Mordor faction
#182
Posted 10 February 2008 - 09:05 PM
EDIT: Click for bigger version
Edited by Jonasking, 10 February 2008 - 09:06 PM.
#184
Posted 11 February 2008 - 02:11 AM
#185
Posted 11 February 2008 - 02:04 PM
#187
Posted 11 February 2008 - 05:30 PM
#188
Posted 11 February 2008 - 07:15 PM
Also... 200 000, not 300 000
Not all 200 000 was from Minas Morgul of course I would assume there were some from Mordor itself, as 200 000 is quite alot to live in that city, unless they have hundreds of holes in the ground...
Also, once again... not all 200 000 were orcs... there were probably thousands of Haradrim, thousands of Easterlings and thousands of other 'kingdoms' that hated Gondor....
And, once again again... 200 000 is only a movies number... In the book, there aren't mentioned how many there were... but this is a movie mod, so what the heck
also, as far as I know, orcs are orcs... But morgul orcs seems better equiped, and maybe they've had some more training too, I don't really know
The 4th Age version 0.8 has been released: Link
#189
Posted 11 February 2008 - 08:11 PM
they 'live' in Minas Morgul... There are smithies there are seem to create somewhat similiar armor
Also... 200 000, not 300 000
Not all 200 000 was from Minas Morgul of course I would assume there were some from Mordor itself, as 200 000 is quite alot to live in that city, unless they have hundreds of holes in the ground...
Also, once again... not all 200 000 were orcs... there were probably thousands of Haradrim, thousands of Easterlings and thousands of other 'kingdoms' that hated Gondor....
And, once again again... 200 000 is only a movies number... In the book, there aren't mentioned how many there were... but this is a movie mod, so what the heck
also, as far as I know, orcs are orcs... But morgul orcs seems better equiped, and maybe they've had some more training too, I don't really know
Heheh , yes and I have read on wikipedia , 18 000 Haradrims Now I stop asking about the orcs , there are just orcs
Edited by Jonasking, 11 February 2008 - 08:13 PM.
#190
Posted 16 February 2008 - 03:40 AM
I came across an old fellbeast thread on the EA forum and thought you guys here would like to look at it. Some ideas the S.E.E. mod has already done and some are possibly impossible to do. Sorry it's a little long
The Beauty and Tradgedy of the EA Forum
The beauty of the EA forum was that such talented people came together to come up with all of these fantastic ideas. The tradgedy was that even though the original thread for the fellbeast still exists on the forum and is over 100 pages long not once has anybody from EA recognised it. The closest we came was a message from ealapredator saying " fellbeast thread? What fellbeast thread? " That was the tradgedy.
After reading the pros and cons of changing the fellbeast I have come to believe that only the truly dim-witted would believe that the fellbeasts do not need any improvement. Below I have printed a list of powers that I would like to see added to the fellbeast. Obviously they can't all be added but even if one of these are added I will consider writing all these down worth while. As we have seen with the expansion khamul and morgomir are the new fellbeast riders and they have the ability to dismount, when clicked on the fellbeasts abilities are replaced with the abilities of whichever nazgul you have selected. I have seperated the powers into mounted and unmounted powers.
Mounted powers
Fellbeast
Screech - without stopping causes enemies to flee in terror for a short distance but does not stop the fellbeasts movements.
Call of the one ring - gives the Nazgul on fellbeast or on foot the ability to see where gollum is for a few seconds.
Mighty Grip - gives fellbeast the abilty to grab 3-5 soldiers at a time, also to grab a hero and drop them, one drop kill maybe. Also whatever unit the fellbeast has in his claw will do splash damage with whatever units they land on. And if they drop the enemy units over water their should be a splash in the water effect. It can also pick up trebs like in the return of the king and drop them on units or buildings for extra damage.
Wings of Shadow - a permanent power which significantly reduces enemy armor or gives a leadership bonus to nearby allies.
Plough - gives the fellbeast the abilty to literally plough through a long range of soldiers as it glides past them while close to the ground.(see BFME1 E3 Demo)
Finality - When a hero has less than half of their HP gone the fellbeast can perform an attack witch makes the fellbeast grab the hero in his jaws and shake him/her for a few seconds then raises the hero up high and bites down hard breaking them in two. Possibly too visual, so maybe the shaking and then throwing them to the ground will do. An added bonus of this effect could be that that particular hero will not be able to be brought back during that battle. Might be more appropriate for the Witchkings fellbeast only.
