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#1 Unknown

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Posted 06 February 2012 - 04:47 AM

Please post any ideas here
Things you should consider:
-What you want to see from this mod
-Want you don't want to see from this mod
-New things to be added
-Old things to be removed
Not all coments will be taken into action but will be taken into consideration

#2 Guest_Esparado87_*

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Posted 03 March 2012 - 02:58 PM

Hey, this is an old brainstorming/idea of a bfme2/rotwk mod, mayby you can use some of it (or all of it... :p )?



Factions
allmost all Factions will have "Sub-factions" for extra units and heroes.

3 good and 3 evil factions:
-Men of The West (2 subfactions = Rohan and Gondor)
-Elves (3 subfactions = Lothlorien, Rivendel and Mirkwood)
-Dwarves (2 subfactions = Erebor and Dale)

-Mordor (3 subfactions = Mordor, Rhun and Harad)
-Isengard (2 subfactions = Isengard and Dunland)
-Goblins (0 sub faction)


Campaign

2 campaigns, evil and good
(mixed south and north war of the ring)


Maps

Places that are needed to make a complete Middle earth:

-Erebor (new one with Dale, fortress map)
-Gondolin (mayby, fortress map)
-Angband (mayby, fortress map)
-Caras Galadhon (Lothlorien Capital, fortress map)
-Cirith Ungol (only 2 campaign, veryy unsure about this one)
-Thranduil's castle (need name) (fortress map)
-Dol Amroth (fortress map)
-Ettenmoors (fortress map(mayby)
-Carn Dum (making a new one, with goblin king structures, fortress map)
-Esgaroth (mayby)
-Moria (only 2 campaign, mayby)
-Edoras (fortress map)
-Gorgoroth (mayby implent it with Barad-dûr....if not 4 player map)
-Utumno (mayby, fortress map)
-Far Harad (4 player map)
-Khand (2-4 player map not sure....)
-City of the Corsairs (4 player map)
-Pelargir (2 player map)
-Nurn (4-8 player map, not sure...)
-Barad-dûr (fortress map, very Important)
-Druedain Forest (2-4 player map, not sure....)
-Bree (2-4 player map, not sure....)
-Annúminas (fortress map, mayby)
-Hornburg (just renaming it from Helms Deep...)
+++
Fortress map has only 1 defend position and 2 attack position.
All start with the same amount of money.
Defenders have sight over the whole map (can't see invisble units though).
Defend position has at least 1-2 outpost.
If defender has only 1 outpost, then defender gets a firesignal or a inn, or more stuff, depending on a map



Skirmish/multiplayer game start

You start with a normal fortress with 2 builders (builders can't build anything before a sub-faction is selected in the main fort)
More builders can be builded for 500 resources, they take 10 sec to build.




War of the Ring

fort now cost 5k)
All factions have at least 1 main base/city (Rohan-Edoras, Ettenmoors- goblin fort in ettenmoors, Harad-City of Harad)(on worldmap)
Heroes and units gain -75% attack if money is under 0 resources after battle is won.
and can't build any buildings if resource goes under 0 (farms cost 300?).
mayby fix the whole thing by never going under -0 resource.
wotr world prob= get the production building you want.
F.example : can chose between barracks, archery range, stable or siege works if you are gondor.
wotr:
-can have 5 leaders.
-can recruit heroes from capitals/fortress map
wotr: -0 in treasury on world map means weakened armies.

Heroes

Heroes who have normal leadership need 50 Command points.
Heroes who have high leadership need 100 Command points.
Custom Heroes Need 75 Command Points no matter what they cost.
hero armor needs to be weaker vs siege damage (and pike damage?).
All heros, including custom heroes have 6 power palantir slots like in the first BFME,
but with a 7th.palantir slot wich is the stance palantir slot.
Late game Heroes may start with many powers instead for 0 or 1 powers like in the original bfme1.





Hero Powers
-High Leadership = +25% damage, +25% armor and earn experience 100% faster
-Damage Leadership = +25% damage and earn experience 50% faster
-Armor Leadership = +25% armor and earn experience 50% faster
Untamed Alligiance units can get upgrades (depends on units vs faction), and trained (not sure about his one).
Black Breath (nazgul power) Works just like Karsh's chillin soul(kills slowly (poison damage) stacks with more black breath)
Healing powers like Athelas heals 20-25% hp too heroes and units
Starlight heals all heroes/units slowly no matter if under battle or not + gives (+25% damage) + (makes enemy units afraid (mayby)

All Heroes including CAH have "aura"(like the dwarf heroes in bfme2)
The "aura" is canseled by Cloak/Hide/Disguise powers, "aura" is regained after Cloak/Hide/Disguise powers are not on.




Ring Hero
Ring Heroes Cost 10000 resources and need 180 seconds to be recruited
Killing a ring hero, will give 10000 xp

Sauron:
Like in ROTWK 2.02 and add more ability

Powers: High Leadership, Terrible Fury, Fires of Doom, Balrog , Wyrm

Frodo:
Powers: Weapon toggle, the one ring, elven cloak, Phial of Galadriel, Summon hobbit friends (Sam, Merry and Pippin), Summon Tom Bombadil
the one ring: becomes invisible for everything, but loses life as he uses the ring.
Summon hobbit friends (Sam, Merry and Pippin): Sam has elvish rope that he can pin down heroes for some time (fast recharge)
Merry and Pippin have daggers to stab heroes (fast recharge)
Summon Tom Bombadil: Has sonic song and some arial damage thing + leadership for all good units






Custom Heroes

Same set up as ROTWK but get more class and more armor to wear.
When you want to make a custom hero, then at the Main Menu, go to section "My Heroes" (yes still the same name as in bfme2)
Create-A-Hero menu will appear, pick "create a hero to make a new hero.
After that you will come to first page of 5 pages:
Page 1: Select hero class and type: pick your class and type for your custom

Page 2: Customize Appearance: Change appearance (body, face, hair), get cloth/armor and for you custom hero.
Things like helmet, shoulders, cape, armor(chest and under), arms and legs can be changed
Can also get colours

Page 3: Customize Attributes: Distribute Attribute points, get 30 points for free.
Cah basic cost is 1000 resources.

Page 4: Customize Weapons Set: Get the weaponset and weapon(s)/shild that fits best for your custom hero.

Page 5: Customize Hero Powers: Pay resources for more powers you get.


