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#641 The Hawk of Light

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Posted 02 February 2009 - 03:04 AM

Yes, Saruman control power must be permanent. :p
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#642 {IP} Aridor

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Posted 02 February 2009 - 02:33 PM

I don't know that could be really OP. You could lose a lot of really powerful units for good trying to kill him.

#643 The Hawk of Light

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Posted 02 February 2009 - 03:57 PM

Agreed, for balancing , the power must don't affect units of level 2 and elit units.
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#644 Uruk King

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Posted 02 February 2009 - 05:07 PM

That seems feasible but kinda reduces the potency of the spell if t doesn't effect anything greater than a level 2 unit. I suggest keep it as an all effecting spell but extend the timer.
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#645 {IP} Aridor

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Posted 02 February 2009 - 06:33 PM

That might be worth it, though after a certain level you shouldn't be able to be swayed

#646 {IRS}Athos

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Posted 02 February 2009 - 09:50 PM

After Lv. 4, maybe?
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#647 Devon

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Posted 02 February 2009 - 11:10 PM

6

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#648 {IP} Aridor

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Posted 02 February 2009 - 11:11 PM

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#649 mike_

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Posted 02 February 2009 - 11:57 PM

42

#650 Devon

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Posted 03 February 2009 - 12:11 AM

You totally stole that from me :shiftee:

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#651 Wanderer∞

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Posted 03 February 2009 - 01:10 AM

That might be worth it, though after a certain level you shouldn't be able to be swayed


The level could also depend on the unit. For instance gondor soldiers would have a lower level than the more elite fountain guards
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#652 dojob

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Posted 03 February 2009 - 01:25 AM

Meh, all u need is to extend the time and radius a bit if anything since one of the main uses for the spell is to be able to take over important enemy units like TGs and then turn them into meatshields, or if ur lacking cav then take over thier main rohirrim; in short, it's to use the enemy's best units agaisnt them. If the radius were to stay the same then even permanent control over shitty weak units like orcs or gondor soldiers isn't that great when u can just blast em and important units too.
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And please add Bear-mans


#653 CTLN7

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Posted 06 February 2009 - 04:12 PM

hello i am new.firtst when i have an combo of wargs when they loss an unit and wait for him to revive an new individual wargs appears .these process repeats until you have an army of warg . i hope i write right , english is not my first language
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#654 Florisz

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Posted 06 February 2009 - 09:12 PM

You mean that you have 1000 Wargs after a while? Sounds cool.
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#655 {IP} Aridor

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Posted 07 February 2009 - 02:15 AM

Oh I have seen this problem with Orcs. When you combine hordes sometimes when the dead ones revive they aren't part of the unit so you can't control them unless you select them individually. They sometimes just keep coming b/c the game thinks the horde is still missing units. It can become a rather annoying problem.

#656 CTLN7

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Posted 07 February 2009 - 11:03 AM

second , isengard should have uruk-hai scouts like in the movie cheaper than ordinary uruks and more faster and of course uruks with big shields that can protect the base and the battering ram when your army is at war

#657 Uruk King

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Posted 07 February 2009 - 01:16 PM

I was hoping for that as well. Also about the Clan Steading, could it be made cheaper and the Dunlendings as well? They're supposed to be Isengard's spammable units anyway.
I will remember Rhovanion Alliance, RIP .

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#658 CTLN7

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Posted 07 February 2009 - 03:43 PM

Thats an good idea

#659 Devon

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Posted 07 February 2009 - 05:16 PM

Dunlandings will hopefully be cheaper.

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#660 CTLN7

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Posted 07 February 2009 - 05:20 PM

but what will happen with the scout uruks ? Aren't they an good idea ?




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