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#221 Jaguar6

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Posted 13 February 2008 - 09:37 PM

Well because of safety issues, I don't want to put my full name down, and my initials (BS) could be taken rather wrongly.
Anyways, I have more ideas...

Orocarni Sappers
Faction: Dorwinion
Race: Dwarves of Orocarni
Type: Siege Weapon
Appearance: Like the Dwarves of Orocarni already in the mod, except armed with Siege Hammers.
Description: Out of the Red Mountains come the Dwarves of Orocarni. They are a hardy folk, ready to demolish any enemies who dare to get in their way. Some of these dwarves have learned how to destroy structures with the slightest of ease, making them a valuable part of Dorwinion's armies.

Watchers of the Woody End
Faction: Elves
Race: Elves
Type: Light Stealthed Archer
Appearance: Like Gildor with bow, and maybe sword toggle.
Description: Most Elves in Eriador choose to make their homes within the few remaining havens, such as Imladris and Lindon, these elves however chooses to dwell in the wilds, keeping watch over the helpless folk of Eriador.

Veterans
Faction: Men of The West
Race: Gondor Men
Type: Elite Swordsmen
Appearance: Heavily armoured Gondorians wielding double handed swords, and wearing cloaks.
Description: These men are ready to fight and die for Gondor, in order to defeat Sauron. Though their armour is pitted and scarred, and they carry dozens of small wounds, their fighting spirit is undiminished. Proud and defiant, they won't let anyone harm Gondor, and if they do, it'll be over their dead body :) .

Add Hobbit Shirrifs to the Dwarven Hobbit House.
If MotW has Ghan-Buri-Ghan, why don't they have Woses!?! Add Woses please :p
Also, Get rid of Pelargir Spearmen for MotW, or add Morthond Bowmen and Golasgil Household Knights to the main faction.

#222 MorrisB

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Posted 13 February 2008 - 09:57 PM

I dunno why would "BS" cause troble... look at my name: MB (in hungarian language, the family name - in my case, "Morris" - is the first). And there are plenty "MB" words around the net (the 3rdage forums isn't the only forum where I show my skills, ya' know :) ), yet it still doesn't cause any problems...

Anyway, here are my opinions:

Orocarni Sappers: nice, but there's a lil' problem: Dorwinion already has Fists of Kalorme, those do exactly the same as these guys. As an alternative, they could be support units who are weak in combat but can destory buildings easily with one or two skills while they are defended by the rest of the army. To make it short: make them a bit similar to the Ered Luin Siege Master :good:

Watchers of the Woody End: no. The elves have one ranged Hero, one Ranged Commander Unit, 3 "pure" archer units, 2 units with weapon toggle (so they can be archers, too)... isn't THAT enough ?!

Veterans: no, at least not like this... they could be single units, called as "Captain of Gondor" or something, with a lesser Leadership and perhaps an Exp. -giving skill, and THEN they could maybe work.

Hobbit Shiriffs will be added to Hobbit House, if we don't forget about them :p
Woses will be added, no need to beg for it - both Ithron and me want them badly, so they have about 99% chance to get implemented in the next release !
But Morthrond Bowmen/Pelargir Spearmen/Golasgil Knight will NOT be replaced due to game balance issues, sorry.

Edited by MorrisB, 13 February 2008 - 09:58 PM.

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#223 Caluadan

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Posted 13 February 2008 - 10:14 PM

"MB" has ideas of "BS":s ideas that I find quite adequate. Actually, after having read you Morris, I realised what my opinion was. That does't happen that often when it comes to me. But well, truth to be said, I did have one idea from the moment I saw the post: Taking away any of Nertea's models would be extremely stupid. They are sort of divine.

I like the captain unit, actually I have already made a button for it (check the art topic, there are two swordsmen)...so I guess I'm entirely positive.
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#224 Jaguar6

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Posted 13 February 2008 - 10:32 PM

BS can stand for "Bull Shit", and where I come from that is a very bad thing to say.

Orocarni Sappers: I meant for them to be more like the Ered-Luin Siege Master, I just didn't get to right any powers down.

Watchers of the Woody End: Actually, I think they would be better off with swords, and I think it's closer to Tolkein' lore.

Veterans: If you did that every faction would need a captain unit, which wouldn't be half bad.

Good
Good
I just think Pelargir Spearmen should be an inn unit, like the Morthrond Bowmen and Golasgil Household Knights.

