The Mirkwood plan is getting more exciting and interesting.
I like the new powers for Legolas and Feren and also the addition of Galion. If Grimbeorn would be a permanent hero, they will have the most badass heroes of the mod.
Posted 17 February 2018 - 06:31 PM
The Mirkwood plan is getting more exciting and interesting.
I like the new powers for Legolas and Feren and also the addition of Galion. If Grimbeorn would be a permanent hero, they will have the most badass heroes of the mod.
Posted 18 February 2018 - 12:32 PM
You've definatly split up from the ideas presented in the movies, so far, I see no similarities in the structures at all. This is a nice thing to do an requires a lot of thinking on your own.
I really like that. If one would've gone with a little more movie oriented structures I would've had a lot of ideas for that. One core idea would've been to alter mirkwoods base defense by including a new mechanic. Would've been really hard to do, maybe not even possible but I thought about an upgrade for all mirkwood structures which would connect the structure with a wooden root if the distance between them wasn't too big.
The roots would be host to 2-3 archers. As a reference one could just look at the mirkwood halls where some roots are used as paths to connect different areas or the river escape scenes where the archers use existing branches to chase behind the dwarfs/kill orcs on the move. The "buff" towards the mirkwood base is neglegable since the archer range/damage does not change the tides in a seege scenario. If one wanted to make this a buff to the mirkwood base defense the archers would just get a boost in their numbers. Still wouldn't change anything against siege weapons but just a minor buff against normal units.
Mirkwood fortress could be based on a rock-ish texture, front shows the gate we've seen in the movies, left side is basically solid rock, so is the back (round shape) and the right side could be similar to the wall where the dwarfes are stopped during their escape. Upgrades will be thranduils throne which appears in the middle of the fortress, wooden roots hosting a few archers (like the lothlorien upgrade), another upgrade adds a smaller watchtower to the outside wall/rock and the last upgrade adds two similar watchtowers connected by a stone arch on top of the rock on the left. Additional Upgrades like banners and minor things are to be thought off...
Did a small scetch for it, if interested I could upload. But I take it you've already made a pretty clear layout for the fraction which clearly differs from my ideas. I really look forward to all the stuff you do with this race.
Posted 01 April 2018 - 07:45 PM
Posted 02 April 2018 - 10:19 AM
@Narthil
Interestingly, the fortress I ended up making has several similarities to what you suggest. Great minds...
@Thranduil_King
There won't be Elk-riders... I just don't like the idea, and it has no basis in Tolkien. Two strikes, they're out. Radagast will absolutely not ride a bunny-sled, either. Thranduil will be a very powerful hero, of course.
As to them having low armor - the idea is that their basic units are Silvan elves dressed in cloth and leather. It's also a gameplay element. Each faction needs its own strengths and weaknesses. Mirkwood's basic units will be 'glass cannons', high damage, low armor. Thranduil has a power that can give them heavy armor though.
No fuel left for the pilgrims
Posted 14 May 2018 - 11:58 AM
HI!
Posted 03 September 2018 - 09:40 PM
Posted 05 September 2018 - 06:36 PM
I have an idea for the exterior look of the treasury (or maybe just a map prop): A circular colonnade topped by a tree stump, with its roots coming down the WETA's Mirkwood styled pillars.
Posted 24 September 2018 - 10:05 PM
Maybe add Bilbo as ring hero for Mirkwood?
Posted 27 November 2018 - 05:14 PM
Posted 28 November 2018 - 01:19 AM
I think having a flying beast toggle is worth the cost of the Witch King
Posted 25 December 2018 - 01:06 AM
This is it
Hunting Lodge – 300
Resource structure
Special power: Enhanced Protection -500
Guards for protecting the building. (2 Palace Guard and 3 Silvan Ranger)
Training Grounds - 300
Rank 1: Silvan Rangers - 350 (Faradrim - Hunters)
May receive Greenwood Banners and Silvan Fletching upgrades. Can stealth near trees.
At rank 1, toggle weapon: dagger/bow
At rank 3, Silvan Rangers gain Evasion. Briefly increases armor and knockback resistance.
Rank 1: Silvan Wardens - 300 (Thelamaethyr – Spear-warriors)
May receive Greenwood Banners, Silvan Steel upgrades. Can stealth near trees.
At rank 3, Silvan Wardens gain Evasion. Briefly increases armor and knockback resistance.
Rank 2: Silvan Outriders – 500 (Gwairochyn – Wild-riders)
May receive Greenwood Banners, Silvan Steel and Silvan Fletching upgrades. Can stealth near trees.
At rank 1, toggle weapon: spear/bow
At rank 3, Silvan Outriders gain Evasion. Briefly increases armor and knockback resistance.
Royal Barracks - 600
Rank 1: Greenwood Warriors - 700 (Maethyr - Warriors)
May enter Skirmish formation, increasing damage at the cost of movement speed.
May receive Greenwood Banners, Silvan Steel and Silvan Fletching upgrades.
At rank 1, may toggle between bow and sword.
At rank 3, Danna pilin (arrow volley)
Greenwood Warriors gain Longshot power.
Rank 2: Greenwood Spears - 600 (Theladagnyr - Spear-slayer)
May enter Shield Wall, increasing armor at the cost of movement speed.
May receive Greenwood Banners, Silvan Steel and upgrades.
Rank 2: Greenwood Blade-master -750 (Double-blade polearmer)
May receive Greenwood Banners, Silvan Steel and upgrades.
At rank 3, The First to Fight
Greenwood Blade-master gain +50% damage at a cost of -25% armor.
Rank 3: Palace Guards - 1000 (Tamastirnyr - Hall-watchers)
May receive Greenwood Banners upgrade.
At rank 2, Ribo i thrangail! (rush the shield-fence)
Nearby allied units gain 20% armor .
