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Moria Faction Thread


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#1 Sheephoof

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Posted 26 September 2007 - 07:49 PM

Hey everyone! This thread will be about trying to come up with a Moria faction; using old units, new units and old units with new stuff! I will update it as time permits; the likelyhood of this faction being implemented into the game looks unlikely, however that doesn't mean one can not try (I love goblins too much to see them get split up :sad:).

Moria



The moria faction will heavily be based around the Goblin armies that come to inhabit it. This faction also has room for more imagination too as "There are worse things than orcs in the deep places of the world".


Buildings

Tunnel- Resource building, same as normal

Breeding Hole

Level 1 Builds: Goblin Warriors, Goblin Archers, Level 2 Upgrade (cost = 450).

Level 2 Builds: Goblin Pikes, Goblin Drummers, Great Goblin, Level 3 Upgrade (cost = 850)

Level 3 Builds: Goblin Shaman, Bolg's Bodyguard, Train Commander (cost = 800).

Build Cost: 400

Build Time: 30s

Shadowed Den

Level 1 Builds: Goblin Runner, Wolves, Great Cave Troll, Level 2 Upgrade(cost = 500).

Level 2 Builds: Half Troll Pikethrowers, Wolf Riders, Great Wargs, Level 3 Upgrade (cost = 1000)

Level 3 Builds: Cave Troll, Flame Raiders, Withdrawn Shadows (Cost = 1200)

Build Cost: 800

Build Time: 40s

Spider Cave

Level 1 Builds: Eggling, Spiderlings, Level 2 Upgrade (cost = 500).

Level 2 Builds: Spider Riders, Brood Mothers, Level 3 Upgrade (cost = 1000)

Level 3 Builds: Hatch the Off-Spring (cost = 900), Venom Sacks (cost = 750)

Build Cost: 750

Build Time: 40s

Upgrades

Poisoned Blades - Significantly increases the damage caused by attacks and also creates a poision effect dealing damage over time to enemy units. Cost per equip = 350.

Poisoned Tips - Significantly increases the damage caused by attacks and also creates a poision effect dealing damage over time to enemy units. Cost per equip = 400.

Moria Armour - Significantly increases the armour of the unit. Cost per equip = 350.

Train Commander - Adds a banner carrier to the units, upgrading them to level 2 and allowing health and squad memeber regeneration over time. Cannot be used on units over level 2. Cost per equip = 275.

Withdrawn Shadows - Units become stealthed. Cost per equip = 500.

Venom Sacks - Increases damage dealt and adds a poison damage which causes damage over time. Cost per equip = 350.

Units

Builder - Self Explanitory.

Goblin Warriors

Basic Information: Weak unit that forms the backbone of the goblin army. Effective in swarms, these creatures are used to overwhelm your enemy.

Attack Type: Melee Sword

Horde Size: 25

Cost: 50

Buildtime: 17s

Upgrades:
Poisoned Blades
Withdrawn Shadows
Train Commander
Moria Armour

Abilities:
Journey through the dark - Level 3 - Significantly improves Goblin Warriors' vision range.
Goblin Morale - when next to 100 goblins or more - 70% speed bonus.

Goblin Pikes

Basic Information: Weak pike unit, good for early game anti-cavalry unit stronger units like trolls become avaiable. Cheap and spammable.

Attack Type: Melee Pike

Horde Size: 25

Cost: 80

Buildtime: 20s

Upgrades:
Poisoned Blades
Moria Armour
Train Commander

Abilities:
Goblin Morale - when next to 100 goblins or more - 70% speed bonus.
Porcupine Formation - Typical pike formation.

Goblin Archers

Basic Information: Weak ranged unit that's good early game and late game in swarms. Being even more fragile that Goblin Warriors, these units are only really effective when covering other forces, or cutting off an escape.

Attack Type: Ranged Bow

Horde Size: 20

Cost: 100

Buildtime: 20s

Upgrades:
Poisioned Tips
Withdrawn Shadows
Train Commander

Abilities:
Journey through the dark - Level 2 - Significantly improves Goblin Archers' vision range (not firing range).
Swarm Bombardment - level 3 - Increases Goblin Archers' rate of fire and range by 100% however reduces accuracy by 75%.
Goblin Morale - when next to 100 goblins or more - 70% speed bonus.

Goblin Drummers

Basic Information: The Goblin drummers deal little damage themsevles, but bring great leadership to the battlefield.

Attack Type: Drum Stick :p

Horde Size: 5

Cost: 300

Buildtime: 25s

Upgrades:
Moria Armour
Train Commander

Abilities:

Beater of the Drums - Adds 30% damage, 30% armour, 30% health and 200% experience to nearby allies.
Echoes of Horror - Level 2 - Sends nearby enemy units running into fear for fifteen seconds. Cooldown 1min.
Goblin Morale - when next to 100 goblins or more - 70% speed bonus.

