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#841 Martini

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Posted 28 June 2009 - 10:58 AM

No offence taken mate. Well fine, incorporate the Khandish units into the Tavern, I'm very happy with that, but atleast balance the Nazguls out, because the nazguls were great kings of men who strived for domination of their respective realms and it would be very ironic if someone lead his people and suffered the transition into the shadow then ended up leading orc rabble, personally I'd be pretty annoyed if that happened to me! :-) Well I agree with MotE being the jewel, the diamond of the mod yet it is still a bit rough and as the previous poster put it, (sorry I didn't catch the nickname) needs some >fine tuning<

P.S. I registered last night, because I really love the mod and It's my first contributive act on a forum so why not! :-)
Easterlings, Haradrim, Valiant Variags of Khand and Corsairs of Umbar! Unite! UNITE! Against the Gondorians and deny them their right to their claim of Numenoreanship. We are the true Numenoreans!

#842 Scryer

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Posted 28 June 2009 - 05:20 PM

Don't worry about it Martini, I know for a fact that it's hard to get through 43 pages of discussion :p .

What needs to be balanced with the nazguls? They're good as they are. Although I do think that Ji Indur should get a fell-beast... But that might be for another post. The nazguls have purpose in the faction and they're pretty balanced right now. If you're comparing the hnumber of nazguls to Mordor, then I disagree because MOTE has already got a good number of heroes with specific purposes.

I also think that the tavern building is good for now because it already produces enough units and it has an equal balance of corsair/khandish units. At the moment, I think that the tavern doesn't look like a trashcan for units right now; and I think that adding in more units for the tavern would make it look like a trashcan.


But, in my opinion, while MotE is really good, it probably needs a bit of finer tuning.


Care to expand on that, just for the sake of me being curious :p ? The only thing I think that MOTE needs right now is some unit reskins (those green haradrim bug me) and the coding re-done on the Mumakil so that archers can fill the howda.
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#843 Martini

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Posted 28 June 2009 - 08:17 PM

Hello,
I would like to apologise in advance, because I'm going to write down the main points in a list form. I'm writing all these replies via my phone and I had four paragraphs and my phone just restarted, so let's cut to the chase, shall we? :-)

Needing 'fine tuning':
- Serpent guards are just Rohirrim gone bad.
-Mumakil needs archer mounts.
-Ji Indur needs a fellbeast.
-Remove orc commentary!

My ideas:
- The Haradrim have their chieftain and their Nazgul: Ji Indur.
- The Easterlings have their Lorgan and Nazgul: Khamul.
- The Variags have their king, yet their Nazgul: U**** the Horseman is with Mordor.
- The Corsairs have no hero and their Nazgul: ***** of waw is with Mordor.
( The stars implicate my failing memory for minor details :-P )
I'm startled, the version I play doesn't have the Khandish units at the Tavern. Please inform me of the latest version. Cheers! Martini
Easterlings, Haradrim, Valiant Variags of Khand and Corsairs of Umbar! Unite! UNITE! Against the Gondorians and deny them their right to their claim of Numenoreanship. We are the true Numenoreans!

#844 Guest_KP_*

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Posted 30 June 2009 - 03:58 AM

Don't worry about it Martini, I know for a fact that it's hard to get through 43 pages of discussion :p .

What needs to be balanced with the nazguls? They're good as they are. Although I do think that Ji Indur should get a fell-beast... But that might be for another post. The nazguls have purpose in the faction and they're pretty balanced right now. If you're comparing the number of nazguls to Mordor, then I disagree because MOTE has already got a good number of heroes with specific purposes.

I also think that the tavern building is good for now because it already produces enough units and it has an equal balance of corsair/khandish units. At the moment, I think that the tavern doesn't look like a trashcan for units right now; and I think that adding in more units for the tavern would make it look like a trashcan.


But, in my opinion, while MotE is really good, it probably needs a bit of finer tuning.


Care to expand on that, just for the sake of me being curious :p ? The only thing I think that MOTE needs right now is some unit reskins (those green haradrim bug me) and the coding re-done on the Mumakil so that archers can fill the howda.

Well, I can offer some reskins:

The Green Haradrim can be changed to dull, dark red color that was described in Weapons and Warfare:
"so coarse, dark red linen covered every inch of their bodies" it says.
Or, you clould just change it to something out of Weta Workshop's "Blacks and Greys and Browns".

