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#761 Wanderer∞

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Posted 14 February 2009 - 06:58 PM

Which would you rather have? Units or hero? Keep in mind there is no "neither" answer :unsure:
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#762 mike_

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Posted 14 February 2009 - 07:03 PM

I've already said that single captain-units are fine :unsure: and a General like I suggested for a hero..

#763 Wanderer∞

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Posted 14 February 2009 - 08:21 PM

I've already said that single captain-units are fine :unsure: and a General like I suggested for a hero..


I meant for sorcerers :p
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#764 mike_

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Posted 14 February 2009 - 08:24 PM

I know. Also, NO. Please.

#765 {IP} Aridor

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Posted 14 February 2009 - 08:33 PM

The only sorcerers that there would be would be in Mordor itself. They were very very few in number and they didn't have children.

#766 hallmackers

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Posted 14 February 2009 - 11:03 PM

I have been checking LOTR Lore, and I think I may have found a loop whole in the lore that will allow Black numenoreans to be in the game. In Tolkiens works he mention that there are numerous tribes of evil and wild men in the North and the east. There are at least three instances, i think, where Tolkien mention a host, or some large group of evil men under the command of a black numenorean during the time their were few black numenoreans in the world. In atleast one of them, Tolkien mentuion such a force fighting alongside traitors of Carboleb and tribes men of Rhudar. Now the fact that he lists these groups as seperate from the black numenorean's host seems to hint at the fact that Tolkien inteded for their their to be a diffrence between the forces. Perhaps what he was alluring to is that these men fighting under the command a black numenorean, although they themselves not being Black numenorean's, simply followed Black numenorean culture and were led only by those of Black numenorean's blood. The other two instances, atleast i think it was two are just briefly mentioned in the South and The east. Now Tolkein did write that theirw erer other tribes and groups of evil men in the north and east who he did not directly name in the book. As I have said earlier perhaps, there were some such tribes who were ruled by a black numenorean Leader, and simply named themselves after the Cul;lture they followed, this would however eman that Their leader's family's would be feircly protected because opf their blood line, Annd it was only the Sorcers who rarely had children. So as you can see it is indeed possible, however i am willing to admit just by a bit, for their to be unit's called blacknumenoreans in the game and in large number without it violateing theLore. There ebvery one happy now? :xcahik_:

Edited by hallmackers, 14 February 2009 - 11:04 PM.


#767 Dalf32

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Posted 14 February 2009 - 11:30 PM

that sounds a lot like an army from angmar being commanded by the witch-king to me. i dont think it really helps your argument out a whole lot if it is :xcahik_:

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#768 hallmackers

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Posted 15 February 2009 - 02:33 AM

that sounds a lot like an army from angmar being commanded by the witch-king to me. i dont think it really helps your argument out a whole lot if it is :xcahik_:

Well it isnt The witch kniog I have checked.

#769 mike_

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Posted 15 February 2009 - 04:36 AM

Not going to happen. Get over it.

#770 hallmackers

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Posted 15 February 2009 - 05:06 PM

oh come on!!

#771 dojob

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Posted 15 February 2009 - 08:33 PM

So are there any other changes I should make to my tech tree?

Breeding Pit/Gundabad Chambers/Gundabad Pit/Breeding Chambers/etc
Lvl1:
-Gundabad Chieftain/Champion: Thrall master, gets gundabad orcs, gundabad archers, and wolf riders

Lvl2:
-Gundabad Guards (could definitely use a better name): Upgradable, decent spearmen that are slow

Lvl3:
-Angmar Trolls (Bigger and better than before, are very tough/armored, and come in 3s): Armed with the same pike/hammers as hill-trolls and are good vs almost all units, but extremely good vs cavalry and do knockback to them as well as other units.

Traitors' Camp
Lvl1:
-Rhudaur Brigands: Light infantry armed with spears that can only get banners but move quickly

-Rhudaur Hunters: Light Rhudaur infantry that can toggle between bows and axes and can be upgraded with blades and ice arrows, but not armor.

