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News 24/11/06


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#61 Nazgul Lord

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Posted 29 November 2006 - 01:21 PM

Sauron was not a disembodied eye; he had a body. The whole eye thing was an easy-to-make mistake on Jackson's part when he made the movies; however I do know that there are several quotes in the book that support the idea of Sauron having a physical form during the War of the Ring. He just needed the Ring to be at full power so that he could destroy everything with ease; he still had power, just not as much as he used to.

EDIT: Just had to give some powers for the Nazgul
Lv. 1: Mount
Lv. 3: Screech
Lv. 6: Black Breath (NOT a passive power! Freezes surrounding units in place, reduces damage & armor, and damages them over time)
Lv. 8: Might of Sauron (Nazgul's sword glows green, and then he stabs his target, creating a small but powerful explosion of green energy)

Also, I think I can get the Witch-king to mount/dismount fellbeast without killing himself.

Edited by Nazgul Lord, 29 November 2006 - 01:29 PM.

Do not come between a Nazgul and his prey.
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#62 Celeglin

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Posted 29 November 2006 - 01:27 PM

however I do know that there are several quotes in the book that support the idea of Sauron having a physical form during the War of the Ring. He just needed the Ring to be at full power so that he could destroy everything with ease; he still had power, just not as much as he used to.

Could we get those quotes? I could swear that Sauron was incorporeal.

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#63 D.O.P.R

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Posted 29 November 2006 - 01:33 PM

I know at one point Smeagol/Gollum mentions that Sauron was missing a finger but "gets along well with only nine".

Also, I imagine that the doorway to the Cracks of Doom was built, or rebuilt (at any rate, it was maintained) after Sauron's fall so that he could visit his mountain.

I guess even Dark Lords get nostalgic.

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#64 Celeglin

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Posted 29 November 2006 - 01:43 PM

Also, I think I can get the Witch-king to mount/dismount fellbeast without killing himself.

If you do, gimme lol. I could do it myself (I think there's a tutorial out there), but I don't want to :).

I know at one point Smeagol/Gollum mentions that Sauron was missing a finger but "gets along well with only nine".

Also, I imagine that the doorway to the Cracks of Doom was built, or rebuilt (at any rate, it was maintained) after Sauron's fall so that he could visit his mountain.

Thanks D.O.P.R. . Clearly I don't pay enough attention to non-Elf stuff :grin: .

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#65 Nazgul Lord

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Posted 29 November 2006 - 01:50 PM

All righty; if it's quotes you want, it's quotes you'll get

..said Frodo. 'It was Isildur who cut the finger off the enemy.
Yes, he has only four on the Black Hand, but they are enough,'.

- Gollum, after being tortured for the location of the Ring; this implies that Sauron himself was present at teh torture (and had hands).

Also, the Akallabêth says:

the Eye of Sauron the Terrible few could endure

even before the destruction of his body (yes, his body was destroyed when the Ring was cut from his finger; however he seemed to regenerate it)

Finally, in Morgoth's Ring, it says:

Morgoth held the Orcs in dire thraldom; for in their corruption they had lost almost all possibility of resisting the domination of his will. So great indeed did its pressure upon them become ere Angband fell that, if he turned his thought towards them, they were conscious of his 'eye' wherever they might be.


Once again a reference to the "eye" when the owner had a physical form; it is probable that Sauron's 'eye' was a psychological thing, rather than physical; it represented his will, not his physical form.

However, Sauron still chose to be represented by the Red Eye, as seen by the design his orcs wear.

Though the Witch-king threatens to have Eowyn tortured before the "Lidless Eye", it could once again be a reference to Sauron's will; certainly, it would be bad enough just to be a prisoner in Barad-dur, let alone have Sauron there to torture you!

Well, that's my argument for Sauron having a physical form during the WOTR; hope that's enough!
Do not come between a Nazgul and his prey.
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#66 Celeglin

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Posted 29 November 2006 - 01:58 PM

So the only place where we have any true indication that Sauron had a physical body during the WotR is from an almost offhand line from Gollum who would have been delirious from the torture when he "saw" the hand... If this was anyone but Tolkien, I'd say that wasn't enough to say one way or another (but let's face it, Tolkien wasn't one for subtle intrigue :)).

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#67 Nazgul Lord

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Posted 29 November 2006 - 02:40 PM

Code for the mounting WK:

[CODEBOX];------------------------------------------------------------------------------
; aka Witch King, WitchKingMordor, MordorFellBeast
Object MordorWitchKingMP ;BALANCE WitchKing
; *** ART Parameters ***

; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = HPWitchKing

; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
ButtonImage = HIWitchKing

Draw = W3DScriptedModelDraw ModuleTag_01

OkToChangeModelColor = Yes

GlowEnabled = No ;Yes
GlowEmissive = No
DefaultModelConditionState
Model = muwchkng_skn2
End

ModelConditionState = WEAPONSET_HERO_MODE
Model = muwchkng_skn2
ParticleSysBone = B_SWORDBONE WKHourFlames FollowBone: Yes
End