Goblin Shaman

Basic Information: Goblins tampered in the dark magic, drawn from the secrets Moria held. Would be a single unit, able to do various things; dangerous but very fragile. Will be fast moving like other goblins.

Attack Type: Ranged Lightning Bolts; long attack delay, fairly heavy damage very small AoE. Animation from Isengard lightning tower.(dealing not that much damage)

Horde Size: 1

Cost: 600

Buildtime: 30s

Upgrades:

Moria Armour

Abilities:

Whispers of Terror - Level 1 - Selected horde will become corrupted and start attacking each other (based on the MoS "Doubt"). Cooldown 2mins.

Goblin Ritual - Level 3 - Target group of allied goblins are sacrificed to provide all nearby goblins +100% damage.

Dark Sacrifice - Level 5 - Sarcifices the Shaman to heal all nearby allies (Heroes and Units).

Bolg's Bodyguard - Mini Hero Horde

Basic Information: In the Battle of Five Armies, Bolg had an elite group of bodygaurds that held the goblin lines against Men, Dwarfes and Elves. They would have been victourious if not for the eagle turning up. They will be heavily armoured, fast, agile, perfected goblin warriors. Limit of four groups on the battlefield at any one time.

Attack Type: Melee Sword

Horde Size: 5

Cost: 1100

Buildtime: 30s

Upgrades: N/A

Abilities:

In Bolg's Name - Level 2 - Completely dodge all enemy attacks, rendering the horde invincable for ten seconds. Cooldown of 45seconds.

Hold the Line - Level 7 - Lose 90% speed, gain 200% armour. Formation ability.

Goblin Runner

Basic Information: It is rumoured that these goblins mixed their black blood with that of a wolf, providing unmatched speed. Very weak, ten man squad scouting unit. Very fast with excellent vision.

Attack Type: Throw rocks

Horde Size: 10

Cost: 100

Buildtime: 15s

Upgrades:

Moria Armour
Withdrawn Shadows
Train Commander

Abilities:

Hide Beneath - Level 1 - Horde burrows underground for fifteen seconds, concealing them from enemies. Resurfaces after time is up. Cooldown of 2min.

Great Wargs

Basic Information: There were big hulking wargs in the Battle of Five Armies that helped the Moria Goblins. However caution should be taken - such beasts lack allegiance.

Attack Type: Melee Bite

Horde Size: 12

Cost: 500

Buildtime: 30s

Upgrades: N/A

Abilities:

Deepening Hunger - Default - If the commander (a invidual goblin on a wolf) is killed, you will lose control over the pack and they will attack anything (allies or enemies).

Track Flesh - Level 2 - Slows movement by 50%, double vision range and allows the detection of hidden units.

Wolves

Basic Information: The wolves were also present at the Battle of Five Armies. They might not outmatch their warg relatives, however their loyalty and numbers may win the battle. Serve as early game cavalry.

Attack Type: Melee Clawing

Horde Size: 20

Cost: 450

Buildtime: 27s

Upgrades: N/A

Abilities:

Howl - Level 1 - Boosts hordes damage by 150%.

Wolf Riders

Basic Information: Due to the wolves tamability, the goblins were able to mount the beasts. Mid-Game infantry.

Attack Type: Melee Swords

Horde Size: 20

Cost: 550

Buildtime: 30s

Upgrades:

Moria Armour
Poisoned Blades
Train Commander

Abilities:

Pack Leader - Level 2 - Boosts both damage and experience gain by 125%

Half Troll Pikethrowers

Basic Information: These tough brutes are the result of troll and goblin cross breeding :blink:. Slow attack speed, high damage and a ton of health make these ranged damage dealers a strong addition to the you're army.

Attack Type: Ranged Pike

Horde Size: 15

Cost: 550

Buildtime: 35s

Upgrades:

Poisioned Tips
Moria Armour
Train Commander

Abilities:

Troll Blood - Level 3 (Passive) - Gains 25% more health.

Flame Raiders

Basic Information: Adapted from MorrisB's idea... slapped it on a wolf mount and gave it a sexy name ;). Basicly these wolf riding goblins can be a unique unit that literally set alight their enemies. Their default attack will be the corair torchers. Considered special cavalary; can still knock back enemies on wolves but doesn't deal much wolf impact meta damage.

Attack Type: Torch

Horde Size: 20

Cost: 700

Buildtime: 35s

Upgrades:

Train Commander
Ignite Torches: Does not need to be purchased from upgrade buildings, simply purchased on unit for 300 cash. Increases fire damage done by 50%.

Abilities:

Playing with Fire - Level 1 - Select a target area to throw a group of firebombs setting the area alight and causing damage on impact. Cooldown 1min30s.

Lay down the Flames - Level 1 - Activate to start spilling oil on the ground, for up to 20 seconds, then ignite it. Cooldown 2mins.

Egglings

Basic Information: New born spiders, yet to progress to young spiderlings. Very very fast (faster than spiderlings) yet ultimately quick, and good in swarms against early game pikes.