Here's some ideas on what I said about all the factions having a captain unit...
Angmar: Goblin Drummer
Mordor: Troll Drummer
Isengard: Overseer
Evil Men: Mahud
MotW: Captain
Elves: Healer/Loremaster
Dwarves: Hornblower
Dorwinion:?

#225 MorrisB

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Posted 14 February 2008 - 07:07 AM

@Caluadan: Uhh, now I'm confused a bit... what were you actually trying to say ? :)

@Jaguar: well, I guess that kind of "BS" is bad to say in any country. Anyway, it's always up to you if you wish to reveal your true name or not (I personally never made problem out of it :p ).

Orocarni Sappers: oh, I see. How about a weaker "Shake Foundation" power and a skill which summons an immobile trebuchet for a short time (3-4 shots) ?

Watchers of the Woody End: well, I dunno... the elves are full on swordsmen, too.

Captain-ideas: it doesn't sound bad to have captain-type units in-game; they could act like lesser heroes (as the Commander unit - of course, Captains would be weaker than Commanders :good: ). Maybe they could even provide some kind of economy bonus (cheaper unit cost, faster training, etc.), but then their numbers should be limited, too.
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#226 Caluadan

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Posted 14 February 2008 - 07:51 AM

@Caluadan: Uhh, now I'm confused a bit... what were you actually trying to say ? :p

...

Captain-ideas: it doesn't sound bad to have captain-type units in-game; they could act like lesser heroes (as the Commander unit - of course, Captains would be weaker than Commanders :good: ). Maybe they could even provide some kind of economy bonus (cheaper unit cost, faster training, etc.), but then their numbers should be limited, too.

Trying to say you said the right thing. Read it through again, I don't see what's the problem. :)

And yeah captains with economy bonuses could be an idea, but in that case preferably faster training...cheaper units wouldn't make that much sense.
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#227 MorrisB

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Posted 14 February 2008 - 03:42 PM

Ahh, now I understand (I guess I was just a bit tired when I read your post). As a wise man said once:

"Rossz az aki rosszra gondol."
("The bad person is the one who thinks about bad.")

:p

As for captains, yeah, reducing resource cost doesn't make too much sense, but it would be lame if all captains would do the same bonus (faster training) if you ask me :good:
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#228 Jaguar6

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Posted 14 February 2008 - 10:29 PM

Yah, I don't think Goblin Drummer would provide an economy bonus. I think they all should have separate abilities.
What would Dorwinion's Captain unit be? I have the rest thought up, but not Dorwinion.
Angmar: Goblin Drummer
Mordor: Troll Drummer
Isengard: Overseer
Evil Men: Mahud
MotW: Captain
Elves: Healer/Loremaster
Dwarves: Hornblower
Dorwinion:?

#229 MorrisB

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Posted 15 February 2008 - 02:55 PM

I don't see why Goblin Drummers couldn't speed up Goblin production speed or such. I think that each Captain unit could have an economy bonus (effect depends on number of captains), a lesser Leadership and one unique power.

MotW - Gondor Captain; can be specialized to provide different Leadership bonuses (swordsmen/pikemen/archers/siege); Gondor units train 4% faster; max. of 5 Captains.
NOTE: no special ability; instead, the Leadership bonus is better than those of other captains.

Elves - Lorien Sage; special siege-spellcaster, and supports Lorien units with his Leadership; Lorien units become 5% cheaper; max. of 4 Sages.

Dwarves - Hornblower; support unit which can't fight well but his Leadership supports Dwarf infantry and has an ability to boost unit attack speed; Dwarven units are trained 5% faster; max. of 4 Hornblowers.

Dorwinion - various units; well, Dorwinion is a very multicultural faction, so I have thought of having different captain units; each type provides different bonuses, but only a few of each type can be trained at any time. Basically, they are weaker than other captains, but are more various.

Orocarni Engineer - weak fighter, but can repair buildings/siege engines; siege engines move and attack faster near him; buildings become 5% more cheaper; max. of 2 Engineers.
Dorwinion Officer - good fighter and Leadership supports Dorwinion units; Dorwinion units are trained 3% faster; can use "Rally" which slightly heals units; max. of 2 Officers.
Cuiveinen Captain - ranged attacker; Leadership supports archers (longer range/faster attack); can use "Focused Attack" which reduces attack speed but greatly boosts damage for a short time; Cuiveinen units are trained 3% faster; max. of 2 Captains.