ModelConditionState = MOUNTED
Model = None
End

IdleAnimationState
StateName = STATE_Idle
Animation = IDLB
AnimationName = munazgul_skl.munazgul_IDLB
AnimationMode = LOOP
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
End
AnimationState = MOVING WEAPONSET_TOGGLE_1
StateName = STATE_Mace
Animation = RUNA
AnimationName = munazgul_skl.munazgul_RUNB
AnimationMode = LOOP
End
BeginScript
CurDrawableShowSubObject("MACE")
EndScript
Flags = RANDOMSTART
ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING
Animation = RUNB
AnimationName = munazgul_skl.munazgul_RUNA
AnimationMode = LOOP
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
Flags = RANDOMSTART
ParticleSysBone = None InfantryDustTrails
End
AnimationState = USER_1 WEAPONSET_TOGGLE_1
Animation = DIEA
AnimationName = MUWchKng_SKL.MUWchKng_DIEB
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
End
AnimationState = USER_1
Animation = DIEA
AnimationName = MUWchKng_SKL.MUWchKng_DIEA
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
End
AnimationState = DYING WEAPONSET_TOGGLE_1
Animation = DIEA
AnimationName = MUWchKng_SKL.MUWchKng_DIEB
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
End
AnimationState = DYING DEATH_1
Animation = DIEB
AnimationName = MUWchKng_SKL.MUWchKng_DIEA
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
End
AnimationState = DYING DEATH_2
Animation = DIEC
AnimationName = MUWchKng_SKL.MUWchKng_DIEA
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
End
AnimationState = STUNNED
Animation = LNDA
AnimationName = MUWchKng_SKL.MUWchKng_LNDA
AnimationMode = ONCE
End
End
AnimationState = STUNNED_STANDING_UP
Animation = GTPA
AnimationName = munazgul_skl.munazgul_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1
StateName = STATE_Mace
Animation = ATA1
AnimationName = munazgul_skl.munazgul_ATKC
AnimationMode = ONCE
UseWeaponTiming = No
AnimationSpeedFactorRange = 1.111 1.111
End
Animation = ATB1
AnimationName = munazgul_skl.munazgul_ATKD
AnimationMode = ONCE
UseWeaponTiming = No
AnimationSpeedFactorRange = 1.5 1.5
End
BeginScript
CurDrawableShowSubObject("MACE")
EndScript
Flags = RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_HERO_MODE
Animation = ATA1
AnimationName = munazgul_skl.munazgul_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATB1
AnimationName = munazgul_skl.munazgul_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
End

AnimationState = FIRING_OR_PREATTACK_A
Animation = ATA1
AnimationName = munazgul_skl.munazgul_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATB1
AnimationName = munazgul_skl.munazgul_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
End
AnimationState = BETWEEN_FIRING_SHOTS_A
Animation = ALERT_1
AnimationName = munazgul_skl.munazgul_IDLA
AnimationMode = LOOP
AnimationPriority = 10
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
End
TransitionState = TRANS_SelectedToMace
Animation = ATNA
AnimationName = MUWchKng_SKL.MUWchKng_STHA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.7 1.3
End
BeginScript
CurDrawableShowSubObject("MACE")
EndScript
End
TransitionState = TRANS_MaceToSelected
Animation = ATNA
AnimationName = MUWchKng_SKL.MUWchKng_STHB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.7 1.3
End
BeginScript
CurDrawableShowSubObject("MACE")
EndScript
End
AnimationState = WAR_CHANT
Animation = Chant
AnimationName = MUWchKng_SKL.MUWchKng_CHRA
AnimationMode = LOOP
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
End
AnimationState = EMOTION_CELEBRATING
Animation = CHRA
AnimationName = MUWchKng_SKL.MUWchKng_CHRA
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = EMOTION_ALERT
Animation = ALERT_1
AnimationName = munazgul_skl.munazgul_IDLA
AnimationMode = ONCE
AnimationPriority = 10
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = SELECTED WEAPONSET_TOGGLE_1
StateName = STATE_Mace
Animation = ATNB
AnimationName = munazgul_skl.munazgul_IDLC
AnimationMode = LOOP
End
BeginScript
CurDrawableShowSubObject("MACE")
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SelectedToMace") end
EndScript
End
AnimationState = SELECTED
StateName = STATE_Selected
Animation = ATNB
AnimationName = munazgul_skl.munazgul_ATNA
AnimationMode = Once
End
BeginScript
CurDrawableHideSubObject("MACE")
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end
if Prev == "STATE_Mace" then CurDrawableSetTransitionAnimState("TRANS_MaceToSelected") end
EndScript
End
AnimationState = WEAPONSET_TOGGLE_1
StateName = STATE_Mace
Animation = ATNB
AnimationName = munazgul_skl.munazgul_IDLC
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end
EndScript
End
AnimationState = SPECIAL_WEAPON_ONE
StateName = SPECIAL_ONE
Animation = ATNB
AnimationName = munazgul_skl.munazgul_ATNA
AnimationMode = Once
End
BeginScript
CurDrawableHideSubObject("MACE")
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end
if Prev == "STATE_Mace" then CurDrawableSetTransitionAnimState("TRANS_MaceToSelected") end
EndScript
FXEvent = Frame:5 Name:FX_WKWOPPreAttack
End
AnimationState = SPECIAL_WEAPON_TWO
StateName = SPECIAL_TWO
Animation
AnimationName = munazgul_skl.munazgul_ATKA
AnimationMode = ONCE
End
FrameForPristineBonePositions = 27
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
End
End

;----------------------------------------------------------------------
;----------------------------------------------------------------------
Draw = W3DScriptedModelDraw ModuleTag_DrawWhenMounted