And the Khand people are colored the way that, believe it or not, the Haradrim were in the books. So,... we can keep the shape, absolutely! But the color needs to change. Here are some ideas. The samurai/mongol/munghal-looking ones are the Khandish. And, there's always this idea, along with making the armor grey and the sash and cloak trade colors, and replacing brown with black. Again, only the color needs this sort of change. Not the shape. :p

That is agreeable that Mumakils need to be able to transport any ranged unit. I remember in BfME1, you could put both Haradrim and Easterlings on the Mumakil's howdah.

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Posted 30 June 2009 - 04:01 AM

So, we choose the "two commandsets to a building" concept. Okay.

#846 Martini

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Posted 30 June 2009 - 02:34 PM

Hello,
It's me again. Well if people are complaining about too many MotE heroes I say, move the two MotE Nazguls to Mordor and create two new heroes, namely a Pirate lord of Umbar and an Easterling King. I know there already is an Easterling hero, but he's just a captain...

Cheers
Easterlings, Haradrim, Valiant Variags of Khand and Corsairs of Umbar! Unite! UNITE! Against the Gondorians and deny them their right to their claim of Numenoreanship. We are the true Numenoreans!

#847 Dalf32

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Posted 30 June 2009 - 07:59 PM

a lot of people arent so hot on us making heros up, so that likely wont happen. its possible, but we've already made up a hero or two for mote, so the nazgul will likely stay.

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#848 Martini

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Posted 30 June 2009 - 09:50 PM

Well mate, no need to make up anyone, Castamir the Usurper can be the pirate lord and we already have six faction heros, without the Nazgul. Namely the two wizards and four leaders of men and walla, we have a realistic faction which can be good or evil or just in the middle...

Cheers Martini
Easterlings, Haradrim, Valiant Variags of Khand and Corsairs of Umbar! Unite! UNITE! Against the Gondorians and deny them their right to their claim of Numenoreanship. We are the true Numenoreans!

#849 Dalf32

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Posted 01 July 2009 - 01:50 AM

if thats the case then i dont really see a reason, other than possible hero-clutter, not to add those two to mote.
i do not however, want the other 2 nazgul moved over to mordor. there are already too many heros in that faction, and moving those two in will not add anything to the faction as a whole imo.

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#850 Guest_KP_*

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Posted 01 July 2009 - 01:41 PM

Well, I don't see anything wrong with adding the following additionals:

Yazan: the Mahud Chief of Sirayn (far harad) that's been in the game since the MotE faction first came out (move to Far Harad alliance).

Waqqas: the Haradrim Captain of Harad

Firyal (feer-yaal): the Queen of Harad, pro in magic

Mareke (mair-reek): the Queen of Rhun, pro in archery

Dalamyr: the Corsair Fleetmaster during the 3000's of the 3rd age, Castamir was 1000's.

Kustig (koo-steeg): the Clan-unionist of Rhun

Khaldoon: the Clan-unionist of Harad

Ring Hero: Sufyan* the Black Serpent: Haradric-born High King of the Men of the Sands, rules Harad and Rhun, allies with Khand, Sirayn, Umbar, Mordor, Dorwinion, and Orocarni

*Unless Rob has no problem with Suladan... there HAS to be high-king, "I own two-thirds of the continent", man who lead the Harad/Rhun/Khand charge on Pellenor. He can't just be refered to by his title, no. He has to have a name.

#851 {IRS}Athos

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Posted 01 July 2009 - 02:19 PM

Well, I don't see anything wrong with adding the following additionals:


Ay, there's the rub. That single syllable that I emphasized. Perhaps some people disagree.

I disagree.
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#852 Devon

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Posted 01 July 2009 - 03:40 PM

First of all, welcome to the forums Martini!

Secondly...scryer, are you thinking of the last private version? I think rob took out the khand guys from the tavern in the latest release, but I forget.

Third...heroes without a purpose are pointless. I'd be happy to see some more, provided they aren't redundant clones of the other heroes with some different stats.


MotE just needs to be balanced a little better, and have those annoying game.dats fixed I think. And the reskins...

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#853 Scryer

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Posted 01 July 2009 - 07:53 PM

Secondly...scryer, are you thinking of the last private version? I think rob took out the khand guys from the tavern in the latest release, but I forget.

