it again.
Titel: Re: Brief General Ideas
Beitrag von: ElessarTelcontar am 9. Sep 2019, 17:17
I'm actually a bit confused. Do you 1)want to put your own units (archers) inside your allies Tower or do you 2) want to equip his tower with upgraded arrows, like fire arrows or steel bolts?

I mean 1, not 2.

2) Is definetly impossible.
1) Not sure if it is possible, but in case it is, it would be impossible to get the units out of it again.

So it can be possible to equip an ally tower with one's own units but it is not possible to take them out of the tower. Is it impossible for both sides(one and one's ally) or just for one?
Titel: Re: Brief General Ideas
Beitrag von: FG15 am 9. Sep 2019, 17:31
Zitat
So it can be possible to equip an ally tower with one's own units but it is not possible to take them out of the tower. Is it impossible for both sides(one and one's ally) or just for one?
I'm not sure if it is possible, without trying it out to put allies into your own tower, but I expect it to be possible.

The problem is that only the player contorlling the building can use it's buttons and thus he will be the only one being able to evacute units.
Titel: Re: Brief General Ideas
Beitrag von: ElessarTelcontar am 9. Sep 2019, 18:04
The problem is that only the player contorlling the building can use it's buttons and thus he will be the only one being able to evacute units.

Then I understood correctly. I think it would be good even with the fact that evacuating can be done only by owner of tower. Ability to evacuate them also ensure owner's decision. For example, if the situation requires the owner's own unit to be equipped then owner can easily swap them. Or when it is not needed ally forces can be evacuated by owner of the tower.

The logic behind ability of equipping an ally tower is that when situation requires to send forces to defend ally or an area, equipping ally towers with archers can substitute ally forces for a period of time and it enables utilizing towers vision and protection in that period. Scenario: An ally who already sent their forces to help, intentionally spared some of his forces so it is not crucial for him to evacuate his forces in that period. After ally feel safe he can evacuate them or replace them with his own forces.

If equipping is technically possible, I think it promotes multiplayer experience by providing additional action, some tolerance and handling.

Titel: Re: Brief General Ideas
Beitrag von: tolgayurdal am 10. Sep 2019, 08:27
It is obviously a great idea, especially then mine. A Commander of Carn Dum may able to do that. A tower resembles so many things for evil factions. I dont know that it should have a purchasable upgrade like fire arrow. But it can fire black arrows naturally. Although i disagree to have units inside. I would love to see that happened one day.
Titel: Re: Brief General Ideas
Beitrag von: ElessarTelcontar am 10. Sep 2019, 12:18
Merhaba Tolga :),

I could not get what is your exact opinion about the suggestion. But I deduced it was a positive one. What about starting a poll about it?

FG15 and others, I would like to hear opinions about the suggestion in terms of gameplay from you also. Or should I posted this as a separated topic? Because after this resolves I want to suggest one more thing about vision of towers which I have also posted in appropriate places and it has gone unnoticed before. In any case, I will post it after a while.

Have a nice week.

Titel: Re: Brief General Ideas
Beitrag von: tolgayurdal am 10. Sep 2019, 13:58
Merhaba ElessarTelcontar :),

In Edain universe Black Numemorians still wield a great power in only Angmar yet. Adding an entire cah class about them explains their importance. Eventhough their abilities mostly unique, it would be greater that providing them different skills. My first proposal would be simply 'mount a horse' ability cause of non existance in any other evil cah. It is lore friendly that a commander or Black Numenorian might ride a horse.

Also the tower skill suits this character. It has not seen since v3. 8.1 Grishnakh as i remember. Servants of Darkness always remembered with a Dark Tower. About the models, it would be great to see them in another topic.

Best regards
Titel: Re: Brief General Ideas
Beitrag von: Seleukos I. am 10. Sep 2019, 16:03
Zitat
FG15 and others, I would like to hear opinions about the suggestion in terms of gameplay from you also.

Well, here is what I think about outposts/towers in teamgames:
From my experience as a player I would say outposts/towers slow down the gameplay a lot. When one player or team gets an outpost in the certer of the map or at another important position (hills of Ruhdaur in the middle top/bottom or Emyn Arnen in the middle for example) ther other player/team can maybe try to take down the outpost before it is completely build up, but after that can't really fight near a well or a statue unless you have a much stronger army. However, towers aren't the main problem, the leaderships and the healing are.
But, thanks to the changes made in the Mega-fix (used by most online-players) and the comming changes in the 4.5 the firepower of towers is much weaker. That is good, because a single outpost can get taken down easier. In 4.5 the function of a tower build on an outpost should be some kind of "early warning system", not defending the outpost alone.
Now this is were your suggestion would change some things. Right now it is already possible to put units insde your own towers (but I don't see this that often^^). Now a player would be able to let his ally put units inside his tower, that wouldn't change much, I think.
So the outposts main strenght defensivly isn't the firepower of towers (refering to Mega-fix), so I don't think your suggestion would hurt the gameplay.
But on the other hand I don't think it will really improve the gameplay of towers and outposts either.

So, in short :D
Outposts (and therefor towers) slow down the gameplay of teamgames right now, but towers are not the main problem. However I don't think that your suggestion will really improve the usefullness of towers, because I almost never see someone putting archers inside his torwer on an outpost.

That's what I think about your suggstion in Terms of gameplay, I hope this isn't completely off-topic^^

best regardes,
Seleukos I.
Titel: Re: Brief General Ideas
Beitrag von: Halbarad am 10. Sep 2019, 18:56
I think it would be nice if it would be possible to enter allies towers with archers again.

