SEE Spellbooks
#21
Posted 03 June 2007 - 08:05 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#22
Posted 04 June 2007 - 12:12 PM
for Dwarves:
Blessing of Aule - dwarves units became +150% speed(because they are extremly slow )
for MotW:
Destiny of Dunedain (?? or something like that ) - (permanently spell) all units became +60% damage +60% defense
Edited by Athem, 04 June 2007 - 12:12 PM.
92% of teens have moved onto rap. If you are part of the 8% that still listen to real music, copy and paste this into your signature
#23
Posted 04 June 2007 - 03:34 PM
Eitherway I like it, but lower it to 100%. But the "Destiny of Dunedain" is a bit too powerful, plus it singles out the Men of Gondor. MotW harbours not only the Dunedain of Gondor, but also the Glorious Rohirrim.
#24
Posted 04 June 2007 - 04:19 PM
and Destiny of Dunedain then only for Gondor Soldiers, Gondor Archers and Tower Guards
92% of teens have moved onto rap. If you are part of the 8% that still listen to real music, copy and paste this into your signature
#26
Posted 04 June 2007 - 05:36 PM
but lower it to 100%.
Just so you know... in codes, 200% equals the double amount, so 150% is "only" 50% more. 100% would be the same = no difference
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#28
Posted 04 June 2007 - 09:35 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#29
Posted 06 June 2007 - 02:53 PM
All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
#30
Posted 10 June 2007 - 02:48 PM
Men
* Heal (keep the normal healing spell the same cuz it has an appropriate Gondor soldier being healed)
* Valour of Men (Same as rallying call but less amour and slightly more damage)
* Rebuild
* Unlikely allies (summons Legolas and Gimli)
* Lone Tower
* Horn of Rohan (Summons 3 batalions of special Westfold Infantry)
* Hobbit Allies
* Dunedain allies (changes could include the ability to toggle sword/bow, and being stouter that Itilien Rangers)
* Wind of the West (Bad weather effects are expelled, with a wind sound effect)
* Knights of Dol Amroth
* Army of the Dead
* Draw Swords together (summons the best troops of Gondor and Rohan)
Elves
* Elven Refuge (summons a Mirror of Galadriel)
* Elven wood
* Farsight
* Elven Gifts (hobbit damage is increased by 65%, passive)
* Gush of Air (prevents enemy movement)
* Arrow volley
* Mist
* Summon Huorons (Summons 3 animated large Fnagorn trees)
* Springtime (Sun breaks through darkness or rain. Slowly heals all friendly units throughout the map)
* Tornado
* Sunflare
* Flood
Dwarves
* Fortification (the terrain turns to a stone floor with statues, adds an armor bonus)
* Rebuild
* Ravens (summons a flock of ravens similar to crebain to scout the map)
* Dwarven Riches
* Iron Hills Warriors (summons special units with high armor and speed)
* Raw Materials (passive, upgrades and seige weapons are produced and researched quicker)
* Dwarven Haste (Dwarf speed is increased by 100%)
* Undermine
* Cloud Break
* Barrage
* Citadel
* Earthquake
Mordor
* Eye of Sauron
* Tainted land
* Fell strength (same as Warchant)
* Barricade
* Wild allies (summons large numbers of Trolls, Wargs and Wights)
* Industry
* Sudden Fire (the terrain ignites causing units, allies or enemy to burn)
* Call the Horde
* Darkness
* Legion of Sauron (Summon 3 Black Uruk hordes)
* Rain of Fire
* United Darkness (new units for Mordor are unlocked to be purchassed, but when
Isengard
* Palantir
* Crebain
* War Chant
* Devestation
* Spoiled Land (the land turns to grey dirt, and scaffolding is errected)
* Snaga (Summon Moria orcs, based on the fact that numerous orcs were Saruman's slaves)
* Industry
* Fuel in the Fires
* Freezing Rain
* Dark influence (Gives targeted units 70% Fear Resistance, resist Knockback and a 15% speed increase)
* Churning Pits (Unit production time decreased by 75%
* Balrog (the Balrog is used by this faction only)
Wild
* Cave Bats
* Drums of the Deep (targeted units are gain 50% armor and strength)
* Untamed alleigance
* Scavenger
* Fresh Slaves (targeted strutures are repaired)
* Wargs (instaed of spiderlings, 15 wild wargs are summoned to fight)
* Wildmen
* Shadow and Flame (same as darkness)
* Watcher in the Water
* Awaken Wyrm
* Summon Dragon
* Summon Smaug
#32
Posted 10 June 2007 - 05:14 PM
^Signature by Serated
Life sucks, then you die
#34
Posted 10 June 2007 - 07:18 PM
Although, the Balrog will never be an exclusive for Isengard though. Balrog is for Mordor and Goblins. Other than that I like 95% of it all =)
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#35
Posted 10 June 2007 - 08:54 PM
The only Powers that come from the RA mod are the "Wind of the West" and "Springtime" are from RA, everything else is original or otherwise.Uruk King, some of those ideas are going to be in the RA mod, so it's better to have original spells for SEE. the ones you thought of are pretty nice though.
@ Nazgul, I told why the Balrog was givin to Isengard, Because the Goblins might have the Balrog as the Ring-hero. And Isengard's current powers are Dragon Powers. But the Balrog has more to do with Isengard then Dragons
#37
Posted 10 June 2007 - 09:46 PM
That could be a spell for all good factions, cheapest for the elves (they already would have a maximum of 4 fellowship heroes), most expensive for the dwarves (since there could be up to 8 heroes being spawned).
Call it something like: 'The Fellowship Reunited', make it last only a few minutes, make the heroes summoned level 6 or 7 (so they will have some but not all powers), set the recharge to at least 5 minutes, if not longer; We'd be good to go.
That would be my take on it, just for the movie flair.
Edited by Sûlherokhh, 10 June 2007 - 09:47 PM.
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."
#38
Posted 10 June 2007 - 09:53 PM
1. Blasting Fire
Isengard's equivalent of Dragon Strike or Rain of Fire, except that a few mines are dropped on an area simueltaneously, exploding on impact. If that's not "realistic" enough you could always animate them so it looks like they're being lobbed from off map.
Another version of this would be what I would refer to as Sorcery of Orthanc, it would be lightning similar to the Wizard's Tower spell except on a larger scale.
2.Second high level could be "The Butchers of Isengard" which summons a large army of Dunlendings, Uruk-hai, Warg Riders and maybe even a couple of Battering Rams or Ballistae.
Edited by Servant of Sauron, 10 June 2007 - 09:53 PM.
The old world will burn in the fires of industry! The forests will fall! A new order will rise...we will drive the machine of war with the sword and the spear and the iron fist of the Orc! We have only to remove those who oppose us...
#39
Posted 10 June 2007 - 10:21 PM
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."
#40
Posted 11 June 2007 - 12:09 AM
That said I was trying to keep the style of the spells. If you want drastically different high level spells for Isengard I'll come up with some more innovative ideas. Currently their high levels spells are Dragon Strike and Summon Dragon and yet neither suit Isengard's style. So I was trying to do a summons and an assault spell that were more "in line" with the factions lore.
The old world will burn in the fires of industry! The forests will fall! A new order will rise...we will drive the machine of war with the sword and the spear and the iron fist of the Orc! We have only to remove those who oppose us...
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