Erebor Faction Plan
#61
Posted 02 March 2018 - 12:05 PM
But then again, the faction is already very rich and diverse as it is
#62
Posted 05 March 2018 - 08:21 AM
Few suggestions for stonehelm!
Edited by The_Nazgul, 05 March 2018 - 11:10 AM.
#63
Posted 03 April 2018 - 06:17 AM
#64
Posted 13 April 2018 - 10:21 PM
For Stonehelm's Rank 3 why not use the old TDH Tier 1 spell for inspiration? i.e
Rank 3: Dwarven Grudge
Target hero temporarily receives +50% damage from all Dwarves.
For Hadhod's Rank 6:
Rank 6: Barrage (same as vanilla)
Hadhod orders a bombardment of flaming rocks in a medium sized area (does extra damage to structures)
Just my two cents since I see Stonehelm as an expert duelist and Hadhod as the commander of mighty siege-machines
- kingsjewel likes this
#65
Posted 04 May 2018 - 01:17 PM
Why don't you name Balin "Balin, son of Fundin"? It has a nice ring to it. (You might as well call Dwalin the same.) By the same token, I think it's better to call Gloin "Gloin, son of Groin". If these patronyms are too repetitive, you can use the Dwarvish suffix -ul, as seen on Balin's tomb, where he's called "Balin Fundinul".
Speaking of Balin, surely his ultimate power should be "Lord of Moria", given that the retaking of Moria was his ultimate solo achievement. Maybe it could summon his Moria company (some dwarves including Ori and Oin) and equip him with Durin's axe (which he found in Moria) or something like that.
Edited by SnonJow, 04 May 2018 - 01:19 PM.
#66
Posted 20 August 2018 - 03:57 AM
#67
Posted 11 October 2018 - 02:09 PM
The rings around the fortress (Where you build the extension) on some maps are kinda hard to see, I know that most people know where they are just by playing the game, but it would be nice to be able to see them a bit better.
Erebors close ranged units attacks seem a little sparatic, Ive seen the units in the back of a squad just walk back and forth until half the squad is wiped out, Then they decide to do something.
I feel like the Erebors melee units attack WAY to slow. It feels like enemy units get like 2 or 3 hits in before they can even get one. I don't know if thats the way its just supposed to be or not.
I remember that in BFME 2, Erebors fortress Hall Expansion used to be able to hold units, That way you could be able to move them faster through the mines and other fortresses Hall Expansion's. But why doesn't this mod include that?
Some of the selector buttons (in game) don't really have any "brightness" to them. So for example I upgraded my Hall of Warriors all the way, but some of the unit selectors still look like they are "not enabled". I can still select them and everything but it throws me off every once and a while.
Thats just what ive found. Thanks a ton for making this mod!!
#68
Posted 24 December 2018 - 03:22 PM
since you already got berethor idreal in the game and got pland to get hadhod in the game and elegost as a summon, do you think you would place elegost as a hero to gondor and place eoaden and morwen in rohan?
just so that you got all the heroes from that game in this game
#69
Posted 01 June 2019 - 01:25 PM
LORD OF THE RINGS ERA HEROES
Bard II
Rank 1. Spying Eyes
Summon a falcon.
Rank 3. Rise Up Men of Dale!
Temporarily gains +50% armor all nearby Mannish units.
Rank 6. Fight for Honor!
Bard II strikes the enemy with his sword and temporarily gains +50% armor with his shield.
Rank 10. For King Brand!
If Brand dies while Bard II is on the field, Bard II gains a temporary +300% damage increase and loses 33% speed.
Thorin Stonehelm
Rank 1. Prince of Erebor
Whenever Thorin attacks, nearby troops gain a small attack boost.
Rank 3. Our day has come!
All nearby friendly units gains 25% armor, 25% speed and 25% damage.
Rank 4. Durin the Deathless
Thorin Stonehelm regains a portion of his health back and gains 50% damage but loses 50% armor for the duration and loses 33% speed.
