"EvilMen" faction!
#22
Posted 17 June 2007 - 07:26 PM
I just wanted to reply in the same manner you posted, cause sometimes you sound a bit like "Oh my GOSH, if you guys don't do it THIS way instead you're all morons!"
I know you're not a schmuck Zimoo, but you once said "I often post in this or that way, but noone ever tells me to shut up" (kind of like that)... This is one example of when someone doesn't tell you to shup up, but someone that anwers back in the same tone you posted
Anyway, please all note once more - all this Evil Men faction stuff is just thoughts and not anything planned as of now =)
Edited by Nazgûl, 17 June 2007 - 07:27 PM.
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#23
Posted 17 June 2007 - 07:31 PM
I just wanted to reply in the same manner you posted, cause sometimes you sound a bit like "Oh my GOSH, if you guys don't do it THIS way instead you're all morons!"
Hehe, sorry if I come across that way. Personally, I couldn't give a shit what anyone does with their mod. I don't play mods anymore as there is nothing that I like the look of (except a few in-production mods/maap-mods ). I just try to push people away from clone mods and into unique territory
#24
Posted 17 June 2007 - 07:55 PM
Well... just because we (if we) would do this, I fail to see how SEE would turn into a clone of another mod, really... Buy hey. All opinions are welcome (as long as the tone is ok)
*noted*
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#25
Posted 17 June 2007 - 08:06 PM
*COUGH*
#26
Posted 17 June 2007 - 08:22 PM
But mostly I think they don't "deserve" a faction of their own. They are orcs, not an entirely different species... =p
And they wouldnt be scrapped, only MOVED! =)
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#27
Posted 17 June 2007 - 08:31 PM
^Signature by Serated
Life sucks, then you die
#29
Posted 17 June 2007 - 08:39 PM
now that i think about it, it seems this mod is mostly about mordor, they have most of the cool new stuff. so giving them gobs would make them even more stuffed with goodies.
You seem to forget what Mordor would lose...
- Corsairs
- Easterlings
- Harad Archers
- Mûmakil
and the structures connected to them
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#30
Posted 17 June 2007 - 09:01 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."
#31
Posted 17 June 2007 - 09:11 PM
check those links for some inspiration 1
2
#33
Posted 17 June 2007 - 10:09 PM
I hate to interrupt but i seem to have lost a post in this thread. Has anybody seen it? I'd hate to have to repost the contents from what i remember.
I think this was your first post in this thread my friend
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#35
Posted 17 June 2007 - 11:15 PM
1) I fear this thread will turn into another heated Tokien debate...
2) The thread is not about what units we could ad to goblins, the thread is about whether you would like to see Evil Men as a faction instead of Goblins...
The votes say "yes", but the comments say "no" so far
Side note: ^ we can't take things from RotWK cause of legal matters (yeah I know it's a bit redicilous really, but still a fact). This has been talked about and settled several times, but I understand that you don't know since you haven't been here for so long =)
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#36
Posted 17 June 2007 - 11:26 PM
I personally think the goblins deserve a second chance, but hey, it's your mod. whatever you do, i'll still play it.
#37
Posted 18 June 2007 - 12:05 AM
You seem to forget what Mordor would lose...
- Corsairs
- Easterlings
- Harad Archers
- Mûmakil
and the structures connected to them
oh yeah, im stupid ........ so i guess im with the idea 100 percent, a new faction is always cool.
^Signature by Serated
Life sucks, then you die
#38
Posted 18 June 2007 - 12:54 AM
I have two alternatives:
1) Leave this idea completely and continue work as it is, improving faction by faction, including the Goblins. Even though I've actually always thought of removing them since I don't, and never will, see them as truly "worthy" of their own faction since they're just orcs really. BUT it's not that big of a deal so I guess I can live with the way things are now
2) Let us finish the mod according to plan ^ and when completely finished in 6... 8... 12 months or whatever, I'll continue work on this part myself, or with additional/new crew members that just like me would like to move all things Corsair, Harad and Rhûn into Evil Men =p
That would leave two versions of the mod... One "Sûl Cut" and one "Naz Cut" I guess... and why not?
We'll see where this ends
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#39
Posted 18 June 2007 - 01:04 AM
Wow. That was noble.
#40
Posted 18 June 2007 - 01:23 AM
Evil Men units
Haradrim Swordsmen - Basic Infantry
Easterling Archers - Basic archers
Haradrim Archers - Elite Archers
Harad Tribesmen - basic Spearmen
Soldiers of Rhun - Elite spearmen
Haradrim Raiders - Light Cavalry
WainRiders - Heavy Chariots of Rhun
Mumakil - Seige/Cavalry
Umbar Balista - Seige
Hâsharin - Hero assasins
Coarsairs - support units
Easterling axemen - Best units for Evil Men
Heroes:
Suladan
2500
*lvl 1) Mount
*lvl 1) Leadership (100% damage and amour for all haradrim units)
*lvl 2) Spear Throw
*lvl 5) King of Harad (Glourious Charge)
*lvl 9) King's Army (an army of Harad is summoned)
Mahûd Chieftain
3000
*lvl 1) mounts mumakil
*lvl 2) Stampede Crushes all enemys in the mumakils path
*lvl 4) Tusker (similar to wizard blast)
*lvl 7) Trumpet (enemy units cower in fear)
*lvl 8) master of Beasts (XP to targeted Mumakil)
-
Xaradra
1500
*lvl 1) Axe Master
*lvl 3) Climb Wall
*lvl 5) Pillage
*lvl 6) Throw Bomb
Sharikhan
1200
*lvl 1)Toggle Knife/Bow
*lvl 2) Stealth
*lvl 4) Eyes of the Assasin (vision is increased by 80%)
*lvl 6) Poison Dart (Fires poisonous dart which cripples the enemy hero they take one heavy poison damage)
I really like those ideas...As a new faction would need production building, etc, and new units, it would be a lot of work. Although, BoG had some pretty sweet production buildings. I also hate Goblins for whatever reason, they belong as a mini-faction. Easterlings/Harad belong in a faction of their own.
Well, since Sûl is my lead coder and much better than me at coding, and since he's clearly not behind this idea, this will probably not happen At least not in the near future =p
I have two alternatives:
1) Leave this idea completely and continue work as it is, improving faction by faction, including the Goblins. Even though I've actually always thought of removing them since I don't, and never will, see them as truly "worthy" of their own faction since they're just orcs really. BUT it's not that big of a deal so I guess I can live with the way things are now
2) Let us finish the mod according to plan ^ and when completely finished in 6... 8... 12 months or whatever, I'll continue work on this part myself, or with additional/new crew members that just like me would like to move all things Corsair, Harad and Rhûn into Evil Men =p
That would leave two versions of the mod... One "Sûl Cut" and one "Naz Cut" I guess... and why not?
We'll see where this ends
...And that would totally divide the two...Going seperate ways has shown that it means...well...going seperate ways, but totally.
Maybe keep Goblins, still make evil men faction (add a little more to Mordor), then make the jump and make Rohan a full faction. That would balance the good/evil factions and make a totally cool mod. And it also would have some basis on the movies...some...
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