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#181 Guest_Jonte_*

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Posted 27 December 2007 - 03:54 PM

Monsters in general (trolls, giants) are very resistant to calavary, a little to resistant in my opinion. (Especially to hero mounted damage).

#182 Wundai

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Posted 27 December 2007 - 06:08 PM

I like Black Dragon's idea, just wondering if we would really "see" the difference in the mod though.
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#183 dojob

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Posted 27 December 2007 - 10:36 PM

I've not played much of Mordor yet, but perhaps these unique Orcs could be given different abilities?

-Morgal Orcs = Slightly Higher Health
-Morannon Orcs = Slightly Faster Moving
-Black Orcs = Slightly Higher Damage


But it still seems pointless when the differences between them are slight. Variety is good, but units need diversity and purpose and you lose those 2 qualities when u throw in units that are basically the same (2nd tier swordsmen) but with different stats.
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And please add Bear-mans


#184 Black Dragon

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Posted 28 December 2007 - 01:35 AM

I've not played much of Mordor yet, but perhaps these unique Orcs could be given different abilities?

-Morgal Orcs = Slightly Higher Health
-Morannon Orcs = Slightly Faster Moving
-Black Orcs = Slightly Higher Damage


But it still seems pointless when the differences between them are slight. Variety is good, but units need diversity and purpose and you lose those 2 qualities when u throw in units that are basically the same (2nd tier swordsmen) but with different stats.



True, I think you would notice the difference however if it was something like Slow & Strong Vs Faster & Weaker. Imagine that you are preparing for an assault, you want the Slow&Strong Orcs on the front to breach the base etc, however later on when your attacking you need waves of Orcs to keep the enemy pinned down. So it makes sense to bring in some fast but weaker orcs even to act as cannon fodder. When I play a game I have about 5 barracks and a que 20 orcs and set the rally point to the base i'm attacking, that way I can keep on the pressure on my enemy until eventually they have nothing left.

Some orc differences can be notable I think. You could change the Orc types to focus on different things, a bit like you have dwarves who are strong Vs structures, also have some Orcs which are better Vs structures.

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#185 dojob

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Posted 28 December 2007 - 03:43 PM

Thanks for reminding me about the Dwarves: I think that the Siege Hammer guardians should simply start out with hammers, be moved to a lvl2 hall of warriors, and gain a price increase (to 400 or 450 perhaps) and knock-back effects. And besides, even they aren't as bad as the 2nd-tier orcs since at least the 2 guardian types' purposes are clearly defined: One is meant to fight units, another is meant to fight buildings. The changes are enough to make them good at different things.

In the case of Morgul Orcs, Morannon Orcs, and Black Orcs, they're all just the same pike-killing 2nd tier swordsmen with different stats. I don't think that the level of specialization that you're asking for is needed.

3 kinds of infantry at separate tiers are enough. We don't need 5 kinds of swordsmen.
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And please add Bear-mans


#186 Guest_F.A.T.E._*

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Posted 31 December 2007 - 09:33 PM

I know , that my suggestions are not important but i very like elves so why don't you put that arnor elves into elves , especially the Noldors , or Teleri , the wood elves sucks , make them expensive , but unlimited , not like the support units

#187 Gothmog14

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Posted 31 December 2007 - 11:12 PM

Faction unique-ness I'm guessing. A lot of people (me included) don't want to see the same units used over in two factions, it makes one of them kinda boring. Also, the War of the Rings Elves and Arnor Elves are more than 2000 years apart. IMO the Arnor Elves should be similar to the Last Alliance Elves and the current Elves should be made into Lorién or Mirkwood. BTW, Teleri in the Third Age were called Silvan Elves, otherwise known as Wood Elves, so you kind of have your Teleri Elves :dry:.

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#188 Guest_Jonasking_*

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Posted 02 January 2008 - 06:47 PM

Faction unique-ness I'm guessing. A lot of people (me included) don't want to see the same units used over in two factions, it makes one of them kinda boring. Also, the War of the Rings Elves and Arnor Elves are more than 2000 years apart. IMO the Arnor Elves should be similar to the Last Alliance Elves and the current Elves should be made into Lorién or Mirkwood. BTW, Teleri in the Third Age were called Silvan Elves, otherwise known as Wood Elves, so you kind of have your Teleri Elves :rolleyes:.



