Erebor Faction Plan
Posted 02 March 2018 - 12:05 PM
But then again, the faction is already very rich and diverse as it is
Posted 05 March 2018 - 08:21 AM
Few suggestions for stonehelm!
Edited by The_Nazgul, 05 March 2018 - 11:10 AM.
Posted 03 April 2018 - 06:17 AM
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
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.
Posted 20 August 2018 - 03:57 AM
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!!
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
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