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Mordor Faction Plan


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#81 OdoProudfoot

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Posted 06 June 2019 - 09:07 PM

Ideas for post Dol Guldur Mordor

 

Dol Guldur dungeon is replaced by the Bastion/Tower of Cirith Ungol

Shelob's summon is moved to it and replaced by a Morgul beacon, which grants bonuses to the Nazgûl/let's you recruit the other Nazgûl/does some other thing

 

From the Tower of Cirith Ungol you can recruit Gorbag, which replace's Gothmog as a damage dealer. Design cue: overseer skl.

Maybe you can recruit Shelob's spawn from it, maybe black orcs as well

 

Maybe a new easterling captain to inherit the leadership powers from Khamul


Edited by OdoProudfoot, 06 June 2019 - 09:10 PM.


#82 njm1983

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Posted 07 June 2019 - 10:52 PM

Thats a good idea, I was feeling like "Morgul Tower" summon would be more appropriate

 

Then you could have the Morgul beacon be an upgrade. 

 

I like the idea of the Witch King being moved here after the beacon has been added. Gorbag could just get a regular hero slot in the fortress. Shelob could stay there as well.

Im undecided what else could be added, maybe a map wide upgrade to the orc units that gives em a boost to armor and visually turns them into the Morgul orcs as long as the Morgul beacon is lit remains intact?

This way you dont have to boost easterlings and you get more of a boost to orcs instead.



#83 Three Elven Rings

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Posted 09 June 2019 - 10:56 AM

Good ideas OdoProudfoot and njm1983. :)

 

My idea is if you might have a Rhun faction, then the Morgul OrcArena could be the place instead of the Easterling Encampment.

And the "He Is Gathering All Evil To Him" spellbook power not only calls the Haradrim Raiders, but also the Easterling Phalanx or Variags of Khand, that they alternate when used.

 

Morgul OrcArena

Minas Morgul orc barrack, activeted from the Fortress after Morgul Sorcery is unlocked.

 

Rank 1:

Legions of Morgul – 500

Strong versus pikes. May receive Forged Blades, Heavy Armor and Banner Carrier upgrades.

 

Rank 2:

Morgul Archers – 600

Strong versus infantry units. May receive Morgul arrow, Heavy Armor and Banner Carrier upgrades.

 

 

Halberdiers of Witch King ­– 650

Strong versus cavalry units and structures. May receive Forged Blades, Heavy Armor and Banner Carrier upgrades.

 

Rank 3:

Mogul Arrow – 1000

Morgul arrow a poisonous dark arrow.

 

Morgul Vanguard – 1500

Hero unit:

- Rank 2: Morgul Influence

Reduces the damage and armor of nearby enemy units.

- Rank 4: Morgul Blade

Targeted enemy unit takes damage overtime and upon death becomes a tortured wraith.

- Rank 7: Morgul Sorcery 

Nearby enemies flee in terror.

 

Tower of Cirith Ungol

15pp Spellbook Power. Summoned a Tower of Cirtih Ungol.

 

Black Uruk Voulgers – 450

Uruks carrying voulge. Strong versus cavalry units. May receive Forged Blades and Banner Carrier upgrades. Rename Bloodthirsty to Mark of the Red Eye.

 

Ungol Chrushers– 550

Uruks carrying spiked mace. Strong versus infantry units and structures. May receive Forged Blades and Banner Carrier upgrades. Rename Bloodthirsty to Mark of the Red Eye.

 

Shagrat – 800

Rank 1: Captain of Cirith Ungol

Leadership to Black Uruk units.

 

Rank 1: Hands off!

When Shargat and Gorbag are close, they lose 50% armor and gain +50% attack damage.

 

Rank 4: The scum tried to knife me!

The enemy units are turned against each other.

 

Gorbag – 800

Rank 1: Chieftain of Morgul

Leadership to Morgulr Orc units.

 

Rank 1: Hands off!

When Shargat and Gorbag are close, they lose 50% armor and gain +50% attack damage.

 

Rank 4: I’m gonna bleed you!

Poisoned blade.


