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Mordor Faction Plan


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#41 Mathijs

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Posted 30 April 2017 - 12:03 PM

Mordor should not be close to OP. :p

 

I'm not a fan of limiting the Morgul Orcs though. Possibly upping the command point cost could accomplish the same goal.


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#42 saruman_the_wise

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Posted 07 May 2017 - 03:13 PM

I have a suggestion for the Mouth:

 

- Veil of the Dark Lord:
Requires: Rank 1
The Mouth of Sauron calls upon his black numenorean heritage, to cast a shroud of blood red darkness over the targeted enemy or allied structure, causing it to act like a well and heal nearby allies when out of combat. The shroud and it's effects will dissipate after 60 seconds.
Left click on selected enemy or allied building.

SPELL COMMENTS:
My reason behind this spell for the mouth is that currently, Mordor is lacking a good healing-ish type spell and with this one being castable on enemy structures it ties into Mordor's aggressive play style. While also connecting the Mouth to his black numenorean ancestry of sorcery. 


Edited by saruman_the_wise, 07 May 2017 - 03:22 PM.


#43 sTRiker34

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Posted 07 May 2017 - 06:09 PM

I want some kind of healing for all factions. Isengard have healing by ability from Ugluk. Good factions have heal spells or wells to heal their troops. Mordor should get that healing from an ability like Saruman said. But instead of a castable spell on enemy building it should be healing sorcery for a limited radius.

#44 Mathijs

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Posted 07 May 2017 - 08:53 PM

Nah. Mordor not having healing is appropriate.

 

My ideas for Mouth of Sauron:

Mouth of Sauron - 1800

Rank 1: Mount

Rank 1: Dark Sorcery

Sets fire to selected area, instantly burning all units caught within it.

Rank 3: Lieutenant of Barad-dûr

Finishes power cooldowns for all nearby heroes. Also temporarily strips enemy units of leadership bonuses.

Rank 5: Ambassador

The Mouth of Sauron temporarily becomes immune to all damage.

Rank 10: Faithless and Accursed

Units in the radius become hostile to all other units.


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#45 Emperor of the East

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Posted 25 June 2017 - 09:28 AM

Wonderful plan! I do have three constructive critiques though:

  1. Perhaps Mordor as a faction is best off having wall hubs that can build walls that can be swapped for postern gates, normal gates, arrow towers, catapults, gate watchers, lava cauldron hubs, doom pyres and wall hubs?
  2. I noticed in the ModDB image gallery for this mod that the Easterling Kataphrakts are the common Easterling cavalry in this mod... will they be in the Easterling Camp or will there be a stables-type building for them and for any Variag Horseman cavalry? Speaking of which...
  3. Maybe Mordor could fare best in the cavalry department by having Easterling Kataphrakts and Variag Horsemen being respectively the Mordor mounted fencers and Mordor mounted archers?

But again, marvelous faction plan! With these three ideas taken into account I think this already fantastic plan can get even better, that's just IMO though.


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#46 saruman_the_wise

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Posted 25 June 2017 - 04:11 PM

Wonderful plan! I do have three constructive critiques though:

  1. Perhaps Mordor as a faction is best off having wall hubs that can build walls that can be swapped for postern gates, normal gates, arrow towers, catapults, gate watchers, lava cauldron hubs, doom pyres and wall hubs?
  2. I noticed in the ModDB image gallery for this mod that the Easterling Kataphrakts are the common Easterling cavalry in this mod... will they be in the Easterling Camp or will there be a stables-type building for them and for any Variag Horseman cavalry? Speaking of which...
  3. Maybe Mordor could fare best in the cavalry department by having Easterling Kataphrakts and Variag Horsemen being respectively the Mordor mounted fencers and Mordor mounted archers?

But again, marvelous faction plan! With these three ideas taken into account I think this already fantastic plan can get even better, that's just IMO though.

1) I very much doubt that Mordor will get walls, and personally i'm against such a feature for them.

 

2) The kataphrakts will be a unique Inn unit for Mordor on certain easterling related maps.

 

3) Having a trainable cavalry unit like other factions is unfitting for Mordor, Currently they can train one elite battalion of Morgul Knights (hero unit) and can summon a group of haradhrim riders. Not to mention, that the trample role is far more fitted to be filled by the trolls. AND they have mumakil for Mrs. Puff's sake.


Edited by saruman_the_wise, 25 June 2017 - 04:41 PM.


#47 saruman_the_wise

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Posted 25 June 2017 - 04:12 PM

I've got a few suggestion for Mordor;

 

1) An ability suggestion for the Variags of Khand

 

Fury of Khand:
    Requires: Rank 3
For 30 seconds the Variags unleash the fury of Khand upon the enemy, gaining +35% damage at a cost of -25% armor.