Attack Type: Melee Bite

Horde Size: 10

Cost: 90

Buildtime: 17s

Upgrades:

Venom Sacks
Train Commander

Spiderlings

Basic Information: Young spiders, who have long survived after hatching from the eggsacks. Are the typical units as you know them.

Attack Type: Melee Bite

Horde Size: 10

Cost: 225

Buildtime: 22s

Upgrades:

Venom Sacks
Train Commander

Spider Riders

Basic Information: These are the old spiders riders that will be moved back to goblins. Fastest elite cavalry unit of goblins, dealing high damage in melee and at range, however has no armour upgrade making them more vunerable despite superier speed and trample damage.

Attack Type: Melee Spears/Ranged Bows

Horde Size: 15

Cost: 600

Buildtime: 25s

Upgrades:

Poisoned Blades
Poisoned Tips
Venom Sacks
Train Commander

Abilities:

Weapon Toggle - Switches between spear and bow.

Brood Mothers

Basic Information: These are the elite monster unit of goblins; comparable to the mordor attack troll. They cost 1000 each, and deal excellent trample, are vulnerable to pikes archers; and with upgrades have some neat tricks up thier hairy skin. Fairly fast, but not as fast as typical cavalry (slightly slower than wargs).

Attack Type: Melee Bite

Horde Size: 5

Cost: 1000

Buildtime: 40s

Upgrades:

Hatch the Off Spring
Venom Sacks
Train Commander

Hatch the Off Spring - Requires the Upgrade - On death, each brood mother will leave behind an egg with a small amount of health. The egg is attackable by allied and enemies forces. Once the egg is destroyed it will open to produce a group of egglings.

Web - Level 3 - Pins a target unit or hero to the ground, crippleing them for 30 seconds. Cooldown 2min30s.

Burrow - Level 5 - Burrow underground and re-submerge at a target location on the visiable map. Cooldown 3mins.

Cave Troll

Basic Information: I really wanted to add more customisation to these creatures; I always found them a little 'puny'. I've going to try something different as far as attack goes. The cave troll will have 75% health of an attack troll, and instead of taking increased damage from arrows it will take 25% less damage from peirce, but 20% more from pikes.

Attack Type: Melee Tree Club/Melee Hammer/Melee Spear/Ranged Rock

Horde Size: 1

Cost: 500

Buildtime: 25s

Upgrades (Note - Can Only Chose One Of The Following):

Unearth Tree - Cost = 250
Great Hammer - Cost = 325
Moria Spear - Cost = 170
Rock Thrower - Cost = 200

Abilities: N/A

Weapon Type:

If Unearth Tree is chosen - The Troll is able to pick up a massive tree and use it as a club. Deals moderate damage with high splash and knockback. 75% reduced damage against buildings.

If Great Hammer is chosen - The Troll is equiped with a massive hammer. The Hammer deals high damage, moderate area of effect and large knockback. No damage reduction against buildings.

If Moria Spear is chosen - The Troll is equiped a powerful spear. The Spear deals high damage to single targets (no area of effect and no knockback). 75% reduction against buildings.

If Rock Thrower is choen - The Troll is able to pick up massive rocks from the ground or simply ram enemies with his massive shoulders. Using rocks causing moderate damage, with minor area of effect and minor knockback. Gains 10% damage versus buildings. Physical attacks are the same, but gain a 15% damage gain versus buildings.

Note: The physical attacks are the defualt is no upgrade is chosen, of if Unearth Tree is purchased and for whatever reason no tree is targeted to pick up.

Heroes

Ungoliant - Ring Hero

Lore Information: Ungoliant was the first great spider (Shelob is her last remaining relative). She fought along side Melkor against the elves, and when Melkor betrayed her she attacked him. Melkor let lose a cry and his Balrogs came and saved him by ganging up on Ungoliant.
Since Ungoliant was such a powerful creature, it's logical she'd be Moria's ring hero; her power even rivaled (if not exceded) that of Melkor.

Hero Information: would be a fast Ring Hero - faster than Shelob but slower than Spider Riders, causes trample damage; 125% damage from pikes. Lots of health, high armour, high attack, low attack speed.

Abilities:
Lull Into Darknass - Take control of a target hero for 60 seconds. When time runs out the spell deals severe damage to the hero. Cooldown of 2 minutes.

Drain Life - Stabs her great stinger into a target unit, killing it instantly and restoring it's all hitpoints to her.
Cannot target heroes. Cooldown of 1 minute.

Devour the Light - In an area of affect it causes units lose 50% accuracy and 75% speed. Lasts 30 seconds. Cooldown 1min20s

Burrow - Burrows underground to any location on the visable map - causes large damage when resurfacing to all near by units. Cooldown 45 seconds.

Build Time: 2 Minutes

Build Cost: 10,000 and the One Ring

Flame of Udun

Lore Information: The Balrog that slayed Durin in the battle of Moria, when the dwarfes foolishly tried to retake thier home. Is later slain my Gandalf.