Angmar - Goblin Drummer; weak fighter, but makes units move and attack faster; can use "Inspire" to boost selected battalion's/monster's damage; Goblin units are trained 4% faster; max. of 5 Drummers.

Isengard - Orc Overseer; weak fighter, but makes Uruk-hai units stronger with his Leadership; can use "Discipline" to give Uruk-hai some bonus experience; Uruk-hai are trained 4% faster; max. of 5 Overseers.

Mordor - Orc Chief*; strong fighter, Leadership supports orc units; can use "Regroup" to resurrect 2 orcs per battalion in a small area; orc units become 3% cheaper; max. of 5 Chiefs.

Evil Men - Easterling Champion**; powerful warrior, Leadership grants immune to fear and minor Fire resistance; Easterling units are trained 6% faster; has the "Zeal" ability which makes it able to continue fight even after death for a moderate amount of time; max. of 3 Champions.

*I don't like the idea of makink Drummer Trolls into captains. Their Leadership could be weakened instead.
**Mahud is a Commander unit, and this won't be changed.
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#230 Lauri

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Posted 15 February 2008 - 04:17 PM

so....
Does WOTE have the same thing as SEE when it comes to build speed?
'cause if not, 4% ain't gonna do a real difference... :)
I'd rather put it up to ten, as if you sacrifice your captains and have them at the base, then 50% faster is quite fair... 20% is not :)

yes, I also belive their economy bonus should have a range ;)

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#231 MorrisB

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Posted 15 February 2008 - 09:49 PM

Look, Lauri, I just quickly put up some basic concepts; it doesn't mean that Captains WILL be implemented (the idea is nice, though), but if they were to be, then this is the way I basically imagine them :)
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#232 Lauri

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Posted 15 February 2008 - 10:48 PM

neither did I imply that WotE was going to have them in...

I just added my ideas to yours...

This is, after all, and Ideas topic.. :)

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#233 Jaguar6

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Posted 16 February 2008 - 11:02 PM

Dorwinion having multiple captains would be unique, but a bit over powering.

Let's just hope Ithron looks at these forums and likes the idea, it just might get into mod ;) .

#234 MorrisB

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Posted 17 February 2008 - 10:35 AM

Well, I guess not only Dorwinion, but perhaps EVERY single faction could have 2-3 captain-type units, considering that they are all multicultural:

GOOD:
MotW - Gondor, Rohan, Southern Fiefdoms, Dunedain Rangers
Elves - Lorien, Mithlond/Lindon, Rivendell, Mirkwood, Esgaroth (Lake Town), Wilderland
Dwarves - Erebor, Iron Hills, Ered Luin, Shire (Hobbits), Dale
Dorwinion: Dorwinion, Hildorien, Cuiveinen, Orocarni, Kalorme

EVIL:
Mordor - Mordor, Dol Guldur, Gorgoroth, Minas Morgul
Isengard - Orthanc (Isengard), Moria (Goblins/Wargs), Dunland
Angmar - Black Numenoreans (Angmar), Hill Trolls/Snow Trolls, Rhuadur, Gundabad
Evil Men - Rhun, Harad (Near Harad+Far Harad), Khand, Umbar

But that would be quite a lot of work...

Anyway, I'm sure Ithron will notice this.

(Or, if not, I'll PM him, and then he will do ;) )
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#235 Jaguar6

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Posted 18 February 2008 - 12:32 AM

I think that would be a bit over done though, but it would be fun!

#236 Caluadan

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Posted 27 February 2008 - 08:21 AM

Yup.
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#237 CIL

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Posted 16 June 2008 - 10:17 AM

I have one suggestion that most other good mods have done. Why not remove the team colours? I have to think out what color I want my faction to be and even then, it just looks... wrong. I like default colours (like the blue stuff for Rivendell, red for Galadhrim Armour, grey for Gondor, the default look that E.A. did with the story mode, etc.).
I'm creeping, not gone.

#238 MorrisB

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Posted 16 June 2008 - 11:08 AM

And WotE is certainly a good mod, as the team colors had been removed ages ago ^_^
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#239 CIL

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Posted 17 June 2008 - 04:27 AM

Then I must've gotten an outdated version of it...
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#240 Ring o' Fate

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Posted 17 June 2008 - 04:38 AM

Then I must've gotten an outdated version of it...

Not to be mean or anything, but: A: I don't really like the no-team color thing. B: C.I.L., :p duh.
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