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"EvilMen" faction!


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#141 Garrison Nomad

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Posted 10 July 2007 - 01:46 PM

ANYWAYS, ok naz. That sounds like a strategy. I do remember from BoG that Evil Men had rediculously weak buildings. One cool thing was that their arrow towers were stealthed. Extreme Crunch.
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#142 adummy

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Posted 10 July 2007 - 03:08 PM

knowing this mod, the odds of the buildings being weak likely wont happen.

ps. congrats Naz. your mod has become popular enough that you got your first spam bot.
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#143 Nazgûl

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Posted 10 July 2007 - 03:59 PM

^ What is a spam bot? :p

@TBG: The Mahud Rider would be an upgrade, not a hero :D

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#144 Harad King

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Posted 01 August 2007 - 05:13 PM

I don't know if there is going to be an EvilMen faction I haven't been in the forums alot but if there is going to be an EvilMen faction here are some ideas

Haradrim Swordsmen - Basic Infantry
Haradrim Raiders - Light Cavalry
Haradrim Archers - Elite Archers
Haradrim Pikemen - Basic Pikemen
Easterling Warriors - Elite spearmen
Easterling Archers - Basic archers
Easterling Swordmen - Strong infantry
Easterling axemen - Elite Infantry
Easterling Riders - Strong Calavary
WainRider - Elite Calavary limited to 4 units
Wild Mumakil - Seige/Cavalry
War Mumakil - Elite Seige/Cavalry
Corsair Balista - Seige
Coarsairs - Support units
Hâsharin - Inn Unit Srong vs Heros

Heros

Khamul
Sûladan
Fuinur

Upgrades

Heavy Armor
Fire Arrows
Baner Carriers
Forged Blades
Hahud Rider

Structures

Fortress
Easterling Barracks
Easterling Stables
Haradrim Palace
Haradrim Stables
Mumakil Pen
Tavern
Wall Hub
Heroic Staue

Edited by harad king, 01 August 2007 - 05:14 PM.

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#145 Nazgûl

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Posted 01 August 2007 - 05:28 PM

Yes, there will be an EvilMen faction - eventually - and those suggestions are 90% in line with my thoughts too (maybe a little less amount of "double" units though (multiple types of spearmen for instance). :good: But other than that, very nice suggestions. Like you, I consider Harad to be focused on archers and Rhûn on infantry, in terms of strenght. And the two factions should complete eachother as beautifully as Gondor and Rohan. It's merely a question of deciding who get's to be "Gondor" here. In other words, the "main" faction with the main fortress. I think I'm leaning towards the structure stronger Rhûn and have Harad with all them weak tents be "Rohan", if you catch my drift... :good:

This is what we have to choose from in game, and we'll probably complete/alter with some donations too...
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#146 Harad King

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Posted 01 August 2007 - 06:16 PM

I totaly agree that Rhun should be the main faction like gondor and harad like rohan

special extended edition mod rocks!!!! :sad2: :xcahik_:

Edited by harad king, 02 August 2007 - 02:41 AM.

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#147 Devon

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Posted 01 August 2007 - 06:29 PM

well, u could do what rj is doing, where u have a generic fort and then u unpack it to rhun or harad which gives discounts to whatever faction you choose. then theres a power in the tech tree which negates the other factions penalties. iow, u have builders with switching commandsets, and whatever faction u didnt choose to start out with has higher costs, slower build times, etc.

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#148 Strider

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Posted 01 August 2007 - 11:09 PM

Yes, Rhun should be the main faction and Harad the mini faction. And wernt the Consairs going to stay with Mordor?

By the way, dont name them Men of the East. Name them Men of Darkness. Their are 3 types of men in Middle Earth. Men of the West(Those with Nuemearion decent), Men of Twilight(Regular Men), And Men of Darkness(Men of serve Sauron or Morgoth). Men of the East is just a term made by the people who do know this.

Is their any chance that we could get another Good faction to balance it out so its 4 verse 4?

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#149 zachdaddy_3000

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Posted 01 August 2007 - 11:23 PM

Evil's supposed to outnumber Good. That's the whole point. Plus I never really thought goblins were much of a challenge (but hey, maybe that'll change in upcoming releases), so i'll probably replace them with the "Men of Darkness" in my EPIC 3 on 3 battles. :sad2:
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#150 Nazgûl

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Posted 01 August 2007 - 11:42 PM

I dont' wanna "copy" RJ so we will stay with the MotW stylee like Gondor/Rohan =p

No, no additional faction... it will be 3 good and 4 evil...

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#151 Rhodin

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Posted 02 August 2007 - 12:43 AM

Khamul should definatly NOT be a hero for Evil Men...unless they've got one of the Nazgúl...and that would kinda ruin the hole coolness about being able to recruit all the nine for Mordor!

Edited by Rhodin, 02 August 2007 - 12:47 AM.