Hero Information: Similar to the summoned Balrog, starting at level 1, with a few custom spells.

Abilities:

Flight - Level 1 - Flies to a nearby location on the map. Cooldown 45 seconds.

Whip - Level 3 - Balrog whips selected target for high damage. Reduced affectsversus buildings.

Shadows - Level 7 - The flames on the Balrog diminshes, but consumes the surrounding shadows. Significantly increased health, minor reduced damage. Lasts 30 seconds. Cooldown 1min30s.

Flames - Level 7 - The shadows on the Balrog diminishes, but are overwhelmed by flame. Significantly inceased damage, minor reduced health. Lasts 30 seconds. Cooldown 1min30s.

Dark Fire - Level 10 - The Balrog is consumed by Shadow and Flames and reappears at a target location on the visable map, causing an explosion of fire and shadow on re-appearence. Cooldown 3mins.

Build Time: 45 seconds.

Build Cost: 5250

Smaug

Lore Information: One of the last great dragons of Middle-earth, Smaug is the main antagonist in the The Hobbit who had previously laid waste to the village of Dale and captured the Lonely Mountain (Erebor) with all its treasure. Is later killed by Bard's black arrow, after Bilbo finds a weak patch on the dragons jewel encrusted skin.

Hero Information: Replacing Drogoth as the late-game dragon hero of the goblins.

Abilities:

Take to the Skies/Rampage on Ground - Level 1 - Allows Smaug to switch between fighting on ground and fighting in the air. In the air Smaug's peirce damage taken is increased by 20%, his speed is increased by 65% and his attack is changed to the swoop the nazguls having causing reduced Area of affect. On ground, increased damage and area of effect (breathing fire). Different spells will become available depending on which mode he is fighting.

Death from Above - Level 2 - In Air - Selected target area takes a volley of fireballs causing lots of damage over the area. Cooldown 1min45s

Fireball - Level 2 - On ground - Shoot a fireball and at selected target causing mass damage to the individual unit (with a little splash). Cooldown 1min30s.

Wing Smash - Level 4 - In Air - Knocks down target units in a selected area causing minor damage and pinning them onto the ground until the effect is finished. Lasts 15 seconds. Cooldown 1min30s.

Fire Avatar - Level 7 - In Air - Sends forth a powerful fiery dragon avatar causing mass damage and lots of splash. Cooldown 2min.

Breathe Fire - Level 8 - On Ground - Breathes a powerful fiery breathe in a target area causing huge damage. Cooldown 3min.

Brethren from the Mountains - Level 10 - Both - Select a target area for a dragon strike - three dragons will fly over. One will smash you're enemies down with their mighty wings, the other with shoot a single powerful fireball in the centre and the third will do a flyby incinerate. Cooldown 3min20s.

Build Time: 1 minute.

Build Cost: 6225

Gorkill the Goblin King

Lore Information: EA made a screw up of this guy, however the name is cool and he's worth using since you've got the sound track a decent model file. This is going to be the strongest 'goblin' hero (note: Not 'moria' hero).

Hero Information: Slow to start off with, until he gets to level 3 when he recieves Goblin Slaves and then again at level 7 with Taming the Beast. Leadership is not his area of speciality; lots of heroes already have goblin leadership.

Abilities:

Level 1 - Master's Whip - Give goblins in target area of effect experience.

Level 3 - Goblin Slaves (Passive) - Gorkill literally mounts a throne which is carried by four goblin runners (inspiration came from MorrisB). This increases his speed and has a weapon change (see the special "Weapon Section".

Whip Lash - Level 5 - Smash target unit with whip dealing moderate damage in a small area of affect.

Taming the Beast - Level 7 (Passive) - Gorkill mounts a firedrake and has a weapon change. Drake significantly increases speed and can causes trample damage.

Flaming Tornado - Level 10 - Gorkill whips the air starting a strong current, whilst the drake breathes fire. The two infuse to great a fire tornado. It's the same as elrond's whilrwind, except red with possible a few of the magma chunks swiling around (that appear at Balrog summoning), and leaves a small trail of fire where it moves.

Weapon Changes:

Level 1 < 3 = Sword

Level 3 < 7 = Whip from atop his throne

Level 7 < 10 = Fire Drake's fire breathe, however Gorkill still carries a whip to allow him to use "Whip Lash".

Build Time: 38 seconds.

Build Cost: 3250

Azog

Lore Information: The goblin that kills Nain in Moria, by sending a blow to the Dwarfes neck. When the Dwarfes overwhelm him in Moria, he fleas only to be slain by Dain Ironfoot, Nain's son.

Hero Information: In the game he's a little weak for his power. I'll be making Azog more a mid-game hero, with his son Bolg taking the early game hero goblin place.

Abilities:

Commander- Level 2 - Nearby ally goblins recieve a +25% armour, + 25% defence and +200% experience gain. Passive ability.

