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Mordor faction


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#201 spiderspag

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Posted 26 May 2008 - 09:37 AM

YEh but apparently the Men of the East are going to be made into their own faction.
Having said that, why not give Angmar's Hill Trolls to Mordor in the face of the Easterling pikemen going bye-bye's? I know you already have the Ork Pikemen, but these would be good as a later elite pikemen purchase from the Troll Den. You could give them a Charge Attack ability, which would be a short burst of speed and a 50% attack bonus so they can throw themselves at a cavalry charge head on.

#202 Guest_Insurance_Salesman_*

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Posted 01 June 2008 - 08:07 PM

YEh but apparently the Men of the East are going to be made into their own faction.
Having said that, why not give Angmar's Hill Trolls to Mordor in the face of the Easterling pikemen going bye-bye's? I know you already have the Ork Pikemen, but these would be good as a later elite pikemen purchase from the Troll Den. You could give them a Charge Attack ability, which would be a short burst of speed and a 50% attack bonus so they can throw themselves at a cavalry charge head on.

If you're talking about those stupid trolls with the pickaxes and shields, please don't include them. What I think would make sense is for there NOT to be elite pikemen; after all, do you want all the factions to be the same? It doesn't make sense for mordor to have good anti-cavalry, since that's what owned them at Pelennor (well, besides the ghosts of course...), and they have trolls anyway that deal with cavalry. Anyways, it's boring having similar factions, and simply having elite versions of everything for all factions makes things like Age of Empires or Galactic Battlegrounds.

#203 spiderspag

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Posted 02 June 2008 - 05:13 AM

Not those trolls, but their green friends. You make a good point about diversity, but then it has been the policy of this mod to give all sides flying units, which seems to render that argument a little redundant.

Edited by spiderspag, 02 June 2008 - 05:14 AM.


#204 ttandchotmail

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Posted 02 June 2008 - 05:17 AM

G'day spiderspag

Thanks :thumbsupsmiley:

The EA forum did have a good community at one stage. And many great ideas came from them.
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#205 Guest_Predi_*

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Posted 09 June 2008 - 08:41 AM

I still say that nazgúls are not frightening at all. Make them look like in the original intro. That's way much better...

#206 SovietSoldier

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Posted 24 July 2008 - 06:05 PM

yes,idea of a hill troll would be good.in the book,mollock(or whatever you call him,nazgul) was the chief of trolls.and he led with him at the battle of the black gate some hill trolls.Mollock was killed by pippin.
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#207 Nazgûl

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Posted 25 July 2008 - 11:46 AM

- We won't have any more Trolls as far as we've planned right now. I HATE the trolls from RotWK exp. Attack Trolls with and without Siege Mace + Mountain Trolls + Drummer trolls is rather sufficient and covers all trolls types from the movies. We will ad Mollock though (RA name), as a Troll hero with Leadership to ALL trolls, looking like the one in RotK final battle using CaH models =)

- We might remove flyboys again, as they are rather annoying gameplaywise and only have them as summons for Men and Dwarven factions... and move Isengrad fells to a summoned power too. That way all will have fly units but not ALL the time :facepalm:


I still say that nazgúls are not frightening at all. Make them look like in the original intro. That's way much better...


In what way is that? :ex: You mean the long robes? Those are only available for ONE single anim - riding. That would make them grow robes when riding, and loosing them when unmounting? :ermm:

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#208 witchkingshour

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Posted 26 July 2008 - 02:18 AM

Yeah I am pleased with how the trolls are now. Attack trolls own buildings and Mountain trolls are really hard to bring down. Nothing is worse tho when playing against Mordor and you see Masses or Orcs, trolls and heroes coming to your base. And if your in late game, it's over bc catapults, muamks are just too much for any faction to take down. Actually won my first game today against brutal lol. I was DFwarves against men and managed to win. Key for Dwarves is keeping them heroes alive.
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#209 Grig

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Posted 26 July 2008 - 09:41 PM

I don't see how much 'scarier' the Nazgul can get... I mean, even in the book, they were never described as 'horrific' with oozing puss and ferocious teeth :p it was the palatable feel of evil that made them horrific... it wasn't what you SAW its what you felt.

As they stand, the nazgul are about as 'scary' as they should be. If you ask me though... maybe up the range of the archer towers for Mordor? My elven ents and MOTW catapults can take them down without even getting shot at *shrug*

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#210 Nazgûl

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Posted 26 July 2008 - 11:08 PM

Ah now I get it... "up" as in "increase", lol. I read that like 5 times before I got it :p

Anyway, yeah that is one of the constant head aches... range of towers v/s Siege... I like to have towers that can defend themselves against Siege, at least see/locate them as I hate when the towers just get attacked from the void. But ppl complain about realism and since that's a high factor in SEE as well... it's a tough call.

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#211 Grig

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Posted 26 July 2008 - 11:45 PM

Well, isn't it realistic for a BIG TALL TOWER to see something that is at a far off distance and... ya know... shoot at it?

Edited by Grig, 26 July 2008 - 11:46 PM.

The Dark is patient...

The Dark is generous...

And it always wins...

But in the heart of its power lies weakness...

It takes but a single candle to hold it back...

Love is more then a candle...

Love can ignite the stars.


#212 Nazgûl

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Posted 26 July 2008 - 11:51 PM

Well, maybe it's more realistic that a powerful siege engine can shoot much farther than an arrow? :p

// C}{riZpc_punch.gif
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#213 witchkingshour

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Posted 30 July 2008 - 04:04 AM

Siege is the counter for towers though. We don't need to give them towers anymore range!
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#214 Guest_Predi_*

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Posted 30 July 2008 - 03:24 PM

To see what I mean:

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I think if it was in the intro, then it can be done. But I don't no anything about coding, so you can just call me stupid if I'm wrong. :shiftee:

#215 Guest_Predi_*

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Posted 30 July 2008 - 03:28 PM

Darn, not working :shiftee: , so then here is the link

http://kepfeltoltes....ltoltes.hu_.jpg

#216 Nazgûl

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Posted 30 July 2008 - 03:52 PM

That link is dead ^ (or the site is too slow)
But never mind, I know exactly what you mean, and I explained why we can't do it :shiftee:

// C}{riZpc_punch.gif
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#217 Jonasking

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Posted 30 July 2008 - 07:23 PM

Here's the site in a screenshot(took about 10 minutes to show the hole picture):Namnl_s.jpg .

#218 Guest_Predi_*

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Posted 30 July 2008 - 09:55 PM

That link is really dead (never trust in a free upload page[espacially hungarian].... well, figures :xcahik_: ), but nevermind. Now I see why it can't be done, so my heart just broken :lol: . But the whole mod is much more important than my desires. I can't wait to play with the evilman faction... Oh wait, that will be v4.7. Damn how impatient I am. Maybe I just hybernate myself :lol: But then again: thanks for listening to my laments, and keep up the great work :blush:

#219 SovietSoldier

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Posted 03 August 2008 - 11:09 PM

i have been thinking,why are two cave trolls pushing a siege tower?the mountain troll should,or the helmet trolls the ones who were pushing the siege tower in the rotk movie.
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#220 Nazgûl

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Posted 03 August 2008 - 11:35 PM

We'll most likely change the model from Cave Troll to Mountain Troll... eventually. It's already on the Grond, ready to be used. The question is if any modeler would want to rebind the whole model to the bones again, after editing it.

// C}{riZpc_punch.gif
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