SEE Spellbooks
#161
Posted 08 September 2007 - 06:40 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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#162
Posted 09 September 2007 - 12:13 AM
#163
Posted 13 September 2007 - 09:49 AM
I was thinking of the spell book for the dwarven faction and kept on looking at the mineshaft spell and thought it was a little boring.
But what if the mine was invisible to your opponents ( of cause the eye of sauron and far sight can see it and if they can see it they can destroy it ). Which of course would mean it could not be destroyed until you were or if you clicked on the self destruct button. Then I thought that would cause problems for your allies if they need to build there. So I was looking at it and thought what if it could only be built on the side of mountains or mountainous terrain. That would make sure it wouldn't get in the way of other players and it would also make opponents be cautious when playing against dwarves as they could pop out of any moutains close by ( which is the theme of the dwarves, they live under their mountains ). And it does look kind of strange being built the way it is, as in the movie the door was on the side of a mountain.
#164
Posted 13 September 2007 - 11:15 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#165
Posted 14 September 2007 - 12:29 AM
Is this even possible? Yes, no, maybe...This one has good and evil versions.
Darkness of Ungoliant - Map becomes pitch black darkness to good players for x seconds. (I suggest for Mordor, or perhaps Gobbos since they have Shelob.)
Light of Iluvatar - Map becomes pure white light to evil players for x seconds. (I suggest for MotW since they have Gandy, but it could work for elves too.)
Either spell has the effect of making your enemy completely blind for a short period.
For a less powerful version, it could be a large area effect spell that could be moved around the map like a tornado. Or to de-buff even further, make it a stationary effect like tainted land or elven wood. I like the idea because it's not a summon or WMD power, but it gives you a huge strategic advantage on the battlefield.
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
Don't come between The Lord of the Rings and its junkie!
#166
Posted 14 September 2007 - 01:07 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#167
Posted 14 September 2007 - 03:28 AM
That's already the darkest and brightest weather effects ingame.
Using FX for a whole map would slow the game down to about 0.
But you gave me an idea for a visionrange/shroudrange reducing spell.
Most debuffs only reduce damage/armor and sometimes speed. But there are a lot more attributemods that can be used for temporary debuffs.
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."
#168
Posted 14 September 2007 - 04:10 AM
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
Don't come between The Lord of the Rings and its junkie!
#169
Posted 15 September 2007 - 06:49 AM
MotW
Removed the summon Hobbits pp. New pp: Summon 3 Elven Guard batteliton
[url=http://profile.xfire.com/blendor]
fav. mods:
Special Extended Editiom, Rj-RotWK, Wars of the East, Battles of Gondor. The Elven Alliance
fav. films:
The Lord of the Rings, Star Wars
fav, games:
Battle for middle-earth 2, Pro Evolution Soccer 2009, Rise of the Witch-King
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#171
Posted 16 September 2007 - 01:11 AM
*noted*
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#173
Posted 18 September 2007 - 12:23 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#174
Posted 20 September 2007 - 07:29 PM
Parched Land
You can only use this power on enemy Farms.
Enemy Farms produce only 10% of their normal Output (forever).
But with the Water Abality of the Builder you can "destroy" the desert.
Yes, their is a similar Power in RotWk. But I just like the Idea =)
(I know, my English isn't the best but I hope you can understand, what I mean )
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
#175
Posted 24 September 2007 - 07:42 PM
Moria
Cave Bats
Tainted land
Battle Drums(Same as War Chant)
Scavenger
Untamed Alliance
Wild Men of Dunland
Call from the Deep(Summons Scorpions and Spiders) Not Scorpion and Spider riders normal Scorpions and Spiders
Summon Wyrm
Summon Watcher
Summon Smaug
Summon Balrog
#177
Posted 24 September 2007 - 08:03 PM
#178
Posted 15 November 2007 - 08:24 AM
I was watching the watcher in the water the other day and thought to myself wouldn't he be cool to use on ships in the water. I know their arn't many maps with a lot of water but the idea to watch the watcher in the water wrap it's tentacles around a ship and pull it under the waters just got stuck in the grey matter
Even the wrym popping his head above the water level to breath fire on the ships may look cool too... maybe Not a huge change to these spells but I thought it would be a nice touch to them.
And I've been thinking a little more on my trap spells idea
This was the first one which I guess most of you have read by now ( thanks mordor slayer )
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 dissapear 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 smile.gif ). 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.
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
not sure on the rest yet but will think somethin up.... eventually
G'day mordor slayer
Maaaaaaaaaaaaaaaaaaaaaaaaaate I have read some of these pages to make sure I wasn't repeating anything anyone else has said and I saw all my ideas you posted for me. Thanks again mate
Edited by ttandchotmail, 15 November 2007 - 08:46 AM.
#179
Posted 15 November 2007 - 01:59 PM
I still think it's one of the weakest powers for 15 Spellpoints.
Perhaps you can give him the ability to "move"?
Something like The spawned dragon and his flyability for the watcher (he leaves his place and get at another place)?
Or for Elves:
(sry, don't know the right english name:P)
this Tree in the Old forrest... in german it's the "alter weidemann" (something like old (treename I don't know in english)-man
It needs 15 Spellpoints:
If you spawn this unit all units near this tree get stunned and move slowly closer to the tree. After reaching the tree they get damage very fast (goblins are dead at once, but stronger Units like Towergueards should survive 5-10 seconds after reaching the tree).
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
#180
Posted 15 November 2007 - 02:24 PM
(Alter Weidenmann = "Old Willow-man")
I like the idea of the watcher to pop out in another place again
he could also be able to move, when summoned in a waterarea
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