Damn, you're right. Sorry guys for the confusion. I haven't played in a while even though I have had cravings to do an Osgiliath battle or two.


That single syllable that I emphasized. Perhaps some people disagree.

I disagree.


I disagree especially if you're not suggesting removing other heroes.

Edited by Scryer, 01 July 2009 - 07:56 PM.

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#854 Martini

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Posted 01 July 2009 - 08:18 PM

Hello,

Thanks for the warm welcome Yoda! :p I really needed it, as I was under the impression that, this forum was full of narrow-minded people, who did like change, no offence met, but first impressions stick... Well wat KP said was a bit in the extreme. All I said was a leader of each nationality, so actually just adding a Fleetmaster of Umbar or Pirate lord. So yeah then I'd say just tune up the WotR and make the four main heroes the King of Khand, Lorgan, Muhak Cheiftain and the newly implimented Pirate lord and thats about it. The Nazguls are the other problem. If you have Khamul and Indur with MotE because they were kings of the Easterlings and Haradrim, then I see no reason why we can't have Dwaw and Ulvathar in the MotE, because they were kings of Khand and Umbar. So yeah those two issues are the only things that really bother me, otherwise I love the mod! :unsure:
Easterlings, Haradrim, Valiant Variags of Khand and Corsairs of Umbar! Unite! UNITE! Against the Gondorians and deny them their right to their claim of Numenoreanship. We are the true Numenoreans!

#855 Ring o' Fate

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Posted 01 July 2009 - 08:32 PM

Hello,

Thanks for the warm welcome Yoda! :unsure: I really needed it, as I was under the impression that, this forum was full of narrow-minded people, who did like change, no offence met, but first impressions stick...

I feel insulted. :p I never judge people by first look. And I'm not narrow-minded....
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#856 Dalf32

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Posted 01 July 2009 - 08:55 PM

moving new heros in without a purpose other than to have equal representation seems silly to me.

and disagreement does not denote narrow-mindedness.

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#857 Martini

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Posted 01 July 2009 - 09:03 PM

Hahaha ring of fate, don't worry you weren't meant :p Well I'd be just as happy if there was a Pirate Lord created and then a bit work on the WotR and its done! :unsure:. By change I mean, changing which heros are the four main heros when playing it and being allowed to train the Khanidsh king. I just noticed, I used to love the MotW and was really good with them, but now I tried a battle with them, I couldn't get past the first 10 minutes... MotE are the Best!! :ermm:
Easterlings, Haradrim, Valiant Variags of Khand and Corsairs of Umbar! Unite! UNITE! Against the Gondorians and deny them their right to their claim of Numenoreanship. We are the true Numenoreans!

#858 Devon

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Posted 01 July 2009 - 10:57 PM

Well, the ai has been drastically improved too :p

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#859 Guest_KP_*

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Posted 01 July 2009 - 11:45 PM

Third...heroes without a purpose are pointless. I'd be happy to see some more, provided they aren't redundant clones of the other heroes with some different stats.

MotE just needs to be balanced a little better, and have those annoying game.dats fixed I think. And the reskins...

Yep. Heroes without a purpose are pointless. So, I have purposes for the Heroes:

Waqqas will be MotE's toggle-weapon person and Mumakil/Haradrim Leadership-giver. And the replacer of Yazan.

Firyal will be MotE's necromancer/thrall-master/tsunami-maker

Mareke will be MotE's two-commandsets (longbow and crossbow) all-about-archery person

Dalamyr will be MotE's Firebomber and Burner(torches)

Kustig will be MotE's mounting/dismounting, leap-attacking, Axe-Throw character

Khaldoon will be MotE's mounting/dismounting, enemy-coercing, Spear-Throw character

And, finally, the Black Serpent (either Sufyan or Suladan) will be the character that mounts a warhorse, tramples enemies including cavalry, destroys buildings very quickly, does very severe damage to enemy heroes, and uses a wad of obsidian (volcanic glass) to bring sunlight into scorching a small area of land, lighting enemies on it on fire (hey, sounds like sunflare!).

Now, they have a point.

#860 Ring o' Fate

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Posted 02 July 2009 - 01:08 AM

... Those are still pointless.
But that's MY opinion. Others may disagree with me, but I think those are just like the last batch. Pointless.

Edited by Ring of Fate, 02 July 2009 - 01:09 AM.

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