As far as I remember was possible in one old Edain Version, but also very strong, since you could just enter Rohan towers with Mirkwood archers, killing enemy catapults from inside. But since towers got much less stronger because of their limitation in numbers and positioning, I think that wouldn't be that overpowered anymore.
Also would be nice to save troops by hiding them inside an allies tower.
So I am for that suggestion :)
Titel: Re: Brief General Ideas
Beitrag von: The_Necromancer0 am 13. Sep 2019, 13:53
Trolls creeps shouldn't be able to be baited out with heroes. They often guard the most valuable spots on a map and provide the most gold, a harsh contrast in comparison with how easily they are creeped with the starting battalions and a scout hero. Right now, they're nothing more than a cash infusion to the player who gets them first. By comparison, wargs are disproportionately strong, trampling in one hit most standard swordsmen and their bite dealing huge amounts of damage.
Titel: Re: Brief General Ideas
Beitrag von: Walküre am 13. Sep 2019, 16:32
I second everything you've written regarding trolls, and, I wish to add, I do believe there might be plenty of possibilities to fix said features in adequate ways, in order not to have them in the game as mere accessories or background ornaments. On a conceptual note, cave-trolls and Wargs are granted significant visibility in the films, and both (should) remind the player of two equally-prominent scenes: Moria and the wolf ambush on Rohan's convoys. So, the more hazardous, the better.

Besides, I would be glad to know where people's general opinion stands in respect with map hazards, too. Barrow-wights are, in my opinion, the most effective, efficient, and frightful kind of game disturbers; they probably exemplify how every neutral, feral being ought to work and act. I see some possible scopes for proposing even newer typologies of them, here, hopefully sparking additional interest around the topic, though more elaborate concepts are food for other dishes :)
Titel: Re: Brief General Ideas
Beitrag von: Halbarad am 16. Sep 2019, 00:30
I do agree with Necromancer and Walküre. Its a bit funny that Wargs are so extreme strong compared to trolls. Although I don't think that they are too strong. Its good that some neutral forces are not so easy to defeat.
I have some suggestions that could strength (troll) creeps:
- making them much more aggressive when being attacked and attack enemy's further away. So that they would also attack early archers like Gildor
- add a "rage mode" for trolls, when they do see enemy's for the first time in a long period, they get a boost in speed- and maybe also defense. So that tricking them with e. g. hobbit heroes gets a bit more difficult. 
- giving some of them company by some orcs? Perhaps also so they could heal themselves from time to time by eating an orc
- let them hide inside the cave sometimes and come out again when the cage is being attacked
- add mist near to some caves. This would fit very well to Barrow-wights, but could also help trolls to not being seen from far away.
Titel: Re: Brief General Ideas
Beitrag von: Elendils Cousin 3. Grades am 16. Sep 2019, 10:39
Wargcreeps will give more xp when you kill them in 4.5 to make them a bit more worthwile. Further adjustments (especially to trolls) are possible, but they're not a priority.
Titel: Re: Brief General Ideas
Beitrag von: Gnomi am 16. Sep 2019, 10:43
Most of Halbarad's suggestions won't hep, aren't possible or make it even worse, even though they are well-meant. Mostly it will worsen trolls even more.^^

Zitat
- making them much more aggressive when being attacked and attack enemy's further away. So that they would also attack early archers like Gildor
This will cause more problems.
1.) You can use one bat to lure them further away and the rest of your soldiers will easily destroy the building.
2. Also it will be way easier for units to run circles, while other units attack the troll, as you have more room to run around.

Zitat
- add a "rage mode" for trolls, when they do see enemy's for the first time in a long period, they get a boost in speed- and maybe also defense. So that tricking them with e. g. hobbit heroes gets a bit more difficult. 
Afaik they already have a similar mode - if they attack units, they will start running.  (long period is not possible, but running, if they focus another unit is possible and I think they already have it. At least trolls in the normal game had it)

Zitat
- giving some of them company by some orcs? Perhaps also so they could heal themselves from time to time by eating an orc
I don't know if it is possible for the trolls to eat orcs. Also I personally don't like the idea of having basically two lairs in one (orc+trolls). Also it caused a lot of problems in the past if troll camps had more than one unit. Quite often trolls bugged in the lair and never left it. THis would obviously make it weaker.^^

Zitat
- let them hide inside the cave sometimes and come out again when the cage is being attacked

Not possible without bugs. We could use the system of the spider expansion of your castle in Bfme II... But trolls could still be attacked there and they would have a ton of animation bugs. The spiders in Bfme II also have them... they are just so small that you don't see them.

Zitat
- add mist near to some caves. This would fit very well to Barrow-wights, but could also help trolls to not being seen from far away.

Here my main problem is that it would just look wrong for me. Why should troll lairs cause such a mist? For me it would seem forced and you could still attack with archers and another bat and kill it this way.

Note: I don't say that I am happy with the trolle. I think we need to change things about it... but those changes wouldn't help much.
Titel: Re: Brief General Ideas
Beitrag von: Smeargollum am 16. Sep 2019, 18:45
Hello together!