Classes
Men - Man and Female
Elf - Man and Female
Dwarf - 2 types of dwarfs
Sorcerer - 3 types of Sorcerer
Olag Hai - 3 types of trolls
Servant of Sauron - Uruk and Orc (orc can have goblin face)
Corrupted Men - Easterling and Haradrim






power cost just like in rotwk 2.3

MEN
-call reinforcements-improved call reinforcements-great call reinforcements-superior call reinforcements
-mount- improved mount (rohirrim speed,better trample, better armor?)
-atlethas
-elendil (lvl3)
-blade master (lvl3) (can only activate when unmounted)
-spear trow-improved spear trow-mighty spear trow(splash)
-Outlaw bounty-improved Outlaw bounty (first only money for hero, 2 tier allies)
-slam shot (can only activate when unmounted)
-weapon toggle
-training-improved training-great training
-stealth
-heroic charge (can only activate when mounted)
-high leadership



ELF
-Arrow Enchantment-improved Arrow Enchantment-great Arrow Enchantment-superior Arrow Enchantment
-elendil (lvl3)
-cripple strike(ranged)-improved cripple strike(ranged) (can only activate when unmounted)
-weapon toggle-improved weapon toggle (faster dps melee, legolas ranged speed,
without improved weapon toggle, haldir ranged speed and normal melee speed)
-summon familiar-improved summon familiar- great summon familiar (more radius,more life,more summon time)
-atlethas
-mount (fast as elven cavalry, a bit weak in armor or more costy then other cavalry powers)
-Starlight (lvl10 ,25% damage, stuns enemy and heals)
-tornado-improved tornado (can use tornado while mounted)
-rain of arrows-improved rain of arrows-mighty rain of arrows (can only activate when unmounted)
-stealth(cloak) (lvl3)
-training-improved training-great training
-high leadership



DWARF
-Battle Rage-improved battle rage-great battle rage-superior battle rage (can only activate when unmounted)
-crush-improved crush-mighty crush (can only activate when unmounted, makes you a bit faster/can crush)
-sapper-improved sapper-mighty sapper (sapper has good splash damge, siege damage, disable buildings,
knock over on units/heroes can only activate when unmounted)
-axe trow-improved axetrow-mighty axetrow(splash)
-Heal Foundation-improved build foundation (building heal, siege units heal)
-Weapon toggle (crossbow?)
-mount (battlewagon)
-earthquake-improved earthquake-mighty earthquake (can only activate when unmounted)
-training-improved training-great training
-bombard-improved bombard
-high leadership
-Durin (just like elendil, with another colour, has stubborn pride image palantir)


SORCERER
-Summoning-improved Summoning-great Summoning-superior Summoning
(phoenix?(works like healing well,damages enemies) (skeletons?) (Rock elements?) (acolytes?)
-fireball-improved fireball-mighty fireball (most damage on many units,medium splash)
-icenova-improved icenova-mighty icenova (nova/orb/blast/bolt, large splash to all enemy units (fell wind power)
-Lightning strike-improved lightning strike-mighty lightning strike (most damage on 1 unit,enemy units around gets bounced)
-teleport-improved teleport-great teleport(blink is gone so the teleporter has to be included in teleport spell.)
first self teleport, then teleport allies too (large radius), and then the enemy too(large radius).
-curse-improved curse-great curse (same radius all tiers. first tier debuff and some hero power recharge-
second tier debuff, nullfy leadership and more hero power recharge,
third tier debuff, nullfy leadership and max hero power recharge + enemy units gets scared(stands still).
-Domination-Improved Domination (takes over units in a small radius, then in a larger radius + pins enemy heroes for 5 seonds
-mount
-polymorph-improved polymorph (faster recharge time then the other damage powers)
-True sight (far sight)
-training-improved training-great training
-high leadership



ORC
-beserker rage-improved beserker rage-great beserker rage-superior beserker rage (can only activate when unmounted)
-call reinforcements-improved call reinforcements-great call reinforcements-superior call reinforcements
-mount
-weapon toggle
-battle chant-improved battle chant-great battle chant
(first: +25% damage spell, improved: +50% damage spell, great: +75% damage spell )
-pillage-improved pillage-great pillage (first only money for hero, 2 tier allies, 3 tier + brigande effect)
-oil spill-improved oil spill-great oil spill(2.01 power)
-mine trow-improved mine trow- mighty mine trow (splash, siege damage, exploison effect)
-training-improved training-great training (crack the whip)
-high leadership
-fear-improved fear (lvl3- then lvl 7) (works like fear in 2.01 but with added debuff on the first tier and nullfy on second tier.
-cripple strike(melee)-improved cripple strike(melee) (can only activate when unmounted)


CORRUPTED MEN
-fire bomb-improved fire bomb-mighty firebomb
-spear trow-improved spear trow-mighty spear trow (splash).
-pillage-improved pillage-great pillage (first only money for hero, 2 tier allies, 3 tier + brigande effect)
-weapon toggle
-Poison-improved poison-great poison (taken from cah sos, sos no longer has poison, poison can be used on melee AND ranged)
-mount
-stealth
-disguise(can look like any ally/enemy infantry) (can only activate when unmounted)
-Attach Spy (marks an enemy unit forever(until the enemy unit dies)
-training-improved training-great training (crack the whip)
-high leadership
-assassin strike-improved assassin strike-mighty assassin strike-superior assassin strike (can only activate when unmounted)

TROLL
-Rage-improved rage-mighty rage-superior rage (gets some extra speed when ability in on)
-battle chant-improved battle chant-great battle chant
(first: +25% damage spell, improved: +50% damage spell, great: +75% damage spell )
-pillage-improved pillage-great pillage (first only money for hero, 2 tier allies, 3 tier + brigande effect)
-fear-improved fear (lvl3- then lvl 7) (works like fear in 2.01 but with added debuff on the first tier and nullfy on second tier.
-untamed alligiance(lvl3)
-high leadership
-training-improved training-great training (crack the whip)
-leap-improved leap-mighty leap (troll leap is much better now)
-sTONE TROW-IMPROVED STONE trow-mighty stone trow (splash)
-Devour (eat a infantry unit to restore some health).
-summon watcher (lvl7)



Explanations for different weapon sets:
Daggers can only be used by using powers (like stab and cripple) except with the 2 1h option.
All weapons and Shields have some kind of bonus (5 % more armor, 5% more slash damage, 5% more specialist damage e.t.c)
can be unarmed on right hand (5% faster movement speed)
weapons are added on both hands (shield option is now weapon option too.)


