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HL-HEV
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BFME2 Siege mod by Insomniax

Добавил: The DSystem
2006-04-30 22:04:00
11 просмотров
damage; Siege units (catapults, ballistas) do half the normal damage; Ents, Mumakils and Mountain Giants do their normal siege damage. This rebalancing is short from just a small armor type change, all faction and hero powers were tested and had their damage vs. buildings scaled specifically vs. Buildings to offset the armor change and thus retaining the original intended "end game" damage from special powers. 2- Improved A.I.: Better counter logic, better group maneuvers, better army composition, new base layout, etc. 3- Fixed a number of game bugs: Mordor Doom Pyres bug, Mirkwood Archer Population count bug, Dwarven Guardian classified as cavalry bug, etc. 4- Global Wall Changes: Wall Hubs have 3 times (300%) more health. Wall Gates cost reduced to 250 for Isengard and Elven faction. Dwarven Wall Postern Gate Health fixed to match those of all Dwarven Walls Wall Armor value tweaks. 5- Added a new elven infantry unit the Galadhrim Soldiers, this was inspired by Steve Shepherd's (AKA Gholin) Elven Guard mod, however I ended up completely redoing all the animations and other stats, it took me more than four days to get all the animations working properly (EVERY animation works properly). 6- Added health regeneration for Monster units (Trolls, Mumakils, Giants, Ents, Berserkers) and Banner Carriers for ALL races, there is a standard delay when out of combat for the health regeneration to kick in: 15 seconds for Monsters, 20 seconds for Banner carrier hordes. This was completely based on Troll Buddy's "Monster and Banner Regen Mod" so credit for this much needed modification go to him.
What does it do? ==================================== The very short version: 1- All buildings take one fifth the normal base damage from all damage types except from Siege units and flame
File Name:
ix_bfme2_siege_mod_v2.2.zip
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4.38 MB
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