Mocking Words - Level 4 - Horrify and insult target hero, causing them to flee for 15 seconds. Cooldown 1min.

Crack the Whip - Level 6 - Provides bonus experience to Goblins in a target area. Cooldown 2mins.

Flee - Level 9 - Azog's gains 250% bonus speed movement for 25 seconds. Cooldown 3mins.

Build Time: 35 seconds.

Build Cost: 2250

Bolg

Lore Information: The son of Azog.

Hero Information: Replacing the original Azog for early game harrasment.

Abilities:

Battle Cry- Level 2 - Nearby ally goblins and Bolg recieve a +50% armour, + 50% defence for 25 seconds. Cooldown 1min45s.

Pillage - Level 6 - Nearby ally units steal resources when destroying enemy units, heroes or buildings.

Reinforcements - Level 10 - Summons four groups of fully upgraded goblin warriors. Lats 60 seconds, 3min Cooldown.

Build Time: 30 seconds.

Build Cost: 1100

Great Cave Troll - Structure Hero

Lore Information: The troll in the movies that attcks and almost wipes out the fellowship in Balin's tomb.

Hero Information: Very different to Rogash, who is a well trained warrior troll, this hulking beast will have little care for who it damages. As MorrisB pointed out it would make sense to have this as the structure hero; have removed rampage and bumped off the ability requirement levels.

Abilities:

Hardened Skin - Level 7 (active when he comes out) - Becomes immune to pierce damage (unupgarded archers).

Troll Leadership - Level 8 - Provides +50% damage and 50% health to nearby trolls.

Chain Whip Rampage - Level 9 - Charges blindy foward at a selected unit or hero, causing meta damage to all units on route, and on recharging the hero whips them with a metal chain dealing high damage.

Build Time: 35 seconds.

Build Cost: 2000

Great Goblin - Commander Hero

Lore Information: The goblins in Moria weren't a babbling mess, but did have leaders. The great goblin is a devised creature that could have been a commander in the Moria forces.

Hero Information: Based vaguely on Gorkill, this commander unit has been appropriately edited.

Abilities:

Fell Totem - Level 2 - Places a totem on the ground, poisoning the surroundings causing all nearby Goblins to recieve +60% defence and +60% health. Does not stack with Skull Totem. Lasts until the totem is destroyed; cooldown of 2min.

Skull Totem - Level 3 - Places a totem on the ground imbedded with the skulls of goblin brethren enraging all nearby Goblins to recieve +40% damage and +25% attack speed and +175% experience rate. Does not stack with Skull Totem. Lasts until the totem is destroyed; cooldown of 2min.

Mount Scorpian - Level 5 - Mounts a scorpian, increasing damage taken by peirce and pikes by 25%, but allowing trample and faster movement speed.

Build Time: 30 seconds.

Build Cost: 900 However much the commander unit should cost; not sure.


PowerPoints

Battle Roar

Power Point Cost: 5

Basic Information: Increases friendly targeted movement speed by 160% and attack speed by 40%.

Reason:The goblins overwhelmed the fellowship in Moria in the movies, trapping them through sheer speed and mobility.

Duration:20s

Cooldown:2min

Scream from the Dark

Power Point Cost: 5

Basic Information: Causes target enemy units to flee in fear.

Reason:The Balrog effectively roars out, and you're enemies will flee with fear from the Balrog's scream. A nice sound effect could be used here too.

Duration:10s

Cooldown:1min40

Swarm

Power Point Cost: 5

Basic Information: Select goblin cave can produce it's next three hordes of goblins at half the cost and double the speed.

Reason:Goblins are all about swarming and early game harrasment; this spell will aid that without being OP (only affects goblin warriors and archers)

Duration:N/A

Cooldown:3min

Scavengers - Same as normal

Breed Spiderlings - Same as Summon Spiderlings, name change suggested by MorrisB.

Dark of Moria - adapated from MorrisB's original idea.

Power Point Cost: 10

Basic Information: Selected area of the map is lost to the dark.

Reason:I liked the spell name MorrisB came up with, but instead of leadership bonuses I thought it would be cool to be able to select a fairly chunky sized area and put an unbreakable shroud over it (only affects you're enemy's sight). So even if his units walked into there, he wouldn't be able to see the area (he could still control them, but they'd effectively be lost). This could be used to hide a building for a duration, or even an ambush (or cover an escape!)

Duration:45s

Cooldown:3min50s

Release the Trolls

Power Point Cost: 10

Basic Information: Summon three cave trolls, two with tree clubs and one without.

Reason:Simple, balanced and effective.

Duration:1min30s

Cooldown:3min25s

Drums in the Deep

Power Point Cost: 15

Basic Information: Reduces enemy movement speed by 50%, attack speed by 25% and armour by 25%. Increases allies movement speed by 25%, attack speed by 20% and damage by 25%.

Reason:I love the name of the spell, and I was having a personal debate whether this was going to be a 5pp spell of 15pp. In the end MorrisB has convinced me :p, I am going to stick it as the idea we orginally came up with. It's important to make the spell balanced due to the fact there's both negative and positive leadership.