Edited by Three Elven Rings, 09 June 2019 - 02:54 PM.


#84 Dark Lord

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Posted 18 June 2019 - 02:08 AM

Hello
Only as a suggestion would be good, review in my mind certain  Mordor models, because by homogenity in 3d, that are great, in many factions, Mordor is left behind, in this case Gothmog reiterated it seems good to redo the model.
more according to the high quality of the mod.
 
For example
Gothmog1.jpg


#85 Gil-aglar

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Posted 24 June 2019 - 05:10 AM

Hi there, as a suggestion for the Beacon of Morgul: instead of increasing allied armour, perhaps it could globally lower enemy fear resistance? My thinking for this was the frightened/despairing reaction of all who saw the light in the films. Cheers!



#86 Arcadian

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Posted 05 September 2019 - 07:17 PM

Today I've been thinking a lot about (and posting my ideas) the Haradwaith Release. The post-Haradwaith Release Mordor Faction will feature Great Beasts of Nurn instead of Mumaks, but I suggest also a slight reformation of the Orcs. For example, now we have only a 400 resource "Legions of Morgul" from the Fortress. I'd suggest to remove this unit and divide Morgul Orcs in two units: Morgul Pike Legion (former Orc Pikes but stronger), and Morgul Bow Legion (weaker than Haradrim Archers but can upgrade to Morgul Arrows which are renamed poison arrows that however spawn wraith when kill units).

 

Orc Barracks - 300
-Rank 1: Recruit Morannon Orc Warriors - 75
-Rank 1: Recruit Morannon Orc Archers - 225
-Rank 2: Recruit Morgul Pike Legion - 250            (Stronger than the current orc pikes also more effective vs infantry than Morannon Orc Warriors)
-Rank 2: Recruit Morgul Bow Legion - 300
-Rank 3: Recruit Black Uruks of Barad Dur – 400 (formerly named Black Uruk Marauders)
 
Lorewise, Mordor Orcs fall under three main classifications : Morannon Orcs, Morgul Orcs and Black Uruks. Morannon Orcs are the most numerous, and the weakest. Morgul Orcs (known as Black Orcs or Fell Orcs) are stronger than Morannon Orcs and are distinguished by a symbol on their shield, which on Tolkien's words was a "moon disfigured with a ghastly face of death". Black Uruks were the strongest and at the top of the Orc hierarchy.
 
Morannon Orc Warriors and Archers cannot have Heavy Armor or Forged Blades upgrade, only Flaming Arrows for Morannon Orc Archers. Morgul Pike, Bow Legions and Black Uruks can receive Heavy Armor and Forged Blades upgrade as well as Morgul Arrows for the Bow Legion. My suggestion is:
 
 
BODY ARMOR FOR MORGUL ORCS
 
HEAVY ARMOR UPGRADE FOR BOTH MORGUL ORCS AND BLACK URUKS:


#87 Sharkey

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Posted 04 October 2019 - 08:57 PM

The Mouth of Sauron could have an ability that enhances production of a resource building (similar to the Rivendell Revelers). I love his existing abilities and they are all appropriate, but I feel there needs to be something to acknowledge that he is an administrator - likely to have been the one to fill out the Dark Lord's tax return.


Edited by Sharkey, 04 October 2019 - 08:57 PM.


#88 OakenShield224

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Posted 09 January 2020 - 08:09 PM

Shagrat ideas:

 - Level 1 leadership also affect orc archers in addition to towers (maybe not as large of an effect)
 - Captain of Lugburz can be activated to cause target enemies to take additional damage from Black Uruks ("the scum tried to knife me! Kill 'im!"). Maybe to balance it out, they lose the armour leadership in that time?
 - Change the Black Uruk Marauder's ability to leech resources from buildings to something else to make Shagrat's level 7 more special?
 

Gothmog (once he’s recruited, will allow Grond to be recruited)

Level 1: Mount Warg

Level 1: Time of the Orc - nearby Orcs gain increased armour, damage and experience gain as well as fear resistance. Passive.
At rank 5, can be activated to call a barrage of heads of the target area, poisoning those caught by the barrage.

