Dwarves
#1101
Posted 31 July 2009 - 11:25 AM
or they could appear like renforcements at the egdes or corners
#1102
Posted 01 August 2009 - 02:57 PM
#1103
Posted 01 August 2009 - 03:39 PM
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#1104
Posted 01 August 2009 - 03:44 PM
Eärendur, version sounds more refined
#1105
Posted 01 August 2009 - 04:06 PM
Here's an idea I had for the Dwarven Power-Tree:
Tier 1:
Heal, Rebuild (2 pp., larger radius), Rallying Call
Tier 2:
Summon Men of Dale, Undermine (with less armor), March of the Dwarves (14 pp., all allied Dwarven units [excluding Men of Dale] have their speed reduced by 25%, and gain +200% armor and inflict fear on all nearby enemies), Dwarven Riches
Tier 3:
Bombardment, Summon Mithril Mine (works like Undermine except has more armor, 1 buildplot, and generates Resources), Doors of Durin (medium area, all Dwarven structures in targeted area become invisible to all players, caster can only see invisible structures if their units are near said structures)
Tier 4:
Earthquake, Dwarven Smithcraft (All Dwarven units present on battlefield are fully upgraded and promoted to level 5, does not require upgrades to be researched)
I like most of these powers, and you really did ur homework in designing them and putting them in a tree
However, doors of Durin should just make ur buildings stealthy, and not completely invisible, and the mithril mine is a good idea, but we Dwarven riches is already a power for better eco. Maybe u could upgrade ur mines into mithril mines instead?
Instead of the mine summon, then, I'd rather have something between the lone tower summon and the Dwarven fort summon, so like a better tower with maybe 1 or 2 defense plots
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#1106
Posted 27 August 2009 - 08:58 PM
HEROES
Radagast (moved from Rohan)
Marroc (the leader of Easgaroth)
Alwis (Marroc's right-hand-man)
UNITS
Iron Hills Shortbowmen
Erebor Crossbowmen
Spearmen of Dale
Horsemen of Dale (cavalry archers)
"You cannot know anything; only suspect. You must suspect to be wrong. To have overlooked, something, anticipate."
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Yes, I do live by this advice to the best of my ability.
#1107
Posted 27 August 2009 - 10:26 PM
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#1109
Posted 28 August 2009 - 03:23 PM
Edited by dojob, 28 August 2009 - 03:23 PM.
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#1110
Posted 11 September 2009 - 04:50 PM
Why not make the axe-thrower the basic axe unit, instead of the guardians.
Call them "Guardians", give them a two handed axe and a melee/ranged toggle and voila, one more thing that makes the dwarfs unique: a low level multipurpose unit.
Handy in offense and handy in defense (on walls)
"Is that all there is? ... no challenge? ... no resistance?"
"Fear...fear is the mind killer!"
"Don't see it as an obstacle, see it as an chalange!"
#1112
Posted 14 September 2009 - 07:44 PM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#1113
Posted 14 September 2009 - 09:58 PM
The guardian skin is nice and all, but I think it can be confusing to have two similar units in different roles.
As of now the differnce is only in the weapon.
If you add the axe throwing abillity to the axe guardians and (as I said before) give them the skin of the axe throwers and add a big two handed axe, you will have a versatile fighter.
They don't excell at axe throwing, but they will do until you are able to build the men of Dale.
I have to admit that I haven't found many uses for axe-throwers in the past, but if axe-throwing will be a switch abillity, I think that the "Dwarven Defender" (as I like to call them) will come in handy in multiple situations.
It will work as an attack force (Like they are now), but also as a (as the name suggests) defending unit who can defend the walls against attackers by throwing axes down on the field and can defend the walls if the enemies scale it.
Combined with the men of dale they can target the enemies closer to the walls while the men of Dale target those farther away and if the wall is scaled, they can defend teh men of Dale.
Not to mention what happens to enemy flying and gargantuan units.
The dwarves should excel at defending and this is a way to give them an edge: a low level mulity purpouse defence and assault unit.
You could make them spawn form the hall of warriors, moving the men of dale to the archery range.... but now I going ahead of things.
"Is that all there is? ... no challenge? ... no resistance?"
"Fear...fear is the mind killer!"
"Don't see it as an obstacle, see it as an chalange!"
#1114
Posted 14 September 2009 - 10:24 PM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#1115
Posted 15 September 2009 - 10:13 AM
Might I pop the following suggestion:
Give every weapon type a special abillity.
Swords and shields - Wall formation (toggle)
(Cross)bow - explosive arrow/bolt (activate)
Hammer - Gloins primary hammer ability (activate)
Axe - axe throw (weapon switch)
Does this mean we'll lose the Phalanx and siege guardians as a unit?
"Is that all there is? ... no challenge? ... no resistance?"
"Fear...fear is the mind killer!"
"Don't see it as an obstacle, see it as an chalange!"
#1116
Posted 15 September 2009 - 07:36 PM
What we were planning was something along the lines of one base dwarven that uses swords and shields. From the forge works can you buy different types of weapons with which to upgrade this base horde, such as bows, pikes, axes, and hammers. You can also buy a throwing axes upgrade which basically grants every horde of dwarves Gimli's axethrow ability when it's equipped.
And Isen, being more industry and economy based, would be better off with that system.
As for the Dwarves, just replace ATs with a light infantry unit that usually fights in melee and can throw axes as an ability with a quick recharge time.
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#1117
Posted 15 September 2009 - 08:23 PM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#1118
Posted 16 September 2009 - 07:59 PM
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Awesome sig by TravTech PANDA POWER!!!
And please add Bear-mans
#1120
Posted 18 September 2009 - 01:59 AM
In the films, of course.
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