 

2) I also suggest the following for the Eastering Archer's "Barbed Arrows" upgrade:

 

Barbed Arrows:

Once equipped, causes attacks from the easterling archers to reduce the armor of struck units by -20% for 6 seconds.

 

3) The Catapult's "Launch Skulls" ability, should have an auto-cast function

 

4) "Call of the Horde" should also effect the fortress.


Edited by saruman_the_wise, 25 June 2017 - 05:29 PM.


#48 Solas1994

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Posted 30 July 2017 - 07:39 PM

Hey,

2 questions: Why is the Easterling rax 600 and what are the stats of Variags of Khand to justify their 550?

I'm asking cause that's a huge investment into a non-cav unit and so far they dont seem to be outstanding to me.



#49 Rider of Rohan

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Posted 31 July 2017 - 03:28 AM

600 because it's a building that is immediately able to recruit elite units, Variags cost 550 because they are on par with the Gondorian "Anorien Soldiers" in terms of stats. And in order to get the Anorien Soldiers you need to build a barracks and upgrade it to Rank 2 which cost 600.
Their unit is fully upgradeable, has a boosting power unlocked after a certain rank and they can shred a lot of the cheaper units and hold their own against units of the same tier i.e the Anoriens and Gundabad troops.


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#50 Samir_of_Balkor

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Posted 31 July 2017 - 03:09 PM

Will Khamûl and other Nazgûls get their fellbeasts back, or will they have the horses instead?



#51 Mathijs

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Posted 31 July 2017 - 11:39 PM

They'll keep their horses.


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#52 maverik99vc

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Posted 01 August 2017 - 01:35 PM

Hi guys, initially thanks for great work you make on this mod!! It is awesome!!

Btw the only question i have is...

Will Be Mordor have black walls??



#53 Mathijs

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Posted 01 August 2017 - 02:03 PM

Hey, welcome to the community.

To answer your question: no, we don't think Mordor needs walls. They're quite formidable as is.


“The special quality of hell is to see everything clearly down to the last detail.” ~ Yukio Mishima, The Temple of the Golden Pavilion
 


#54 kingsjewel

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Posted 01 August 2017 - 02:29 PM

Hey, welcome to the community.

To answer your question: no, we don't think Mordor needs walls. They're quite formidable as is.

And what about heroic statues? Only the good factions will get these?



#55 saruman_the_wise

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Posted 01 August 2017 - 02:41 PM

 

Hey, welcome to the community.

To answer your question: no, we don't think Mordor needs walls. They're quite formidable as is.

And what about heroic statues? Only the good factions will get these?

 

Mordor and MM don't need it thanks to the horde bonus.



#56 Solas1994

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Posted 01 August 2017 - 06:25 PM

600 because it's a building that is immediately able to recruit elite units, Variags cost 550 because they are on par with the Gondorian "Anorien Soldiers" in terms of stats. And in order to get the Anorien Soldiers you need to build a barracks and upgrade it to Rank 2 which cost 600.
Their unit is fully upgradeable, has a boosting power unlocked after a certain rank and they can shred a lot of the cheaper units and hold their own against units of the same tier i.e the Anoriens and Gundabad troops.

I'd suggest to lower the Easterling rax cost to sth like 450 and Variags to 500 so that Mordor has at least one more starting build order. Atm you can only start with a massive Orc spam and have to stay on that for quite a while until you have enough stability to add Trolls/Variags/Siege or whatever.

Unless you specifically want Mordor's earlygame to be purely Orcs ofc.



#57 tituspullo

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Posted 01 August 2017 - 07:47 PM

hello, 

 

i have a issue

i just played with mordor and i build the dol guldor dungeon but i cant increase the lvl to rank 3 and i cant make the castellans that the text tell me.

did you change that idea or you just have to put it in the game later on?

 

i do also have an idea for new hero units

like sagrat and gorbag from cirith ungol

i think that will be a great add for the black urucks


Edited by tituspullo, 01 August 2017 - 10:01 PM.


#58 saruman_the_wise

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Posted 01 August 2017 - 10:21 PM

hello, 

 

i have a issue

i just played with mordor and i build the dol guldor dungeon but i cant increase the lvl to rank 3 and i cant make the castellans that the text tell me.

did you change that idea or you just have to put it in the game later on?

 

i do also have an idea for new hero units

like sagrat and gorbag from cirith ungol

i think that will be a great add for the black urucks

The Castellans have not yet been implemented.



#59 Dúnedain76

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Posted 01 August 2017 - 10:47 PM

Shagrat and Gorbag were two heroes that I originally had planned but due to my hard-drive failure last year I lost both of their models. Because of that we ultimately decided to skip on them for the time being. I myself would eventually like to see them in the mod.


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#60 tituspullo

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Posted 02 August 2017 - 06:02 PM

ah okay, thats tobad about the failure

 

thanks for the awnser and i cant wait for the rest of this mod that you are making

 

i really love the details and the great work!






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