OkToChangeModelColor = Yes

GlowEnabled = No ;Yes
GlowEmissive = No
DefaultModelConditionState
Model = none
End

ModelConditionState = MOUNTED
Model = MUWchKngFB_SKN
WeaponLaunchBone = PRIMARY BAT_TOER1
End

AnimationState = BACKING_UP MOUNTED
StateName = backup
Animation = IDLA
AnimationName = CUFellBst_SKL.CUFellBst_HVRA
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.95 1.05
End
End

AnimationState = DIVING MOUNTED
StateName = Diving
Animation = Diving
AnimationName = CUFellBst_SKL.CUFellBst_ATKD
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.95 1.05
End
End

AnimationState = ABOUT_TO_HIT MOUNTED ; clawing
StateName = Claw
Animation = Claw
AnimationName = CUFellBst_SKL.CUFellBst_ATKD
AnimationMode = LOOP
AnimationBlendTime = 10
End
BeginScript
CurDrawableSetTransitionAnimState("Trans_Begin_Attacking") return
EndScript

End

AnimationState = THROWN_PROJECTILE MOUNTED
StateName = Diving
Animation = DiveToAttack
AnimationName = CUFellBst_SKL.CUFellBst_DIVA
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.95 1.05
End
End

TransitionState = Trans_Begin_Attacking
StateName = Grab
Animation = Grab
AnimationName = CUFellBst_SKL.CUFellBst_GRBA
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.4 0.4
End
End



AnimationState STUNNED SPECIAL_DAMAGED MOUNTED
StateName = STUNNED
Animation = HitA
AnimationName = CUFellBst_SKL.CUFellBst_ATKH
AnimationMode = ONCE
AnimationBlendTime = 6
End
End
AnimationState STUNNED MOUNTED
StateName = STUNNED
Animation = HitA
AnimationName = CUFellBst_SKL.CUFellBst_HITA
AnimationMode = ONCE
AnimationBlendTime = 6
End
End


;--- HARD FLAPPING ------------------------
AnimationState = CLIMBING MOUNTED
StateName = Climbing
Animation = Moving
AnimationName = CUFellBst_SKL.CUFellBst_HVRB
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.95 1.05
End
End
AnimationState = FREEFALL MOUNTED
StateName = Freefall
Animation = Moving
AnimationName = CUFellBst_SKL.CUFellBst_IDLA
AnimationMode = LOOP
AnimationBlendTime = 10
End
End

;AnimationState = MOVING SPECIAL_WEAPON_ONE MOUNTED
; StateName = Moving
; Animation = Moving
; AnimationName = CUFellBst_SKL.CUFellBst_ATKB
; AnimationMode = LOOP
; AnimationBlendTime = 10
; End
; BeginScript
; Prev = CurDrawablePrevAnimationState()
; if Prev == "Idle" then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
; if Prev == "Climbing" then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
; EndScript
;End

AnimationState = MOVING MOUNTED
StateName = Moving
Animation = IdleWhileMoving
AnimationName = CUFellBst_SKL.CUFellBst_IDLA
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.9 1.1
AnimationPriority = 20
End
Animation = Moving
AnimationName = CUFellBst_SKL.CUFellBst_FLYA
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.9 1.1
AnimationPriority = 5
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
if Prev == "Climbing" then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
EndScript
End

TransitionState = Trans_Begin_Moving
Animation = Transition
AnimationName = CUFellBst_SKL.CUFellBst_HVRC
AnimationMode = ONCE
AnimationBlendTime = 6
End
End

AnimationState = RUBBLE MOUNTED
Animation = RubbleDieF

AnimationName = CUFellBst_SKL.CUFellBst_DIVA
AnimationMode = ONCE
AnimationBlendTime = 4
End
End

AnimationState = DYING MOUNTED
Animation = DyingA
AnimationName = CUFellBst_SKL.CUFellBst_HVRC
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.5 0.5
End
StateName = DYING
End

AnimationState = MOUNTED
StateName = Idle
Animation = IDLA
AnimationName = CUFellBst_SKL.CUFellBst_HVRA
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.95 1.05
End
End
End

; ***DESIGN parameters ***
Side = Mordor
EditorSorting = UNIT
ThreatLevel = 5.0
ThingClass = MEDIUM_MONSTER
BuildCost = 5000
BuildTime = 45
TransportSlotCount = 1
CommandSet = WKMPCommandSet
CommandPoints = 0
DisplayMeleeDamage = 80
VisionRange = VISION_FLIER
ShroudClearingRange = SHROUD_CLEAR_FLIER

DisplayName = OBJECT:MordorWitchKingMP
RecruitText = CONTROLBAR:MordorWitchKingMPRecruit
ReviveText = CONTROLBAR:MordorWitchKingMPRevive
;HotKey = CONTROLBAR:MordorWitchKingMPHotKey
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
RamPower = 30;
RamZMult = 0.5;
MaxSimultaneousOfType = 1

WeaponSet
Weapon = PRIMARY WitchKingMPMorgulBlade
Weapon = TERTIARY WitchKingMorgulBladeSpecial ;WitchKingMorgulBladeSpecialPower
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
AutoChooseSources = SECONDARY FROM_PLAYER
AutoChooseSources = TERTIARY NONE
End