Rage of the fellbeast - a simple boost in attack power and defense and attack speed.
Flying rubble - A new ability ( not a power )added to the fellbeast that makes rubble fall from the buildings their attacking for every third consecutive hit giving splash damage to nearby enemy units.
Eye to eye - the fellbeast lands on the ground giving a splash damage upon landing and raises it's wings to give it a defensive bonus as it uses it's teeth to bite and tail to whip at any surrounding enemy units. This power has a time limit and while the fellbeastis on the ground they can only turn around in a circle they can not roam around freely. Think of the wings like deploying the dwarven demolishers armor and just like the dwarven demolisher it can't roam freely when it's deployed it's armor. Simalar to the fight in return of the king with theoden. Any infantry it swallows will add HP onto the fellbeast.
Passive ability - inspire fear ability that gets larger as they level up.
Soar above the cloads - when clicked on the fellbeast will raise up until out of view, at this point his shadow on the ground will be the way to select him or click on his portrait. Because the fellbeast is so high up he will be out of range of arrows and axe's. His view will be very limited due to the fact that clouds will block his view. When selecting the fellbeast to attack he will re-appear back onto the battlefield with a large swoop attack onto whichever enemy unit you selected him to attack.
Shadows of doom - When clicked on the fellbeast let's out an ear piercing screech witch will randomly place the shadows of two maybe three other fellbeasts on the ground ( just like the shadow that the fellbeasts give us now ). Each shadow will have it's own field of view and if they pass over/near any opponents they will inspire the fear effect that the screech power does. For a limited amount of time of course. I guess you could describe this as a mass fear affect.
Horses
Even though we have the 3 nazgul on horseback now this is still a cool idea.
Decapitation - for a limited amount of time or possibly a passive ability at level 10 the 3 riders in black cancharge and be-head any enemy infantry unlucky enough to cross their path.
Unmounted powers
Call of the one ring - gives the Nazgul on fellbeast or on foot the ability to see where gollum is for a few seconds.
Taint of the undead - basicaly a tainted land power but this power follows the nazgul and only after the nazgul has left the effected area for 15 seconds does it return to normal. More for effect than usefulness.
Glare of the nazgul - much like the horn affect that borimir gives the glare of the nazgul temporarily inpire's fear into the surronding enemy units to inspire fear for a limited amount of time.
Will of the master - the eye of sauron beams onto the nazgul showing his true ghostly form. While sauron is watching the nazgul is invincible to all attacks except attacks from other heroes but even their attacks only cause 60% of their usual amount of damage.
Shadows of the east - a simple summon wraiths power
Witchking summon black trolls - 3 black trolls are summoned. Just like normal trolls in appearence but darker in colour. And as strong as the goblins giants.
The witch king does have the dread visage power but being a king shouldn't he have a leadership power?
Adding effects to the hour of the witchking spell would be to cancel all leadership bonuses within a radius of the witchking.
Finality - A death blow that will kill any hero that has less than half of their HP. I thought a move not unlike what they did to the pillows that the hobbits made to look like they were asleep in the beds in the fellowship of the ring.
The below powers will in no way over power the nazgul or fellbeast. As so many people are worried about this I thought a list of powers which gave the nazgul/fellbeast absolutely no advantage towards the enemy would be worth
listing
Non over-powering powers
Sense of the one ring - gives the Nazgul on fellbeast or on foot the ability to see where gollum is for a few seconds.
Perch - This may be either a permanant ability added to the fellbeast or either a perch expansion added to the fortress, either way when the fellbeast lands on the perch they heal at twice the normal rate and can still use their screech power. Similar look to the video of minas morgal.
The single Nazgul and Witchking all start on foot and as they level up to higher levels then they gain the mount/dismount fellbeast ability at level nine or ten. Once on fellbeasts their powers would change to those of the fellbeasts powers. Not a new power but thought it was a more logical way for the power system to work.
