They will be growing until I split them into 2 factions - Evil Men/Mordor. They will be unbalanced until that point.Mordor faction is going to grow big huh? =)
Anyway, can you please make some changes to Elves? In my opinion, Elves should be few but strong, while other races are strong in numbers.
- Lórien Warriors - 10 units (from 12), 2 columns of 5 units each.
- Lórien Archers - 10 units (from 12), 2 columns of 5 units each.
- Mithlond Sentries - 8 units (from 15), 2 columns of 4 units each.
- Mirkwood Archers - 6 units (from 10), one column of 6 units.
- Noldor Warriors - 5 units (from 6), one column of 5 units.
- Rivendell Lancers - 8 units (from 10), 2 columns of 4 units each.
- Lindon Horse Archers - 8 units (from 10), 2 columns of 4 units each.
- Ent - Increase size slightly.
For right now the values are more based on 1.06 of BFME2 - so they actually have 15 for the warriors, archers, sentries, 10 for the archers, cavalry. I will definitely be adjusting this, but I have not decided how I'm going to do this. I do like the idea of the elves and dwarves being fewer but stronger numbers. And I'm playing with some ideas that I won't announce until I know they will work the way I want them to.
I've been holding off on these changes until closer to the end of the mod. That way at the end I might have 2 finished versions of the mods - one balanced against 1.06 values and the second the way I would like. This might end up being too much work, but either way for now I really want to focus on getting some of the campaign maps completed and doing the work required for this. I'm going to make sure I take note of this so when I get to re-organizing factions/changing balance this will definitely be considered.
As for increasing the size of ents slightly, I'm nervous about doing things like this. While I do like change the size of some of the units to come closer to the books/movies I'm worried about SEE. I don't want anyone to think I'm copying another mod, but I'd like to play with the scales of some of the units.
Maybe addyng some dragon hero for Angmar &
I have idea about one.
Faraddar - bluee dragon of carn-dum. He is Witch-kings secret weapon
His stats must be stronger then drogoth stats
His Abilities
1. Freazing Breath - freathes and damages all units in the area(level1)
2. Aura of Frost - all enemies near Faraddar gets -50 % spead
3. Dragon Hipnoz - take control on targeteble horde
4 Summon Dragon - summons dragon
I'm thinking about Angmar in the back of my mind, they will be last in additions as they have very little to do with the campaign, well at least the campaign I'm currently working on. (There are a total of 4 maybe 5 campaigns that I'm looking at to include by the end, some future insane date. It would be interesting if anyone could gues them all.)
The idea of them having a dragon sounds very interesting and tempting. Scatha would be an interesting addition if not Faraddar as the dragon was still alive at that point. Frost/Ice dragons/drakes are slated for the campaign and may as well be added to the wild. This will be for a map in the north. I'll have more details as I get closer to that area, but it is one of the maps that I'm very excited to do.
For your dragon, the powers are along the lines that I was thinking of including in my frost dragon. The aura of frost might be a special weapon like the necros freeze instead of a aura of speed decrease. (The main reason due to having to use he debuff modifier. These don't stack like the other types and tend to cancel other types out. I'd to play with some of the paralyzing/immune affects again, maybe give the weapon a different spin.) But overall, your dragon is very close to what I've been considering. The level 10 power though will be summon ice drakes - similar to Gorkil's power but ice drakes instead of fire drakes.
Robert J.
Edited by robnkarla, 11 June 2007 - 09:24 PM.