Weapons for all except Magician and Trolls:
Note: Some weapons can't be used by a spesific class, like Elfs can't use hammer or axe.
Weapons for most Custom Heroes:
1h sword/hammer/axe/mace/spear/club
1h sword/hammer/axe/mace/spear/club with shield
2h sword/hammer/axe/mace/spear/club
2 1h sword/hammer/axe/mace/spear/club/dagger (can get combos of different weapons)

Weapons for Trolls:
1h sword/hammer/axe/mace/spear/club
1h sword/hammer/axe/mace/spear/club with shield (the shield could be a barbaric shield)
2h sword/hammer/axe/mace/spear/club
2 1h sword/hammer/axe/mace/spear/club (can get combos of different weapons)
The Olag Hai Will get 15 splash readius on all his default melee attack since he is a troll,
but he will suffer even more then the other custom heros with specialist damage (pike) and magic damage.

Weapons for Magician:
1h staff
1h staff with shield (the shield could be a magic barrier)
2h staff
2 1h staff and sword
must have staff in 1 hand)
All can mount and swith weapons(bow/melee) except:
Olag Hai can't mount, or switch weapons(bow/melee)(like mountain trolls) ,can trow stone via stone trow power.
Magicians can mount, but they can't switch weapons(bow/melee)
Only Good Men class can have Improved Mount(faster mount, more crush).
Only Elfs class can have Improved Switch Weapon (faster attack rate on melee and ranged).
Mounted CAH gets normal weapon: normal speed, mounted armor and no splash on melee attack.








Units

Trolls(cave troll, mountain troll/upgraded mountain troll) gets more splash with tree, but gets slower attack speed.
has less splash with just fists, but gets faster attack speed.
Can trow away tree, so troll can fight with fists again, by clicking on toggle fist/rock icon, not working for drummer troll.
Trolls in geeral need to have smaller splash on default attack.

units are NO MORE afraid of troll sometimes.
Siege units repair works just like minas tirith gate repair

All units(1 unit)/heroes heal slowly at level 1
All factions have a Second Phase Swordmen(1 unit) who have 2 powers at least:
-A extra ability(s) at level 1: splash/mount/toggle weapon/ignite .e.t.c
-leadership at level 2 (gives 50% more exp rate to all friendly units).
(All of them have hero armor and 300-500 hp)

ALL land units should been able too be decommished on the fortress.
Battalion needs to be near upgrade structure to gain upgrades
All units have 6 power palantir slots like in the first BFME,
but with a 7th.palantir slot wich is the stance palantir slot.
Animals (neutral animals) flee battles as in BFME I
All units/heroes has 3 Stances (MAYBY 4):
Agressive Stance: Gets a aggresive look, more attack and less armor,
auto-acquires enemies when sighted, fast movement.
Defensive Stance: Gets a defensive look, gets more armor and less attack,
auto-acquires enemies within medium range, slow movement.
Stand Ground Stance: Gets a passive look, equal attack and armor,
Will not auto-acquire enemies, normal movement.
(mayby)No Attack Stance: Draws away weapon(s), equal attack and armor, attacks no one,
normal movement.
mechanical siege weapons can heal them selfs like beasts (when not in battle)



Units gain 10 levels of veterancy
all units needs double amount of exp to level up from bfme2(so banner carrier is more needed for gameplay)
units (battalion) at level 2 get respawn.
cavalry does less damage vs structures.



Formations
-Line Formation = all units have this formation in battle stance
-Wedge Formation = all units have this formation in agressive stance
-Square formation = all units have this formation in defensive stance (some units will use shield wall in this stance)
-Shield Wall Formation= Implented in defensive stance for some units, gains more armor, much slower speed.
Units with swords/pikes and big shields have this formation
-Phalanx Formation = Raise Spears, slower movement, gains more armor
Units with spears have this formation









Builder

Builder takes no command points.
Builder/porter has 1 role and that is to build.
Builder heals them selfs after some time (when not in battle).




Buildings and upgrades
Market Place have:
-grand harvest= gains +15% resources from farms
-siege matirials= discount on buildings and mechanical siege units
-iron ore= discount on unit upgrades
(cheap building, exspensive upgrades)
can level up building for more health and arrow at level 3.
Poison is weak against damage buildings.
Rebuild is fixed by a button on the building (no more auto build).
Upgrade house needs to be cheaper in general + upgrades, but then upgrades gives less weapon damage/armor defense
upgrades for units(stronger armor and weapon not incuding banner) with over 60 commandpoints cost 300 resources
upgrades for units(stronger armor and weapon not incuding banner) with 60 commandpoints cost 250 resources
upgrades for units(stronger armor and weapon not incuding banner) with under 60 command points cost 200 resources
banner cost 150 resources on any battalion.


All buildings that are builded inside the radius of the fortress/battle tower are builded at normal speed,
but buildings builded outside the fortress/battle tower radius needs more time to be builded
(twize, 2.5, trippled buildtime).
All buildings that are builded outside the fortress/battle tower radius gets this penalty except:
Farms and Fortress/Battle Towers
Reapearing of structures is activated by a reparing icon inside any structure.
Reapearing cost 50 % of actually building (cost almost 2500 to completley rebuild a fortress from 1 % to 100%.
Statues provides leadership ( +25% armor and +25%armor and +100% more exp rate)
Farms will have the same income system as in bfme2 but the % income will only be affected
by mountains, hills, water and other farms (other buildings will not affect the income %.)
repearing is activated by a repearing icon inside the structure.
repearing cost 50% of actually building (cost almost 2500 to completly rebuild a fortress from 1% to 100%, need cansel icon
to stop rebuilding (mayby pressing rebuild icon again can cansel rebuilding. (not important)
rebuild system for buildings works JUST like any gate at any castle (hornburg gate, minas tirith wall)

All production and resource buildings (except entmoot) will start at level 1 and
can be upgraded too level 2-3 (arrow tower gained at level 3)





Battle Tower

-Works as a watchout post
-Battle Towers have more health, but cost more, take longer time to build then bfme2 battle towers.
Gets 50cp, works as fortress on build limit(smaller radius though)




