New Nazgul System
#81
Posted 01 December 2008 - 06:09 PM
#82
Posted 02 December 2008 - 09:49 AM
And I also repeat what I said earlier; they'd look totally awesome with someone edited the thumbnails, blurring the edges, adding more shadows and darkening the eyes. They'd look much more spectral.
If the Witch-King also started on horseback, you could technically have all nine riders. But then again, it wouldn't make sense for him to have his mask and mace when he dismounted. So, maybe adapt one of the Nazgul models very slightly to distinguish it from the rest (for instance, maybe make him taller like that newbie guy said about a thousand times in the wrong topics), give it a speedier sword attack than the others and splash damage, and this can be the Witch-King until he dies and is resurrected with his mask, mace and Fellbeast. This also fits with the ordinary Nazgul system, and means you can lower the price a little for the Witch-King. This is just another idea, though.
#83
Posted 03 December 2008 - 06:18 PM
#84
Posted 04 December 2008 - 04:11 AM
If anything, I think that at level 6 (if it's codeable) the WK should get powers that would enable him to get his mask/armour, flail (it's not a mace you guys, just a heavy flail, I believe (correct me if I'm wrong )), and the ability to mount the fell-beast. But that's all I think that is needed of him.
#85
Posted 04 December 2008 - 04:31 PM
#88
Posted 05 December 2008 - 11:10 AM
Are we more or less decided on the new names? It's just that the old ones were too... lame. They sound less High Fantasy and more Sword & Sorcery, like Conan the Barbarian. No offense to Conan fans, but it's a completely different (and lesser) style. Nothing like Tolkein would use at all.
Edited by Hasfusel, 05 December 2008 - 11:27 AM.
#89
Posted 06 December 2008 - 04:19 PM
Careful. This link is DANGEROUS. Do NOT click it. This one, however, is fine.
I had the meaning of life in my signature, but it exceeded the character limit.
#90
Posted 06 December 2008 - 05:52 PM
#91
Posted 07 December 2008 - 02:47 AM
It is like degrees of specificness.
Personal>Melee>Hafted Weapons>Bludgeons>Maces>Flails>Morning Star
Similarly
Personal>Melee>Hafted Weapons>Edged Weapons>Axes>Two Handed Axes>Beheading Ax.
Or say
Team Weapons>Vehicles>Powered>Long Range>Artillery>Siege>Howitzer
All weapons can be catagorized like this. Some will fit in to more than one classification. It is like biology.
#92
Posted 07 December 2008 - 03:05 AM
#94
Posted 07 December 2008 - 04:11 PM
A Morning star is a type of flail.
It is like degrees of specificness.
Personal>Melee>Hafted Weapons>Bludgeons>Maces>Flails>Morning Star
Similarly
Personal>Melee>Hafted Weapons>Edged Weapons>Axes>Two Handed Axes>Beheading Ax.
Or say
Team Weapons>Vehicles>Powered>Long Range>Artillery>Siege>Howitzer
All weapons can be catagorized like this. Some will fit in to more than one classification. It is like biology.
Yes, that's right. And the Witch King appears to wield a large Morningstar.
#95
Posted 21 April 2009 - 04:00 AM
#96
Posted 08 June 2009 - 11:30 PM
After I’ve recruied them they could mount/dismount, but they had no option to train Fellbeast. Also the Witchking had no option to mount Fellbeast, as robnkarla had announced at the beginning of the mod (a post about Nazguls from 2007). During the RTS battle I’ve purchased required technology in Mordor Fortress (well, I’ve purchased all the upgrades), however, there was nothing to click on to start training Fellbeast.
Thus – is it required to move the Nazgul into the Fortress? Or maybe that option is still unavailable?
Well, the problem was that I could NOT revive the Nazgul after he died in battle - that was, in a battle fought as an RTS-combat solution during campaign.
That was pretty weird, as I could revive Gothmog...
#97
Posted 09 June 2009 - 01:02 AM
B: The Witch King has a FLAIL.
And C: You don't train the Fellbeast. If I recall, you either buy them individually for some Nazgul, or get them dead so they can mount them on a Fell Beast. But I may be wrong.
Edit: And finally D: War of the Ring Campaign in War Of the Ring mode doesn't alltogether bug proof.
Edited by Ring of Fate, 09 June 2009 - 01:07 AM.
#98
Posted 09 June 2009 - 08:32 AM
I believe you have to let the Nazgul die, and then when it comes back, you can buy it a Fellbeast if you've purchased it in the fortress. It's a neat system, but the problem is that you could let any Lvl.1 Nazgul die easily and then recruit a fellbeast in the early part of the game. I'd say make Fellbeasts only available to Lvl.5 Nazguls who've died... or, if you have a Nazgul above Lvl.5, you can take him to the fortress (at the cost of the Fellbeasts applying price) once fellbeasts are purchased. He then stays there garrisoned for awhile, or becomes unselectable and sticks around the fortress, and then two or three minutes later he becomes selectable again, with the addition of a fellbeast instead of a horse. Saves having to kill said Nazgul first.
My summary of Nazgul ideas:
- New, revised names and/or descriptions for all Nazgul. I made suggestions which recieved generally good feedback.
- Slight increase of power to Lvl.10 abilities. At the moment, they aren't so effective. Boring Lvl.10 summons changed to something more interesting.
- The Nazgul gain splash damage to their melée attacks at Lvl.5
- Witch King gains mace (as a secondary attack) and mask at Lvl.5, sword attack does double damage so that you don't just stick with the mace all the time, (a good tactic of dealing with heroes after lvl.5 is to cripple with the mace, then attack with the sword, then hit with the mace again just before the cripple effect wears off, rinse and repeat as many times as necessary...)
- Nazguls (and Witch King) only can ride Fellbeasts at Lvl.5, after first death or three minute stay in fortress, which appears to be the system. Witch-King rides a horse like all the others before gaining a fellbeast like the others. On horseback, he can only use his sword no matter his level due to model restrictions. Witch-King is undistinguishable from other Nazgul before lvl.5, and while on horseback unless you can find a way to add the mask to his horseback model.
- The Nazgul are highly vulnerable to Eowyn's Smite attack, and the Backstab-type attack I suggested for Merry in the Hobbits section, and are a little more vulnerable to Sam, Merry and Pippin's ordinary attacks and all Arnor hero attacks except those of Círdan (basically, all the ones with specifically-forged Westernesse anti-nazgul blades). This makes the Rohan and Arnor hero groups doubly good for dealing with Nazgul.
#99
Posted 09 June 2009 - 09:21 PM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#100
Posted 29 June 2009 - 08:09 PM
I was wondering why does Mordor have 7 Nazguls and MotE only 2? The MotE encompasses the Easterlings, Haradrim, Corsairs and Variags of Khand. Now Khamul is the Easterling and Ji Indur is the Haradrim. Now they are both in the MotE faction. Dwar of Waw is a king of Umbar, yet he is in the Mordor faction and Uvatha the Horseman is a king of Khand ( probably one of the stronger Khandish kingdoms ) and he is also incorporated into the Mordor faction. Now I might be terribly mistaken and completely mislead, but I was under the impression that this mod tried to make the original game more 'historicaly' accurate. Well you did very well with Rohan and Gondor, actually scratch that, you did a wonderful job with the mod, because it's very accurate. It's just some people tend to be pendantic and little details can mean the difference between a great mod and a perfect mod. So just my thoughts about the nazgul system No offence meant and I think the mod's great!
Cheers, Martini
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