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"EvilMen" faction!


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#341 Sûlherokhh

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Posted 19 October 2007 - 07:56 AM

I would like to see the eagles and fells removed from all factions as standard heroes (except the Nazgûl for Mordor). Moria and Elves still have their fortress Eagle/Dragon and that should be something unique. Dwarves and MotW could have the 'SummonEagles'-Power which they have shown in the stories (The Hobbit 'MistyMountains', TLotR 'BlackGate') to have at least some connection to.

Isengard should not have any flying units at all, and should rather receive some other way of defending against them (like Saruman/Lurtz and/or an extension of the Crebain-Debuff powers to flying units). Evil Men, well, i haven't given much thought to that yet, but that may have some time. :)

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#342 Mercyy

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Posted 19 October 2007 - 10:08 AM

@ Sûl:
yes, that sounds good :)

Evil Men should have no regular flying Hero, too.

I would prefer No more Dragons, cause the only Dragon in the third age was Smaug. (We heard of no other dragons in LotR).
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#343 m@tt

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Posted 19 October 2007 - 10:21 AM

The mumakil make up for a lack of flying units.
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#344 Nazgûl

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Posted 19 October 2007 - 02:12 PM

You mean for the EvilMen faction? ^ Yeah in a way, but in another way not...

- The Mûmakil will certainly be the most powerful unit of the EvilMen faction for sure. But they are primarily anti-cavalry and anti gound units per se... and secondly anti-structure. But they can't attack flyboys in any way - UNLESS we give the Haradrim Archers on the Houda a special Attack vs flyboys, based on the "Barbed Arrows" attack. A regen attack that would almost kill an eagle in one hit... That could work *idea* :D

The initial reason and idea behind the faction eagles for Good factions and fells for Isen was simply to balance the tremendeous power that Mordor has with it's 9 Fells, and Moria with Drogoth. But however... since we in Beta 4.5 made all Nazguls need level 8 to obtain their fells, we have another situation for Mordor. WK is the only Nazgul that will have enough power to summon a fellbeast from start, so Mordor will no longer be able to attack with 9 fells in early game. This puts the situation in another light, and we might not need the Eagles as much anymore... :good: So, I'm starting to agree with Sûl... ;)

So instead we could make sure that the Summon Eagle allies spell is a really useful one for all good factions, especially for Men and Dwarves, and in case of Elves, Gwaihir could give a very nice Leadership bonus to any allied Eagles and thus become even more special as a fortress creature =) For Isen we could make sure Saruman's FireBolt attack will damage eagles good and Lurtz could definitely have a similar strenght...

But this is not for this thread really, other than the EvilMen flyboy or no flyboy part ;)

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#345 whitewolfmxc

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Posted 20 October 2007 - 01:40 PM

Humm dont the archers on the mumkill shoot at flying units too ? or can it be modded ?

Second cant you make those Crebain birds attack air units too ? it will scare flying units to run away and if long enough kill it

(think of 1000 birds poking you. >< you wont die but it may scare an eagle or feelbeast as they will poke your eyes out XD)

#346 Thorongil45

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Posted 03 November 2007 - 05:41 PM

i hope you decide to port to ROTWK after Beta 5. it would make it so nice, because rotwk isn't much fun currently to play. and is it possible to leave angmar and just improve it? while adding evil men? just some thoughts....
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#347 zachdaddy_3000

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Posted 03 November 2007 - 06:25 PM

@ Thorongil: I'm pretty sure this is the wrong place to put that comment, but the more I think about it, the more I actually like S.E.E. where it is (BFME2). Besides, RJ's ROTWK and Wars of Arda are coming out with new public betas for ROTWK, so you'll have plenty of playtime for both BFME2 and it's expansion's mods.

Edited by zachdaddy_3000, 03 November 2007 - 06:25 PM.

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#348 Nazgûl

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Posted 04 November 2007 - 01:52 AM

We have a thread for porting or not porting, but it's ok. If we port, it will be to acces the 7th faction slot though, so this thread is definitely related =)

@Thorongil: Now, like I said, it would be to access the 7th faction slot, which means Angmar will GO and EvilMen will be added instead. That's the whole indea. I have zero interest in Angmar =p

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#349 Garrison Nomad

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Posted 04 November 2007 - 05:25 AM

ok....this would take lots of restructuring...but to keep from the redundancy maye evil men could go without the trebuchet...and instead get some kind of catapult on the back of a mumak. it wouldn't be a separate unit per se, but it could be an upgrade...kind of like this houda one you've been thinkin about, but instead of (like siege hammers and poison arrows). plus, it'd give evil men almost a mobile base...which is definitely something new to the factions. Modeling it would probably be hell, but if somebody who knew exactly what to do could pull it off, you could have a really awesome siege technique.
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#350 Guess Who

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Posted 04 November 2007 - 06:06 AM

Why not just expand the minifactions, like Dunland you could add Wulf, add Dunland Spearmen, etc(be unique).
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#351 Wundai

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Posted 04 November 2007 - 10:45 AM