Level 3: Form Ranks - Summons a ring of Morgul Orc Pikemen around Gothmog. Archers within the ring gain a small damage boost. At level 7, there are two layers of Morgul Orc Pikemen in the ring.

Level 6: Master of Siege - Activate to grant the target siege unit a permanent increase in attack speed and damage (could replace the orcs using the weapons with Morgul Orcs?)

Level 10: Into the Fray - nearby allied units (including Evil Men) will gain a speed boost as well as additional damage against structures. Will also summon a pair of upgraded Haradrim archers and a battalion of Haradrim Lancers



#89 ETWAR

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Posted 20 February 2020 - 01:12 AM

Recently downloaded this mod and I've played it for a couple days now.

Honestly, don't know exactly how I feel about it.

It have so many fun and great aspects, everything to make it surpass the original game.

 

And some others... ... The only word that come to my mind is ''Tedious''...

 

Just played a 8 player free-for-all game with Mordor. No problem. Get the ring, spawned Sauron, end up facing one last brutal mordor army.

Big battles, endless push toward their base etc etc.

And Finally, as my Sauron was retreating behind the army to recover a bit, the AI used ''Eye of Sauron'' ability on my Sauron... Stunning and freezing him.

AI orc archers killing him from a distance.

And I leaved the game...

 

T-E-D-I-O-U-S


Edited by ETWAR, 20 February 2020 - 01:15 AM.


#90 Mathijs

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Posted 21 February 2020 - 10:03 AM

That's called giving factions the ability to make moves and recuperate and turn the tide in late game. That's not a bad thing.


No fuel left for the pilgrims


#91 Elod

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Posted 30 May 2020 - 07:56 PM

Idea for Rhun Wainriders on their chariots as a late game Cavalry unit in v7.0 with the removal of the Mumakil, seeing as they are lore based and the Easterling Kataphrakts are not.
Mechanics wise they would be similar to the Dwarven Battlewagon but with several key differences.
 

Rhun Wainriders

Cost: 650

CP: 70
Health: 3000
Upgrades: Banner Carrier
 

Abilities and Formations

Pin them Down! (I) - Launches a net onto the battlefield, enemy units hit are slowed by 50% and reduces armor by 20% for a short time (armor reduction does not stack with other debufs) Left click icon then left click on target area
Level 2: Hop on! - Adds several Rhun archers to the chariot
Level 3: Barbed Arrows - Significantly increases the damage done by arrows and adds splash damage.
Level 4: Take A Pit Stop! - The chariot and crew heal outside of combat

They are extremely vulnerable to pikes and monsters but can kite foot soldiers with ease. As they level up they increase in strength and punish spam tactics: launching a net into large clusters of enemies then riding circles around them firing arrows into them. The damage increase at level 3 further increase their effectiveness against clumped units and enemies caught in their net. Their net ability could also be used for splitting enemy forces: drop the net on pikemen and then go harass the archers. They would also excel at chasing down enemy heroes fleeing from the battle field, slowing them down and allowing other units to close in for the kill.



#92 Giveaway412

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Posted 23 July 2020 - 08:28 PM

Orc Inspector
An officer in Sauron’s army and slavedriver of the Orcs. Carries a whip to enforce his orders. Recruited from a level 3 Orc Barracks.
 
Rank 1: Cruel Master
Passive: Orc Warriors, Pikemen, and Archers nearby the Inspector receive +15% armour, +10% damage, and +10% range. At Rank 5, increases to +25% armour and +15% damage.
Active: Levels up the Inspector. 300 to rank 3, 600 to rank 5.
 
Rank 1: Inspection!
Passive: Reveals stealth in a radius around the Inspector.
Active: Orc units nearby the Inspector briefly get a large increase to their experience gain.
(Alternate: Temporarily stuns an enemy battalion)
 
Rank 3: Where There’s a Whip
The Inspector cracks his whip. Nearby Orc units get a +15% speed increase and a +50% ranged avoidance increase.
 
