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#41 Zyzzyva

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Posted 28 October 2007 - 04:40 PM

Hmmm.... Interesting. It's quite possible that isen's ai didn't work, since they were on the otherside of the map and I didn't see any of their troops. The dwarves did beat them pretty quick for two brutals head to head.
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#42 Devon

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Posted 28 October 2007 - 04:55 PM

yeah, ive played there several times cause i always forget. at least the left side of the map doesnt work with isen and mordor.

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#43 Elrond

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Posted 29 October 2007 - 09:13 PM

i ahve an idea for a new dwarven unit The gaurdian Of the halls they would be armed with a walking axe and a battle axe And would be extremly well armoured but very much a slow mover

#44 Funbomb

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Posted 02 November 2007 - 12:30 AM

I'm think the button for selecting all heroes(on the left of the builder portrait at the bottom) is an rohirrim sign not a dwarven sign.
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#45 Devon

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Posted 02 November 2007 - 07:26 PM

it is, and its being fixed :xcahik_:

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#46 Captain Gimli

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Posted 02 January 2008 - 03:14 AM

I like the new men of dale unit

my brother said the dwarves have two versions of guardians and right now they are exactly the same.
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#47 Rafv Nin IV

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Posted 02 January 2008 - 06:16 AM

They look the same, but one can buy the Seige Hammers upgrade and the other can buy the Forged Blades upgrade.

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#48 Canadyan

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Posted 07 February 2008 - 07:47 AM

It seems Bard and Brand have had they're Icons mixed up. Bard has all of Brand's abilities and his Icon has been changed. I noticed the original Brand skin has been removed/altered aswell. I have a feeling these two were in the middle of work being done when it was released but at the moment, they are mixed up.

#49 Uruk King

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Posted 08 March 2008 - 01:58 PM

Do you think you could add a rudemenry cavalry force?
Dale Out Riders?
I will remember Rhovanion Alliance, RIP .

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#50 Myrdin

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Posted 08 March 2008 - 05:18 PM

dwarves shouldnt be able to get cavalary, if yeh, then they will be just another copy race, you guys alway talk about unique of each race, soo i think its not good idea to give all races same stuff just reskinned !
"Let this scar signify the first blow against the mortal world."
"From this seal shall arise the doom of men,"
"who, in their arrogance, sought to wield our fire as their own."
"Blindly they build their kingdoms upon stolen knowledge and conceit."
"Now they shall be consumed by the very flame they sought to control."
"Let the echoes of doom resound across this wretched world, that all who live may hear them and despair."


"Tremble, mortals, and despair! Doom has come to this world!"

#51 Scryer

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Posted 08 March 2008 - 10:12 PM

I agree with Myrdin on this one.

As much as I liked the battlewagons in the game, I believe that hardly any Dwarves players used it because the faction focused on turtling and defence. The Dwarves have heavy units and in the game, they truly aren't that offensive because they are slow. I think EA shouldn't have given the Dwarves the battlewagon in the first place. The Dwarves really only get offensive in the late game, whithout any help from battlewagons because they're way faster than all of the other units and they end up becomming suicidal.

Edited by Scryer, 08 March 2008 - 10:57 PM.

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#52 Uruk King

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Posted 19 March 2008 - 01:19 PM

you know, Dwarves don't really need need Battle Wagons. My thought was that they be replaced by a really powerful Dwarven melee unit, capable of (mild) trample, high armor and decent Damage. LIke Khazad Guards. Or are they already making their way into the game?
I will remember Rhovanion Alliance, RIP .

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#53 Myrdin

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Posted 19 March 2008 - 03:08 PM

Uruk King, there is no need for such units, becouse the Dwarven hero horde Berserker gang ( or something like that ) is damn strong, and has knockback (ooo yeah ), soo giving em another super powerfull unit has no sense
"Let this scar signify the first blow against the mortal world."
"From this seal shall arise the doom of men,"
"who, in their arrogance, sought to wield our fire as their own."
"Blindly they build their kingdoms upon stolen knowledge and conceit."
"Now they shall be consumed by the very flame they sought to control."
"Let the echoes of doom resound across this wretched world, that all who live may hear them and despair."


"Tremble, mortals, and despair! Doom has come to this world!"

#54 Uruk King

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Posted 20 March 2008 - 04:01 PM

Okay, I just don't really like the idea of a Dwarven beserker Gang. Khazad Guards just seem closer to the books, unless RJ's willing to reskin and rename them eventually. But I doubt it.

You know, I thought Dwarven Axethowers should be able to fight in melee. I mean they have shields and decent axes so shouldn't they be able to fight in close combat as well?

What I was thinking was giving the Dwarven Axe Thowers melee animations, and make them into a more versatile units. It's just not logical, being able to thow an axe but not how to fight with one. The other suggestion was moving the Axe throwers up a tier, they can keep their high levels of Damage and so on but, I never really liked them in the position of basic archers. I was thinking of putting them on a different branch of archers, different from Dale archers, kinda like Skirmishers, i.e. they can harrass the enemy with axes but can engage in close combat.