Sorry to go back to the eagles ppl, but I have a question about that, if you go through with Sûls plan, and remove Eagles as a buildable unit, will you summon them with or without a Time Limit?
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#352 zachdaddy_3000

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Posted 04 November 2007 - 10:49 AM

If they are permament, then you should only be able to summon one, MAYBE two. If timed, then 3-4 is fine. Also, another thing: PLEASE REPLACE TOM BOMB's SUMMON WITH THEIRS! :p
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#353 Nazgûl

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Posted 06 November 2007 - 01:53 AM

How in HELL did we end up talking about Eagles and Bombadil in EvilMen thread ppl? :xcahik_:
Wrong thread for that ^


ok....this would take lots of restructuring...but to keep from the redundancy maye evil men could go without the trebuchet...and instead get some kind of catapult on the back of a mumak. it wouldn't be a separate unit per se, but it could be an upgrade...kind of like this houda one you've been thinkin about, but instead of (like siege hammers and poison arrows). plus, it'd give evil men almost a mobile base...which is definitely something new to the factions. Modeling it would probably be hell, but if somebody who knew exactly what to do could pull it off, you could have a really awesome siege technique.

That would indeed be rather cool and unique, but also VERY VERY VERY hard to do. We're still struggling with just getting a darn Mahûd up there, so this is like cathing the moon... No chance - sorry :xd:


Why not just expand the minifactions, like Dunland you could add Wulf, add Dunland Spearmen, etc(be unique).

Dunland stays with Isengard as Support units, like now, just as Corsairs stays with Mordor. EvilMen faction are Rhûn & Harad with support from Khand...


Sorry to go back to the eagles ppl, but I have a question about that, if you go through with Sûls plan, and remove Eagles as a buildable unit, will you summon them with or without a Time Limit?

^ Post again in appropriate thread (general Suggestions)...

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#354 Guest_musraiene_*

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Posted 06 November 2007 - 02:38 AM

*moved here from General Suggestions* /Naz

I know you guys want to move the harad and whatnot to a new faction but I think it might be worth while to leave them be and really make the Angmar faction how it should have been. I know its an odd time gap but I think it would be pretty fun and interesting to recreate the faction that essentially ended the dominance of men in middle earth. I don't like the Angmar that EA made but the idea of a currupted numenorean faction I think would be much cooler than making an entire faction of the harad and co. Besides the issue of chronology, I feel it would be a much more mysterious and interesting faction, I mean there were 9 corrupted kings and thier followers you could work with. That would be a much more powerful faction than a pidley harad faction that was only a suppliment to mordor's army.

It shouldn't be trashed immediately b/c everyone hates EAs Angmar version.

awesome work on 4.5 guys. You guys own

Edited by Nazgûl, 06 November 2007 - 03:13 AM.


#355 Rhodin

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Posted 06 November 2007 - 02:51 AM

Have you noticed that this mod is not for RotWK? And besides. It makes NO sense to have Angmar in this mod, because of it being a movie mod...and Angmar sure as hell was not in the movies. And I really don't know what you meen when you say that Harad and Rhún would make a pidley faction...if it were'nt for the army of the dead...Harad and Rhún would have been the army that put the final blow against Minas Tirith...without a doubt. Evil Men will make an AWESOME addition to SEE and besides...the Witch King already has an Army to command...Mordors.

Edited by Rhodin, 06 November 2007 - 02:54 AM.

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#356 Guest_musraiene_*

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Posted 06 November 2007 - 03:40 AM

If this was a pure movie mod then half the units should have been removed. The mod certainly does an awesome job emulating movie units in to the game but the mod also has plenty from the hobbit (not a movie yet). My logic was basically this. If your going to make a new faction, might as well make something new. Harad and Rhun are already there. Expanding on them would certainly be cool but doesn't require a totally new faction. And clearly the mod is not for ROTWK but I still think a well conceived evil numenorean faction (not ROTWK angmar) would be really creative and add a faction that does not resemble and is completely independent of all the other factions. It is probably unlikely to create but it would add a very new faction with a bunch of creative wiggle room. It was just a suggestion to get the creative juices flowing and maybe some discussion of ideas hence submitting it to a forum for discussion

#357 Nazgûl

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Posted 06 November 2007 - 05:45 AM

This has already been decided and no other faction will take it's place. But thanks for your thoughts though =)

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#358 Garrison Nomad

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Posted 07 November 2007 - 09:09 PM

ok...less far-fetched idea than the "Mumapult".

I've been thinking historically, and historically the Middle-Eastern people of the 11th century had something none but the Chinese had: gunpowder. So i was thinkin...what if MoD had some kind of gunpowder ranged unit, or perhaps even some kind of explosive siege weapon? I know real history and tolkien history tend to clash, but tolkien's people do tend to reflect real peoples of the world.
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#359 Henri Woohoo

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Posted 07 November 2007 - 10:19 PM

soo sorta like a kamikaze mumak? lolz... that would be fun to watch *evil grin*

#360 Garrison Nomad

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Posted 08 November 2007 - 12:52 AM

NOOO no explosive mumaks....GOREFEST.....XD. just any kind of weapon that might be fueled by explosives, or perhaps even primitive rifles.
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