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#1081 Devon

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Posted 13 June 2009 - 02:15 AM

That happens to any unit when you give them an order while they're going up or down the elevator.

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#1082 Hasfusel

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Posted 03 July 2009 - 10:41 AM

An idea I had was concerning the Axe/Hammer dwarves.

Would it be possible to give Guardians a toggle when they purchase hammers, so that they can switch to hammers when they attack buildings? That would save a good deal of confusion.

#1083 Eärendur

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Posted 30 July 2009 - 04:12 AM

I had an idea for a secon Dwarven Resource structure,
A Kiln which would work like a Lumber Mill except it will cost more, have more armor, and instead of Orc Laborers, there would be Dwarf Laborers (duh) that could look like the dwarfs that appear and automatically repair buildings.
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#1084 Devon

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Posted 30 July 2009 - 05:10 AM

Harvesting wood then?

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#1085 Ring o' Fate

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Posted 30 July 2009 - 05:14 AM

Maybe stone, because that's what dwarves pop out of. <:) (Reference)
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#1086 Dant

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Posted 30 July 2009 - 11:19 AM

Dwarves surly are best miner in middle-earth they can gain more resource from mining more than cutting woods..i think adding single Mithril Mine will fit more to Dwarves race.

Edited by Dant, 30 July 2009 - 11:21 AM.

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#1087 Eärendur

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Posted 30 July 2009 - 05:49 PM

Just a thought, Dwarves had no love for growing things.

Edited by Eärendur, 30 July 2009 - 06:10 PM.

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#1088 Uruk King

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Posted 30 July 2009 - 05:59 PM

Dwarves had no love for growing things.


Thats Saruman who cared not for growing things :mellow:

Also if there is such a structure added, it would have a higer cost than the standard mine, but produce more resources. But I would better imagine it more as a gold or diamond mine than mithril, because Mithril was very rare, it would be worth more than gold, but still it just seems more appropriate in my point of view.
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#1089 Devon

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Posted 30 July 2009 - 06:03 PM

Took care of the quintuple post :mellow:

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#1090 Eärendur

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Posted 30 July 2009 - 06:10 PM

Here's an idea I had for the Dwarven Power-Tree:

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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)
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#1091 Scryer

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Posted 30 July 2009 - 06:46 PM

Hmm... I particularly like the Doors of Durin power :mellow: .

Other than that; I think that there should only be either Undermine or Mithril Mine. But not both. My reason for this is because Mithril Mine is just an upgraded Undermine power. It doesn't do anything unique from it other than generating resources and acting like an upgraded Undermine power. So I suggest taking out one of the powers and replacing the other with something unique. I have no ideas, at the moment, of a replacement :grin: .

Might be just me but March of the Dwarves seems a little too powerful for a 10pp costing power. But there's an easy remedy for this; Decrease the armour boost and increase the speed reduction. I would personally prefer the number figures to be 100-125% and 75% respectively. That way it isn't too powerful for a 10pp power and it can be very useful.

Those are just my thoughts though.

Edited by Scryer, 31 July 2009 - 01:21 AM.

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#1092 Devon

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Posted 30 July 2009 - 07:55 PM

I don't think hiding stuff from your allies too is possible, because they see everything you know.


There's also either a 75 or 100% armor increase limit. Anything over that is wasted :mellow: Otherwise you'd have invincible units wandering the battlefield from all the different leaderships :grin:

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#1093 Dant

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Posted 30 July 2009 - 10:57 PM

I think Dwarven Smithcraft are overpowered spell...due to game balance issue..all of you dwarves unit on map will be too strong..i think it should change to summoning spell(in my opinion) like Summon Eagle because dwarves were alliance with them since The Hobbit.
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#1094 Ring o' Fate

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Posted 30 July 2009 - 11:14 PM

It's supposed to be a game ender, man. :p
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#1095 Dant

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Posted 31 July 2009 - 12:08 AM

Yup but that doesn't mean enemy base are nearly destroyed..they should have chance to fight back ;) ,well his idea are nice but i just don't think promoted to lv.5 will work. :p
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#1096 Eärendur

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Posted 31 July 2009 - 02:10 AM

Hmm... I particularly like the Doors of Durin power :p .

Other than that; I think that there should only be either Undermine or Mithril Mine. But not both. My reason for this is because Mithril Mine is just an upgraded Undermine power. It doesn't do anything unique from it other than generating resources and acting like an upgraded Undermine power. So I suggest taking out one of the powers and replacing the other with something unique. I have no ideas, at the moment, of a replacement ;) .

Might be just me but March of the Dwarves seems a little too powerful for a 10pp costing power. But there's an easy remedy for this; Decrease the armour boost and increase the speed reduction. I would personally prefer the number figures to be 100-125% and 75% respectively. That way it isn't too powerful for a 10pp power and it can be very useful.

Those are just my thoughts though.


In regards to the Undermine and Mithril Mine powers, you're right about the fact that they are too similar, I'll try to think of a replacement for one of them.
As for the March of the Dwarves, note that it costs 14 pp. not ten, it could either swapped with Summon Mithril Mine and have it's place filled with something else. As for the over-powering of it, the speed could be reduced by 50% and the armor increased by only 100%.

I think Dwarven Smithcraft are overpowered spell...due to game balance issue..all of you dwarves unit on map will be too strong..i think it should change to summoning spell(in my opinion) like Summon Eagle because dwarves were alliance with them since The Hobbit.


Te Dwarven Smithcraft power is a little OP, it could be just a large-area power, that only fully upgrades the units (e.g. Forged Blades, Mithril Mail, Fire Arrows, Siege Hammers, and Banner Carrier to lv. 1 units).
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#1097 Eddywood123

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Posted 31 July 2009 - 04:59 AM

what if you made all the suggestions and replaced undermine with mithril and then replaced that with a 17pp-20pp power called "Summon Dwarven Stronghold"

This basically creates a walled area (no upgrades on the wall) with 2 mines, 1 hall of warriors, 1 archery range and 1 smith all level 3 with 2 guardians, 2 phalanx and 2 axe throwers all fully upgraded only level 2

((possible a small fortress as well, leave that one to everyone else.))

Edd

if this is to powerful for that tier an idea could be to modify Dwarven smithcraft to a lower tier and put this there))





these are just ideas im not trying to destroy your whole idea ;) :p

#1098 Ring o' Fate

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Posted 31 July 2009 - 06:01 AM

I think that could be a tier 4 (25 PP powers). It's not that OP, is rather Dwarfish imo, and can save you when someone brings out the Balrog, and you have a second base site, but don't have the time to build one!
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#1099 Eddywood123

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Posted 31 July 2009 - 06:05 AM

my train of thought exactly

what did you think of the fortress??

Edited by Eddywood123, 31 July 2009 - 06:06 AM.


#1100 Ring o' Fate

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Posted 31 July 2009 - 06:41 AM

Sounds good, but how would the buildings and troops be put? Would they maybe be in a fixed way or can you choose where to have them made?
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