postern gateSecret doors?
secret doors to what?
Outside the castle, I forgot the real name.
Spellbook Power Ideas
#81
Posted 26 June 2007 - 06:43 PM
#82
Posted 26 June 2007 - 07:24 PM
That's Warcraft I think. I think all races in Middle-earth liked ale, not specifically the dwarves.We're only missing one power for Erebor now, it's not a weather power and is one of the second tier (3/4 pp) ones.
When you say Dwarfs I think of beer so perhaps this could be some kind of power. Every Dwarf that fights gets an attack boost and is immune to fear for a period.
Edit: Well except for the elves, but they liked Dorwinian wine.
Edited by Matias, 26 June 2007 - 07:24 PM.
No fuel left for the pilgrims
#83
Posted 27 June 2007 - 04:57 PM
EREBOR:
(8) [Name, preferably "Moonlight"] ~ 3rd Tier
Dispels weather effects, increases allied damage by +25% and reveals stealthed enemies across the map.
(4) Hidden Fortunes ~ 2nd Tier
Choose a resource structure from OUTSIDE of your base and it becomes stealthed, hidden from enemy view for 2 minutes
HARAD: ~ (Look up the one I've already suggested, on page two)
1st Tier
(1) Serpent Banner
(2) Oasis ~ Summons a lush terrain with a pool of water and some palm trees. Increases allied armour by 50%, and negates enemy leaderships. Heals allies over time.
2nd Tier
(3) Dark Alliegence
(4) Trade Route ~ +25% resource production to all buildings. Passive power.
(5) Drought ~ Stops enemy resource production in a target radius for 1 minute
3rd Tier
(8) Stampede
(8) Heatwave
4th Tier
(12) Desert Storm
Just a re-adjustment of my power tree, and including an amalgamation of other suggestions for the Drought power
Edited by Azrael, 28 June 2007 - 09:09 AM.
#84
Posted 28 June 2007 - 12:58 AM
#85
Posted 28 June 2007 - 09:09 AM
To the staff:
Could you give us a hint at the type of powers you're looking for?
#86
Posted 28 June 2007 - 10:33 AM
#87
Posted 28 June 2007 - 12:09 PM
#88
Posted 28 June 2007 - 01:01 PM
Not that I have anything against the Moonlight power, just thought I'd give my say in this.
Could you give us a hint at the type of powers you're looking for?
For Dale:
Anything that's not too complicated for the earlier tiers that can either give:
-Healing.
-A stats bonus for units.
-A defensive boost (for the bases/buildings/units).
-Something that might undermine the enemy's early game (and possibly mid and late game as well) but preferably does not deal out direct damage.
All of the above can either be passive or active.
The beginning of knowledge is the discovery of something we do not understand.
#90
Posted 28 June 2007 - 03:45 PM
@ Bard:
I was just using Springtime as a comparison But you might want to change the information on the Mirkwood Spellbook page. It says "Sun breaks through darkness or rain. Slowly heals all friendly units throughout the map." It kind of contradicts what you said
#91
Posted 28 June 2007 - 06:53 PM
#92
Posted 28 June 2007 - 08:00 PM
#93
Posted 28 June 2007 - 09:09 PM
QFTched > SAGE Engine
#94
Posted 29 June 2007 - 04:49 AM
@ Bard:
I was just using Springtime as a comparison But you might want to change the information on the Mirkwood Spellbook page. It says "Sun breaks through darkness or rain. Slowly heals all friendly units throughout the map." It kind of contradicts what you said
Heh, I would if I could.
The beginning of knowledge is the discovery of something we do not understand.
#95
Posted 01 July 2007 - 02:40 AM
#96
Posted 23 August 2007 - 01:42 PM
#97
Posted 08 September 2007 - 04:44 PM
Well these are just three that i've come up with , and yes, i know they're bad but please bear with me-
1)Elven Influence:Heals units in targeted area and replaces one dead chap per battalion
2)Descendents of Dragonslayer:Well this can either be used to temporarily increase stats of units, sort of like War Chant, or to temporarily stop all enemy unit production and resource gathering
3)Dwarven Masonry:For a defensive boost for buildings(im not sure whether you wanted one that is temporary or permanent)
So, whats the general opinion?
#98
Posted 24 September 2007 - 03:49 PM
also maybe a hoard bonus for evil when there is loads of groups there happier
just sum thoughts cos i love the hobbit. also if not already mentioned, eagle summon, but there should be more eagles.
i have no idea whats going on with this mod so il check it out.
#99
Posted 26 September 2007 - 04:46 PM
Note:Numbers are the amount of points I think they should need not the order
1. Scout-Stealthed unit that would appear in the middle of enemy base for ten seconds(has no attack)
2. Scorched Sand-Agree with power some one else mentioned
6. Desert Treasures-Adds 20% of the players money to funds
9.Desert Thieves-Steals 30% of other players money
12.Silent Kills-Summons 5 Hasharin(Harad Assasin) (I have no Idea if theses are in the techtree)
15.Quick Sand-holds enemys in place and kills them over a long period of time(I think has been mentioned)
18.Poisoned Ground(or other)-Creates a permanetly poisoned bit of land that kills units ten seconds after touching it but is easily visible
20.Haradrim Sorcery(or other)-Kills all enemy units on screeen
Thats all I can think of
Edited by UltimateRanger, 27 September 2007 - 06:40 PM.
Turn off your lights when you dont need em on!-If you wanna help, put this as an image in to your sig http://helmsdeeplast....net/GW_sig.jpg
Longest serving lonewolf beta tester( that is currently active)
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