Jump to content


Photo

New Nazgul System


  • Please log in to reply
123 replies to this topic

#21 {IP}jimmyman

{IP}jimmyman

    The only was one can understand me is by being me.

  • Project Team
  • 644 posts
  • Location:Sacramento
  • Projects:Mapping for RJ_RotWK
  •  freelance mapper/3d modeler in training

Posted 02 July 2007 - 09:17 AM

hmm a good power that would loook really cool and might be alittle hard to do would be have the nazgul land maybe and attack stuff on the ground, similar to the Dragon power. it would still be weak to arrows but on a slightly more reduced term. it could trample and would be very vulnerable to pikes then. this is how say a nazgul could cast his morgul blade on his fellbeast, and it could also have a special sting (from shelob and the goblin kings scorpion) like attack that lets it eat a unit to regaina a small amount of health
Sig by Serated
Posted Image Posted Image Posted Image Posted Image Posted Image
Posted Image Posted Image
Posted Image CLICK THE DRAGONS Posted Image Posted Image Posted Image Posted Image

#22 Sûlherokhh

Sûlherokhh

    Sagacious Engineer

  • Project Team
  • 3,754 posts
  • Location:Central Germany
  • Projects:S.E.E., Sage A.I., Code Advisor
  •  'Axe'er of the Gordic Knot

Posted 02 July 2007 - 09:19 AM

Yeah that would be great. But i have yet to see anims for Fellbeasts on the ground. :(

bannerreal01mittelit3.jpg
Axed Head and A.I. Coder for S.E.E. and ... stuff

".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."


#23 Spointz2020

Spointz2020
  • Members
  • 153 posts
  • Location:behind you
  • Projects:RJ-Rotwk Beta Tester

Posted 02 August 2007 - 10:08 AM

new nazgul system is beautiful and though it has its smaller imbalances,that wus imminenet due to the revolutionary scale step of this new system....
Posted Image
Posted Image
Posted Image
Posted Image

#24 whitewolfmxc

whitewolfmxc
  • Members
  • 51 posts

Posted 27 August 2007 - 12:52 PM

Actually..............why cant you guys make all nuzgals to be able to toggle between horse and on foot , while there should be a new building like the beast pit as mentioned before (or just a new purchasable power for mordor in teh spell book) , after buying that upgrade from the fortress / new building (or the spell book) the nuzgals can "tripple toggle" between horse and fellbeast ? (is it modding possible ?) or alternatively just a purchase ability on the nazgals (and every time they re spawn you have to buy the fellbeast again)


PS: i have a very crazy idea for them actually but dont know if its modding possible , but ill still say it out.

1) you create a new building , "XXXXX"

2) you can build feelbeast from it one by one (each very expensive and long time to create)

3) like mumikills , you can make nazgals to "mount" on them to become "one unit"

PS?: before being mount the feel beast can be both on ground or on air by pressing the "toggle weapon " ability like thingy (jsut change the name and codes to that function for that unit) and it can be a independent unit to attack on its own

Edited by whitewolfmxc, 27 August 2007 - 12:58 PM.


#25 Witch-King of Angmar

Witch-King of Angmar
  • Members
  • 63 posts

Posted 30 August 2007 - 02:28 AM

the triple toggle thing is possible.

its on SEE mod.

and yes. i love the Nazgûl system except for the nine Nazgûl's should be in Mordor Faction. not only 7 of them.
and yes the flamming sword thing should triplicate the attack power of the witch-king or something but doesnt make him able to destroy staff's like movies :p

and make each Nazgûl with an unique special power it makes the faction even more fun to play
no mention the main menu shellmap and menu skins and the Cameras.
and of course the BFME1 Castles. atleast i find the Mordor's Siege Towers useful lol

really good job RJ team

#26 robnkarla

robnkarla

    title available

  • Hosted
  • 1,849 posts
  • Location:California
  • Projects:RJ-RotWK
  •  crazy coder

Posted 30 August 2007 - 04:45 PM

A couple of things to note.

I like the nazgul system, but there are changes I hope to do.