I just want to add my thoughts about the topic troll-creeps (and maybe even creeps in general)! :)
I can understand your reasons for the suggestion you made Necro because it can be a bit strange that trolls are so easy to creep (with good micro even with only one sword batt  :o) even though they give the most money (dragons not included).
But for me that is not necessarily a bad thing because it can bring a very nice dynamic to the game and the process of creeping. So not every creep is the same (the strength of the creep is not tied to the money you get from it).
So Orc and Wildmen creeps just level your units, give you some nice money and proteced a farm so you need some time to grap it (spiders are more or less the same imo). Warg creeps don't give you much xp and also not as much money as they could give for their strength, so they just delay your expansion.
But now trolls are pretty easy to creep and give you a lot of money (therefor don't protect a farm in the most cases --> you can't build an outside eco-building after creeping it). So all over it is much money for less effort and that makes it for me diffrent to all the other creeps and that is intresting  ;)
That brings the dynamic that the other player will try to harras you while creeping the troll so you can't get this "free" money boost. And so on high level pvp games it is not seldom that it comes to "troll battels" in which both players try to steal the money of the troll the other player already creeped. So it is actually not that easy to get all the troll money for your own.

In a short form: I like it that not every creep is the same and so trolls give more money for less effort. That brings a dynamic in the game which is very nice to have in a game in my opinion. So I don't see a necessity to change this  :)

I wrote this form the perspectiv of a pvp player so I can't say how it is in the sigle player.
I hope you can understand my german english  :D

Best regards Smeargollum
Titel: Re: Brief General Ideas
Beitrag von: Max_Power am 16. Sep 2019, 19:06
Hi!! Concerning warg and troll creeps: Trolls are quite good in my opinion, for the reasons Smeargollum commented above. Choosing between a bigger money boost (short term benefit) compared to a smaller one and a farm (long term benefit) it's interesting decision from a gameplay point of view. Also, the amount of units needed to creep the troll is flexible, allowing for more decisions (in pvp strictly). For example, I might find more efficient to creep the troll with scout plus one pike, and use other two swords to creep one wildman each. However, if my enemy scouts it, he can come with two sword battalions and deny my troll creep. So I need to take risky decisions, scout, react, etc. All this makes for very nice, dynamic early game.
About the wargs, it's a little different. In first place, I don't find them so difficult to creep, they take same micro than creeping a troll. They usually unlock a farm so they fall into the "long term benefit" category (for me). Also, most are easily avoidable and you don't necessarly need to creep them. However, if some situation requires a "slower" map advance (for example, dwarves benefit from closer mines and more map control in less distance), wargs can be creeped the same. The only issue I currently have with wargs is maybe too small experience reward: one sword battalion will level up from one or two wildman/orc creeps, one pike will level up from one troll creep, so maybe pikeman could be lvl 2 after a couple wargs creeped or something like that. Also, maybe the range is a bit high: once agroed, wargs chase you long distances at high speed, and sometimes heavily punishes getting near them... this depends a lot on the map as well. Considering they one-hit most infantry unit, I consider a bit annoying (without further reason) that this happens. I can be ok though if it has a determined purpose (like unlocking a more direct harassing path for your troops).
Of course, I am talking from a purely pvp point of view, and warg creeps usually annoy me  [uglybunti]
Best regards,
MemePower MaxPower
Titel: Re: Brief General Ideas
Beitrag von: Seleukos I. am 16. Sep 2019, 19:45
Hello,
I pretty much agree with both of you, Smeargollum and MaxPower :)
I'm fine with how trolls are right now gameplaywise, but I understand those who don't like them because of "lore-reasons". For wargs I like that they will give more exp, that should make them fine.
If they feel too good/easy to creep for you MaxPower, what about adding a third warg? This would underline the more long-term benefit you get from warg creeps (compared to the short term money boost of trolls).

But in general I'm fine with the role of creeps right now, there is no Need for any big changes (apart from the exp-buff for wargs and Maybe a third warg, but that's just an idea).

Best regardes,
Seleukos I.
Titel: Re: Brief General Ideas
Beitrag von: Gnomi am 17. Sep 2019, 10:31
Zitat
If they feel too good/easy to creep for you MaxPower, what about adding a third warg
Causes quite often the same problem which I named above for trolls: the third warg just gets stuck in the building and never gets out.
Titel: Re: Brief General Ideas
Beitrag von: The_Necromancer0 am 17. Sep 2019, 11:54
Is that the same issue as for the wildmen? They often have most of their axe throwers stuck in the middle of the hut.
Titel: Re: Brief General Ideas
Beitrag von: Max_Power am 17. Sep 2019, 12:02
I don't think warg creeps are too easy to creep, they annoy me a lot, but with some care and micro it's doable (except with thrallmasters  [uglybunti].
2 wargs are fine for me  :)
Titel: Re: Brief General Ideas
Beitrag von: The_Necromancer0 am 15. Nov 2019, 15:04
Units that deal poison damage should have it mentioned in either a tooltip or a fake leadership.  Currently most units/heroes that deal poison damage don't mention anything in their description, tooltip, or abilities, usually the best way to tell is to get them to attack, but some of them also don't apply the usual green FX such as Khamul. Most spider units apply poison but none of them mention it, I believe only the Dol Guldur units and Gorbag have it specifically stated.
Titel: Re: Brief General Ideas
Beitrag von: dgsgomes am 17. Feb 2020, 20:41
Castle Gate Drawing Machine

[SPOILER ALERT - VIKINGS]

Is it possible to make a feature similar to this one to work in game (starts at 1:05):

https://www.youtube.com/watch?v=ZBy-IMBB-Ug

Contrary to the one in the video, I thought of having the pulley/sheave that allows the Castle gates in Edain to open and close in a drawing machine in the Castle ground next to one of the gate walls instead of over the gate (as it is now); this drawing machine could be damaged by enemy troops - if it's health goes down to 0, the gate would automatically open and stay opened for 30 seconds, until it repairs itself again automatically and the defending player is able to control the gate, being able to close it.

