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#101 Zyzzyva

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Posted 15 April 2008 - 12:51 AM

I used it on an Angmar base earlier today and I think all it did was knock them over and do heavy damage to buildings, but then again I wasn't paying that much attention... :xcahik_:
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Despair is only for those who see the end beyond all doubt. We do not. It is wisdom to recognize necessity, when all other courses have been weighed, though as folly it may appear to those who cling to false hope. Well, let folly be our cloak, a veil before the eyes of the Enemy! For he is very wise, and weighs all things to a nicety in the scales of his malice. But the only measure that he knows is desire, desire for power; and so he judges all hearts. Into his heart the thought will not enter that any will refuse it, that having the Ring we may seek to destroy it. If we seek this, we shall put him out of reckoning.
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#102 Rafv Nin IV

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Posted 15 April 2008 - 01:24 AM

The whole idea of a giant blob of mud falling from the sky sounds kind of corny to me...if the citadel has to go, then at least make it a rockslide.

To replace the Summon Hobbits power (10pp), how about a passive bonus that decreases buildtime for structures by 35% or so?

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#103 Zyzzyva

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Posted 15 April 2008 - 01:34 AM

Quick question: will the two new dwarf heros be moved to the inn, because I really dont think the dwarf faction needs them.
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Despair is only for those who see the end beyond all doubt. We do not. It is wisdom to recognize necessity, when all other courses have been weighed, though as folly it may appear to those who cling to false hope. Well, let folly be our cloak, a veil before the eyes of the Enemy! For he is very wise, and weighs all things to a nicety in the scales of his malice. But the only measure that he knows is desire, desire for power; and so he judges all hearts. Into his heart the thought will not enter that any will refuse it, that having the Ring we may seek to destroy it. If we seek this, we shall put him out of reckoning.
-Gandalf

#104 Scryer

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Posted 15 April 2008 - 01:47 AM

The whole idea of a giant blob of mud falling from the sky sounds kind of corny to me...if the citadel has to go, then at least make it a rockslide.

To replace the Summon Hobbits power (10pp), how about a passive bonus that decreases buildtime for structures by 35% or so?


I like your 10pp power suggestion.

The only problem with a Rockslide power is that I think it would end up becomming a "Barrage power" with a few bouncing rocks.
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#105 Myrdin

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Posted 15 April 2008 - 11:29 AM

and you think right ^_^


omg just add two more buid plots, and upgrades able for buyig to Summon Citadel ( not G. catap. ) and leave the powers be.

Dwarfes are already fine with their powers ( just the fortress needs . . . omg you already know, coz i mentioned it in prewious line ) coz the new balancing, thats all


btw i know it aint suit here, but 5 trebs, with fire stones, have serious problem to do some dmg to fortress ( any fortress ), is it normal ?

Edited by Myrdin, 15 April 2008 - 11:30 AM.

"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!"

#106 Scryer

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Posted 15 April 2008 - 11:05 PM

It's not exactly the fact that the Dwarves' powers couldn't work with a couple of tweaks.... I think that we just want to explore some options before Rob makes a final say on it.

And by the way, I've never had problems with Trebs taking ut fortresses.
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#107 Dalf32

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Posted 16 April 2008 - 09:39 PM

it depends, if you're playing on an rj map it takes a loooong time and a lot of trebs to take out a fortress (i once had 8-10 FU gondor trebs attacking a fortress and it took a couple mins). if its just a normal map, i have never noticed it taking a long time to destroy a fortress with trebs. its not even that hard with troops only...

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#108 Rafv Nin IV

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Posted 16 April 2008 - 11:15 PM

I'd say the powers are fine, with the exception of the Summon Hobbits power. This does not fit the Dwarven faction for two main reasons:

Hobbits are far removed from the Dwarves. The Lonely Mountain, the Blue Mountains, and the Iron Hills are all far from the Shire.

Hobbits have little business with the Dwarves. With the exception of Bilbo, no Hobbits ever had much dealings with the Dwarves. Few Dwarven goods reached the Shire, unless you count all the contraptions from Dale that Bilbo ordered for his 111st birthday party.

My suggestion for the 10pp power fits the engineering aspect of the Dwarven society--a passive bonus that reduces structure buildtimes by 35%. This would significantly decrease the amount of time it takes to build Forretresses, as well as allow for strategies using more towers.

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#109 Myrdin

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Posted 17 April 2008 - 09:55 AM

it depends, if you're playing on an rj map it takes a loooong time and a lot of trebs to take out a fortress (i once had 8-10 FU gondor trebs attacking a fortress and it took a couple mins). if its just a normal map, i have never noticed it taking a long time to destroy a fortress with trebs. its not even that hard with troops only...


yeh at RJs i mean. :thumbsupsmiley:

soo you saing that in Rj maps the fortress is more durable than normall ? hmm it means that the siege is more needed than in normal maps ( have to rework on ma tactic damn )

just a quick question - WHY the walls cant be attacked ? nor dmged, they only get dmg, by splash, when for example troll attacks my gate. in old BFME you could destroy the walls, and it was part of tacti, will that be here too, or the current thing is just unfixed bugg ?
"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!"

#110 Myrdin

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Posted 17 April 2008 - 09:58 AM

I'd say the powers are fine, with the exception of the Summon Hobbits power. This does not fit the Dwarven faction for two main reasons:

Hobbits are far removed from the Dwarves. The Lonely Mountain, the Blue Mountains, and the Iron Hills are all far from the Shire.