Forts
-Unlimited fort per game

Gondor Fortress upgrades:
-Banner Carrier (gives leadership, + fear immunity)
-House of Healing (reduce hero revival cost by 15% + reduce hero revival time by 15%)
-Boiling Oil (Pours boiling oil on nearby enemy troops)
-Fire Munition (Adds fire on towers and catapults)
-Numenor Stonework (Increase fortress and wall armor)
-Ivory Tower (Increases the vision range of the fortress and detects stealth + Vision power)

Expansion Plots:
-Wall Hub Expansion (allows The construction Of walls)
-Watchtower Expansion (arrow tower that fires at nearby enemy units, benefits on fire munition)
-Trebuchet Expansion (long range defensive weapon, benefits on fire munition)
-Dormitory Expansion (garrisonable structure(2 plots) + 50cp)






Lothlorien Fortress Upgrades:
-Enchanted Anvil (reduces the cost of elven units upgrades)
-Blesses Mist (Allies becomes camouflaged, reduces the armor and damage of nearby enemys)
-Crystal Mout (decreases the melee vulnerability of the fortress + reduce hero revival cost by 20% + reduce hero revival time by 20% )
-Silverthorn Munition (Adds silverthorn on towers and catapults, (Mystic Fountains is no more) and make some blue aura around the fountains)
-Encased Vines (Increase fortress and wall armor)
-Eagle's Nest (Allows summoning of a Giant Eagle)

Expansion Plots:
-Wall Hub Expansion (allows The construction Of walls)
-Watchtower Expansion (arrow tower that fires at nearby enemy units, benefits on silverthorn munition)
-Ent Sentry Expansion (long range defensive weapon, benefits on silverthorn munition)
-Dormitory Expansion (garrisonable structure(2 plots) + 50cp)
-Flood Gate Expansion (releases a small flood on nearby enemy units)






Erebor Fortress upgrades:
-Banner Carriers (gives leadership, + fear immunity)
-Excavations (need proper image)gives additional hitpoints to the fortress + Reduces the cost of dwarven buildings and dwarven mechanical siege units)
-Oil Cask (Trows explosive oil cask on nearby enemy troops)
-Fire Munition (Adds fire on towers and catapults)
-Dwarven Wall (Increase fortress and wall armor)
-Mighty Catapult (Allows the fortress to launch a giant rock that causes damage on a medium radius)

Expansion Plots:
-Wall Hub Expansion (allows The construction Of walls)
-Watchtower Expansion (arrow tower that fires at nearby enemy units, benefits on fire munition)
-Catapult Expansion (long range defensive weapon, benefits on fire munition)
-Hall Expansion (garrisonable structure(2 plots) + 50cp)





Isengard Fortress upgrades:
-Crebain (increases the vision range of the fortress and detects stealth)
-Burning Forges (Reduces the cost of isengard units upgrades)
-Excavation (Reduces the cost of Isengard buildings and Isengard mechanical siege units)
-Fire Munition (Adds fire on towers and catapults)
-Iron Plating (Increase fortress and wall armor)
-Wizard's Tower (Allows the fortress to cover map in Freezing Rain)

Expansion Plots:
-Wall Hub Expansion (allows The construction Of walls)
-Watchtower Expansion (arrow tower that fires at nearby enemy units, benefits on fire munition)
-Ballista Expansion (long range defensive weapon, benefits on fire munition)
-Garrison Expansion (garrisonable structure(2 plots) + 50cp)
-Mine Launcher Expansion (launches explosive mines on nearby enemy units)



Mordor Fortress upgrades:
-Doom Pyres (gives leadership, + fear immunity)
-Lava Mout (decreases the melee vulnerability of the fortress + reduces the cost of buildings and mechanical siege units)
-Magma Cauldrons (Pours boiling lava on nearby enemy troops)
-Fire Munition (Adds fire on towers and catapults)
-Morgul Sorcery (Increase fortress and wall armor)
-Gorgoroth Spire (Allows the fortress to cover map in darkness)

Expansion Plots:
-Wall Hub Expansion (allows The construction Of walls)
-Watchtower Expansion (arrow tower that fires at nearby enemy units, benefits on fire munition)
-Catapult Expansion (long range defensive weapon, benefits on fire munition)
-Garrison Expansion (garrisonable structure(2 plots) + 50cp)
-Gate Watcher (Causes enemy units to flee in terror + reduces enemy armor and damage)


Ettenmoors Fortress upgrades:
-Bats (increases the vision range of the fortress and detects stealth)
-Razor Spines (damages enemy units adjacent to the fortress)
-Tainted Land (reduces the cost of all units + nearby tunnels get more resources + can't be "overlanded" by elven woods.
-Fire Munition (Adds fire on towers and catapults)
-Weeb Cooncon (Increase fortress and wall armor)
-Dragon's Nest (Allows summoning of a Fire Drake)

Expansion Plots:
-Wall Hub Expansion (allows The construction Of walls)
-Watchtower Expansion (arrow tower that fires at nearby enemy units, benefits on fire munition)
-Giant Sentry Expansion (long range defensive weapon, benefits on fire munition)
-Garrison Expansion (garrisonable structure(2 plots) + 50cp)
-Wolf Kennel Expansion (constructs a wolf kennel with 3 wolfs(taken from angmar)







Walls
Strong walls:(Erebor and Mordor):
-heavy cost wall, wall hubs have 6000 hp, walls have 4500 hp, stairs, gate, postern gate, watch tower.

Medium Walls(Gondor and Isengard):
-medium cost wall, wall hubs have 4500 hp, walls have 3000 hp, stairs, gate, postern gate, watch tower.

Weak Walls (Ettenmoors and Lothlorien):
-light cost walls, Wall hubs have 3000, walls have 1500 hp, stairs, gate, postern gate, watch tower.

All walls are resistent too sword, pike, range, cavalry, poison, magic, hero and hero pierce,
but less resistent too siege damage, fire and magic.

Only units/heroes that have siege damage can damage wall hub/wall and gates (stairs can't be targeted)
Watch towers on wall can be destroyed by any damage type (except poison damge of course).

Allies can walk on the wall (just like minas tirith wall)

Walls have 5 plots, 2 on each side and 1 in the middle(the 2 on each side are towers or stairs while the one in the
middle is the actual building (gate, postern gate).

If fortress has armor then walls have armor too.
If fortress has fire/silverthorn munition then towers on wall have fire too.




Neutral Buildings

Signal Fire
5000 health
gains large vision from building + makes units recruit faster
(1 signal fire +10% faster, 2 signal fires + 20% faster, 3 signal fires + 25% faster)


Inn
2500 health
The Inn will have a different look (shows umbar and normal people talking and trading...)