This suggestion has an idea similar to the feedback I gave about 4.5 - alternative ways of sieging, including siege ladders, siege towers and tunnel digging (MM), should receive more potential to increase the dinamicity of sieging in Edain; troops invading the Castle could quickly rush to the drawing machine to open a way for the waiting army outside to invade the Castle
Obs: Shelob's tunnel should normally not work to enter the Castle, as this would probably be game-breaking

Would such a feature be possible?

Thanks for the attention  :)
Titel: Re: Brief General Ideas
Beitrag von: FG15 am 17. Feb 2020, 20:56
The pulley is part of the door and therefore, it isn't possible to attack it independantly.
The only thing possible would be an additional building that would fire a weapon death, which would apen the door. But I'm not sure if the opendoor weapons still work with the BfME1 building system.
Titel: Re: Brief General Ideas
Beitrag von: Halbarad am 17. Feb 2020, 21:04
I'm also for such things, so it would be nice if it could be possible. I always thought about a flag to capture, like you have it at shipping docks, but I'm not a 100% sure if it would work to implement such a "neutral" obejct. So a drawing machine would be also nice and would work pretty similar.

A few things:
1. I would suggest that it should be only possible to destroy it when from above the gate. Seems more logical to me and players would benifit more from ladders and siege towers. At the same time, Player shouldn't be able to destroy it from the outside with catapults and arrows. Also Denethor should'nt probably be able to target it.
2. How do you expect the player from the inside to repair it? High price, low repair time? Both middle? Should the defending player be able to repair it, even if he has no defending troops inside his fortress (maybe only defending towers which could shoot the enemy troops above the gate, so he does'nt instantly destroy it again)? Or should the drawing machine repair itself automaticly after some time?
Titel: Re: Brief General Ideas
Beitrag von: dgsgomes am 17. Feb 2020, 21:20
1. I would suggest that it should be only possible to destroy it when from above the gate. Seems more logical to me and players would benifit more from ladders and siege towers. At the same time, Player shouldn't be able to destroy it from the outside with catapults and arrows. Also Denethor should'nt probably be able to target it.
2. How do you expect the player from the inside to repair it? High price, low repair time? Both middle? Should the defending player be able to repair it, even if he has no defending troops inside his fortress (maybe only defending towers which could shoot the enemy troops above the gate, so he does'nt instantly destroy it again)? Or should the drawing machine repair itself automaticly after some time?

1. It is a possibility, even though I think that for the defender reaching the raiders in time will be pretty difficult if the machine is above the gate, as the defender melee units normally have no reason to be over the walls - but this difficulty to defend may be a good thing, as the defender will need to antecipate this possibility

2. I was thinking about it repairing itself automatically after 30 seconds of being completely damaged, but alternatives are possible (taking into account also the limitations stated by FG15). Also, I 100% agree that this drawing machine has to be in a protected spot.
Titel: Re: Brief General Ideas
Beitrag von: GildorInglorion am 29. Feb 2020, 20:43
About the sound replacement, you can use the sounds from War of the Ring(2003). You already use the sound of Beornings, Dwarf Shieldbreakers, Gimli, Rohan Riders and Gondor Swordsmen from that game but there are more potential. You can use Elven Archer's sound for Sentinels of Caras Galadhon, Elven Lightbearer's sound for Imladris Lore Masters, Saleme's sound for the archer hero(can't remember her name) in Angmar, Boromir's or Faramir's sound for Beregond and Elven Warden's sound for Gildor.
Titel: Re: Brief General Ideas
Beitrag von: Gnomi am 29. Feb 2020, 22:29
Zitat
About the sound replacement, you can use the sounds from War of the Ring(2003). You already use the sound of Beornings, Dwarf Shieldbreakers, Gimli, Rohan Riders and Gondor Swordsmen from that game but there are more potential
I think that all of those sounds should be deleted in 4.5. Otherwise it is a bug.
Titel: Re: Brief General Ideas
Beitrag von: Walküre am 6. Mär 2020, 19:46
Good evening, gentle dames and knights of our realm :)

Here is something I would like to propose:

Zitat
Yesterday I noticed that all Dwarven kingdoms and Lothlórien are the only factions in the game that still show the old, vanilla icons when selecting mixed troops (your entire army, that is). Not only is said art outdated, but also unfocused and quite cartoonish, if you ask me.


Each other faction is already provided with decent icons, displaying its relative host in the act of marching to battle. It is not required that every image represent the widest variety of troops possible; on the contrary, nearly all pictures focus on a characteristic type of unit, be it standard Orcs, Rohirrim, Last Alliance veterans, and so forth. In other words, it is the own reference to films or other sources that really matters. Wherefore, in such a spirit, I took the liberty to craft two alternative concepts.