Prince Of Harad able to mount mumakil ?

#189 Guest_Jonasking_*

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Posted 02 January 2008 - 06:48 PM

Faction unique-ness I'm guessing. A lot of people (me included) don't want to see the same units used over in two factions, it makes one of them kinda boring. Also, the War of the Rings Elves and Arnor Elves are more than 2000 years apart. IMO the Arnor Elves should be similar to the Last Alliance Elves and the current Elves should be made into Lorién or Mirkwood. BTW, Teleri in the Third Age were called Silvan Elves, otherwise known as Wood Elves, so you kind of have your Teleri Elves :rolleyes:.



Prince Of Harad able to mount mumakil ?

#190 Allathar

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Posted 02 January 2008 - 06:53 PM

Not yet, powers will be added in a later version.
It has been reported that some victims of rape, during the act, would retreat into a fantasy world from which they could not WAKE UP. In this catatonic state, the victim lived in a world just like their normal one, except they weren't being raped. The only way that they realized they needed to WAKE UP was a note they found in their fantasy world. It would tell them about their condition, and tell them to WAKE UP. Even then, it would often take months until they were ready to discard their fantasy world and PLEASE WAKE UP

#191 Wundai

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Posted 03 January 2008 - 07:38 PM

Robnkarla indirectly introduced me to another mod "Helms Deep Last Hope".

I was wondering has any attempt been made to ask the author to share his work with RJ Rotwk? (Perhaps the beautiful horse skins? :ohmy: )
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#192 Devon

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Posted 03 January 2008 - 08:13 PM

i dont either of them would really want too, since HDLH is kinda small theres not much it can really have thats unique. Rob(nkarla) could make his own skins probably, but Rob(38) should keep his.

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#193 Guest_Guest_*

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Posted 05 January 2008 - 07:37 PM

i dislike 1 thing of the dwarven base

change the banners there are now just simple gondor baners
just turn them to the dwarven banners

#194 Guest_F.A.T.E._*

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Posted 08 January 2008 - 04:34 PM

Noldor or Teleri remained in Rivendell and Mithlond , and maybe some remained in Lindon , put some other skins more "tuned" to third age (less armor but still in their style)

#195 robnkarla

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Posted 15 January 2008 - 05:05 AM

Robnkarla indirectly introduced me to another mod "Helms Deep Last Hope".

I was wondering has any attempt been made to ask the author to share his work with RJ Rotwk? (Perhaps the beautiful horse skins? :) )


I don't think I would ever ask for those. Rob38 has helped out RJ already so much, and I really think HD should have those alone. It's an incredible quality mod that I would like to see it keep it's uniqueness in skins, and Rob38 has done so much work on everything.

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#196 Guest_Guest_*

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Posted 17 January 2008 - 01:13 AM

extend map to cover all of middle earth

#197 F.A.T.E.

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Posted 19 January 2008 - 07:36 PM

Is it possible to make ring bearer unit hell powerful ?? I would like to see it , but it doesn't match with good side , because they feared it . For that Angmar captain i suggest Rukorh name and for Evil Men captain Nihur

Edited by F.A.T.E., 19 January 2008 - 07:55 PM.


#198 Devon

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Posted 19 January 2008 - 07:46 PM

ring heros have not been worked on at all, but some suggestions have been made. a couple include make the eye of sauron a permanent hero for mordor (requiring gorgoroth spire) and having it upgrade to sauron when ring is found, as well as adding frodo for good and giving him a power to destroy an enemy fortress at very close range to it.

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#199 Gothmog14

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Posted 20 January 2008 - 03:38 AM

Is it at all possible to remove that black part at the bottom of the skies in the new views? There's always a gap between the terrain and the sky that's just black, it kinda kills immersion for me.

And I suggest something new for Isengard, sure they're a bit overpowered now, but still, they're almost untouched.

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#200 Devon

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Posted 20 January 2008 - 03:22 PM

They're not that overpowered :thumbsdownsmiley: heroes are mostly poop, except for lurtz. But yeah, they were already a fairly complete faction, so rob hasnt touched them much. They could use a better late game though.

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