Mordor faction
#41
Posted 06 August 2007 - 09:47 PM
The biggest problem is that we would need a LOT of new orc models of the same quality as Nightmare's and TDP's...
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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#42
Posted 07 August 2007 - 12:22 AM
#43
Posted 07 August 2007 - 12:36 AM
Orc Pit
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Level 1: Gorgoroth Orcs & Archers
Level 2: Morgul Orcs & Pikemen
Level 3: Morannon Orcs & Black Uruks
Support
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4 hordes of Corsairs with extra high damage vs Structures from Flaming Bottles...
(So in other words I think I will leave Corsairs with Mordor and concentrate on Rhûn as the major faction with Harad as the "mini faction" and Khand as support =) Corsairs fit rather good with Mordor I think, just as Dunlendings fit with Isengard... But Easterlings and Haradrim deserve a faction of their own. And that we we can make Mordor more about the vast number of orcs =)
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#45
Posted 07 August 2007 - 10:29 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#46
Posted 08 August 2007 - 12:42 AM
In both the books and the films, Orcs did not cope well with cavalry even despite vastly superior numbers. Mordor should cope with cavalry by swarming them with Orcs and then bringing in Trolls to smack them around (or Catapults...or Nazgul...). Strong Orc Pikemen would take away from the faction's uniqueness.
Just my two cents...more BFME1 style unique factions rather than BFME2 style clone ones.
Edited by Dzhon, 08 August 2007 - 02:47 AM.
#47
Posted 08 August 2007 - 02:30 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#48
Posted 08 August 2007 - 02:47 AM
I'd still argue that they shouldn't have a formation until level 2 at the earliest, though.
Edited by Dzhon, 08 August 2007 - 02:48 AM.
#49
Posted 08 August 2007 - 11:56 PM
It would also be cool if walls could recieve the same 'Morgul Sorcery' upgrade that fortresses can. Cost would be determined by the number of wall segments being upgraded. (i.e, click on wall hub, drag upgraded ghost wall segments over unupgraded wall. Price updates just like you were building a normal wall.)
Edited by Lord of the Rings Junkie, 09 August 2007 - 12:04 AM.
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
Don't come between The Lord of the Rings and its junkie!
#50
Posted 09 August 2007 - 12:55 AM
#2) That I would like too. Not sure how hard it is to add that FX, but it's planned indeed...
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#51
Posted 11 August 2007 - 10:14 AM
#1) Doubtful...
I kinda like the Gate Watcher idea. You could just use the coding from the Good Postern Gate (the Postern Gate is also a pub in York) but make it visible to the enemy and inspires fear like the normal Watchers.
#52
Posted 11 August 2007 - 04:38 PM
EDIT: Removed random blather that sorted itself out
Edited by clonecommand, 12 August 2007 - 12:35 AM.
#53
Posted 11 August 2007 - 05:50 PM
#54
Posted 11 August 2007 - 06:05 PM
Just something I have to add, make sure that our elite Archers are from Morranon, not Morgul. Orc from Morranon have to be ever vigilant with their bows to shoot down anything that appraoches the Black Gate uninvited.
All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
#55
Posted 11 August 2007 - 07:16 PM
Exactly my thinking. The main advantage I see isn't really the fear, but having a gate you can use without having to open it first, thus making your base vulnerable to attack.#1) Doubtful...
I kinda like the Gate Watcher idea. You could just use the coding from the Good Postern Gate (the Postern Gate is also a pub in York) but make it visible to the enemy and inspires fear like the normal Watchers.
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
Don't come between The Lord of the Rings and its junkie!
#56 Guest_BalrogSlayer123_*
Posted 13 August 2007 - 01:20 AM
They dont move and it looks unnatural.
#57
Posted 14 August 2007 - 10:03 AM
In the films, at least, Sauron's human allies were integrated with the orcs (and had no real connection with each other other than their mutual loyalty to Mordor).
Although it isn't completely certain, the army that captured Dale and besieged Erebor appears to have been mostly or entirely from Rhun. At any rate, it seems highly unlikely that any Haradrim took part in the War in the North, only Pelennor Fields (and a handful at the Black Gate going by the books).
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As for gameplay and the mod's development. SEE already has a replacement for the Easterlings ready...the less effective but more numerous Orc Pikemen. The Haradrim will be more difficult to replace...at least not without inventing somewhat cheesy equivalents (Elite Orc Archers, Muma-Cloned Great Beasts, etc.) that don't mesh with either Tolkien or PJ's adaptation.
Haradrim fit nicely with Mordor, and the BFME1 style Harad Spearmen would make a good addition as the Tier 1 unit of the Harad palace (they were great to mix with Orcs in BFME1, dealing the heavy damage while the Orcs absorbed hits). On the other hand, they are either of little use or redundant when lined up with Rhun's. The Easterlings should have superior infantry and cavalry compared to Harad, and the Mumakil won't be as valuable an addition to a faction that is likely to possess good armored cavalry and chariots.
At least leave Mordor intact minus the Easterlings in future releases while you begin to construct the core of the Evil Men faction (or whatever its name winds up being) with Easterling units and buildings. I think you'll find there's enough material to work with that you can leave the Haradrim with Mordor along with the Corsairs.
As always, love the mod no matter what...
Edited by Dzhon, 14 August 2007 - 10:06 AM.
#58 Guest_Guest_*
Posted 14 August 2007 - 06:17 PM
If you get morder doom ship, make it a ring alternative. Don't give other factions a ring ship though. Flyers are a good counter. Maybe it should have some archers on the deck to make it look like it has a chance against an egal.
Magic is the balrog's counter, but a lot of it. Gandalf is good to have around.
If you plan on having morgal, gogroroth, ungol units for each type of unit,(Pikes, archers etc.) you should just give them their own building which is unlockable when the weaker building is lvl 3. (It might be possible to reskin some buildings.) Not for everyone though. And just for kicks maybe you could trigger the animation the troll gets when he gets hit with wizard blast, for when he gets hit with a rock.
#59
Posted 14 August 2007 - 08:11 PM
If you plan on having morgal, gogroroth, ungol units for each type of unit,(Pikes, archers etc.) you should just give them their own building which is unlockable when the weaker building is lvl 3. (It might be possible to reskin some buildings.) Not for everyone though. And just for kicks maybe you could trigger the animation the troll gets when he gets hit with wizard blast, for when he gets hit with a rock.
building reskin is HELL....and u get too many errors if you do the rock thing, and plus they already fall over.
*waits to be shot down matter-of-factly by Naz*
Edited by Garrison Nomad, 14 August 2007 - 08:11 PM.
#60
Posted 30 August 2007 - 03:06 AM
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