Hobbits have little business with the Dwarves. With the exception of Bilbo, no Hobbits ever had much dealings with the Dwarves. Few Dwarven goods reached the Shire, unless you count all the contraptions from Dale that Bilbo ordered for his 111st birthday party.

My suggestion for the 10pp power fits the engineering aspect of the Dwarven society--a passive bonus that reduces structure buildtimes by 35%. This would significantly decrease the amount of time it takes to build Forretresses, as well as allow for strategies using more towers.


35% is way too muh, right now dwarven barracks are builded faster than ( for example ) Uruk Pit, and dwarfs train faster too.
but there could be passive ability ( pp ) that adds more armor to allied buildings ( NO FORTRESS ! ) on the map.
"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!"

#111 myster

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Posted 17 April 2008 - 11:15 AM

I'd say the powers are fine, with the exception of the Summon Hobbits power. This does not fit the Dwarven faction for two main reasons:

Hobbits are far removed from the Dwarves. The Lonely Mountain, the Blue Mountains, and the Iron Hills are all far from the Shire.

Hobbits have little business with the Dwarves. With the exception of Bilbo, no Hobbits ever had much dealings with the Dwarves. Few Dwarven goods reached the Shire, unless you count all the contraptions from Dale that Bilbo ordered for his 111st birthday party.

My suggestion for the 10pp power fits the engineering aspect of the Dwarven society--a passive bonus that reduces structure buildtimes by 35%. This would significantly decrease the amount of time it takes to build Forretresses, as well as allow for strategies using more towers.


actually the blue mountains were kinda close to the shire, wich you can see in this picture: http://www.tuckborou.../lindon-map.gif

tho i agreee that hobbits shouldnt belong in the power tree of a dwarven faction :thumbsupsmiley:

#112 Iluvatar

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Posted 18 April 2008 - 07:24 PM

Well something about Robs spitting idea in Elves getting their overhoul topic. I like the splitting idea:)!, cause a lot of factions get sub-factions;)! but why choosing the blue mountains? I like something like Loneley mountain and Iron Hills more:) What do you guys think? Or maybe Kazhad Dum ( an ancient dwarenfaction, like arnor is the ancient of gondor?)along with the iron hills..

Jakob J.

#113 Myrdin

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Posted 18 April 2008 - 08:39 PM

Khaza dum ? you mean that Khaza dum that is now swarmed over with goblins ? :p

that could be kinda problem ( messing with time already pretty much ), but well if we can have Arnor, and Angmar togather with others at same time, theres no need to worry about time.

i d like to see Khaza dum s faction ( but still kinda fixed it togater with gobs ;) )
"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!"

#114 Devon

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Posted 18 April 2008 - 09:36 PM

I doubt we're gonna have another dwarf faction added :p

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#115 m@tt

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Posted 18 April 2008 - 09:44 PM

Well the natural move would be to split Dwarves up into Erebor, Blue Mountains and Iron Hills. But then you also have Dale and Esgaroth to consider.
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#116 robnkarla

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Posted 18 April 2008 - 10:30 PM

But I was sure that with the death of Thorin II that Dain took over reign of both Erebor and the Iron Mountains. (Erebor now a dwarven homeland welcoming exiled/wandering dwarves). The way I broke it up would be Iron Mountains/Erebor as one. There really is little discussion on the number of dwaves that took up resisdence in Erebor that I can remember, but it really has only been 80 years since the Lonely Mountain was regained and Smaug disposed.

I guess that is why I would break them out as Iron Hills/Blue Mountains, as Erebor was re-inhabited but under King Dain with the throne during the war being mostly establish in Erebor. Then you had the clans of the Northern Blue Mountains as the only area left with a large population.

Dale and Esgaroth would then be allies and have some role because of the close proximity and political ties. (With the men of Dale most likely outnumbering the dwarves of Erebor).

I could be completely wrong, though. And while it would be enjoyable to play the Dwaves as such it will be waaaaaayyy down on the list just due to so many other time-consuming areas already without having someone dedicated just to work on dwarves, which I do not have.

Robert J.

#117 Myrdin

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Posted 19 April 2008 - 08:52 AM

hmm soo why not do dwarven splitting up, after everything more important is done ( maybe in like half year or somehting ). i mean reskining a bit and some thingis, sure, but the splitting into subfactions would have to wait till other " time eaters " are done ?

soo you wouldnt have to wory about finding some time for dwarfs, you could concentrate on others, and when everything would we as close as you had imagine it, maybe then it would be good time to start thinking about such complicated thing as splitting dwarfes into subfactions ( as i said, whenever all other is done - half year, year, no problem - at least not with me :p i would be waiting pationaly )
"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!"

#118 Devon

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Posted 19 April 2008 - 12:23 PM

Half a year is being generous I think...theres still the whole campaign to do, which is really the main focus of the mod. I don't really think dwarves need splitting anyway.

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#119 Myrdin

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Posted 19 April 2008 - 01:59 PM

as you could already hear, rob would like to split em, BUT there is not enough time, for there are many " time eating " more important things to do first.
"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!"

#120 Gothmog14

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Posted 19 April 2008 - 02:02 PM

Ya, they definitely don't need to be split, just reskin their buildings to match their awesome new skins (and IMO change their name to Erebor (or Iron Hills, doesn't matter which, I just want to see them being something other than "Dwarves") and rename all the units to like Erebor Guardians and stuff. That and possibly some changes to the Tech Tree (like Uruk King's suggestion, more defensive, passive stuff).

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