WeaponSet
Conditions = WEAPONSET_TOGGLE_1
Weapon = PRIMARY WitchKingMPWarMace
Weapon = TERTIARY WitchKingMorgulBladeSpecial ;WitchKingMorgulBladeSpecialPower
AutoChooseSources = TERTIARY NONE
End

WeaponSet
Conditions = MOUNTED
Weapon = PRIMARY WKMountWeaponPlow
PreferredAgainst = PRIMARY STRUCTURE MACHINE HORDE

Weapon = SECONDARY WKMountWeaponGrab
PreferredAgainst = SECONDARY INFANTRY THROWN_OBJECT CAVALRY

Weapon = TERTIARY WKMountWeaponClaw
OnlyAgainst = TERTIARY MONSTER
End

ArmorSet
Conditions = None
Armor = WitchKingArmor
DamageFX = NormalDamageFX
End

ArmorSet
Conditions = MOUNTED
Armor = WitchKingArmorMounted
DamageFX = FellBeastDamageFX
End

; *** AUDIO Parameters ***;

VoiceAttack = WitchKingVoiceAttack
VoiceCreated = CampOrcCreateWitchKing
VoiceFullyCreated = CampOrcCreateWitchKing
VoiceMove = SauronVoiceMove
VoicePriority = 88
VoiceSelect = WitchKingVoiceSelect

;UnitSpecificSounds
;End

EvaEventDamagedOwner = UnitUnderAttack ;Eva event to trigger when unit is damaged
EvaEventDieOwner = WitchKingDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
;For deaths you can respawn from, use the DeathFX
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800

AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_IDLA Frames: 33

AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_ATKB Frames: 1 24 65 87 112
AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_ATKD Frames: 5

AnimationSound = Sound: FellBeastEagleAttack Animation:CUFELLBST_SKL.CUFELLBST_ATKD Frames: 10

AnimationSound = Sound: FellBeastHurt Animation:CUFELLBST_SKL.CUFELLBST_ATKH Frames: 0
AnimationSound = Sound: FellBeastHurt Animation:CUFELLBST_SKL.CUFELLBST_HITA Frames: 0
AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_HITA Frames: 10

AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_FLYA Frames: 5
AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_HVRA Frames: 7
AnimationSound = Sound: FellBeastWingFlapsShort Animation:CUFELLBST_SKL.CUFELLBST_HVRB Frames: 3
AnimationSound = Sound: FellBeastWingFlapsShort Animation:CUFELLBST_SKL.CUFELLBST_HVRC Frames: 5 32
AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_HVRC Frames: 62 103

;-------- animation unused anymore -----------
;AnimationSound = Sound: FellBeastEagleAttack Animation:CUFELLBST_SKL.CUFELLBST_ATKE Frames: 20
;AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_ATKA Frames: 1 24 46
;AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_ATKC Frames: 16
;AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_ATKE Frames: 7
;AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_ATKF Frames: 7
;AnimationSound = Sound: FellBeastDie Animation:CUFELLBST_SKL.CUFELLBST_DIEC Frames: 5
End

ClientBehavior = ModelConditionSoundSelectorClientBehavior ModuleTag_MCSoundSelector
SoundState = MOUNTED
VoiceAttack = FellBeastVoiceAttack
VoiceAttack2 = FellBeastVox2
;VoiceCreated = CampOrcCreateNazgul ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
;VoiceFullyCreated = CampOrcCreateNazgul ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
VoiceFear = FellBeastAlert
VoiceMove = FellBeastVoiceMove
VoiceMove2 = FellBeastVox2
VoicePriority = 76
VoiceSelect = FellBeastVoiceSelect
VoiceSelect2 = FellBeastVox2
VoiceGuard = FellBeastVoiceMove
End
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY MONSTER PATH_THROUGH_INFANTRY SCARY

Body = RespawnBody ModuleTag_02
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = 4000 ;BALANCE Witchking Health
PermanentlyKilledByFilter = NONE ;+RohanEowyn
End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim = USER_1 ;Model condition to play when killed-to-respawn
DeathFX = FX_WitchKingDeath ;FXList to play when killed-to-respawn
DeathAnimationTime = 5133 ;How long DeathAnim will take.
RespawnAnim = LEVELED ;Animation to play when respawning.
RespawnFX = FX_Resurrection ;FXList to play when respawning.
RespawnAnimationTime = 2000 ;Time it takes for respawn to play.
AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible.
ButtonImage = HIWitchKing
RespawnAsTemplate = MordorWitchKingMP

;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
RespawnRules = AutoSpawn:No Cost:2500 Time:60000 Health:100% ;DEFAULT VALUES
RespawnEntry = Level:2 Cost:2500 Time:60000 ;For other levels, only override what is different.
RespawnEntry = Level:3 Cost:2500 Time:60000
RespawnEntry = Level:4 Cost:2500 Time:60000
RespawnEntry = Level:5 Cost:2500 Time:60000
RespawnEntry = Level:6 Cost:2500 Time:60000
RespawnEntry = Level:7 Cost:2500 Time:60000
RespawnEntry = Level:8 Cost:2500 Time:60000
RespawnEntry = Level:9 Cost:2500 Time:60000
RespawnEntry = Level:10 Cost:2500 Time:60000
End

