22. Aug 2025, 01:16 Hallo Gast.
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31
Hat niemand eine Idee? :(
32
Allgemeine Vorschläge / Re: Kurzvorschläge allgemein
« Letzter Beitrag von Zoger am 11. Aug 2025, 17:19 »
Ich finde, es wäre besser, wenn wir nicht auf die Karte angewiesen wären da sie momentan eh nicht größer werden können. Außer man zieht alle berge und Dekorationen weg und wir spielen dann auf Minecraft Flatworld ohne taktischen Spaß. ^^

Alleine das Ausprobieren würde ich schon feiern, auch mit Gondor den Vorteil der Bauplätze in einem Lager zu genießen.
33
Allgemeine Vorschläge / Re: Kurzvorschläge allgemein
« Letzter Beitrag von Elendils Cousin 3. Grades am 11. Aug 2025, 13:30 »
Der letzte Absatz verwirrt mich etwas - wenn zu wenige Außensiedlungen ein Problem sind, inwiefern ist das "Zupflastern" dann nicht gut? Oder verstehe ich dich gerade falsch?
34
[Edain] Bug-Meldungen / Re: Bugs im Ringkrieg
« Letzter Beitrag von Fíli am 10. Aug 2025, 00:39 »
- Startet man in der Guten Kampagne die Mission bei den Blauen Bergen, stürzt das Spiel mit einer Fehlermeldung ab.

- In der Guten Kampagne kann man bei der Mission auf den Grauen Anfurten in den Häfen keine Schiffe ausbilden, somit kann man die Mission nicht abschließen.

- Startet man in der Guten Kampagne die Mission beim Erebor, stürzt das Spiel mit einer Fehlermeldung ab.
35
Allgemeine Vorschläge / Re: Kurzvorschläge allgemein
« Letzter Beitrag von Zoger am 9. Aug 2025, 20:07 »
Hab mir vorhin überlegt, das bei manchen neuen 6er,8er-Karten gefühlt immer nur Platz für Lager sind, da war mein Gedanke, nachdem ich die Bösen Lager gesehen hab, ob man nicht ein Mittelding aus Festung und Lager erfindet und die großen Mauern entfernt und so Platz schafft für mehr Bauplätze und trotzdem den Schutz von den Lagern behält.

Die neuen Lager sollten nicht die Alten ersetzen, sondern für zukünftige oder ausgewählte Maps benutzt werden als weitere Alternative, ohne dass die Karte mit Außengehöften zugepflastert werden muss, weil das meistens das Problem der Teamgames Karten ist: wenig Außensiedlungen. Das wäre dann ein Kompromiss.
36
After Looking through the internet i couldnt really think of an elite unit for the laketown subfaction

so my idea was to maybe make the archers into an half elite unit and Change their ability to an active or passive Damage debuff
the black Uruk archers from the cirith ungol Settlement have Pretty much the same ability so maybe Change their Damage reduction to an armor reduction, which would align them more with the black Uruk Warriors or make them redundant to them i dont know you have to deciede that.

But a damageredution for the now stronger laketown archers would help ered luin to tank through more Damage

since it was stated in the original ered mithrin post from Long Long ago the dwarves from the Grey mountains are, in contrary to the allied men in no need of Leadership from some hero Character. So i thought About making atleast the archers a bit more reliant/stronge through their heroes or their respective Town itself.

The additional Passive for the Dale Archers is a bit mundane, i admit that but as you stated sometimes less is more.
But Abit of Extra Reach is not to underestimated and underlines Dales more direct Approach through direct Damage when compared to laketown.
So Again i would suggest something like +15% Reach "Elite of Dale" Passive in the vicinity of Brand and Dale.

This new Passive would double if the unit is stationed in Dale, as it could be for the Laketown Archers.

so now instead of a "weapons switch" for Damage and armor debuff just give the laketown archers the Black Uruk Archers Ability and Name it something like "butthead arrows".
Their Debuff would increase in the laketown with the extra fortification upgrade making laketown now with their Stealth and tunnel and now also Damage debuff an even more hard to break Defence. And also doing it for different reasons than Dale would be now.

"Smuggled Arrows"
Passive
The Arrows of the Laketown Archers hit very hard. After Hitting an enemy for a Brief Moment they have a hard time striking with all their strentgh.
Hit Enemies loose 20% Attack Power for 10 Seconds
Bard is very familiar with all the different Kinds of smuggled ware and especially Arrows.
When in the vicinity of Bard or Laketown the Effect increases for 15% making it now 35% damagereduction

With the doubling of the Passives laketown Archers would do 50% damagereduction when stationed in Laketown.