Lvl2:
-Banner Carriers

Lvl3:
-Carn Dum/Traitor Captains; Elite single units (or come in 3s, but then would need a name change) that are good with bows and swords, give leadership, and should probably get some other abilities as well. Either come upgraded or can get blades and ice arrows.

Wolf Den
Lvl1:
-Wolf Pack: Like the Dire Wolves already in the game, but with a better skin.

Lvl2:
-That upgrade that gives wolves spiky collars

Lvl3:
-Werewolf: Like a troll, but faster and a weaker, maybe gets a howl ability and leap

Temple of Twilight
Lvl1:
-Sorcerer

Lvl2:
-Vampires (fast flying units that have quick attacks and give debuffs to enemies. If stealth becomes more important, then perhaps you could give them stealth detection)

Lvl3:
-Upgrade that lets you put wight creeps on ur buildings

*Sorcerer ability upgrades remain at their current levels

**If you really want sorcerers to go (even though they're fun, unique, and fit the faction's style), then we may as well get rid of this building altogether and move vampires to the same building as wolves and werewolves.

Dark Iron Forge
-Stone Thrower: Same old unit, but with better looking Trolls.

-Same upgrades as before: armor, blades, and ice arrows

Edited by dojob, 15 February 2009 - 08:36 PM.

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#772 Scryer

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Posted 15 February 2009 - 09:29 PM

Sorcerers getting canned = :rolleyes:

I definitely do not want the sorcerers to go for the reasons that you mentioned dojob.

I guess the only reason that I would see them needing to go would be because it's hard to micro manage them and the rest of your army.

Edited by Scryer, 15 February 2009 - 09:30 PM.

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#773 Ed Of The 3rd Kind

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Posted 15 February 2009 - 10:08 PM

I think the main problem with them is that they got no defensive capabilities of their own (not including the highly specialised powers) making them ultra hard to keep alive and to manage. Micro management aint fun when it's to the n'th degree as it is with those guys. I love the idea of them but I never use them just cos they are so annoying.

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#774 Jaguar6

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Posted 15 February 2009 - 10:59 PM

I just want to say three things add wraiths as trainable units, drop sorcerers please, and maybe make the men of Carn Dum have sword and shield I just picture them that way :rolleyes:

#775 dojob

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Posted 15 February 2009 - 11:42 PM

Meh it wouldn't hurt, but they'd be a separate unit and come from lvl2 halls/camps :rolleyes:

Maybe we should make a poll about the sorcerers...
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#776 mike_

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Posted 16 February 2009 - 12:38 AM

Spear and shield. SPEAR AND SHIELD.

I'd say limit the Sorcerors (no, that is not a word, Firefox :rolleyes:) to a certain amount available at once.

Other than a few naming things, I'm cool with it :lol:

#777 Scryer

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Posted 16 February 2009 - 03:19 AM

I agree with what you said, Ed. But aren't there macro keys in place for them? Or can you actually set macro keys for the sorcerer powers? I'm just curious recently.
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#778 dojob

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Posted 16 February 2009 - 02:37 PM

Spear and shield. SPEAR AND SHIELD.

I'd say limit the Sorcerors (no, that is not a word, Firefox ;) ) to a certain amount available at once.

Other than a few naming things, I'm cool with it :p


Alright then that's wonderful, but if CDGs are gonna get spears, then why not just have an upgrade for Rhudaurmen that gives them spears/shields? I don't want brigands to become useless just by getting ur hall to lvl2...
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#779 {IP} Aridor

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Posted 16 February 2009 - 03:23 PM

I think that a sword would be good, or a toggle. Even if people had spears then used a sword too. Wait, what about a none anti-cav spear type? Like not long pikes but just normal 6 ft anti-infantry spears? Those don't really work well against charging horses. Though in clogged and pitched battle it lets you inflict damage. I would like to see that.

#780 Dalf32

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Posted 16 February 2009 - 09:29 PM

that could work as long as we make it clear that they are not anti-cavalry. i could see people getting confused about something like that, so they need to have something that makes them distinctively anti-infantry, rather than anti-cavalry.

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