1) Remove the requirement to have respawned to purchase the fellbeast.
2) Switch the system so that by default it is foot>horse>foot>etc. and the foot>horse>fellbeast>foot. I still like the requirement of having to purchase the fellbeast after each death.
3) Lowering the level for their unique power, or having a tiered approach - meaning at level 5 or so they have an ability that increases in stength at 7 and 10, or just 10. This will just increase their uniqueness and be even more enjoyable.

#27 Devon

Devon

    Dark Nerd of the Sith

  • Global Moderators
  • 5,886 posts
  • Location:Colbert Nation
  • Projects:RJ RotWK, Twilight of the Republic, HDLH
  •  T3A Chamber Member
  • Division:Community
  • Job:Global Moderator
  • Donated

Posted 30 August 2007 - 07:35 PM

Yeah that would be great. But i have yet to see anims for Fellbeasts on the ground. :(


lord istari made some i think. not sure tho.




the only problem for that system rob is that you have to go to fellbeast before dismounting your horse :( kinda off topic, let witch king use normal nazgul model/skin/stats until lvl 5 or death or something? that would be cool.

yodasig2.png
My political compass
There's a story that the grass is so green...what did I see? Where have I been?


#28 Witch-King of Angmar

Witch-King of Angmar
  • Members
  • 63 posts

Posted 30 August 2007 - 10:56 PM

another good idea.

use Nazgûl movements/death animations of the SEE mod. those rocks.

#29 robnkarla

robnkarla

    title available

  • Hosted
  • 1,849 posts
  • Location:California
  • Projects:RJ-RotWK
  •  crazy coder

Posted 30 August 2007 - 11:41 PM

another good idea.

use Nazgûl movements/death animations of the SEE mod. those rocks.


hmm............anyone kill an eagle yet in the new beta? You'll see what I think about this...... :evgr:

Yodawarrior - I'm hoping to try something where this won't be a problem, but I have to see if it works. :lol:

Edited by robnkarla, 30 August 2007 - 11:43 PM.


#30 Witch-King of Angmar

Witch-King of Angmar
  • Members
  • 63 posts

Posted 01 September 2007 - 12:59 AM

well

those animations for Fellbeast are great. i dont like the default game ones.

anyway i dont expect to each mod gets everything of the other mod because are 2 diferent mods anyway

for example:

RJ-RotWK:
-Cameras
-Heroes
-Factions
-Castles
-BFME1 Style
-Shellmap
-Spellbooks of each faction
-New Buildings to capture
-Some Models/Skins (theoden and other heroes should have CaH helms and Armors for example.)
-Troll Hero (it needs a better armor like the Movies in Black Gate
-Horse crush

SEE:
-9 Nazgûl's in Mordor
-Nazgûl with foot>horse>fellbeast>foot
-Buildings Resistance Realism (you dont destroy buildings with a horde of soldiers. if you want to. you need like 10000 soldiers and it will take time for example)
-Balances (for example RJ mod makes the Nazgûl's to kill almost everything with 1 hit. even heroes, in SEE its balanced)
-Fellbeast Animations
-Fortress Walls
-Very very small range of % of the Farms
-Some Models/Skins
-Rohirrim with toggleable weapons

anyway. its good to have good mods for Rise of the Witch-King because SEE is for BFME2 only.

#31 Elendil711

Elendil711
  • Project Team
  • 85 posts

Posted 25 October 2007 - 02:09 AM

Could you please make the Hour of the Witch-King power kind of like a big red Word of Power, I believe Gothmog the Orc did something like this you might could ask him
Et Earello, Endorenna utulien. Sinome maruvan, ar Hildinyar. Tenn anbar-metta!

#32 Devon

Devon

    Dark Nerd of the Sith

  • Global Moderators
  • 5,886 posts
  • Location:Colbert Nation
  • Projects:RJ RotWK, Twilight of the Republic, HDLH
  •  T3A Chamber Member
  • Division:Community
  • Job:Global Moderator
  • Donated

Posted 25 October 2007 - 07:33 PM

well yeah, but.....then it would just be another word of power. imo, it should be a big fire sword blast that also sets back all special timers. much more original imo

yodasig2.png
My political compass
There's a story that the grass is so green...what did I see? Where have I been?


