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Comments & Suggestions for Beta 4.5


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#41 Athem

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Posted 10 June 2007 - 05:26 PM

And why does everyone want wall defenses for Mordor? They're not a defensive faction. At all.


Because everyone want. ;) I want only tower :) not catapults :rolleyes:
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#42 clonecommand

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Posted 10 June 2007 - 06:18 PM

I don't like how enemy pelts the walls, put to defend them, you have to open your gates and chase them, and due to the stupidity of the comp, 1/2 times your troops are wiped out. The best way to defend your walls are to put trebs behind them :rolleyes:

#43 Nazgûl

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Posted 10 June 2007 - 06:50 PM

- The intro things/movies will stay. I have no propblem waiting an additional 10 secs for them :rolleyes:

- Mordor walls wont get upgrades cause 1) It's REALLY booring work to remodel them which tiy have to do to do any work on them. If you are a modeler/modder you know what I mean, if not then just trust me. I'm just thrilled to have them in since FlameGuards did the modelwork for us. And if we can have some modeler fiw the anims for the gate, we're home free I'd say... =p

And this post actually had many good ideas :)

Gothmog: level 10 summon 4 morgul orcs
> I guess you mean 4 hordes? I like it...

Shelob: Level 6 or 7 summon spiderlings, level 8 eat enemy.
> Like this too...

Celeborn: lorien alliance = summon 2 lorien warrior and 1 lorien archer
> Yeah maybe...

Uglug: level 10 summon 3 uruk-hai, Level 7 or 8 or 9 bloodshower (near allies and hero +100% attack -50% armor. 30 second)
> Hm, I dunno.... Dont wanna make him TOO powerful.

Haldir: Level 7 summon 2 elven guards battelition
> Same answer as Celeborn ^

Arwen: summon 1 Eagle
> I like it!

Theoden: level 7 summon 3 Rohirim battelition
> Like this too!


Good post...

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#44 Mordor Slayer

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Posted 10 June 2007 - 07:16 PM

I wouldn't use to many summon powers, that's a bit boring. Unless the summoned units are unique of course :rolleyes: . And here are some of my suggestions:

- Shadow Fax (Gandalf the Grey) shouldn't have a saddle.
- When Ash dies, there should be dust and a falling sound.
- Does the AI know how to use their fortress super power?
- Now we removed the SA shields from the Lorien warriors, let's redesign them completely :)
This would be nice: http://uk.games-work...oodelves_lg.jpg
--> Lightly armored with a sword.

Edited by Mordor Slayer, 10 June 2007 - 07:18 PM.

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#45 Sûlherokhh

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Posted 10 June 2007 - 07:18 PM

I admit: I don't like heroes to be able to summon troops that you can build at home. That makes your home structures that much less important. Summoning something useful that you can't build otherwise, or that differs in many ways and not just one (lifetime), okay, for that i could settle.

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#46 Nazgûl

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Posted 10 June 2007 - 07:22 PM

You have a good point there... But I didnt say we were gonna do it, I just said I liked it... :rolleyes: hehe

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#47 Joe_C

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Posted 10 June 2007 - 08:13 PM

I think the Rohan porter/builder should be able to build farms too. In skirmish or WOTR (cant remember which) you are only given 1 Gondor builder and 1 Rohan builder. For me, Rohan builders aren't used till late game, which makes building with just 1 builder take a very long time.

Just a thought...

#48 Sûlherokhh

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Posted 10 June 2007 - 08:24 PM

There is only one builder now, and he can build both rohan and gondor structures. Maybe you should try it out? :rolleyes: That's skirmish of course. WotR isn't supported, but i can't imagine that there is a Rohan porter as a starting unit.

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#49 Downfall

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Posted 10 June 2007 - 09:51 PM

It's seems really weird at the moment with these hero suggestions.

From the looks of it; it seems that almost every hero would have a summon spell. It's just mind-boggling. :rolleyes: Like Sûlherokhh said, it ruins the significance of having the structures where you build the units to begin with. And if that's not enough, why build units anyway.

All you'd have to do is save up money, build heroes, summon the units you didn't purchase, and have some tea and crumpets while you watch this take place (don't know what the last one meant). :)

Just because they're a captain or leader of a particular army, doesn't mean they should be able to summon them at will. The captain or leader should be more concerned about buffing/rallying the units that are already on the battlefield., not calling for aid when in need.

And one more thing while I'm in this sort-of ranting mode, why do people think the (some or all )heroes need **5** different powers (no offense directed toward anyone). It is hard enough to come up with powers that are original to the hero; but it's even harder to make sure their powers don't become run-ons or copies of another heroes powers.

I will take what Athem said earlier, I'm not picking on you Athem just using your quote as an example for this odd rant of mine:

EDIT: GIMLI need new power, EA is s**t(only 3 power to gimli)


Why would Gimli need another power.
The ones he has now: 1. Fit him perfectly (especially movie wise)
A... He has thrown his axe (FOTR)
B... He's leaped on enemies (FOTR)
C... He did go berserk and kill alot of enemies in period of time (TTT)

2. There is no need for a summon ability or leadership buff with him so scratch those two out of trhe picture
3. He is a tank; and what he has fits a tank like hero

Don't let this be discouraging towards suggesting things for Beta V.
I'm done for now so... back to the shadows :p :p
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#50 Servant of Sauron

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Posted 10 June 2007 - 09:58 PM

What about giving Shagrat a lvl 10 power called "Garrison of Cirith Ungol" which could summon one Black Uruk horde and two fully upgraded hordes of Morgul Orcs.