Duration:2min.

Cooldown:4min.

Darkness - as you know it; cannot stack with Drums in the Deep.

Open the Eggsacks

Power Point Cost: 15

Basic Information: Summons hundreds of tiny spiders to swarm over you're enemies, eating everything in thier path.

Reason:This spell is heavily based on Army of the Dead. If the battalion art could be changed to a spiderling, and the unit size scaled in half, you should be able to summon hundreds of tiny little spiders that could climb over you're enemy and bit them. Dealing the same damage as army of the dead but lasting a lot less time.

Duration:30s.

Cooldown:2min30s.

Pact with Morgoth

Power Point Cost: 25

Basic Information: Select a hero and warps him into a Balrog, killing the hero instantly.

Bonus: (only if possible), the Balrog is summoned with the % of health the selected hero had.

Reason:Morgoth was no able to create creatures, simply alter current ones (ie trolls came from ents, dragons came from eagles). From the strongest people on middle earth called the Maier, he changed them into balrogs. Now bending lore slightly, we can make this be any hero...

Duration:90s.

Cooldown:5min.

Resurface

Power Point Cost: 25

Basic Information: Move all buildings friendly buildings, within a large area of affect to an empy area of the map.

Reason:If the teleport spell was able to be taken from the custom hero, and possible altered to relocate buildings, it would be like they kinda burrowed underground to resurface. Since the spell isn't that incredible it should have a short cooldown - but imagine just before an attack, bringing you're base really close to the enemy!

Duration:N/A

Cooldown:4min.

Power Point Tree

;) Swarm - Battle Roar - Scream from the Dark :p
Breed Spiderlings - Scavengers - Dark of Moria - Release the Trolls
:xcahik_: Darkness - Open the Eggsacks - Drums in the Deep :xcahik_:
:xcahik_: :) Resurface - Pact with Morgoth ;) :xcahik_:

Edited by Sheephoof, 07 October 2007 - 05:35 PM.


#2 Elendil the High

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Posted 26 September 2007 - 07:58 PM

Until now, it seems fine, but as basic infantry, the goblin warrior and archers shouldn't have special abilities, but the Goblin morale is good
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#3 Sheephoof

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Posted 26 September 2007 - 08:03 PM

In the basic game they already had special powers, like poisioned blades and poisioned arrows, I intend to add special abilities to a lot of units to make it funner, as long as it remains balanced ;)

Swarm Bombard is just a cusotmized version of the current bombard; just more gobliny, and as for journey in the dark that doesn't seem very OP when you take into consideration how long a goblin horde will actually survive :)

#4 MorrisB

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Posted 27 September 2007 - 06:16 AM

Heh, I see you began to make the Moria faction topic.

Looks nice, most of the ideas are pretty creative. A few things, though:

Goblin Warriors: overall, nice, but the horde size could be even greater IMO (maybe 25).

Goblin Archers: give them a greater horde size. Even the original Goblin Archers were at the horde size of 20 goblins, yet they weren't overpowered :)

Goblin Morale: Well, I dunno... it is possible to enable a bonus which activates... when a certain type of unit is near (see the "Elder Company" at the Entlings). But I dunno if it's possible to be enabled when a certain amount of units are near.

Foul Poison / Withdrawn Shadow / Train Commander: write down exactly how do these work. Okay, they are most likely upgrades, but write down what-the-heck do they do. Does "Foul Poison" give the gobbos an increased attack damage along with a poison effect, or it only gives a poison effect (the two is different).

Journey Through the Dark: this is nice, but Goblin Archers should also gain this on level 3, otherwise they would get it with a Train Commander upgrade, which is not a good idea.

Swarm Bombardment: I'm uncertain if this is possible. You want to make it into a Bombardment-like ability, right (so the archers bombard an area with arrows) ? Well, then this sounds pretty hard to make...

Drums in the Deep: the drums should be used as a high-level spell, since the drums were placed all over Moria. But oh well, still works as a basic spell... my only complaint is that it shouldn't effect oly movement speed. The movement speed is the least thing at a unit the player would care about. I would recommand you to make it give +75% movement speed AND +50% attack speed. And then it would be a really nice spell, especially for Goblin Archers, yet still not overpowered due to the low damage of the gobbos.

Dark of Moria: sounds pretty cool (and more creative than my original version), but it shouldn't only make the area invisible. The enemy units should also suffer a great weakening effect ( -50% armor and -60% movement speed would work well, I think; they can't defend and move too well since they can't see too much ;) )

Swarm: I fear it can't be done that only three battalions can be trained like this. And besides, if it would be possible, the effect should last until that friggid' third battalion is trained. I would suggest you to change it a bit:

Selected Goblin cave will produce units (not just Goblin warriors and archers, but any othe Goblin Cave units as well) at double speed for a short time. This would work quite well, and wouldn't be overpowered if it lasts only for a short time, which is still enough to train 3-4 lesser or 2-3 stronger battalions ;)

------------------------------------------------------

Apart from these minor things, very good job !

