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SEE Spellbooks


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#181 m@tt

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Posted 15 November 2007 - 02:27 PM

I don't know if it's possible to summon the watcher in water. Well, it can be summoned there, but he would appear under water which would be the problem.
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#182 elbenmensch

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Posted 15 November 2007 - 02:38 PM

Replace summon Tom Bombadil with summon Radagast.
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#183 Mercyy

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Posted 15 November 2007 - 02:41 PM

@ Ulairi:
yes, that was the name
*have to read the english LotR Books again:P*

Watcher in the water... would a nice idea, but then the stones should be removed :thumbsupsmiley: (don't know, if it's possible).


Why replace Tom?:rolleyes:
I wouldn't replace him, I would say:
Let him cost more Spellpoints and make him stronger
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#184 Sûlherokhh

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Posted 15 November 2007 - 03:07 PM

If the egg spawning the watcher can read the status of it's current location (water/land), i am sure i can make the OCL create different watcher objects depending on the status.

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#185 Lord of Mordor

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Posted 15 November 2007 - 05:33 PM

Why replace Tom?:thumbsupsmiley:
I wouldn't replace him, I would say:
Let him cost more Spellpoints and make him stronger

Staying true to the lore, Tom would NEVER have gone into any battle, so Radagast would indeed be a better choice for a spell. But Tom's fine with me, too.

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#186 Garrison Nomad

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Posted 16 November 2007 - 01:43 AM

Tom B. is epiclyrawrsome. A buff would be really cool.

Also....maybe the watcher could also serve as a naval unit for Moria, smaller perhaps?

powers...hmm....moria could have something like an undermine...but like this giant glowey-lava hand busts out of the ground, and opens (like the cave), and then like 6 battalions of warriors bust out.
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#187 Soviet

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Posted 18 November 2007 - 04:50 AM

I agree with if you are going to keep Tom in then keep him more powerful. If he could look at the ring and laugh, then put it on and nothing happens, then obviously he is worth more than 12 spell points. I wouldn't even be surprised to see him take the place of something like Army of the Dead
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#188 av8r

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Posted 18 November 2007 - 05:08 AM

I agree with if you are going to keep Tom in then keep him more powerful. If he could look at the ring and laugh, then put it on and nothing happens, then obviously he is worth more than 12 spell points. I wouldn't even be surprised to see him take the place of something like Army of the Dead

I dunno....in the books, the Army of the dead were fighters and fought.
Tom B. wasn't really a fighter...at all.
Just my thoughts...
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#189 Wundai

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Posted 18 November 2007 - 10:47 AM

In my opinion Bombadil was stronger than Sauron himself, but since he didn't really pick any side, and like av8r said he isn't a fighter, I also would like to see Radagast instead of Tom :good:
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#190 Mordor Slayer

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Posted 18 November 2007 - 10:55 AM

...
But lately I have thought up more for other factions

Goblins = goblin archer trap
elves = mirkwood archers trap, only deployable near trees
motw = rangers trap, only dployable near trees
Isenguard = warg trap



I really like those ambush and Warg ideas! I've always wanted to have a proper ambush power/ability.
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#191 Wundai

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Posted 19 November 2007 - 09:55 AM

^oh I couldn't find what you meant by a Warg trap, but I don't know if any of you have played stronghold?

Well what about giving the builder unit(or spellbook) the possibility to build a cage anywhere on the battlefield with 3 wild wargs in it, then you can push a release button and those wargs attack anything within range. Maybe give them a time limit(starving) after leaving the cage, to prevent the map from being filled with wild wargs. :good:

Edited by Wundai, 19 November 2007 - 09:57 AM.

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#192 Nazgûl

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Posted 19 November 2007 - 10:16 AM

Isn't that sorta exactly how the Warg Sentry works... :good:

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#193 Wundai

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Posted 19 November 2007 - 11:17 AM

oh darn, you're right :good:
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#194 ttandchotmail

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Posted 20 November 2007 - 07:05 AM

G'day Wundai

This was my warg trap idea. I later thought we could make similar for all factions.

A spell for the isengard...maybe even goblins faction. I originally called it the warg trap but it might even work for other units. The thought was to select the spell which would generate a small circle on the field which the player would control. This circle would be red ( to signify it could not be used ) only when it was over land it could not deploy on. The only land it could deploy on would be land that had large boulders or bushes and trees. Once clicked on a warg would appear next to the tree,bush or boulder and then move behind the tree,bush or boulder and dissappear from view.

There it would stay, out of sight from the player and all other opponents. The only thing the player would see is a field of view around where the warg is hiding. But if any opponents draw too close to where the warg is hiding it will jump out at them and try and drag any infantry back down into its whole, kicking and screaming ( insert evil laugh here ). Once it is back down in it's whole it will have a recharge timer that until replenished will not jump out and attack again ( maybe even insert the sounds of screaming or bones being crunched on followed by a burp :p ). Also once back in it's whole it will be completely safe from any opponents.

And to add a little more evilness ( is that a word? ) Why not make this warg level up to level 5 like normal wargs but when/if it reaches level 3 a second warg is added to the trap, making two wargs jump out and drag infantry back down the whole. And if it is lucky enoug to reach level five another warg is added Making a total of three wargs to the trap. The only way an opponent would kill this spell would be to kill all the wargs.

Edited by ttandchotmail, 20 November 2007 - 11:40 PM.

No chance of returning....Zero chance of surviving....Well!? When do we get started?
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#195 Wundai

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Posted 20 November 2007 - 05:21 PM

Cool idea :lol:

But what you are saying is the only time the Wargs can be killed is when they get out of their hole and have an animation where they attack enemies? Not alot of time to attack something then :p

Furthermore this sounds alot like the warg caves/goblin caves to me :D
But the idea of an animation sounds very cool to me :p
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#196 ttandchotmail

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Posted 20 November 2007 - 11:38 PM

G'day Wundai

Yeah I guess it isn't much time, but one warg against a battalion of any unit usually dosn't last long. I thought an ambush/ trap spell would be something a little different for our spellbooks. To me they need a little spicing up.

The elven ambush would be similar. Once again it could only be deployed on certain terrain ( trees ). And at the start only one elf would be present but as this spell levels up another one or two would arrive. And would fire 2 shots giving the enemy units time to reach him and attack him if need be, before he would stealth again.
No chance of returning....Zero chance of surviving....Well!? When do we get started?
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#197 Soviet

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Posted 21 November 2007 - 01:06 AM

I know it is complex, and I doubt you want to have to find even more models and animations, but I figured I'd throw this out as a suggestion. In the books, specifically ROTK, when the rohirrim move out towards Minas Tirith, they are helped by native people who live in the trees that use blowguns. They help kill several orcs, and show Theoden a secret passage so that he can get to Minas Tirith in time. I think they would be an interesting summon to have.
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#198 Sûlherokhh

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Posted 21 November 2007 - 01:32 AM

This is a quote from the very first post in this thread:

...

  • Pûkelmen Stonering 'Location Summon' (Stonering akin to the entmoot with different skins and statues instead or in addition of stones; unselectable Drûedain defending the ring against enemies of MotW.
...

You might wanna check it out. :p

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#199 Nazgûl

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Posted 21 November 2007 - 02:42 AM

I think by the time we get to the SpellBooks, which I suggest is after adding the 7th faction, we're gonna have loads of good material to design spells with. I mean, judging from this thread alone... :p

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#200 Sûlherokhh

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Posted 21 November 2007 - 02:46 AM

True. But i'd like to see new spells sooner rather than later. :p

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