In that style Gothmog could get a similar power(only Morgul Orcs though)called "The Morgul Host" at level 10.

I think this has already been covered but for Ugluk you could give him a "Raiding Party" spell that summons some Uruk Scouts and also a "Cannibalize" spell that is passive and allows him to gain some health with each kill.

Edited by Servant of Sauron, 10 June 2007 - 10:03 PM.

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#51 clonecommand

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Posted 10 June 2007 - 10:06 PM

A lot better ideas are going through the forums now. I like guest_idrial's the most. Good ideas, and realistic, too.

#52 Strider

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Posted 10 June 2007 - 11:53 PM

Ok Isengard needs a big nerf. I just did a match in Mirkwood as Mordor against a Hard Army Isengard, Dwarves, and Elves. Isengard was dominating. What I think made them so paticurly strong was the Men of Dunland. How? The pillage power. They are gaining resources like crazy from it while everyone else is losing resources. Men of Dunland either need to lose that power or it needs to be changed to that Isengard will only gain the resources when they kill something, not just damage something. It is crazy. Isengard is now the most powerful faction in the game.

Also the AI buys heros to fast. I was staring down Sarumon and Gimli 5 minutes into the match while I was still using the MoS. Perhaps raise the price on the less expansive.

Edited by Strider, 10 June 2007 - 11:54 PM.

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#53 Nazgûl

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Posted 10 June 2007 - 11:59 PM

Hehe pretty though how the SoS suggestion totally contradicted Downfall's comment... :rolleyes:

This just once again proves how different people are and how much we all want different things... That is why it is so hard to be a modder and trying to please as many as possible =p

I do like the summon ideas - on "paper", but I totally agree with Sûl and Downfall (DF from now on). Summons are fun, but they do remove the idea of Leadership and recruiting units the normal way. Unless you do the summons as 1) expensive in power level 2) looong reload times and 3) short staying times. But... I think the best way is to have summons as Spell Book powers and I have some ideas that I will list for implementation regarding those. But that is for later =)

Strider: good observations... I agree with them both!

- Dunlendings must be nerfed in terms of Pillage!
- Heroes must be made more expensive unless we remove the "4000$ starting cash recommendation"

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#54 Strider

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Posted 11 June 2007 - 01:02 AM

When you make a CAH that is a Corrupted Man or an Elf and you dont give them the switch weapons power, then they shouldnt have the other weapon on their person. Ex: My CAH Haradrim who does not have the switch to bow power should not be carrying a bow on his back. It just doesnt make sence.

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#55 King Earnur

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Posted 11 June 2007 - 01:23 AM

:rolleyes: Or does it make perfect sense and you just don't get it! :p ;) that has to be my favorite line. All I have to say is this mod is near perfect I only have one or two suggestions. The Uruk raider...dudes should have a bow toggle or a bowmen type unit. In Wars of the East they also have only swordsmen raiders. Other than that like I said bfore this mod is perfect :) :p [now if only I could get it downloaded, mumbling under breath.] :p

#56 Uruk King

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Posted 11 June 2007 - 06:05 AM

Could I suggest some abilities for the Tower and Royal Guards for Men of the West.

* Stand for Gondor - for the Tower Guards, the Guards go in Phalanx formation and gain 100% armor but loose 50% speed and are 150% resistent to fear.

* Forth Eorlingas - for the Royal Guards, instead of Mounting them, (which could be an upgrade from the Rohan Stables), they gain 50% speed and 150% damage.
I will remember Rhovanion Alliance, RIP .

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#57 Sûlherokhh

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Posted 11 June 2007 - 06:37 AM

When you make a CAH that is a Corrupted Man or an Elf and you dont give them the switch weapons power, then they shouldnt have the other weapon on their person. Ex: My CAH Haradrim who does not have the switch to bow power should not be carrying a bow on his back. It just doesnt make sence.


I'm checking. Should be a simple 'Hide/ShowObject'-Thing, i hope. If it's no hustle, i may clip off the bow soon.


Could I suggest some abilities for the Tower and Royal Guards for Men of the West.

* Stand for Gondor - for the Tower Guards, the Guards go in Phalanx formation and gain 100% armor but loose 50% speed and are 150% resistent to fear.

* Forth Eorlingas - for the Royal Guards, instead of Mounting them, (which could be an upgrade from the Rohan Stables), they gain 50% speed and 150% damage.


The TGuard already have Porcupine! It should be something different, if being Kick-Ass isn't enough.

The RGuard will be stronger than the normal Rohirrim. They can't toggle to bow. Other than that, they benefit from 'Glorious Charge' like all Rohirrim, which has kind of the same effect. I would not make them faster. Being hardier is already a great benefit.

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#58 Uruk King

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Posted 11 June 2007 - 07:16 AM

Yeah but Porcupine formation is just a waste of time.

I thought the Royal guards were gonna be kick ass swordsmen/spearmen. Still an uber cavalry force is really cool.
I will remember Rhovanion Alliance, RIP .

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#59 Sûlherokhh

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Posted 11 June 2007 - 07:18 AM

That would depend on if they could mount or not, i guess. :rolleyes:

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#60 adummy

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Posted 11 June 2007 - 10:24 AM

Yeah but Porcupine formation is just a waste of time.

i will argue that claim. that MURDERS calvary that crosses you. Also, if you use that formation to defend a base, and you have archers behind the tower guard, nothing can advance through those guys.
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