#33 Black Dragon

Black Dragon

    title available

  • Project Team
  • 304 posts

Posted 27 October 2007 - 01:59 PM

Make it like Audural (sp) a flame sword that does alot of damage...it will give the WK new foot abilities, making him a powerful foe on the ground, being able to kill heroes quickly

blackdragon.jpg


#34 Devon

Devon

    Dark Nerd of the Sith

  • Global Moderators
  • 5,886 posts
  • Location:Colbert Nation
  • Projects:RJ RotWK, Twilight of the Republic, HDLH
  •  T3A Chamber Member
  • Division:Community
  • Job:Global Moderator
  • Donated

Posted 27 October 2007 - 02:04 PM

hes powerful enough on the ground i think :grin: with his meta impact. but he will get his lvl 10 ability revamped somehow.

yodasig2.png
My political compass
There's a story that the grass is so green...what did I see? Where have I been?


#35 CIL

CIL

    Ex-troll

  • Members
  • 1,330 posts
  • Location:Seattle, WA
  • Projects:Lurking
  •  I'm a physician now. Scary, right?

Posted 04 June 2008 - 07:10 AM

I believe that the Witch-King shouldn't get the flaming sword for his level 10 power. He was weaker than Gandalf and the movie completely underminds that (fire sword scene in the extended edition). Just a few seconds and pop, death to Gandy's staff. Anyways, I think he should get an offensive boost as the power didn't directly affect Gandalf (nor his ability to do magic, which is what the director and producers would have you believe)
I'm creeping, not gone.

#36 Shikari

Shikari

    Allons-y!

  • Project Team
  • 1,327 posts
  • Location:UK
  • Projects:RJ - RotWK
  •  2D Art

Posted 04 June 2008 - 11:36 AM

Wow, way to dig up a 6 month old topic and make a stand against something which no-one has suggested.... but I agree, you're right, the flaming sword power is kinda non-sensical.

Posted Image
Posted ImagePosted ImagePosted ImagePosted ImagePosted Image
Posted Image


#37 Pipo

Pipo
  • Members
  • 68 posts
  • Location:France

Posted 04 June 2008 - 11:52 AM

Agreed, this could be nice !
Are there other heroes who could have a other weapon effect?
Fordo sword, Dard, already have this effect, if I remember?

Edited by Pipo, 04 June 2008 - 03:24 PM.

[French]-> Sorry for my language.
Posted Image

O slender as a willow-wand! O clearer than clear water!
O reed by the living pool! Fair river-daughter!
O spring-time and summer-time, and spring again after!
O wind on the waterfall, and the leaves' laughter!

Old Tom Bombadil is a merry fellow;
Bright blue his jacket is, and his boots are yellow.

#38 mike_

mike_

    Student of Homer.

  • Global Moderators
  • 4,323 posts
  • Location:Gulfport, MS
  • Projects:The Peloponnesian Wars Mod.
  •  There are no heroes, no villains - only decisions.
  • Division:Community
  • Job:Global Moderator

Posted 04 June 2008 - 02:26 PM

Gandalf's sword (Glamdring) could get the blue-glowing FX when enemies are near...it did in the books...

#39 Devon

Devon

    Dark Nerd of the Sith

  • Global Moderators
  • 5,886 posts
  • Location:Colbert Nation
  • Projects:RJ RotWK, Twilight of the Republic, HDLH
  •  T3A Chamber Member
  • Division:Community
  • Job:Global Moderator
  • Donated

Posted 04 June 2008 - 07:20 PM

Not the WK-Gandalf debate!

:( !!!!

yodasig2.png
My political compass
There's a story that the grass is so green...what did I see? Where have I been?


#40 Shikari

Shikari

    Allons-y!

  • Project Team
  • 1,327 posts
  • Location:UK
  • Projects:RJ - RotWK
  •  2D Art

Posted 04 June 2008 - 07:54 PM

Posted Image

Posted Image
Posted ImagePosted ImagePosted ImagePosted ImagePosted Image
Posted Image





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users