Behavior = AutoHealBehavior ModuleTag_WitchKingHealing
StartsActive = Yes
HealingAmount = 20
HealingDelay = 1000
StartHealingDelay = 15000
HealOnlyIfNotInCombat = Yes
End

Behavior = UnpauseSpecialPowerUpgrade ModuleTag_LeadershipStart
TriggeredBy = Upgrade_Level2
SpecialPowerTemplate = SpecialAbilityFakeLeadership
End

Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = Yes
End

Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
StartsActive = No ;If no, requires upgrade to turn on.
TriggeredBy = Upgrade_Level2
BonusName = WitchKingPassiveLeadership
RefreshDelay = 2000
Range = 600
AllowPowerWhenAttacking = Yes
ObjectFilter = ANY +INFANTRY +CAVALRY +MONSTER -STRUCTURE -BASE_FOUNDATION -HERO
End

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
;AILuaEventsList = TrollFunctions
End

LocomotorSet
Locomotor = NazgulLocomotor
Condition = SET_NORMAL
Speed = 37
End

LocomotorSet
Locomotor = WKMountedLocomotor
Condition = SET_MOUNTED
Speed = 130 ;95
End

Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
AllowBouncing = No
ShockStunnedTimeLow = 1400 ;msec
ShockStunnedTimeHigh = 2400 ;msec
ShockStandingTime = 2600 ;msec
End

Behavior = ReflectDamage ModuleTag_ReflectDamage
DamageTypesToReflect = +CRUSH +SLASH ; +PIERCE -- Don't want archers and long distance pikeman that use pierce weapons to suffer reflective damage.
ReflectDamagePercentage = 20%
MinimumDamageToReflect = 0.2
End

Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -KNOCKBACK
SinkDelay = 3000
SinkRate = 1.20 ; in Dist/Sec
DestructionDelay = 15000
;Sound = INITIAL FellBeastDie
End

Behavior = SlowDeathBehavior ModuleTag_07
; Same as normal death, but no sound (sound already played by SoundImpact = ... )
DeathTypes = NONE +KNOCKBACK
SinkDelay = 3000
SinkRate = 1.20 ; in Dist/Sec
DestructionDelay = 15000
End

;;; MOUNTED HORDER SPECIAL ABILITY ;;;
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_HorseToggleUnpause
SpecialPowerTemplate = SpecialAbilityToggleMounted
TriggeredBy = Upgrade_Level6
End
Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter
SpecialPowerTemplate = SpecialAbilityToggleMounted
UpdateModuleStartsAttack = Yes
;InitiateSound =
StartsPaused = Yes
End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
SpecialPowerTemplate = SpecialAbilityToggleMounted

;UnpackingVariation = 2

UnpackTime = 2000
PreparationTime = 1
PersistentPrepTime = 250
PackTime = 2000

OpacityTarget = .3 ; How see-thru to be at peak of change

AwardXPForTriggering = 0
End

Behavior = TransportContain TransportContainModuleTag
;Victim passenger
ObjectStatusOfContained = UNSELECTABLE UNATTACKABLE
PassengerFilter = ANY +INFANTRY +HULK +CAVALRY +GRAB_AND_DROP -HERO -PORTER
Slots = 1

;Standard TransportContain stuff
ShowPips = No
CollidePickup = No
AllowEnemiesInside = Yes
AllowNeutralInside = Yes
AllowAlliesInside = No ;Yes
DamagePercentToUnits = 0%
PassengerBonePrefix = PassengerBone:B_PASSENGER KindOf:GRAB_AND_DROP
EjectPassengersOnDeath = No

GrabWeapon = FellbeastGrabWeapon ; fire this weapon when fellbeast grabs a victim
FireGrabWeaponOnVictim = No
ConditionForEntry = ModelConditionState: MOUNTED
End

Behavior = BezierProjectileBehavior ModuleTag_ProjectileStuff ; Module starts asleep, and wakes up when thrown.
; To tweak a Bezier path
FirstHeight = 5 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 5
FirstPercentIndent = 20% ; Percentage of shot distance control points are placed
SecondPercentIndent = 70%
TumbleRandomly = Yes

CrushStyle = Yes ; I don't detonate, I just hit

BounceCount = 0 ; When I hit the ground, I'll arc again

FinalStuckTime = 1200 ; Can't move for this long afterwards

;GroundHitFX = FX_GimliLeapLand
;GroundHitWeapon = RohanGimliLeapWarhead
PreLandingStateTime = 15; Look ahead to the end of the arc, and get the ABOUT_TO_HIT flag this far in advance
End

Scale = 1.15
Geometry = CYLINDER
GeometryMajorRadius = 16.0
GeometryMinorRadius = 16.0
GeometryHeight = 16.0
GeometryIsSmall = No
Shadow = SHADOW_DECAL
ShadowSizeX = 19;
ShadowSizeY = 19;
ShadowTexture = ShadowI;
End

;------------------------------------------------------------------------------
Locomotor WKMountedLocomotor
Surfaces = AIR
TurnTime = 500
TurnTimeDamaged = 500
FastTurnRadius = 32 ; Can turn in a 10 foot radius circle when moving.
SlowTurnRadius = 40 ; Turns in place from a standing start.
Acceleration = 750 ; .5 second to accelerate to full speed.
FormationPriority = NO_FORMATION