I especially like the "Scream From the Dark" and "Release the Trolls" power ! They are very original and creative.

Keep it up !
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#5 Caluadan

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Posted 27 September 2007 - 07:33 AM

I like the powers a lot :)
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#6 Sheephoof

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Posted 27 September 2007 - 10:07 AM

Heh, I see you began to make the Moria faction topic.

Looks nice, most of the ideas are pretty creative. A few things, though:

Goblin Warriors: overall, nice, but the horde size could be even greater IMO (maybe 25).

Goblin Archers: give them a greater horde size. Even the original Goblin Archers were at the horde size of 20 goblins, yet they weren't overpowered ;)



Agreed, I'll change that.

Goblin Morale: Well, I dunno... it is possible to enable a bonus which activates... when a certain type of unit is near (see the "Elder Company" at the Entlings). But I dunno if it's possible to be enabled when a certain amount of units are near.


It is possible, in fact many people don't know this, but if you have a hundred or more orcs they get a speed and attack speed bonus :). I used to write up mordor strategy guides on G.Replays... back when I was applying for Strat Mod (but thats another story ;P )

Foul Poison / Withdrawn Shadow / Train Commander: write down exactly how do these work. Okay, they are most likely upgrades, but write down what-the-heck do they do. Does "Foul Poison" give the gobbos an increased attack damage along with a poison effect, or it only gives a poison effect (the two is different).


There will be an upgrade sction (I agree it's hard to know what they do since I haven't put it up ;P ); "All good things to those who wait" -Hannibal Lecter


Journey Through the Dark: this is nice, but Goblin Archers should also gain this on level 3, otherwise they would get it with a Train Commander upgrade, which is not a good idea.


Agreed, I'll change that.

Swarm Bombardment: I'm uncertain if this is possible. You want to make it into a Bombardment-like ability, right (so the archers bombard an area with arrows) ? Well, then this sounds pretty hard to make...


I don't think so - bombard is a spell and therefore should have a commandset.ini etc and therefore can be altered. If it's orginal fire was copied, pasted and renamed; with all the appropriate other files altered it should be very doable.

Drums in the Deep: the drums should be used as a high-level spell, since the drums were placed all over Moria. But oh well, still works as a basic spell... my only complaint is that it shouldn't effect oly movement speed. The movement speed is the least thing at a unit the player would care about. I would recommand you to make it give +75% movement speed AND +50% attack speed. And then it would be a really nice spell, especially for Goblin Archers, yet still not overpowered due to the low damage of the gobbos.


We orginally discussed it being a 15pp spell; I decided against it. Ultimately the drums were just something the goblins used before their attack and should be a leadership spell. As for 200% movement speed for any goblin faction unit, that does matter a lot. Would cut off hero escapes, further boost goblin early game harrasment (which is what they specialize in) and leader to ultimatelyt more strategical purposes of the units. Plus it's more orginal than adding damage/attack speed/defence which spells tend to do.

Dark of Moria: sounds pretty cool (and more creative than my original version), but it shouldn't only make the area invisible. The enemy units should also suffer a great weakening effect ( -50% armor and -60% movement speed would work well, I think; they can't defend and move too well since they can't see too much ;) )


Would become too strong for a 10pp spell. Lets picture this a second:

Pikes = |
Archers = A
Shroued Edge = #

########
# \ | | | | / #
# - A A A - # You could have pikes surrounding the archers; enemy cavalry try to charge blindly
# - A A A - # in and have no way of seeing... bye bye cavalry.
########

The possibilites for this spell are immense; adding further bonuses would simply disrupt balance.

Swarm: I fear it can't be done that only three battalions can be trained like this. And besides, if it would be possible, the effect should last until that friggid' third battalion is trained. I would suggest you to change it a bit:

Selected Goblin cave will produce units (not just Goblin warriors and archers, but any othe Goblin Cave units as well) at double speed for a short time. This would work quite well, and wouldn't be overpowered if it lasts only for a short time, which is still enough to train 3-4 lesser or 2-3 stronger battalions ;)



Either would be fine for me - if the orginal way isn't possible that I'd be more than happy to go with the timer idea ;)

------------------------------------------------------

Apart from these minor things, very good job !

I especially like the "Scream From the Dark" and "Release the Trolls" power ! They are very original and creative.

Keep it up !



Thank you for taking the time to show some constructive criticism that I've taken on board :D

Edited by Sheephoof, 27 September 2007 - 10:10 AM.


#7 MorrisB

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Posted 27 September 2007 - 12:46 PM

Dark of Moria: the possibilities are great... but they can't be used to well. Why ? Well...

You just can't make up a formation like this and cast the spell and therefore gain the adventage of the situation UNLESS you actually KNOW that what is the enemy up to.

Same at any other formation.

