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  #31  
Old 05-17-2010, 08:13 AM
Aelfwine Aelfwine is offline
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...i cant help but blink at how you came to that conclusion... fire fetish...
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  #32  
Old 05-17-2010, 08:16 AM
blackfang blackfang is offline
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well people have SM fetishes, maid fetishes, cat fetishes, foot fetishes and many more. The amount of fetishes equals the number of objects and actions out there. So of course once in a while somewhere there gotta be people with fire fetishes
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  #33  
Old 05-17-2010, 08:29 AM
Aelfwine Aelfwine is offline
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... i know that >< but they're usually called pyromaniacs....
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  #34  
Old 05-17-2010, 02:24 PM
otomotopia otomotopia is offline
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Oh lord.

Anyway, back on topic

Buildable moats do not exist, but take a loot at any of the numerous screenshots- there is a chokepoint in most seige maps. That's usually a bridge crossing a chasm (sp), or a body of water limiting movement, and I've even seen ridges blocking movement. However, it looks like you're either going over or through walls/gates, not under. Sapping/explosive units could work to damage walls, and we may see some transportation magic, but that's about as far as I can see the developers going. The art side of tunneling is tough, and the programing/pathfinding side will not be having a good day with the bugs this feature could create.
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  #35  
Old 05-17-2010, 06:10 PM
Aelfwine Aelfwine is offline
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Quote:
Originally Posted by otomotopia View Post
Oh lord.

Anyway, back on topic
but that's about as far as I can see the developers going. The art side of tunneling is tough, and the programing/pathfinding side will not be having a good day with the bugs this feature could create.
hah... and finally someone pops in the technical side that i was too lazy to mention, and a great point too. other than seeing moats as eye candy for mod made maps or scenarios, you probably wont have an option of getting yourself one, and sapping... more than likely not gonna happen... like i said... just throw big exploding things at the walls... its cooler that way...
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  #36  
Old 05-17-2010, 07:26 PM
Negthareas Negthareas is offline
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Still, explosives should be one of the only ways of taking out a wall - even so, It should take a lot of them. In Helm's Deep [LOTR] the reason gunpowderwas so effective is because the walls were not built with gunpowder in mind. Think, however, of walls that were, like those of Constantinople that withstood months of Turkish cannonfire and still did not crumble.

I really did not like how damaging the mines of Isenguard were in BFME2 [and 1 - but it was not as much of a problem] I think the way they had it in Age of Kings with Petards was good - though maybe more powerful. In any case - explosive units should cost a heck, and only be effective in certain circumstances.
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  #37  
Old 05-17-2010, 07:29 PM
Aelfwine Aelfwine is offline
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[quote=Negthareas;28815]Still, explosives should be one of the only ways of taking out a wall - even so, It should take a lot of them. In Helm's Deep [LOTR] the reason gunpowderwas so effective is because the walls were not built with gunpowder in mind. Think, however, of walls that were, like those of Constantinople that withstood months of Turkish cannonfire and still did not crumble.[quote]

THAT movie scene was redicously over done... the fact was in the book the breach on the wall wasnt even that big...
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  #38  
Old 05-17-2010, 07:34 PM
Negthareas Negthareas is offline
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It might have been seriously overdone, but sadly, it was the basis for the gameplay concerning Isenguard's mines.
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  #39  
Old 05-17-2010, 08:22 PM
Aelfwine Aelfwine is offline
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hmmm i havent played those 2 games you mentioned yet =\ so i cant quite picture what your saying... do a simile ^^
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  #40  
Old 05-17-2010, 08:37 PM
LoveToKill LoveToKill is offline
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Now heres a serious question why wouldyou blow up the walls instead just rain rocks into the city and when they flee take em out :x take out there resources and at some point they starve to death or fight with nowall support :x
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