Lift = 100%
LiftDamaged = 100%
Braking = 1000 ; 1 second to brake from full speed.
MinTurnSpeed = 30%
PreferredHeight = 121 ; cruise height
PreferredAttackHeight = 100 ; attack height
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT

StickToGround = No ; walking guys aren't allowed to catch huge (or even small) air.
CanMoveBackwards = No ; Can move backwards when afraid.
BackingUpSpeed = 33%
End
;-------------------------------------------------------
CommandButton Command_WKToggleMounted
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityToggleMounted
TextLabel = CONTROLBAR:WKMount CONTROLBAR:WKDisMount
Options = TOGGLE_IMAGE_ON_WEAPONSET
FlagsUsedForToggle = MOUNTED
ButtonImage = SITrainFellBeast HIWitchKing
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipWKMount CONTROLBAR:ToolTipWKDisMount
InPalantir = Yes
UnitSpecificSound = SauronVoiceMove SauronVoiceMove
UnitSpecificSound2 = FellBeastVoiceSelect FellBeastVoiceSelect
End

;------------------------------------------------------------------------------
; This is the normal Nazgul Plow Attack
Weapon WKMountPlowAttack ; BALANCE NazgulPlowAttack
RadiusDamageAffects = ENEMIES ALLIES NOT_SIMILAR
AttackRange = 24.0
AcceptableAimDelta = 5 ; Just needs to sort of face in the general direction.
DelayBetweenShots = 4000 ; time between shots, msec
FireFX = FX_BuildingHitByFlyer

AntiAirborneVehicle = Yes ;allows attack of flying units
AntiAirborneMonster = Yes ;no... THIS allows attack of flying units because somebody was a funny man.
AntiAirborneInfantry = Yes
MeleeWeapon = No
CanSwoop = Yes
ChaseWeapon = Yes ; Not full melee, but we get to move to attack a passive acquire, even if player owned.

DamageNugget ; A basic Nugget that just does damage
Damage = 180
DamageScalar = 1000% NONE +GondorTrebuchet +MordorCatapult +IsengardBallista +GondorTrebuchetWall
DamageScalar = 30% NONE +HERO
Radius = 40.0
DelayTime = 1
DamageType = HERO
DamageFXType = CLUBBING
DeathType = NORMAL
End
MetaImpactNugget ; A Nugget that throws things back with force
HeroResist = 50.0 ;always works on heroes
ShockWaveAmount = 60.0
ShockWaveRadius = 48.0
ShockWaveTaperOff = 0.5
End
End

;------------------------------------------------------------------------------
; This is the Nazgul Grab Attack
Weapon WKMountGrabAttack ; BALANCE NazgulGrabAttack
AttackRange = 20.0
FireFX = FX_FellbeastGrab
DelayBetweenShots = 30 ; time between shots, msec
FiringDuration = 30
MeleeWeapon = Yes
CanSwoop = Yes
ChaseWeapon = Yes ; Not full melee, but we get to move to attack a passive acquire, even if player owned.

DamageNugget ; A basic Nugget that just does damage
Damage = 180
Radius = 50 ;0.8
DamageScalar = 0.0 ANY +HERO +PORTER
;;No grabbing the heroes (Who won't fit in the container anyway.)
;;This is a hack because canWeaponAffect doesn't check that the weapon is a grabbing weapon and the unit isn't grabbable.
;;-CB (only an intern, I just does what I's told)
DelayTime = 0
DamageType = HERO
DamageFXType = CLUBBING
DeathType = NORMAL
End

GrabNugget ; A Nugget that makes me grab you
ContainTargetOnEffect = Yes
ImpactTargetOnEffect = Yes ;... if for some reason, I can not contain you, I'll try to give you a shove
ShockWaveAmount = 50.0
ShockWaveRadius = 16.0
ShockWaveTaperOff = 0.75
ShockWaveZMult = 1.1
End
End

;------------------------------------------------------------------------------
; This is the normal Nazgul Claw Attack
Weapon WKMountClawAttack ; BALANCE NazgulClawAttack
AttackRange = 20.0
AcceptableAimDelta = 5 ; Just needs to sort of face in the general direction.
DelayBetweenShots = 250 ; time between shots, msec
ClipSize = 2 ;4 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 2000
AutoReloadsClip = Yes
FireFX = FX_FellbeastClawAttack ;FX_TrollTreeHit
AntiAirborneVehicle = Yes ;allows attack of flying units
AntiAirborneInfantry = Yes
AntiAirborneMonster = Yes
MeleeWeapon = Yes
CanSwoop = Yes
ChaseWeapon = Yes ; Not full melee, but we get to move to attack a passive acquire, even if player owned.