(https://i.imgur.com/ool0zsy.png) (https://i.imgur.com/UOwhuDY.png)

MIND: Despite having been tweaked and graphically enhanced, both icons will have to be further adjusted, anyway, and the whole 'scroll effect' is to be added as well. Any issue with lighting, colour tone, and sharpness can be sorted out without any difficulty; what takes the foremost, principal spot are the concepts themselves.
Titel: Re: Brief General Ideas
Beitrag von: Fellowship am 7. Mär 2020, 00:47
My friend, they look amazing! I fully agree with your suggestion. ;)
Titel: Re: Brief General Ideas
Beitrag von: Fürst der Nazgûl am 7. Mär 2020, 08:02
i am absolutely for it, the icons looks really great.
Titel: Re: Brief General Ideas
Beitrag von: dgsgomes am 7. Mär 2020, 11:09
I'm for it! Nice pictures.
Titel: Re: Brief General Ideas
Beitrag von: Halbarad am 8. Mär 2020, 04:14
Angmar do has the same icon, I think Gondor has it also. I don't know about the other factions. Besides that I do think that both icons, especially the dwarven one, look like as if they would be showing one specific unit (dwarven lances from the kingdom Iron Hills and Galathrim from Lorien), not the whole army of mixed troops. Although I do agree to you that especially Lorien could benefit from a new icon.
Titel: Re: Brief General Ideas
Beitrag von: Walküre am 8. Mär 2020, 15:53
Gondor shows its riders as they gallop to war, if I'm not mistaken. Other than that, I see the point you raise with unit representation, which I have addressed as well, but most factions defy such a premise by having their own icons display only a particular kind of troop (the most characteristic, often). I thus picked said concepts by virtue of exclusiveness, rather than inclusiveness; in this case, the exclusive unit is meant to embody the core of the faction, but I also had to deal with lack of available sources and concept scarcity.

The Golden Wood is probably going to sport another new icon. Regardless of it, anything that replaces vanilla content is welcome with open arms :)
Titel: Re: Brief General Ideas
Beitrag von: Geethopapa am 5. Apr 2020, 08:49
REGARDING THE EXTERNAL BUILD PLOTS AND THEIR IMPACT

Hello everyone. I wanted to provide some ideas regarding how the external build plots could be made important to have and contest for all throughout the game.

If we simplify the whole thing, it all comes down to a one statement: A player would never contest for the external build plots, unless there is a clear definitive reward in doing so that has no alternative.

Currently, there isn't much, except for secondary unit production buildings for some factions. So, if we take a very realistic take on things, rather than from lore-bound perspective, then there are a few general benefits to expanding one's border of influence beyond the base territory. I'm talking in a very generic sense now. They are:

1. More resources. (Currently implemented, but could be made more robust. More in the ROLES section below.)

2. More Vision and line of sight. (Currently implemented but could be made more robust in effect. More in the ROLES section below.)

3. Forward military operation (Currently implemented and this aspect is alright imo.)

4. Idea of "Friendly territory" created by the expanse of kingdom border. (This aspect hasn't been explored yet. The idea of a virtual territorial border, around the castle which expands as the player captures build plots. There are several ways the influence of these "territorial zones" could be implemented. For example, units gain speed boost in their "zone" as it's a "Safe zone", and conversely suffer the speed penalty in "enemy zones" as units have to traverse more carefully per say.  Similarly, damage boosts, armor boosts could be given to different factions based on their faction design ideas.

5. Different "ROLES". This could be a very fun aspect to explore .Like assigning a particular role to a structure, via toggle-able abilities.

For example, SCOUT ROLE: Makes the structure produce less resources or slow unit production, but gets increased Line of Sight and vision and probably stealth detection. Maybe an active ability to reveal a wide radius around it. Enemy could never tell by looking at a structure, but only the player. That way, ambushes could be way interesting, as an enemy who thinks he's currently moving in the fog of war and undetected gets surprised by Shelob, or any such powers.

MILITARY ROLE: Fortifies the building, increasing its hitpoints and armor at the cost of resource production. An active ability like AMBUSH, which can summon a battalion of units around. Or something like, "WARTIME GARRISON" ability, which enables the players to garrison units within the structure for ambushes purposes. Or maybe a hero can garrison and boost the units stats around the structure, etc. That could serve as the forward retreat point for Heroes too.  EDIT: The garrisoned units would slowly heal and reinforce fallen members over time too.

MAXIMUM RESOURCE PRODUCTION: Which sacrifices hitpoints and armor for additional resources.

All of these would be basically invisible to the enemy player, to them it would just be a regular building. That is the whole point of this.

I don't know if these ideas are even possible to implement in the game. But I think something needs to be done to make expansion a lucrative and fun idea as well.
Titel: Re: Brief General Ideas
Beitrag von: FG15 am 5. Apr 2020, 12:28
4. The implementation of something like this doesn't sound possible in a feasible way. It could always be possible to give units boni near allied buildings like a speed buff, but defining which part of the map belongs to which player is not possible.

5. We removed such a system for 4.5, because in a majority of cases there were no meaningful choices included. It is still possible in a couple of special cases (like Lorien's Mallorn Trees), but will likely stay a special feature of certain buildings.
Also, a lot of the details you suggest aren't possible.

Including more non-economy structures with some special functions would be possible though.
Titel: Re: Brief General Ideas
Beitrag von: H4lbarad am 2. Jul 2020, 11:21
Hey! I have a small suggestion concerning heroes recruitment. Could it be possible to make heroes portraits appear greyed out when the building has not reached the required level? Instead of not seeing the hero portrait until the building levels up. I saw that in AotR, so it should be possible. :)
Titel: Re: Brief General Ideas
Beitrag von: Seleukos I. am 9. Jul 2020, 15:39
Hello :)
I'd like to suggest to change the "win condition" of the game.
Right now you need to destroy all "military buildings" of your enemy to win the game. This includes the citadel and recruitment buildings like barrcks, stables or siegeworks.

The problem I see with this is that you quite often only need to destroy two or three buildings to kill your opponent. It can be enough to just rush your opponent's base with some trolls or rams and kill the citadel and the barracks and your opponent is dead - even if he has the better army and everything.