Another thing I thought, was of how often Dwarven crossbowmen crop up in other fictions, well to make up for the missing position of basic archers, was to Give the Dwarven faction crossbowmen, the idea is to make them shot at range, but still very good aim and moderate damage.
I will remember Rhovanion Alliance, RIP .

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#55 Myrdin

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Posted 20 March 2008 - 08:20 PM

i like the idea,

maybe they could switch between ranged and melle. At melle they would have higher armor ( like formations ) but deal less dmg, while in ranged stance they would deal the normal dmg they do now, but get lesser protection.

it could be a bit like those elfs ( forgot the name ), who can switch pikes, and swords
"Let this scar signify the first blow against the mortal world."
"From this seal shall arise the doom of men,"
"who, in their arrogance, sought to wield our fire as their own."
"Blindly they build their kingdoms upon stolen knowledge and conceit."
"Now they shall be consumed by the very flame they sought to control."
"Let the echoes of doom resound across this wretched world, that all who live may hear them and despair."


"Tremble, mortals, and despair! Doom has come to this world!"

#56 Uruk King

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Posted 12 April 2008 - 09:03 AM

I also don't really like the idea that that you're able to summon hobbits as a tier two power, no that you can recruit hobbits. I was thinking along the lines of, a speed ability, like "Haste of the Dwarves", in which targeted Dwarves increase movement and weapon speed for about two minutes, which is good for scouting a map, of a hasty retreat, advance on an enemy base. Or summon ravens which act as swift scouts.
I will remember Rhovanion Alliance, RIP .

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#57 Myrdin

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Posted 12 April 2008 - 09:39 AM

I also don't really like the idea that that you're able to summon hobbits as a tier two power, no that you can recruit hobbits. I was thinking along the lines of, a speed ability, like "Haste of the Dwarves", in which targeted Dwarves increase movement and weapon speed for about two minutes, which is good for scouting a map, of a hasty retreat, advance on an enemy base. Or summon ravens which act as swift scouts.


hmm i like it, for you didnt specify it much, i try to ( if you dont mind :p )
it would be double edge sword - you get speed, but loose armor

"Dwarven Stubbornes"
Increase movement speed of friendly units in selected area by 200%. But reduces armor by 50% ( or 100% )
explanation - Becouse the unit " run with the wind " they cant defend them much and therefore they loose their protection.
duration : 1 minute, or 1 minute 30sec.
coldown : 5 minutes

could be 5pp, replacing Heal.
or 10pp replacing summon hobbits ( the durattion doubled, if ya, but coldown too )

i actually would replace heal with this, becouse, it would be scout ability, and thats is ussually needed at beginning of game.

as for the summon hobbits - i would replace it with something like " Stone Barricade " - would be Dwarve wersion of Mordor summon Barrage ( or whats the name ), for the dwarves are master of stone - it would summon small plaftform with dwarven axetrhowers on it - as i said Dwarven wersion of the mordor spell, just with more hp, and 2 more dwarfs.
"Let this scar signify the first blow against the mortal world."
"From this seal shall arise the doom of men,"
"who, in their arrogance, sought to wield our fire as their own."
"Blindly they build their kingdoms upon stolen knowledge and conceit."
"Now they shall be consumed by the very flame they sought to control."
"Let the echoes of doom resound across this wretched world, that all who live may hear them and despair."


"Tremble, mortals, and despair! Doom has come to this world!"

#58 Uruk King

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Posted 12 April 2008 - 10:28 AM

OK, that could work. Alternatively as an infantry bonus spell, "Fortitude", works like Elven Wood, mainly provides damage intead of armour, great for seige and defense. I also didn't sit too well with Dale Archers, because they're aren't really unique units that you normally summon. Something related to the Iron Hills would be cool.
I will remember Rhovanion Alliance, RIP .

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#59 Myrdin

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Posted 12 April 2008 - 12:05 PM

i think dwarfes ( my opinion ) shouldnt be having any summons ( units ), they should be able to summon many structures ( fortress, tunel, tower, which already is, them maybe healing " heather " or what it, and maybe unit production buildings )
"Let this scar signify the first blow against the mortal world."
"From this seal shall arise the doom of men,"
"who, in their arrogance, sought to wield our fire as their own."
"Blindly they build their kingdoms upon stolen knowledge and conceit."
"Now they shall be consumed by the very flame they sought to control."
"Let the echoes of doom resound across this wretched world, that all who live may hear them and despair."


"Tremble, mortals, and despair! Doom has come to this world!"

#60 Devon

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Posted 12 April 2008 - 01:41 PM

200% movement would look really really messed up, because units would take 1 step with their current anims and travel 3 times the distance. As I said somewhere else, I think all summons should come in from off the map with a few excepts, so there could be an iron hill dwarf summon.....maybe a huge army as a 25pp

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