DamageNugget ; A basic Nugget that just does damage
Damage = 180
DamageScalar = 1000% NONE +GondorTrebuchet +MordorCatapult +IsengardBallista +GondorTrebuchetWall
Radius = 40 ;24.0
DelayTime = 1
DamageType = HERO
DamageFXType = CLUBBING
DeathType = NORMAL
End
End

;------------------------------------------------------------------------------
Weapon WKMountWeaponPlow ; BALANCE RohanGimliLeap
IdleAfterFiringDelay = 2000
AttackRange = 521
MinimumAttackRange = 0
WeaponSpeed = 125.0 ; dist/sec (huge value == effectively instant)
ProjectileSelf = Yes ; We don't make the projectile throw ourself
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 2200 ;1467 min for animation ; how long to reload a Clip, msec
AutoReloadsClip = Yes
PreAttackDelay = 600
FiringDuration = 1500
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
HitPercentage = 100 ; Never auto hits, always shoots at a ground position
ScatterRadius = 0.0 ;When this weapon misses it can randomly miss by as much as this distance.
;FireFX = FX_GimliLeap
CanFireWhileMoving = Yes
AntiAirborneVehicle = Yes
AntiAirborneMonster = Yes
ProjectileNugget ; A Nugget that creates an Object and sends it to the target with a Warhead
WarheadTemplateName = WKMountPlowAttack
End
End

;------------------------------------------------------------------------------
Weapon WKMountWeaponGrab ; BALANCE RohanGimliLeap
IdleAfterFiringDelay = 2000
AttackRange = 521
MinimumAttackRange = 0
WeaponSpeed = 125.0 ; dist/sec (huge value == effectively instant)
ProjectileSelf = Yes ; We don't make the projectile throw ourself
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 2200 ;1467 min for animation ; how long to reload a Clip, msec
AutoReloadsClip = Yes
PreAttackDelay = 600
FiringDuration = 1500
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
HitPercentage = 100 ; Never auto hits, always shoots at a ground position
ScatterRadius = 0.0 ;When this weapon misses it can randomly miss by as much as this distance.
;FireFX = FX_GimliLeap
CanFireWhileMoving = Yes
AntiAirborneVehicle = Yes
AntiAirborneMonster = Yes
ProjectileNugget ; A Nugget that creates an Object and sends it to the target with a Warhead
WarheadTemplateName = WKMountGrabAttack
End
End

;------------------------------------------------------------------------------
Weapon WKMountWeaponClaw ; BALANCE RohanGimliLeap
IdleAfterFiringDelay = 2000
AttackRange = 521
MinimumAttackRange = 0
WeaponSpeed = 125.0 ; dist/sec (huge value == effectively instant)
ProjectileSelf = Yes ; We don't make the projectile throw ourself
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 2200 ;1467 min for animation ; how long to reload a Clip, msec
AutoReloadsClip = Yes
PreAttackDelay = 600
FiringDuration = 1500
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
HitPercentage = 100 ; Never auto hits, always shoots at a ground position
ScatterRadius = 0.0 ;When this weapon misses it can randomly miss by as much as this distance.
;FireFX = FX_GimliLeap
CanFireWhileMoving = Yes
AntiAirborneVehicle = Yes
AntiAirborneMonster = Yes
ProjectileNugget ; A Nugget that creates an Object and sends it to the target with a Warhead
WarheadTemplateName = WKMountClawAttack
End
End[/CODEBOX]

Hope it helps!

Also, I should point out one bug: when the WK attacks a building while mounted, he'll hit the building, but will end up turned at a funky angle...the only way I know to fix this is to make him fire projectiles at the building, instead of flying at it. Wind projectiles, perhaps? Like having the Fellbeast flap its wings so hard that it creates mini-tornados that hit the building?
Do not come between a Nazgul and his prey.
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#68 Celeglin

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Posted 29 November 2006 - 03:22 PM

Wow, thanks a lot! Could I get you to PM/upload a txt/ini file with this in it though? Copy and pasting from code boxes has a tendency to muck up.

EDIT: Scratch that. Forgot that I can just "edit" your post to get the code without the crazy codebox messing it up.

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#69 entwife

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Posted 29 November 2006 - 04:44 PM

Sauron was not a disembodied eye; he had a body. The whole eye thing was an easy-to-make mistake on Jackson's part when he made the movies; however I do know that there are several quotes in the book that support the idea of Sauron having a physical form during the War of the Ring. He just needed the Ring to be at full power so that he could destroy everything with ease; he still had power, just not as much as he used to.

EDIT: Just had to give some powers for the Nazgul
Lv. 1: Mount
Lv. 3: Screech
Lv. 6: Black Breath (NOT a passive power! Freezes surrounding units in place, reduces damage & armor, and damages them over time)
Lv. 8: Might of Sauron (Nazgul's sword glows green, and then he stabs his target, creating a small but powerful explosion of green energy)

Also, I think I can get the Witch-king to mount/dismount fellbeast without killing himself.



ummmm, i agree with cel, ive got all the middle earth books and i have to say from how ive read it sauron is in the form of an eye. nice ideas for nazgul

#70 Ecthelion

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Posted 29 November 2006 - 05:07 PM

I believe this evidence is rather conclusive - credits to http://tolkien.slimy...html#SauronForm from where I c&ped.

There is strong evidence that Sauron did have a humanoid physical body at the time of LotR. In "The Black Gate is Closed"
we read, "'He has only four [fingers] on the Black Hand, but they are enough', said Gollum shuddering." Gollum was tortured
in Barad-dur, and this statement sounds as if it comes from personal experience. Some have objected that Gollum's memory
of his torture might not be accurate for various reasons, but this is still the only fully "canonical" evidence on either side of the
issue, so it should be taken seriously.