Inn Units:

Good inns can recruit hobbit heroes and hobbit units (hobbit heroes and hobbit units can both toggle weapons and hide
in trees) + special faction unit(s)

-Gondor have Dunadain Rangers as special faction unit and Pippin(always +25% hp,cloak) and Merry(mount,cloak)
-Lothlorien have Galadrim Warriors as special faction unit and Sam (outburst +50% damage,cloak)
-Erebor have Northmen Archers as special faction unit and Frodo(has Phial of Galadriel that can scare enemy units (no debuff), always +25% hp, cloak)


Evil inns can recruit 1 evil spy leader(can only get one but spyleader has weapon toggle and scavenger, can hide in trees)
and spy units(has weapon toggle and can hide in trees) + special faction unit(s)
-Isengard have Dunland Warriors as special faction unit
-Mordor have Corsairs of Umbar as special faction unit
-Ettenmoors have Wildmen as special faction unit (Dunland Wildmen or just Wildmen have lower health then dunland warriors but they cost less)
Corsairs of Umbar can trow fire bombs (fire bombs themselfs don't hurt buildings, the logic fire does (slowly), banner,armor,weapon upgrades)


Outpost
2500 health
50 resource every 6 sec.
The Outpost will have a different vision (shows more umbar and normal people trading...)



Dock
2500 health


-Boats

boats can heal themselfs, but at a very slow rate, can be healed around a friendly dock just like a well to normal units.
catapult ship has the same aim as normal long range siege unit, but catapult ship can get longer range with bombard.
Boats gets destroyed if they get close 2 each other (use some kind of damage on all boats (small splash,but big enogh for the boat itself)
No more small transport boat, warships are can transport.

boat in general can only get upgrades while near dock (armor upgrade makes boat sturdier and damage upgrade gives archers on boat more damage)
damage on boat will work like damge on mumakil (archers on mumakil gets killed as mumakil gets damaged)
Docks can build, repair ships and sell ships(refund).

New naval unit : Fish boat
Get resource for fishing (like in AOE)
-Fishing will act like farm on land (more prosent gains more income),
will effect the land income system(build more farms, get less income).
Needs to be "deployed" before you can start fishing,
"undeploy" to stop fishing and move on.
Fish boat will take no command points.

boats:
good:
dale fishboat
elf battle ship (fast, weak, can transport 1 unit)
gondor battle ship (slow, strong, can transport 2 unit)
gondor catapult ship
evil:
corsair fish boat
corsair battle ship (fast, weak, can transport 1 unit)
corsair battle ship (slow, strong, can transport 2 unit)
corsair catapult ship
boats can be deleted to gain money when the boat is near land.

No more demolishion/whirlwind ship








FACTIONS
With heroes/hero powers, units/unit upgrades, and buildings.




NOTE: I rly wanted too make a building for the faction units it hosted (like rohan units come out of a rohan building, and harad units from a harad building .e.t.c)






Gondor Main Faction

Heroes:
-Aragorn (sword/bow, Athelas, blademaster. (transform into general from ranger outfit when level 5)
high leadership, elendil, Army of the Dead)
-Boromir(horn of gondor(+25% damage),damage leadership, changes clothes when on level 5(from leather armor to plate armor), training)
-Gandalf(wizard blast, lightning sword, mount, changes to white when level 5, high leadership, istari light, word of power)
-Faramir(sword/bow, mount, special bow attack(high damage,fast recharge), armor leadership, training)


Units:
-First Phase Swordmen: Gondor Soliders (banner,armor,weapon upgrades)
-First Phase Pikemen: Gondor Pikemen (banner,armor,weapon upgrades)
-First Phase Archers: Gondor Archers (banner,armor,ammo upgrades)
-First Phase Cavalry: Gondor Knights (banner,armor,weapon upgrades)
-First Phase Siege Unit: Trebuchet (can have munition upgrade)
-Second Phase Archers: Ithillen Rangers (banner,armor,ammo upgrades)

Buildings:
-Farm
-Barracks
-Archey Range
-Stable
-Siege Works
-Black Smith
-Market Place
-Fountain
-Heroic Statue
-Battle Tower
-Wall Hub
-Fortress



Rohan Sub-faction
Heroes:
-Theoden(mount, high leadership, training, heroic charge(all horses get +50% damage and +25% armor for a time, no trample reduction)
-Eomer(mount, damage leadership, mighty spear trow(spear has splash), bounty outlaw)
-Eowyn(mount, maiden aid (heals for 500 hp), shield maiden)

Units:
-First Phase Swordmen: Rohan Millitia (banner, armor, weapon upgrades)
-Second Phase Swordmen(1unit): Rohan Captain (mount/toggle weapon)
-Second Phase Cavalry: Rohirrim (have spears and bows, banner,armor,weapon upgrades)




Dol Amroth Sub-faction
Heroes:
-Prince Imrahil(mount, Athelas, blademaster, high leadership, training,
Rally Call(takes out banner at his side and gives +25%damage and +25%armor buff to all allied units)

Units:
-Weak First Phase Swordmen: Dol Amroth Soliders (combined Lossnarch Axemen and Dol Amroth Warriors, banner,armor,weapon upgrades)
-Second Phase Swordmen(1unit): Gondor Captain (toggle weapon/mount)
-Second Phase Cavalry: Knights of Dol Amroth (banner,armor,weapon upgrades)








Lothlorien Main Faction

Heroes:
-Celeborn (mount, Athelas, high leadership, elven wood (makes the visuals like bfme2, and makes PB produce more resources,
starlight(+25% damage, stuns enemy and heals)
-Haldir (sword/bow, damage leadership, training, Golden Arrow (high damage, no stun)
-Treebeard(rock trow/melee, leadership for ents)

Units:
-First Phase Swordmen: Lorien Warriors (banner,armor,weapon upgrades)
-First Phase Archers: Lorien Archers (banner,armor,ammo upgrades)
-First Phase Pikemen: Lorien Wardens (banner,armor,weapon upgrades)
-First Phase Cavalry: Lorien Riders (can switch with sword/bow, banner,armor,weapon upgrades)
-First Phase Siege Unit/Beast: Ents
-Second Phase Swordmen: Galadhrim Warriors (good swordsmen and mediocre archers, banner,armor,weapon upgrades)