Just as Gandalf's clothing turns white after level 5 ( I think ), why not have the Whitchking look similar to the other nazgul until he reaches level 5 and then changes to his more armored form.
And an important note would be to mention that the witchking does have some memorable quotes. Where are they?
If you wish to see the thread here is a link
http://forums.ea.com...threadID=172734
Edited by ttandchotmail, 02 June 2008 - 05:12 AM.
#191 Guest_Mercesa_*
Posted 16 February 2008 - 10:26 AM
#193
Posted 16 February 2008 - 10:26 PM
This was only part of a longer list that all of us at the EA forum thought up. There was a lot more in numerous other threads for years but they were ignored by EA without a single post from them in any of the fellbeast threads. Now all but 2 still exist on the forum because the rest were deleted on the forum under the reason of the forum having some maintenance done to it. *cough * crap *cough*. So many of us put in hundreds of fantastic ideas that it's sad to think about not only the ignorance of EA but the loss of all those great ideas. At least on this forum I can save some of them
#194
Posted 16 February 2008 - 11:27 PM
G'day to all
I came across my old fellbeast thread on the EA forum and thought you guys here would like to look at it. Some ideas the S.E.E. mod has already done and some are insane but good for a laugh Sorry it's a little long
... [long text] ...
If you wish to see the original thread here is a link
http://forums.ea.com...threadID=172734
Wow excellent Ideas!! I would also like the fellbeast to have some abilities someday.
Edit(Sûl): Next time please take care not to (re-)post stuff almost directly above, especially if all you wanna say is 'cool!'.
Edited by Sûlherokhh, 16 February 2008 - 11:37 PM.
Unnecessary quote shortened considerably
#195
Posted 17 February 2008 - 04:36 AM
1. Chains across tusks
2. Spikes on tusks
3. Blades on tusks
All upgradable as different perks (limit of one perk per Oliphaunt)
#196
Posted 23 February 2008 - 05:23 AM
Mkae their armour Silver Black and the some of the inner clothes red or brown please.
Thanks,NoMecy
#198 Guest_Predi_*
Posted 18 May 2008 - 02:50 PM
#199
Posted 25 May 2008 - 04:18 PM
Here's some others for Mordor-
-Black Hand of Sauron: a melee attack for the Dark Lord himself, in which he seizes an enemy hero and deals them extreme flame-based damage. The fiery hand of Sauron is referenced in many Tolkien-based fantasy including the Fellowship movie storyboards as being responsible for the death of Gil-Galad himself, and the reason why Sauron was reaching down for Isildur. Frankly, heroes like Gimli are too resistant to his attacks.
-I noticed that you included all of the Nine in your mod. Whilst I applaud this, I am more in support of what EA did in ROTWK, ie. having 6 of the 9 mounted on horseback or walking, and 3 of them (including the Witch-King, Khamul and Morgomir) mounted on Fell Beasts or walking. The 6 of the 9 also operated as a single mini-hero horde. If you did this, it would (in my opinion) balance out the game a little more, and allow you to differentiate Morgomir and Khamul from the others. Ie. give Khamul the "Black Easterling" ability, which provides leadership to all Men of the East and Mumakhil (as in the books he was a lord from the East;) and Morgomir something else- perhaps the Ruin ability from ROTWK or one of ttandchotmail's ideas?
-There is simply too many fireballs popping out of Mt. Doom. Seriously, 3 fireball based powers when you take what the Gorgonoth Spire, Sauron's fireball and the Rain of Fire spell produces? Or at least mix up what effects they have.
Here's an idea- why not take advantage of Sauron's reputation as the Necromancer and replace his "Rain of fire" power with one in which he raises his arms (as if calling down a fireball) but a purple flame appears about him (like the "Summon Wights" spell from Angmar). Then, he will have a ghostly aura about him for the duration of the spell, which basically serves so that any unit, ally or enemy, dies within his vicinity, they become a Wight under his command? Call the power "Necromancer."
cheers,
spiderspag
EDIT: Disregard my idea about the Nazgul, I just noticed you are swapping all of your Men of the East to a different faction.
Edited by spiderspag, 26 May 2008 - 06:00 AM.
#200 Guest_Predi_*
Posted 25 May 2008 - 06:00 PM
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