Or, if you think this would make the spell overpowered, I tell you something: Evil Men and Elves have powers those conjure mists to shroud an area (Evil Men - Shadow of Rhun; Elves - Enshrouding Mist). These make allied unit invisible to enemies, AND greatly reduce the stats of the enemies. Oh, and they cost TEN (10) power points !

So feel free to add an armor/movement speed/whatever reduction effect; it won't make the spell overpowered ;)

Drums in the Deep: the gobbos shouldn't ONLY focus on early-game harassment (you should give a chance for the other races :) ). And besides, there isn't ANY spellbook power that actually increases attack speed...
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#8 Sheephoof

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Posted 27 September 2007 - 12:52 PM

I don't think I explained the Dark of Moria very well :)

Ok basicly you would select an area about the size of farsight and cast it. That area would then become black to your enemy (the spell does not affect you). If the enemy moves his units into that black area he still can't see them; they enter the shroud so he loses sight of his own units. I'm not sure if you understood what I meant before (it does way more than just stealthing allies ;) )

Edited by Sheephoof, 27 September 2007 - 12:53 PM.


#9 MorrisB

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Posted 27 September 2007 - 01:23 PM

...so you actually mean the enemy units will be "out-of-control" ? Not possible. You can't make the player lose control over his own units like this.

The fact that he can't see his/her units doesn't mean that he/she can't select and command them; PLUS, you can't reduce the enemy line-of-sight so much that they can't see anything. The units WILL see your units - at least when they actually "meet" :)

Furthermore... this spell is effective ONLY against human players. Human players will be most likely a bit distracted from the effect of this spell (only for a brief time, through). But not computer players. The computer players - like it or not - will actually see what's going on inside the cloud. Hope you understand what I mean ;)
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#10 Sheephoof

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Posted 27 September 2007 - 02:14 PM

Lol after the PM I sent ya I can only say one thing: Play Online with ME :). Computers suck :D. Oh btw if any wants to play a match online with me PM me :grin: + it's a shame thats not possible; but are you sure? Because you don't have to lose control, just make an area of unrevealable fog of war...

#11 MorrisB

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Posted 27 September 2007 - 02:23 PM

There's no such thing like "unreveable" in this game. PLUS there are actually many lesser spellbook powers those can easly reveal the potential area, regardless of the shroud, making it useless: Eye of Sauron, Crebain, Vampire Bats (will be Angmar's new power), Cave Bats, Birds of Cuiveinen (will be one of Dorwinion's spells), Palantir...
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#12 Sheephoof

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Posted 27 September 2007 - 02:28 PM

Ah ok - np. I'll conjure some new random idea and see if that work's :)

#13 IthronAiwendil

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Posted 27 September 2007 - 03:38 PM

The idea of a Moria faction is kinda nice, but remember that if I do it, Angmar will need new units to replace the Gobbos who are moved back to their own faction. And as all the factions in WotE have around 25-32 units and heroes, Moria has to be pretty big as well.

If you posted some more unit and hero ideas I might even become interested of this faction...

#14 lycan

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Posted 27 September 2007 - 03:40 PM

i like the ideas but as i think ithron plans not to add another faction.


good ideas though :)

#15 JEV3

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Posted 27 September 2007 - 03:43 PM

Keep in mind you can use attribute modifiers to mess up nearby enemy units, (ie speed = 0, attack damage = -50%) So they could in fact be uncontrollable for the duration of the mist once they are foolish enough to step into the shadows. :)

EDIT: Considering there are only three unit suggestions, this could fit with another faction. I'm sure there are many lackluster powers that could be replaced.

EDIT2: Also, it might be neat... (don't entirely know if its possible, haven't looked through the codes in a while) if you could *cloak* a horde or a few hordes instead of the Elven Mist and such type of power.

Edited by JEV3, 27 September 2007 - 03:47 PM.

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#16 Sheephoof

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Posted 27 September 2007 - 04:48 PM

Awesome - there is a hope for the shadows :)

#17 MorrisB

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Posted 27 September 2007 - 04:51 PM

Did you also noticed what Ithron said, Sheephoof ?

If you posted some more unit and hero ideas I might even become interested of this faction...


Here's your chance. Prove your worthyness.
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#18 Sheephoof

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Posted 27 September 2007 - 07:00 PM

I actually mised that xD - Suppose I'd better get updating some units and stuff; I'll re-scan over the idea PM you sent me :)

#19 MorrisB

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Posted 27 September 2007 - 07:12 PM

Good. Do your best, friend, and should any need rise, just call out my name.
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#20 Sheephoof

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Posted 27 September 2007 - 07:35 PM

Ok stuck up two new heroes - I'll add more tommorow (I'm gonna actually go and play the game now! :)). Thanks MorrisB; I did as you suggested and named the Balrog Durin's Bane - I customised him a little too.

Edit: My friend can't come on! I'll continue :D

Edited by Sheephoof, 27 September 2007 - 07:37 PM.





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