Buildings:
-Mallorn Tree
-Elven Barracks
-Green Pasture
-Ent Moot
-Eregion Forge
-Well
-Heroic Statue
-Battle Tower
-Wall Hub
-Fortress




Rivendell Sub-faction

Heroes:
-Elrond (High leadership, Athelas, training, Far Sight, Flood(waterhorse), Restoration)
-Glorfindel (mount, Purity Blade, wind rider, armor leadership)
-Elrohir (sword/bow, cloak, elendil (better sword damage)
-Elladan (sword/bow, cloak, cripple (better bow damage)

Units:
-Second Phase Pikemen: Mithlond Guards (more hp then mirkwood wardens,
slow like tower guards, banner,armor,weapon upgrades)
-Second Phase Swordmen(1unit) : Noldor Captain (toggle weapon, mount, can hide in trees)
-Second Phase Cavalry: Rivendell Lancers (banner,armor,weapon upgrades)




Mirkwood Sub-faction

Heroes:
-Legolas(bow/sword, dead eye(ranged blademaster, no armor) , damage leadership, training, arrow rain)
-Thranduil(bow/sword, high leadership, Athelas, summon birds(scout), Enshrouding Mist, Whirlwind)
-Grimbeorn (shapeshifter, fury(blademaster), Call of Beornings (Summon 3 beornings,can transform into bear)

Units:
-Second Phase Archers: Mirkwood Hunters (can cloak, banner,armor,ammo upgrades)
-Second Phase Swordmen(1unit): Mirkwood Swordmaster (toggle weapon, cloak)









Erebor Main Faction

Heroes:
-King Dain (high leadership, Mighty Rage (+50% damage buff), summon royal guards)
-Thorin Stonehelm (armor leadership, axe trow, training, Fury of the Dwarves (debuff + nullfies leadership)

Units:
-First Phase Swordmen: Erebor Warriors (banner,armor,weapon upgrades)
-First Phase Archers: Erebor Crossbows (banner,armor,ammo upgrades)
-First Phase Pikemen: Erebor Guardians (banner,armor,weapon upgrades)
-First Phase Cavalry: Battle Wagon (has oil barrel, can have armor upgrade+ crossbowmen(deals hero pierce damge)/banners/heart
(battlewagon can't go in tunnel)
-First Phase Siege Unit: Demolisher (has armor upgrade)
-Second Phase Swordmen(1unit): Dwarven Captains
-Second Phase Swordmen: Dwarven Zealots (have charge attack(meta impact), shield wall ,banner,armor,weapon upgrades)
-Second Phase Siege Unit: Dwarven Catapult (has oil barrel and munition upgrade)

Buildings:
-Mine Shaft
-Hall Of Warriors
-Archery Range/Hut
-Forge Works
-Heart
-Heroic Statue
-Battle Tower
-Wall Hub
-Fortress



Dale Sub-faction

Heroes:
-King Brand (high leadership, king's aid (heal), training)
-Prince Bard II (bow/sword, slam shot, damage leadership, bounty outlaw, beast slayer arrow)

Units:
-First Phase Swordmen: Northmen Warriors (banner,armor,weapon upgrades)
-Second Phase Archers : Northmen Archers (bfme2 Men of Dale, banner,armor,ammo upgrades)



Iron Hills Sub-faction

Heroes:
-Gloin (slam(shake foundation is in slam power), Build foundation(building heal, siege units heal), Shatter Hammer)
-Gimli (axe trow, leap, slayer, armor leadership, training)

Units:
-First Phase Archers: Iron Axetrowers (banner,armor,weapon upgrades)
-Second Phase Pikemen: Iron Slayers (banner,armor,weapon upgrades)










Mordor Main Faction

Heroes:
-Witch-king (mount fellbeast, Black Breath, morgul blade, high leadership, screech,
hour of the witch king(resets all enemy powers,
and all enemy units gets scared for 10 seconds in a radius)
-Khamul (mount fellbeast, Black Breath, morgul blade, screech, Nazguls (summon 3 riding nazgul)
-Morgomir (mount fellbeast, Black Breath, morgul blade, screech, Nazguls (summon 3 riding nazgul)
-Gothmog (mount, pillage, carnage, Slaughter Quality, damage leadership, crack the whip(training)

Units:
-Weak First Phase Swordmen: Orc Warriors (Blood Thirsty, banner,armor,weapon upgrades)
-Weak Phase Archers: Orc Archers (banner,armor,ammo upgrades)
-First Phase Spearmen: Orc Maruders (banner,armor,weapon upgrades)
-First Phase Beast: Mountain Troll (can trow rocks, use tree to get more splash or eat a infantry to recover health)
-First Phase Siege: Battering Ram
-Second Phase Swordmen(1unit): Orc Lieutenant (has splash on melee attacks)
-Second Phase Swordmen: Black Uruks (Blood Thirsty, banner,armor,weapon upgrades)
-Second Phase Beast: Drummer Troll (provides damage leadership)
-Second Phase Beast: Attack Troll (can trow rocks, use tree to get more splash or eat a infantry to recover health)
-Second Phase Siege Unit: Catapult
-Second Phase Border Siege: Siege Tower

Buildings:
-Slaughter House
-Lumber Mill
-Orc Pit
-Easterling Temple(steal building from rotwk)/Haradrim Palace
-Khand Stable/Mumakil Tent
-Troll Cage
-Great Siege Works
-Battle Tower
-Wall Hub
-Fortress





Rhun Sub-faction

Heroes:
-Uldor (mount(chariot), damage Leadership, training, Untamed Alligiance)

Units:
-First Phase Swordmen: Warriors of Rhun( kinda like lorien warriors on bfme2?, banner,armor,weapon upgrades)
-First Phase Pikemen: Easterling Hunters (banner, armor, weapon upgrades)
-First Phase Archers: Easterling Archers (cost more then orc archers,more cp, more buildtime, banner,armor,ammo upgrades)
-First Phase Cavalry: Variags (can toggle between sword and bows, bit more health then lorien cavalry) banner,armor,weapon upgrades)
-Second Phase Swordmen(1unit): Wain Warrior (mount(chariot)
-Second Phase Pikemen: Soldiers of Rhûn (they have shields now, banner,armor,weapon upgrades)