Rank 5: There’s a Way
The Inspector commands his Orcs to enter the fray with no regard for their own safety. Target a friendly Orc battalion to dramatically increase their speed, armour, and damage. Orc battalion dies after 10 seconds.
 
I think I've mentioned this idea in the past but I feel like Easterlings tend to overshadow Orcs in Mordor, and I think it'd be cool if you could totally forgo them in a game. This unit would partially buff the Warriors, Pikemen and Archers into "somewhat better than fodder" for the late game almost acting as an alternative to armor and weapon upgrades.


#93 AquilineIdol700

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Posted 13 August 2020 - 12:37 AM

If you wanted to give the Nazgul Fellbeasts, it could be done at Level 10 to make it more balanced



#94 LelouchAK

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Posted 16 August 2020 - 09:12 AM

If you wanted to give the Nazgul Fellbeasts, it could be done at Level 10 to make it more balanced

And hide it behinde maybe cost upgrade? 1000 for buying it, and you have to do it again if nazgul on fellbeast dies



#95 Leod

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Posted 19 September 2020 - 04:22 PM

I appreciate the changes to Mordor especially the Great Beast of Gorgoroth and Grond, my suggestion is to make the Morgul spire bigger, taller, and brighter so that it matches the epicness in the movie lotr return of the king!, as always, great mod so far, Cheers!

#96 ETWAR

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Posted 30 September 2020 - 05:14 AM

Said it before, say it again:

 

TEDIOUS AS FUCK.

 

The original game was all about heroes and broken spell. You've double down on that.

 

For the rest, bad animations and units interactions making them stutter when you try to micro them.

 

FFAll on brutal is nothing but a nightmare.

 

The only credit i'll give you all is the campaign. Well done.

 

For the rest: FUCKING TEDIOUS AS HELL.



#97 Mathijs

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Posted 26 October 2020 - 11:41 AM

Said it before, say it again:

 

TEDIOUS AS FUCK.

 

The original game was all about heroes and broken spell. You've double down on that.

 

For the rest, bad animations and units interactions making them stutter when you try to micro them.

 

FFAll on brutal is nothing but a nightmare.

 

The only credit i'll give you all is the campaign. Well done.

 

For the rest: FUCKING TEDIOUS AS HELL.

 

Your opinion is totally and completely irrelevant to us.


No fuel left for the pilgrims


#98 DavidCopperfield

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Posted 09 November 2020 - 02:17 PM

Hello everyone. I checked in AotR wiki that Mumakils will be transferred in the Haradwaith function and will be removed from Mordor. Is there going to be a change in the requirements of Easterling units that are unlockable by the power He is Gathering All Evil to Him? For example by buying an update from the fortress. It is kind of weird for a unit (especially heavy cavalry) to be locked behind a power. As I can see this change will happen for Lothlorien 2.0 and Isengard 3.0.
Sorry for my bad english it's not my first language.

Edited by DavidCopperfield, 09 November 2020 - 02:19 PM.


#99 Nerevar42

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Posted 27 November 2020 - 05:16 PM

Well, on my side, I kinda think this is a truly creative idea they came up with. The problem with the Rohan version is that Westfolders aren't that useful compared to Edoras Kingsguards, but for Mordor and Lothlorien it simply gives us access to the most powerful units of their type (infantry and cavalry for Mordor, cavalry for Lothlorien). This is a way of delaying the arrival of extremely tanky units and avoiding early rush in a different manner, instead of increasing the cost of the related building just like they did with the Dol Guldur Spire of Sorcery.


"C'est en forgeant qu'on devient forgeron."


#100 Three Elven Rings

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Posted 07 February 2021 - 10:38 PM

Hi!

 

It’s not time yet, but it’s slowly happening that the Haradwaith Faction also appears. I thought the current Easterlings banner was not the most appropriate, as the black serpent is a symbol of the Harad legions. With this in mind, I designed a new banner for Easterling that better suited their empire.

Attached Thumbnails

  • easterlings banner.png

Edited by Three Elven Rings, 07 February 2021 - 10:39 PM.





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