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Moria (Goblin) faction


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#401 Garrison Nomad

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Posted 23 August 2008 - 04:41 PM

Bodyguards are a freakin awesome idea. =D Maybe give them a few moria guard when they reach level 10?
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#402 Mordor Slayer

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Posted 23 August 2008 - 06:01 PM

I like your thinking =)!
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#403 elbenmensch

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Posted 23 August 2008 - 06:57 PM

Hm yeah... well that could work, if I can code it :p Make the gobbos slave objects of the heroes. At least the King and Great Goblin could function like that I guess...

Golfimbul it is =)



So you will take Golfimbul?
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#404 Nazgûl

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Posted 23 August 2008 - 10:00 PM

Yeah, I will add Golfimbul, using the last unused orc model from EA (That EA used for Azog in RotWK btw). In files, it's called "orc overseer", lol, so I guess EA aimed at something else when modeling it. But the model should fit as a goblin too. This hero will have Leadership only though, as I 1) hate coding powers and 2) have a tough time coing up with any unique ones and 3) don't like heroes to be too strong. Ledership is the most logical thing, and in SEE all heroes will be diversified in leadership. For Golfimbul I will connect it to regular Goblins only :p

The complete hero roster in Moria will be:
* Golfimbul
* Bolg
* Azog
* The Great Goblin
* Cave Troll of Moria
* Shelob

6 Heroes should be adequate as most of them are very strong =)

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#405 elbenmensch

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Posted 23 August 2008 - 10:03 PM

Cool,the hero i suggested in SEE :p

I would also add a Swordmaster,so he would pretty much be like Ugluk.
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#406 DIGI_Byte

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Posted 24 August 2008 - 10:49 AM

Ive been playing goblins and ive noticed that there camps seam to be rather weak, Im aware that there soldiers are weak and have somewhat low defense but I have an idea of possibly adding an option to build walls, how ever not large walls like men have just small weak structures to help slow down an invading enemy just kinda help defend a goblins nest since they really don't have any real defensive unit to help them out.


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#407 Nazgûl

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Posted 24 August 2008 - 12:51 PM

Uhm, Digi... have you been playing the vanilla game or SEE? :p

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#408 DIGI_Byte

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Posted 24 August 2008 - 12:59 PM

vanilla, that's why i was wondering if you've done something.


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#409 Nazgûl

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Posted 24 August 2008 - 01:19 PM

You should try SEE :p

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#410 av8r

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Posted 24 August 2008 - 03:57 PM

:) No offense digi, but you might want to play the SEE mod and make suggestions about what you would do with the SEE mod on the SEE mod forum, and not play plain vanilla BFME* game (that hasn't been modded) and make suggestions for it here :p

Thats akin to driving a volkswagen beetle and making suggestions of what you changes you'd make in a mercedes :D dude, go drive the mercedes, then decide!!
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#411 DIGI_Byte

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Posted 24 August 2008 - 04:22 PM

apologies, i forgot to say "if not already, would you consider...?"

I understand, i NEED to SEE but been putting it off for work.


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#412 Jeth Calark

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Posted 27 August 2008 - 03:12 AM

I think I remembered reading somewhere that later on in SEE you would be removing all duplicate spells from different factions. basically, each faction would have unique spells.

i suggest that Moria be the only ones with the Balrog. This makes sense because the only place you see the Balrog in the movies is in Moria.

#413 DIGI_Byte

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Posted 27 August 2008 - 11:23 AM

well that makes sense.
But one thing about it i don't agree with is the fact the goblins don't welcome him/her/it in their home but don't drive it out since they know they'll get killed if they try.


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#414 Guest_Phate_*

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Posted 27 August 2008 - 12:01 PM

What about giving Moria the Balrog and make it foe to them too? :p

#415 DIGI_Byte

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Posted 27 August 2008 - 12:03 PM

interesting, wonder how that would work? maybe they could summon it but its like a real balrog, longer life spam But the goblins dont control it ie, it goes around hunting for an enemy or something.


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#416 Guest_Phate_*

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Posted 27 August 2008 - 01:21 PM

I think the goblins should be able control it, but their troops must be foe for the balrog. Something like creating an extra army for the balrog, but linking the control to the goblins. :p

#417 DIGI_Byte

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Posted 27 August 2008 - 01:37 PM

I don't think how that'll work if you can control it you would tell it to simpl not to attack your own ppl,

How ever you could also put a fear effect on him so having him near your goblims would make them cower in fear, or even run away like the watchers powers


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#418 Guest_Phate_*

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Posted 27 August 2008 - 01:56 PM

:p Fear effect is a great idea! Very movie like, because no goblin got killed by the balrog, they only run away... :p

#419 DIGI_Byte

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Posted 27 August 2008 - 02:29 PM

If that IS put in I would go for a passive fear effect like those vulture like statues (watchers i do believe) and maybe make it goes of every 2 seconds, Of course with no visual effect as that would be annoying.

Edited by DIGI_Byte, 27 August 2008 - 02:32 PM.


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#420 Nazgûl

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Posted 28 August 2008 - 05:46 PM

Passive Fear for Balrog is a great idea... I'll do that :p

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