Harad Sub-faction

Heroes:
-Suladan (mount, toggle weapon, damage Leadership, training

Units:
-First Phase Swordmen: Warriors of Harad (banner,armor,weapon upgrades)
-First Phase Archers: Haradrim Speartrowers (banner,armor,weapon upgrades)
-First Phase Pikemen: Haradrim Sentry (banner,armor,weapon upgrades)
-First Phase Beast: Mumakil (mumakil is much better now, swings better, runs a bit faster
Haradrim Speartrowers and Haradrim Archers can climb on back of Mumakil, mumak 50cp)
-Second Phase Swordmen(1unit): Black Numenorian (mount)
-Second Phase Archers: Haradrim Archers (Barbed Arrow Shot (meta impact and increased damage) banner,armor,ammo upgrades)







Isengard Main Faction

Heroes:
-Saruman (wizard blast, fire ball, high leadership, speech craft, palantir, Persuasive Words/Dominate (take over units, cripple heroes for 5 seconds)
-Lurtz (sword/bow, Special bow attack, carnage, damage leadership)
-Sharku (summon 2 warg packs, pillage, high leadership (affects only cavalry)

Units:
-First Phase Swordmen: Uruk-Hai (have shield wall ability, banner,armor,weapon upgrades)
-First Phase Archers: Uruk Crossbows (banner,armor,ammo upgrades)
-First Phase Pikemen: Uruk Pikemen (banner,armor,weapon upgrades)
-First Phase Cavalry: Warg Pack (Howl(gets better trample for a time, banner,armor upgrades)
-First Phase Siege: Battering Ram
-Second Phase Cavalry: Warg Riders (Howl(gets better trample for a time, banner,armor,weapon upgrades)
-Second Phase Swordmen (1Unit): Uruk Beserker (has splash on melee attacks)
-Second Phase Siege Unit Unit: Ballista
-Second Phase Siege Unit: Mine
-Second Phase Border Siege Unit: Siege Ladder

Buildings:
-Furnace
-Lumber Mill
-Uruk Pit
-Dunland Tavern (Dunland)
-Warg Pit
-Siege Works
-Armory
-Battle Tower
-Wall Hub
-Fortress




Dunland Sub-faction

Heroes:
-Wulf II (pillage, damage leadership, Sabotage (sets fire on a big area, kinda like inferno?)

Units:
-Weak First Phase Swordmen: Dunland Warriors (firesticks are visuals, not upgrades) (banner,armor,weapon upgrades)
-weak First Phase Pikemen: Dunland Pikemen (banner,armor,weapon upgrades)
-Second Phase Archers: Dunland Axetrowers (banner,armor,weapon upgrades)
-Second Phase Swordman(1unit): Dunland Brigade (mount)



Mount Gram Sub-faction

Heroes:
-Uglúk (damage leadership, crack the whip(training), Untamed alligiance

Units:
-Second Phase Swordmen: Uruk Scouts (toggle weapon, Blood Thirsty(can't use bt with ranged weapons), banner,armor,weapon upgrades)









Ettenmoors Main Faction

Heroes:
-Azog Goblin King (mount wolf, scavenger, skull totem(+25% damage spell), Untamed Alligiance, high leadership,
crack the whip(training)
-Dragoth (fly/idle, fireball, Roar(scream),wing blast, fire flight, incinerate)
-Shelob (summon spiders (spiders can hide in trees),instill terror(terrorize enemy units away and debuffs them), poisoned stinger, tunnel)

Units:
-Weak First Phase Swordmen: Goblin Warriors (banner,armor,weapon upgrades)
-Weak First Phase Archers: Goblin Archers (banner,armor,ammo upgrades)
-First Phase Pikemen: Goblin Maruder (banner,armor,weapon upgrades)
-First Phase Cavalry: Wolfriders (banner,armor,weapon upgrades)
-First Phase Beast: Cave Troll (can trow rocks, use tree to get more splash or eat a infantry to recover health)
-Second Phase Swordman(1unit): Goblin Champion (has splash on melee attacks)
-Second Phase Swordman: Goblin Swordmen (have charge attack(meta impact),banner,armor,weapon upgrades)
-Second Phase Siege Unit/Beast: Giant (has stomp,can level up)


Buildings:
-Tunnel
-Goblin Pit
-Wolf Den(steal building from rotwk)
-Fissure
-Treasure Trove
-Battle Tower
-Wall Hub
-Fortress



Moria Sub-faction

Heroes:
-Bolg II (sword/bow, hide(wormtung hide), scavenger, Summon bats (summon bats), damage leadership,
Vemenous Arrow(thorn of vengance(azog is kinda like thranduil from bfme2)

Units:
-Second Phase Archers: Moria Archers(have strong poison, compared to goblin archers, (banner,armor,ammo upgrades)



Gundabad Sub-faction

Heroes:
-Golfimbul II (A Hill Troll hero) (scavenger, fury, damage leadership)

Units:
-First Phase Swordman: Gundabad Warriors (banner,armor,weapon upgrades)
-Second Phase Pikemen: Hill Trolls(banner,armor,weapon upgrades)









Things that should be included in Worldbuilder:

-Denethor(mount, leadership, palantir, summon tower guards)
-Wormtounge(hide, stab, corrode alligiance)
-Mouth of Sauron(mount, leadership, doubt)
-Arwen(mount,atlethas, blade master)
-Bilbo
-Several Valars
-Several Maiars
-Morgoth Bauglir
Angmar (buildings, powers and units/heroes)
-Arnor (units/heroes)
-Cirdan
-Thuringwethil
-Gothmog The Balrog Lord
-Earnur
-Eärendil
-Gates that fit big monsters
-Ungoliant
-Carcharoth
-Draugluin
-Huan
-Several dragons
-Gwaihir
-Thorondor
-Gil-Galad
-Elendil
-Isildur
-Anarion
-Need wild giants, snowtroll, cold drakes, stone troll and forest troll as creatures from wild lairs.
+++++

Reason to give as much things to worldbuilder as possible:
-Give the game longer life time.

#3 Elric

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Posted 03 March 2012 - 04:28 PM

Do you know how much code that requires?! Haha and mapping and skinning/modeling. It would take one heck of a long time. We may use some of it. Not all of it though. But hey im the lowly head coder i dont have the decision...

Edited by Unknown, 05 March 2012 - 03:06 PM.


#4 Esparado87

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Posted 03 March 2012 - 04:55 PM

OY! do you know how much code that requires?! Haha and mapping and skinning/modeling. It would take one heck of a long time. We may use some of it. Not all of it though. But hey im the lowly head coder i dont have the decision...