Now ofc I do know that baserushing and the perventing of baserushing are important parts of any rts game. I just think right now it is too easy to kill your opponent with some rams for example.
My suggestion on how to "improve the situation" is, as I said in the beginning, to change the win condition. I'd suggest that you not only need to destroy the citadel and military buildings, but also economy and other buildings inside the base/on outposts.
In the popular Mega and Sparta fixes for 4.4.1 you even needed to destroy all settlements of your opponent - and it wored just fine. However, i can understand that this can be a bit annoying when playing vs the AI.
But having to destroy all inbase buildings shouldn't have any negative effect on the gameplay in general. However, not being able to kill your opponent by clumping units behind his buildings anymore should improve the gameplay by quite a bit, I guess.

I personally would be more than fine with having to destroy outside farms as well, as this could allow some interesting "basetrade" scenarios in some special situations, but as I said, I imagine it being annoying when playing vs AI.

Of course I'd like to hear the opinion of other players on the topic, Multiplayer players as well as players who play mostly vs the AI  :)

Best regardes,
Seleukos
Titel: Re: Brief General Ideas
Beitrag von: Halbarad am 9. Jul 2020, 16:22
I agree, you should not only destroy the citadel and the barracks but also other buildings on the "big" building plots such as eco buildings, towers, wells, ...
However, I don't think that you should also destroy buildings from the small defending building plots or those from walls, such as towers, catapults or buildings such as the banner from Mordor that raises production speed or the cages from Angmar.

Destroying all of the enemies farms should only be winning condition if you get an extra game mode for that, otherwise - as you said - winning especially against AI could pretty annoying.
Titel: Re: Brief General Ideas
Beitrag von: The_Necromancer0 am 14. Jul 2020, 23:08
Since most recruitment buildings only recruit one or two heroes max, is it possible to remove the hero submenu? It's would reduce the number of clicks required and, based on some tests I did, also reduces the chance of the recruitment bug occurring.
Titel: Re: Brief General Ideas
Beitrag von: Elendils Cousin 3. Grades am 16. Jul 2020, 13:02
What exactly is the recruitment bug?
Titel: Re: Brief General Ideas
Beitrag von: Smeargollum am 16. Jul 2020, 14:44
Sometimes it happends that you pay the money the hero costs but the hero is not recruited so that you basically throw a lot of money out of the window for nothing.
I think that is meant with it.
Titel: Re: Brief General Ideas
Beitrag von: Le Sournois am 22. Jul 2020, 15:08
After Horde maps which are really good, maybe there could be Besiege maps when you attack the fortress.

However, Besiege maps have always seem rather boring in the Campaign in comparison with Fortress Defence because you got all your time to destroy the ennemy fortress, and the ennemy stays still in the wall which make less epic battle than Horde maps.

Maybe one interesting revamp would be to put a scripted an allied AI fighting besieging the fortress with you. You should therefore analyse the AI attacks against the ennemy and attack strongly at the appropriate moment, by complementing the strenghts of your ally rather than using catapults against the archers to win slowly the game.

The AI batallion fighting alongside you could loose progressively armor and damage while fighting, in order to make the challenge still real.

The points were an amazing idea in Horde maps, they could be also very nice for Besiege maps.

The Defence of the fortress should therefore be very strong. When you kill an ennemy battalion, instantly the defender would train another one at least at the beginning.

However, the more frequently a type of ennemy battalion would be killed, the longer it would take to respawn it.

The Ennemy could get stronger at different stages of the game : changing instantly to level 3, then 5 (their normal progression would be slow), get equipments of Heavy armor and Forged Blades, global leadership...







Titel: Re: Brief General Ideas
Beitrag von: Smeargollum am 10. Aug 2020, 14:59
Hello everyone!
I would like to suggest to remove all kinds of random fear effects.
As an example:
Somtimes when you tell your pikes to attack a troll they are stunned by the troll so that they don't attack him for a few seconds and the troll can do what he wants.
Stuff like this can be extremly annoying or even decide a game, and especially because it is random and happens only sometimes it is more like a gambling game than an RTS game.
Things that let your units trembel in fear randomly:
- Trolls (from Mordor and from the creeps)
- Ents (noticed it by the normal melee ents)
- Angmar walls (lol  :D)
- Zaphragor (:o)
- Wights (unit of Angamr  ;))

Maybe there are more, but that is the stuff I noticed so far.

Have a nice day!

Edit: Units fear the whight lair and the Nazgulbattalion as well
Titel: Re: Brief General Ideas
Beitrag von: Fredius am 11. Aug 2020, 13:35
I strongly disagree for Trolls, Ents and Wights. I understand the balance idea behind it but this mechanic is meant to show the intimidation of these giant creatures, which is realistic considering that they could squash you if given the chance, or in the wights case they're literally undead walking. It's only realistic that smaller lesser men would fear them. Not to mention the fact that it is also a core mechanic of the BFME series.

In Zaphragor and Angmar walls case Im not sure, but definetly no for giants and undead.
Titel: Re: Brief General Ideas
Beitrag von: Smeargollum am 11. Aug 2020, 13:53
Well, of course it is realistic that creatures like Trolls, Ents or Wights are fearsome and lesser man are afraid of them.
But first of all I don't think that realism is the most important thing in a RTS game and when theses units are supposed to have a fear effect for other units it shouldn't be random.
It would be better when each troll, ent, whight, ... had an active ability to stun units. Even though I don't think that would be great for the gameplay, not even speaking of balance, it would at least not be a random luck game.