Rank 7. Shield Breaker
Blademaster.
Rank 10. For King Dain!
If Dain dies while Thorin Stonehelm is on the field, Thorin Stonehelm gains a temporary +300% damage increase and loses 33% speed.
#70
Posted 01 June 2019 - 07:10 PM
Dragon-Sickness:
the master gains resources per kill passively or temporarily. However this is not a creative idea, its a reference to his end in the book, where he fled with his gold into the Waste.
Another proposal is to call this ability "moneybags" as a reference to his greed for gold.
Edited by Kaieman, 01 June 2019 - 07:37 PM.
#71
Posted 01 June 2019 - 07:14 PM
Master of Lake-Town
Rank 5. My gold!
Summon a treasure. The treasure is surrounded by guards (and Alfrid) and the guards are attacking(everyone) those who go near the treasure.
#72
Posted 01 June 2019 - 08:18 PM
Hadhod the Dwarf
Rank 6. Hidden Trap
Hadhod dumps a hidden trap. If the enemy is nearby the trap explodes.
Elegost the Dúnadan
Rank 1.True heart
Elegost gains +20% armor when near Hadhod.
Rank 1. Toggle Bow and Sword
Rank 1. Stormy night
Temporarily increases Elegost's rate of fire by 50%.
Gimli Son of Glóin
Rank 10. Elf-friend
Summons Legolas Greenleaf
Legolas Greenleaf
Rank 1. Last One Standing Wins!
Gimli and Legolas gains +50% armor when they are close to each other.
Rank 1. Die before your stroke fell!
Twin arrow
Rank 1. Final Count 42!
Legolas launches a continuous volley of arrows upon a small selected area, echoing his characteristic from the movies of never running out of arrows.
#73
Posted 14 September 2019 - 02:52 AM
For King Brand have you guys considered for his level 8 power barding kings guard some of the styles from Rise of of Mordor mod like these:
Edited by Tower Guard, 14 September 2019 - 02:53 AM.
#74
Posted 20 September 2019 - 05:18 AM
I think we could have the spell to Summon Beorn in Erebor, maybe replacing Fully Armed and Filthy.
#75
Posted 07 December 2019 - 06:39 PM
Have you ever thought of giving the Dorwinion Legionnaires a more prominent role?
Perhaps as a fortress unit a final update for the Dale barracks? They are so unique in their design I feel they do deserve a more permanent place in the faction rather than solely being Inn units.
I would also recommend of maybe giving them a shield-wall ability? They are designed like elite unites, I feel like they deserve to be given the role and abilities of elite units. I would put the Blue Mountain Dwarves in the Inn tbh. They are also well-designed, but given far off origin it makes more sense to put them in the inn take full advantage of the Dorwinions' uniqueness and classy esthetics and make them a fortress unit or a elite unit for the Dale barracks.
What say you?
#76
Posted 17 June 2020 - 08:09 AM
#77
Posted 17 June 2020 - 10:19 AM
2020 and AotR 5.1 Erebor dont have Gimli + Gloin!!! And Elves dont have Legolas!!! WTF!!!!
They will be there in the future.
#78
Posted 17 June 2020 - 10:25 AM
2020 and AotR 5.1 Erebor dont have Gimli + Gloin!!! And Elves dont have Legolas!!! WTF!!!!
2020 and you still can't read.
No fuel left for the pilgrims
#79
Posted 16 November 2020 - 09:22 PM
Hey guys!!! Love the mod. Was just curiours, why did you remove the Iron Hills riders from AOTR 6.0???
#80
Posted 17 November 2020 - 01:45 AM
Hey guys!!! Love the mod. Was just curiours, why did you remove the Iron Hills riders from AOTR 6.0???
Really sad really sad, my favorites cavalries, Roac and Dain can summon them, but temporarily, is not the same
- AquilineIdol700 likes this
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