Yeah i know, i said it was an old idea/brainstorming (with some tiny flaws...).
I could give you a Barad dur map for the mod though (its not perfect, but i think it just need some hours work to be perfect)?

Edited by Esparado87, 03 March 2012 - 05:14 PM.


#5 Bofur

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Posted 03 March 2012 - 06:48 PM

Id be happy to edit it
If its semi complete

left64_by_obsidianlake-d5ruayp.pngAotF.pngright64_by_obsidianlake-d5ruf44.png


#6 Unknown

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Posted 04 March 2012 - 12:33 PM

That's a lot of ideas :p
A lot will be taken into consideration ;)

#7 Guest_Peioba_*

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Posted 10 March 2012 - 02:33 PM

I'm french so sorry for my bad english

I think that the minifaction system in mods like rhovanion mod would be very good with one big faction and others that gives economical upgrades or units improvement
I'd love to see a system like that, i think that the buildings needs to be more resistent and more realism to the units size or force
Good luck !

#8 Bofur

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Posted 10 March 2012 - 05:44 PM

The Buildings will be tougher, as it is a realism mod
Not sure about the minifactions tho, ill have to wait to see what unknown says

left64_by_obsidianlake-d5ruayp.pngAotF.pngright64_by_obsidianlake-d5ruf44.png


#9 Unknown

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Posted 11 March 2012 - 08:47 AM

There are a few mini-factions in a way:
Wild - Gundabad
Mordor - MotE
Isengard - Dunland
Men - Rohan & Gondor
Elves - Mirkwood, Lothlorien & Rivendell
Dwarves - Dale

#10 Xno

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Posted 11 March 2012 - 02:31 PM

Umm, as a player, what I want to see would be..

- New building models. I'm a fan of RJ-mod and what I like about it is a complete change in several models of the buildings. Take a look at the Lothlorien fortress, it's very
beautiful and unique. So I would like to see something new rather than old stuff. This will surely make your mod stand out.
- Detailed characters, which I'm pretty you guys will do anyway. :smile2ap:


Basically, what I want to see how your mod turn out would be the uniqueness. A completely new system, new characters, new spellbooks, new fx, new animations...etc.
I would want those fx to be realistic-wise not some fantasy skills. And realism woyld be good, I don't want a few shiny arrows taking down fortresses lol. These are what 'I" :w00t: want to see, but it's still your mod and it's your decisions.
Many renowned mods get their reputations from their special features and I would like to see yours xD

PS. I understand that it require lots of work, but I believe that you guys can do it :thumbsuphappy:

#11 Guest_The Silmraillion_*

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Posted 16 March 2012 - 11:32 PM

I very hope for have new skins for fortress and bulidings.
For will be high-res all bulidings.
Dwarf faction the is fake color orange or brown bulidings. The shall replace bulidings be grey and litte black.
Men faction must be Numenor skins on buliding. But farm is very not nice and odd the not real. Farm shall replace be white (Numenor) farm.
Argee!

#12 Yaroslav

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Posted 21 March 2012 - 09:37 PM

why do not you use the spell book with 24 abilities?

#13 Unknown

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Posted 22 March 2012 - 02:22 PM

Reasons:
-It looks weird
-A lot more coing and art
-And balancing

#14 Yaroslav

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Posted 22 March 2012 - 04:28 PM

Reasons:
-It looks weird
-A lot more coing and art
-And balancing

12 powers a little. The only thing they need to fix a few things and it looks decent. By the way in the first bfme beautifully decorated book of spells. and there are also 12 forces (the company).
You can check it works in bfme2?
http://www.the3rdage...tem-706?addview

Edited by Yaroslav, 22 March 2012 - 04:31 PM.


#15 Guest_Kings of Arda_*

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Posted 09 April 2012 - 04:21 PM

Hey Unknown!
We want new units and heros and ship and skins builing for Men of the West Faction.
New mini-faction Arnor and Eridor add in Men of the west faction.
New replace ship from Elves ship to Dol Amroth ship. http://www.hobbytalk...ad.php?t=347643
Reskins for builing we be Numenor skins for all builing is nice.

New building: Arnor Barracks
Level 1: Last Alliance Spear
Level 2: Last Alliance Warrior and Last Alliance Bow
Level 3: Elendil and Isildur

New building: The Dunedian Camp
Level 1: Hobbit Archers, Ranger Spear and Ranger Warrior
Level 2: Spear of Arnor and Warrior of Arnor
Level 3: Grey of Company, Dunedian Ranger, Halbarad and Arvedul the last king of Arnor.
http://www.games-wor...de=true&start=2

We hope you like it. Shall we agree?
Have a nice day!!!

#16 Bofur

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Posted 09 April 2012 - 05:31 PM

I can say for one thing that this mod is based in the 3rd age, so i doubt there will be any numenorean stuff

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#17 Unknown

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Posted 10 April 2012 - 04:01 AM

Actually, the Last Alliance is within the Elven faction ;)
The Dunedain will be added to Men of the West, but only when we start on them :)

#18 Guest_Kings of Arda_*

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Posted 21 April 2012 - 02:57 PM

I think Last Alliance Men is not family to Elven faction. Elven have sub faction is Arnor faction!?!
and Dunedain add Men faction we know the 3rd age Arnor units is armor of Gondor and grenn style see gameworkshop "Ruin of the Arnor".

#19 Unknown

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Posted 22 April 2012 - 10:44 AM

The Last Alliance are added to the elven faction for balancing and spellbook and powers ;)

#20 Raptor6

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Posted 01 January 2013 - 05:19 AM

Sub-factions

Mordor: Minas Morgul and Men of The East
Men of The West: Arnor and Dol Amroth

Mordor Heroes and Units:

All Nine Nazgul
Mouth of Sauron
Uglok
Shelob
Olog-Hai Chieftain

Mordor Orc Horde - level 1 infantry
Orc Archers - level 1 range force
Morannon Orcs - level 2 infantry
Black Uruk Hai - level 3 infantry
Orc Pike Horde - Level 1 infantry
Mountain Troll
Drummer Troll
Olog Hai
Catapult
Siege Tower
Battering Ram

Inn Units:

Corsiars
Easterling Pikemen
Haradrim Archers and Horsemen

What do you think of this, so far?

Edited by Raptor6, 01 January 2013 - 05:21 AM.





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