So when the team wants them to have such fear effects they should be via an ability and not random  at some point at the game in my opinion.
Titel: Re: Brief General Ideas
Beitrag von: steadii am 24. Dez 2020, 20:50
I really think that concept of flying units should be reconsidered. Because it is quite funny when AI summons eagles that are trying to destroy building and they do something between zero to minimum damage. Also they are not as good even against normal units as they should be. Imagine eagles destroying Gundabad army in BOTFA (which was of course extreme, but still).
I agree that eagles and fellbeats should be vulnerable against arrows. But Smaug with nearly impermeable skin shouldnt be, it should be nearly unstopable force.
Titel: Re: Brief General Ideas
Beitrag von: Halbarad am 24. Dez 2020, 22:52
So, how do you want flying units to be changed? Eagles should be stronger in general against everything, especially buildings? Eagles are already considered to be Gondors strongest tier 3 Spell and they can destroy whole armies when they are used good. Making eagles stronger in general would mean either using less eagles for this spell or making this spell a tier 4 spell.
However, I did once suggest to reconsider flying units and make them vulnerable to revenge trample damage, same as trolls or cav when they are attacking, so that they don't have to be so weak against archers anymore, I'd still like to see that being implemented (just imagine what would have happened if the orc-army in BotfA would have raised their spears directing to the eagles who were flying directly into them). Such a system would especially raise the strength of Dragons like Smaug, they could attack with Dragonfire without taking any risk to get revenge trample damage. Also normal flying units wouldn't have to be so weak against archers and Dwaves would have an easier time fighting them.

And yes, I do also think that Smaug should be much stronger then any other flying unit  (like in 3.8.1, where you needed 6000 + Ring to get him). But of course it should also be possible to kill him, just think of it like that: If you fire a thousand arrows on him, one should be able to penetrate his eye or something.
Titel: Re: Brief General Ideas
Beitrag von: steadii am 25. Dez 2020, 01:44
However, I did once suggest to reconsider flying units and make them vulnerable to revenge trample damage, same as trolls or cav when they are attacking, so that they don't have to be so weak against archers anymore, I'd still like to see that being implemented (just imagine what would have happened if the orc-army in BotfA would have raised their spears directing to the eagles who were flying directly into them). Such a system would especially raise the strength of Dragons like Smaug, they could attack with Dragonfire without taking any risk to get revenge trample damage. Also normal flying units wouldn't have to be so weak against archers and Dwaves would have an easier time fighting them.

And yes, I do also think that Smaug should be much stronger then any other flying unit  (like in 3.8.1, where you needed 6000 + Ring to get him). But of course it should also be possible to kill him, just think of it like that: If you fire a thousand arrows on him, one should be able to penetrate his eye or something.

I think the same way. Flying units should be vulnerable and not so much efective against pikes and units with heavy armour in general, but against normal troops should be OP. Normal flying units should be vulnerable to archers, too, but definitely not dragons.
Titel: Re: Brief General Ideas
Beitrag von: Birds am 25. Dez 2020, 09:33
I don't think that flying units are weak in the first place. Sure maybe they take a bit too much damage from archers at the moment. But they do a lot of damage and the eagles are arguably the strongest tier 3 spell. Flying units being weak against pikes is a nice idea but not easy to implement.
But even now flying units are far from useless. You don't see them often, but when used at the right time, they are devastating. If the enemy doesn't have many archers or you focused his archers and killed them, eagles can kill all that's left. Same goes for flying Nazgul, even though most of the time they are more useful with their armor.
I imagine that Dragons will be a lot tankier than other flying units, after all they are armored in scales and not some big flying bird.
Titel: Re: Brief General Ideas
Beitrag von: Seleukos I. am 25. Dez 2020, 12:01
I agree with Birds that birds, I mean eagles  [uglybunti] are far from beeing weak atm.
Flying Nazgul also can be devastating, in certain situations. If your opponent isn't ready for them and doesn't have any archers/ranged units, then they can deal a lot of damage.
You can kinda compare them with cavalry: Cav units wreck swords, archers and heroes, can outrun their own counter (pikes), but once they get chaught by pikes they die quickly. Flying Nazgul wreck everything that doesn't shoot up, can outrun (most) archer units, but when archers get to shoot at them they die quickly. The difference between the two is, that cav can also be killed by archers and swords, flying units can't get killed by melee units. This means that ranged units need to be a harder counter to flying units than pikes are to cav.
This beeing said, I think that both eagles as well as flying Nazgul are in a good spot right now, in terms of combat power.

Concerning dragons:
Zitat
But Smaug with nearly impermeable skin shouldnt be, it should be nearly unstopable force.
Well, I agree with you that smaug - if we go by the lore - should be able to kill every army you can build in Edain with one breathfire. Same goes for most bases. The problem however is, that we are talking about a RTS game. And in a game, Smaug, if he should be buildable in a normal game, needs to have some counter.
Let's  take a look at the dragons in the valilla ROTWK:
They were able to set ablaze armies as well as building, they were able to deal a lot of damage. But, and that's the thing, you were rather squishy. You could kill them with archers, with heroes and with pikes (if he ran into them). Also Drogoth, the dragon hero, was able to deal devastating damage, but he also died quickly vs archers.
Now this "interpretation" of dragons is very different of what we see in the Hobbit movies or read about in the hobbit or silmarillion books, but it worked in terms of gameplay.