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#152 Rindy

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Posted 02 August 2007 - 01:05 AM

do NOT get me wrong on that, but isn't the concept for the evil men a bit boring? (unit-wise) i find it absolutely superb what you're doing and adding Evil men (eventually) would be great, BUT it would be kinda boring, if they're just a copy of gondor with evil units. See, we've got about the same am,ount of units in each faction. Every faction has its archers, its cavalry and its basic infantry. basically, all factions are played the same way. You take some basic swordmen in the beginning, wait fpr some archers to arive, build up some cavalry and some siege and crush your enemy. Wouldn't it be SUPER cool to have at least one faction that differs a bit from this concept? Evil Men has MANY possibilities for its units, so why not make them a "Hit and Run"- faction? Say: we've got corsairs as early-game unit to quickly attack outposts of the enemy and scavenge them (this would be so cool, you could add a spell to them "set fire" with which you could set a building (like a farm or so) on fire and slowly let ir burn to the ground, if the enemy doesn't get a builder there quick to distinguish the fire.)

then, as a mid-game unit, you could have something like assasins or ninjas. You would have all this regular units stuff (to build your army like you always do) but you'd also have the possibility to sneak into the enemies camp and steal some of his ressources or sneak-attack an enemy hero or set fire to some building or whatev :sad2:

as a end-game unit, you could crush your enemy with mumakils and siege (please don't make mumakils into siege units, they're a strong cavalry thingy, they don't attack buildings) OR you could attack your enemy, let him come out of his base and set up a trap for him, e.g: (stealthed/camouflaged?) units that attack unseen from behind or things like poison-traps or burning oil fields or something like this :xcahik_:

do you get my point? you could easily change Evil Man into some cool sneaky ninja-themed faction

#153 Devon

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Posted 02 August 2007 - 01:29 AM

I dont' wanna "copy" RJ so we will stay with the MotW stylee like Gondor/Rohan =p



i was just telling u how rj was *intending* to do it, since thats not the way it is in the current version. I would never want u to copy that :sad2:. maybe may post was phrased a bit wierd tho, i was giving that as an example of something you *could* do. maybe go somewhere in between?

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#154 Rhodin

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Posted 02 August 2007 - 01:33 AM

Hmm...well, the Evil Men are a part of Mordors army. And you don't see or read anything about Evil men ninjas in the movies or the books...they are just as "Head-on" as the orcs. So I (For my part) don't like the idea of it...
Actually they seem to be even more aggressive and obviously more powerful then Saurons orc army...but hey...that's my opinion!

Edited by Rhodin, 02 August 2007 - 01:38 AM.

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#155 Strider

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Posted 02 August 2007 - 01:35 AM

Umm...I dont even know what RJ is so dont think I want to copy that. If two people have the same idea and its a good one why not go with it? Because you dont want other people to think you copied them? As for the Gondor Rohan thing, why? Gondor and Rohan are as different as Vikings and Romans...

Evil out numbering good is supposed to be a factor in unit batt numbers, not factions. If I want to do a 4 on 4 with say Good verse evil I have to get a clone MotW faction with 2 Aragorns running around? It doesnt seem right...

I think both Rindy and Rhodin had good points.

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#156 Nazgûl

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Posted 02 August 2007 - 01:59 AM

For the 4 vs 4, you are right, but adding factions is not only hard work but also limited in options (no stats and no CaH). But above all I have no inspiration of doing more factions. It's a looong and haaard process. Evil Men vill have to do, and you'll have to play 3 vs 4 in that case :sad2:

RJ-(RotWK) mod is my allied mod so we work together. It is my CHOISE not to copy that part, not a must. And I know you think Rohan and Gondor are different, and that is the idea too. Rhun and harad are also different. Rohan and Gondor are combined into MotW. Rhun and Harad will be combined into EvilMen. Simple as that...

And no, we won't have any ninjas for crist sake... This is LOTRs, not Last Samurai :xcahik_:

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#157 Garrison Nomad

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Posted 02 August 2007 - 03:00 AM

i agree that evilmen need a special unit....
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#158 Harad King

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Posted 02 August 2007 - 03:08 AM

The EvilMen faction could maybe have a strong archer hero similar to legolas

Edited by harad king, 02 August 2007 - 03:12 AM.

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#159 Nazgûl

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Posted 02 August 2007 - 03:14 AM

I think we should be able to find enough heroes without Khamul =p Sorry but I just don't like the idea of multiple caracters. It would be like having Strider for Elves and Aragorn for Gondor... Big nono. 2 WK:s in RotWK just proves my point about that game, especially when the Angmar one is like 12 feet tall... LOL. What were they thinking when they designed that caracter =p Anyway... I think I'll go for the Dwarven style, few heroes but strong...

^ A strong archer hero - indeed! I'd like a strong Haradrim archer hero that is about equalient to Lego, almost :sad2:

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#160 Strider

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Posted 02 August 2007 - 04:31 PM

A 3 verse 4, wonder who will win...

The Dwarf fashion will be best for MoD. Wait, will Khand be included into this? Wainriders would be awesome.

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.


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