It need not be taken alone, however. Tolkien makes multiple unambiguous statements that Sauron did have a physical form
in Letters. For example, he describes Sauron's use of a humanoid shape in Letter #200:

It is mythologically supposed that when this shape was 'real', that is a physical actuality in the physical world and not a
vision transferred from mind to mind, it took some time to build up. It was then destructible like other physical
organisms. ... After the battle with Gilgalad and Elendil, Sauron took a long while to re-build, longer than he had done
after the Downfall of Numenor (I suppose because each building-up used up some of the inherent energy of the spirit...)
Because it took time for Sauron to "re-build" after his body was slain by Gil-galad and Elendil, it is clear that it was more
than just a "vision". Another clear statement can be found near the end of Letter #246, where Tolkien discusses the possibility
of a direct confrontation between Sauron and a Ring-wielder at the end of the Third Age (he considers both Aragorn and Gandalf).
He says,

in a tale which allows the incarnation of great spirits in a physical and destructible form their power must be far greater when
actually physically present. ... The form that he took was that of a man of more than human stature, but not gigantic.
No statements by Tolkien conflicting with these descriptions are known.

Some have objected that the many references to the "Eye" of Sauron must refer to his physical shape. However, Tolkien used
that term even when referring to the period before the war of the Last Alliance, when it is well known that Sauron had a
physical form: for example, the Akallabeth says that after Sauron "came back to Middle-earth and to Mordor... the Eye of
Sauron the Terrible few could endure."

So what does "the Eye" refer to if not Sauron's physical form? Frodo's perception of it is described in "The Passage of the Marshes":

But far more he was troubled by the Eye: so he called it to himself. ... The Eye: that horrible growing sense of a hostile will that
strove with great power to pierce all shadows of cloud, and earth, and flesh, and to see you: to pin you under its deadly gaze, naked, immovable.
A very similar comment about Morgoth appears in Text X of the "Myths Transformed" section of Morgoth's Ring:

...Morgoth held the Orcs in dire thraldom; for in their corruption they had lost almost all possibility of resisting the domination
of his will. So great indeed did its pressure upon them become ere Angband fell that, if he turned his thought towards them,
they were conscious of his 'eye' wherever they might be.
We know with absolute certainty that Morgoth had a huge but humanoid physical form during the First Age, so "eye" here
obviously refers to his will. The similarity between this description and the many references to Sauron's "Eye" is striking,
which seems to make the meaning of that term clear.

--------------------------------------------------------------------------------
Credits to http://tolkien.slimy...html#SauronForm

#71 swan

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Posted 29 November 2006 - 06:56 PM

Adding Sauron is not good idea. Every super-powerfull hero makes game hard to balance and next unkillable Balrog-like thing (Sauron should be very hard to kill) is not necessary. Even a hero called "Four fingers of The Dark Lord".

#72 Elvenlord

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Posted 29 November 2006 - 09:46 PM

I think he had a physical form, and the "eye" might have been his palantir :p
Makes sense :p

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#73 zimoo

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Posted 29 November 2006 - 09:47 PM

That's what I used to think, but his eye was described long before he captured the palantir.
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#74 Elvenlord

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Posted 29 November 2006 - 09:51 PM

hmm..... that's right.....there goes my theory :p
Maybe the eye actully had nothing to do with Sauron
It was the fear people felt......
There's my new theory :p

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#75 Lauri

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Posted 29 November 2006 - 09:58 PM

don't do theorys EL :p

anyways, since we're already off-topic, Sauron could be a stand in for the Balrog, but then again, he can't (?) be killed by other than Anduril\Narsil...

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#76 Celeglin

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Posted 29 November 2006 - 11:19 PM

anyways, since we're already off-topic, Sauron could be a stand in for the Balrog, but then again, he can't (?) be killed by other than Anduril\Narsil...

The problem is that we really don't know the physical power of Sauron during the WotR because he really didn't do anything. Maybe he was nigh-indistructable, or maybe he was as weak in body as Gandalf, Saruman, or even Denethor. There may be clues sitting around but unless Tolkien defined his physical strength in one of his letters, we just don't know. And thus, I can't properly put him in the mod further than his "presense of mind" ala the Eye of Sauron power (as much as I dislike the spotlight FX, the ability gets the point across). Every other hero that I've added in has shown their capability to actually be in a fighting situation through either the books or the films (though I'm stretching it with Arwen).

So yeah, no Sauron.

Btw, who the heck is stretching the page?

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#77 adummy

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Posted 29 November 2006 - 11:50 PM

that would be Ecthelion. and i dont think sauron should be apart of it unless every team has a kind of "super" hero kind of like the ring heros in bfme2 (but i know cel wants to stay as far from EA's version as he can). galaderial (o man am i going to have another misspelling of her on cel's top 10 :p ) could be the elves, sauron mordor's, you could make saurmon (i think thats wrong too) isengard's (that too), gandalf gondor's, but i dont know who could be rohan's. all you could do is make them stronger.
p.s. (dont you love these? () i do :p )

Edited by adummy, 29 November 2006 - 11:53 PM.

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#78 Celeglin

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Posted 29 November 2006 - 11:57 PM

No superheroes. I hate things that completely pwn everything, really kills the late game for me (anyone notice that the length of time AotD/Balrog are on the field has been halfed for the mod?).

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#79 adummy

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Posted 30 November 2006 - 12:01 AM

no havent played as anyone other than the elves :p . and i thought you wouldnt want to add those kind of heros
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#80 Nazgul Lord

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Posted 30 November 2006 - 01:28 AM

Btw, who the heck is stretching the page?


Sorry, it was me when I posted the WK's code; it was longer horizontally than I thought.
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