That might Sound very strong but considering after outposts give 30% Damage for all allied Units or debuffing all Monsters in a large radius and so on debuffing one attacked unit for half their Damage sounds reasonable. Maybe the Passive could affect Rams also.

Oh and about the suggested moat for laketown maybe just make an entrance for every side of the town so even when next to stuff there will always be atleast one or 2 entrances to attack and catapults also can attack anyway. Laketowns weakness would simply be artillery

With more Hp and the Windlance upgrade Dale would be stronger when attacked with catapults. And for Long range warfare in general with the additional Reach Passive for Archers.

In any case please consider changing the Laketown Archers. Their current bombard ability with -20% speed and -5% armor feels kinda redundant to the swordsmen ability.

Also please check if the Men get the Smithing Bonus too. If not let them have some form of Bonus because as you said yourself they are a hard sell so their dwarven counterparts.

Btw Do the Towns of the Men get the Armor Bonus from the Stonemasons?

And since i still couldnt think of cool new unit for laketown id say maybe just give them a cheap and fast ram :D


Best Regards Voodoo
37
Hi Again

Thank you so much for the feedback :)

and the tipps i will consider them if i will come up with some ideas again

let me tell you im having a great time with your mod
every couple months since after an update i come back and think "man thats their peak"
but even then i get to read about new stuff and even now after almost 10 years i still get hyped
that is something pretty much no other game or product or whatever could bring so much props again
also it was a lot of fun and even abit of work to research for example about gror and ered mithrin
so the updates over the years must have cumulated into a real shit ton of work

to make things short i want to give out big respect to that

also maybe helping a bit in form of input is also a personal achievment for me after i got to enjoy the Edain Mod for so long :)

Best Regards Voodoo
38
Some of these idea are pretty interesting. Before getting to the concept itself I would like to offer some advice when it comes to designing units
- Avoid small numbers. Small numbers don't always feels very impactful to player, especially when they are placed on an active. Things like +5% armor, +10% speed are hardly felt. You should aim for harder to get high impact numbers.
- Avoid randomness: Random is something that has been tried before but the consensus is that it doesn't really work in BFME. It always feels bad because either the player feels like he's not getting enough successes or the enemy feels like there are too many successes.
- Unit complexity scales with unit tier. A standard unit should be very simple to use and have only one button to press. An elite unit can have a toggle or multiple buttons to press. Heroics can have toggles and multiple buttons to press. You want to avoid the player having to run around their army trying to get the right composition.

This is my opinion, of course, but it's something I've seen players and modders say and from my own experience. On to the concept.

I wouldn't mind more differenciation for the outpost units but I'm not sure that your idea of a "peasant" unit would work. Laketown units are already a hard sell because Ered Luin dwarves are quite good. I don't see a rabble unit being useful. Rather if you want more differentiation I would instead push to create some sort of elite unit that can help the dwarves tank more through abilities.

The Archers of Laketown idea is too complex for the unit tier, and technically complex to implement. At most, we could do an upgrade system where the archer can permanently chose a new ammo but I don't really see why laketown archers would have that. This is something I would see more on the elite Dale Archers.

The idea of the windlance is interesting

I don't understand the travelling dwarves idea. The whole of Ered Luin is already travelling dwarves essentially. The idea of allowing Ered Mithrin dwarves to mount expeditions is interetsing.

I don't like the idea of the Whirlwind, it looked relatively silly in the movies.

The Ered Mithrin ideas are interesting. Journey to the Iron Mountains is maybe a bit too complicated for a unit ability but it is cool.

Other comments
- I'll need to check but there's a chance that humans already receive the bonus of Weapon Art of the Dwarves
- Defensive extensions to the outposts may be problematic since these outpost are something located against natural elements. It would be annoying if the only openings to attack Laketown were against cliffs or water.

Interesting read, well done.
39
Ich hab nun ein paar Punkte angepasst
Die Menschen Einheiten sind nun im Gegensatz der Ered Mithrin abhängiger von ihren Helden.
Gebt mir gerne ein Feedback was ihr von den Vorschlägen haltet

lg Voodoo
40
Alles klar, passiert den Besten^^
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