At rank 3, Berio i nand a garas! (protect the valley and the city)
Palace Guards garnting nearby structures +150% armor.
At rank 5, Home Defender
Palace Guards temporarily gains +75% attack damage for 30 sec.
Rank 3: Ballista - 800 (Haehadron - Distant Thrower)
Thranduil's Treasury - 1200
Special power: Enhanced Protection- 500
Guards for protecting the building. (2 Palace Guard and 3 Silvan Ranger)
Rank 1: Greenwood Banners - 300
Allows the upgrading of units to rank 2.
Rank 1: Silvan Steel - 800
Allows the upgrading of melee units to increase attack damage and attack speed.
Rank 2: Silvan Fletching - 800
Allows the upgrading of ranged units to increase attack damage and range.
Beorning Cabin -700
Rank 1: Animal Husbandry – passive
Resource structure bonus
Rank 1: Woodsmen Axes
Rank 2: Beorning Berserker -800
At rank 2, Animal friend
Beorning Berserkers will rapidly recover health outside of combat.
At rank 4, Skin-changing
Beorning Berserkers changing bear for a short time.
Rank 2: Battering Ram - 400 (Drambor - Clenched Fist)
Beorning holding in his hand of a wooden battering ram.
Woodland Lookout -400
Guard tower
Silvan Fletching -200
Special power: Enhanced Protection -500
Guards for protecting the building. (2 Palace Guard and 3 Silvan Ranger)
Well of Wine -300
Healing well
Special power: Enhanced Protection -500
Guards for protecting the building. (2 Palace Guard and 3 Silvan Ranger)
Statue of Oropher -300
Leadership statue
Special power: Enhanced Protection -500
Guards for protecting the building. (2 Palace Guard and 3 Silvan Ranger)
Mirkwood Fortress - Upgrades
Mirkwood Fortress - Expansions
Lookout - 150
Arrow tower.
Secret outlet -400
Elven guard attack nearby enemy.
Poison winebarrel-700
Pour poison on the enemy.
Misc
Elvenking’s Guard – 1200 (Eraintirio – King’s Guard)
Hero Unit, recruitable from Fortress
At rank 1, Guardian of the Realm
Thranduil and Legolas passively gain bonus damage around them.
At rank 2, King Favour
Elvenking’s Guard receive a bonus to damage but receive a small damage to their armor.
At rank 5, Special Senses
A powerful strike that the nearby enemy units temporarily lose -33% armor. Become immune to fear.
Edited by Three Elven Rings, 25 December 2018 - 10:12 PM.
Posted 20 May 2019 - 04:45 PM
Will Grimbeorn be able to transform into a bear??
Posted 26 May 2019 - 02:15 PM
Posted 29 May 2019 - 01:39 PM
15 - Men of the Carrock - Unlocks Grimbeorn in the Fortress.
Grimbeorn's New Powers:
Toll-Keepers - target building is protected by a trio of Beorning Berserkers for a small time but has slightly reduced production.
Woodsmen of the Anduin - summons a Beorning Cabin in the target area which will earn resources, boost resource production of nearby buildings and can summon hordes of woodsmen to attack structures.
Posted 29 May 2019 - 04:58 PM
Edited by Minh Kudo, 29 May 2019 - 04:59 PM.
Posted 01 June 2019 - 01:19 PM
Gilded Guard of Lasgalen powers:
Rank 1. Eryn Lasgalen
Greenwood- wariors ,glaives and slayers units gain bonuses.
Rank 2. Helping Hands
Healing power
Rank 4. Heirloom Gems
Dealing heavy damage to all Dwarves and Orcs. When activated nearby orcs and dwarves lose -25% speed.
Rank 6. A Light in the Darkness
The starlight stuns nearby enemies. When activated the Gilded Guard of Lasgalen armors shines.
Posted 18 June 2019 - 03:02 PM
I made some changes for the SPELLBOOK, take a look:
------------------
5 - Horn of the Gate - Warchant
5 - Hidden Sentries - Reveals a part of the map.
5 – The Enchanted River – Summons an enchanted river in a small area that makes passive units for 10s. (New)
------------------ (Note: I only allowed one spell as Elvenking, bc they were too repetitive for me)
10 - Forest's Path - Nearby enemy units are 75% slowed in a big area for 12s (changed)
10 - Woodland's Feast - Summons one of Thranduil's woodland feast. Units near it, consume it & healing in time during 12s. (changed)
10 - Impaling Trap - Units within the radius receive 30% damage, ignoring armor, each sec during 12s. (changed)
10 - Elvenking’s Decree – Units collect resources upon kills.
------------------
15 - Spears of Framsburg - Summons an army of Eotheod commanded by Frumgar, son of Frumgar
15 - Silvan Boots - Makes the Mirkwood units able to cross uncrossable terrain for 15s. (changed)
15 - Men of the Carrock - Unlocks the Beornings - Beorning patrols now protect Orchards
------------------
25 – Hail of Arrows – Instantaneous volley of Silvan arrows in a huge area, dealing 300% damage. (redescribed, mirkwood elves are the best archers)
25 - We've Lost the Path! - Enemy units caught in the radius are severely debuffed & start infighting for 30s. (changed)
Edited by LittleCritter, 18 June 2019 - 03:03 PM.
Posted 19 June 2019 - 12:16 AM
The spells being named after the Elvenking is very, very deliberate and not up for change. Mirkwood is a faction that's very focused on its central hero.
No fuel left for the pilgrims
Posted 23 June 2019 - 06:46 PM
The spells being named after the Elvenking is very, very deliberate and not up for change. Mirkwood is a faction that's very focused on its central hero.
I assumed that it was made in some purpose, but, for me it felt a bit redundant, so, i wanted to give other names, conserving the same meaning.
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