If Smaug (or any other dragon) in this game would be a "nearly unstopable force", as you suggested, than he would need to cost something like 20 000 resources. This would mean you almost never ever get to see him in a competetive game - and if you do, it's game over immediately, because of how strong he is.
Lorewise this would make sense, ofc: If smaug decided to join any battle, this battle would most likely be over right away, but gameplay wise this would be trash^^

The best way I see to have a really strong and op smaug would be by making him go super ham once you got the ring: If a ring is in the game the players usually aren't looking for balanced gameplay anyways, so a super strong smaug wouldn't be too much of a problem here.

But in a normal game (without ringheroes) every faction should be able to counter a flying dragon, even if it doesn't really make sense in terms of lore.

Best regards,
Seleukos
Titel: Re: Brief General Ideas
Beitrag von: Éomer Éadig am 11. Feb 2021, 09:38
I wouldlike to make a suggestion concerning catapults and ballistas. I would like them to do more damage to buildings, but have a lower firing rate. As it stand now, they are extremely effective against armies, provided they have just a small meatshield in front.

As an example, you can kill Gandalf with one ballista and one uruk troop, as Gandalf will be continuously stunlocked by the siege engine, with a split second window to escape (if micromanaged) which can be countered by the troop. Siege engines in general are sometimes just a massive pain to deal with.

Against base buildings then, they do tend to deal little damage, hence the damage buff against buildings.
Titel: Re: Brief General Ideas
Beitrag von: Birds am 11. Feb 2021, 10:06
Making catapults better against buildings is a good idea. Right now you don't see them very often, exept against arcerclumps. The knockback and damage is strong against heroes even though it's far less then it once was. lowering the fireing rate would be a nice change or even just removing the hero knockback.
Titel: Re: Brief General Ideas
Beitrag von: Le Sournois am 14. Feb 2021, 22:18
I think it would be nice if the Conquest and Victory Points mods would apply also to the AI.

For now, only the player can win if he has more than half the settlements and the AI cannot win in that way. I have always think this mod is for "lazy parties" at least against the AI, and I always found these mods not engaging compared to "Legendary Heroes" or "Epic battle".

If the AI could win like the human player can in these mod. That would enhance grealty their interest. As the AI is good at taking settlements and ouposts, this would make it very challenging and quite epic and would force agressive gameplay against the AI rather than stay defensive (as I tend to be personnally).

Maybe the delay before winning could be extended to make it possible to counter the AI in a reasonable time, 4 minutes is a bit harsh.

The other mods "Legendary Heroes" and "Epic Battle" are very good as they are. I like the fact the AI is not affected by those mods because you can enjoy your strenghts without the AI bothering you by showing the same strenghts. And that's also allows challenges by playing with more handicap than in skirmish.

Personnally, I would enjoy the return of the old "Battle mod" where all command points are doubled, because firstly I don't see the points of having both the mod "Elite" and "Massacre" and secondly "battle"mod would allow the player to use more command points but with some limits that you do not have in epic battle.

In BFME II, you had a lot of options in terms of command points limit.



Titel: Re: Brief General Ideas
Beitrag von: IgRAzm am 20. Aug 2021, 16:47
I have a small suggestion - if that's technically possible, make the citadel unit decommission feature an ability that can be cast by it on units, rather than automatically performed when right clicking on it. I ask you, how you others manage to NOT missclick in a stressful situation when defending as Lorien? Their citadel fills 1/3 space of the camp.
Titel: Re: Brief General Ideas
Beitrag von: The_Necromancer0 am 20. Aug 2021, 16:58
I strongly support this suggestion. This would also fix the issue with inconsistent decommission buildings.
Titel: Re: Brief General Ideas
Beitrag von: Seleukos I. am 20. Aug 2021, 18:29
I support this idea as well.
Titel: Re: Brief General Ideas
Beitrag von: Ninima am 20. Aug 2021, 20:55
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.
 
Titel: Re: Brief General Ideas
Beitrag von: IgRAzm am 20. Aug 2021, 21:03
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.
Titel: Re: Brief General Ideas
Beitrag von: Gnomi am 20. Aug 2021, 22:36
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.
Titel: Re: Brief General Ideas
Beitrag von: The_Necromancer0 am 3. Sep 2021, 10:40
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.
Titel: Re: Brief General Ideas
Beitrag von: Elendils Cousin 3. Grades am 3. Sep 2021, 13:48
Neat idea.
Titel: Re: Brief General Ideas
Beitrag von: IgRAzm am 23. Dez 2021, 18:11
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.

(https://i.imgur.com/ClB6hKD.png)
Current tasks order

(https://i.imgur.com/l0jmlbs.png)
Suggested tasks order
Titel: Re: Brief General Ideas
Beitrag von: Watcher am 2. Feb 2022, 17:14
(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).
Titel: Re: Brief General Ideas
Beitrag von: Halbarad am 2. Feb 2022, 21:04
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.
Titel: Re: Brief General Ideas
Beitrag von: Watcher am 3. Feb 2022, 06:44
Yes, I had not considered that...
Titel: Re: Brief General Ideas
Beitrag von: The_Necromancer0 am 3. Feb 2022, 08:46
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.
Titel: Re: Brief General Ideas
Beitrag von: Le Sournois am 17. Okt 2023, 16:42
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.
Titel: Re: Brief General Ideas
Beitrag von: Elendils Cousin 3. Grades am 17. Okt 2023, 23:37
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. [ugly]
But we'll see what we can do, we already have plans for our next campaign.