I have some great ideas for a mod RotWK mod, so here they are:
The Lord of the Rings: The Battle for Middle Earth II: Rise of the
Witch-King
Expansion Pack The Necromancer
Ideas of Person
New Faction Name: Necromantry
Introduction
Sauron The Necromancer
For many long years, darkness has dwelled in the southern reaches of Mirkwood, an evil known only as the Necromancer. Eventually, the Free Peoples discovered that this being was none other than Sauron, The Lord of The Rings. Though his power is weakened by the loss of The Ruling Ring, and his physical form was destroyed in the War of the Last Alliance, Sauron is still a force to be reckoned with, and his power is growing. If the forces of Good cannot banish him once again, Middle-earth is doomed to impenetrable darkness.
New Units & Upgrades
Silk Spinner Upgrade: Gives all spider units the ability to upgrade so they can use the power Web Cocoon.
Giant Bats: Three Giant Bats to a horde, much like the Fell Beasts.
Screech Upgrade: Gives Giant Bats the ability to upgrade so they can use Screech.
Rock Hurdle Upgrade: Gives Giant Bats the ability to upgrade so they can drop large boulders on enemy units and structures.
Wild Wargs: Like Warg Packs.
Carnivore Upgrade: Tells the unit or hero to hunt and kill the enemy for experience points.
Orc Raider: About the same as an Orc Warrior.
Castellans of Dol-Gurdul: Strong against all normal units, only available at level 3 Orc Pit, can only have three hordes at anytime.
Dragon Armor: Basically Heavy Armor.
Dragons Breath Blades: Basically Forged Blades.
Dread Vail: Stealth’s units when not attacking.
Structures, Units, & Upgrades
1. Fortress- $5000 (Produces heroes and builder units)
Upgrades: Bat Cloud, Black Speech, Black Fog, Demon Moat, House of Deliverance, Tower of High Sorcery/
2. Spider Pit- $????
Stage 1: Spiderlings/ Stage 2: Spider Riders/ Stage 3: Venom Sack Upgrade, Silk Spinner Upgrade/
3. Bat Cave- $????
Stage 1: Bat Cloud/ Stage 2: Giant Bats/ Stage 3: Screech Upgrade, Rock Hurdle Upgrade/
4. Warg Den- $????
Stage 1: Wild Wargs/ Stage 2: Warg Rider/ Stage 3: Carnivore Upgrade/
5. Orc Pit- $????
Stage 1: Orc Raider, Orc Archers/ Stage 2: Black Orc/ Stage 3: Castellans of Dol-Gurdul (Only allowed three at anytime), Banner Carrier Upgrade, Fire Arrows Upgrade/
6. Armory- $????
Stage 1: Dragon Armor/ Stage 2: Dragons Breath Blades/ Stage 3: Dread Vail
7. Crystal Mine- $???? (Generates resources) NEW Structure, acts much like the Goblin Tunnel.
8. Lumber Mill- $???? (Generates resources)
9. Crystal Tower- $???? (Battle Tower)
10. Demon Pit- $????
Heals nearby friendly units.
11. Wall Hub- $????
Wall Hubs allow you to expand your castle walls.
Fortress Expansions
Demon Falls: Much like the Elven Floodgate but instead of water horses it releases black winged skeletal horses.
Dragons Head: Great fireballs shoot from the stone dragons mouth, much like a catapult.
Crystal Tower: They shoot balls of electricity from the crystal at the summit of the tower.
Wall Hub: Wall Hubs allows you to expand your castle walls.
Fortress Upgrade Descriptions
Bat Cloud: Increases the vision range of the fortress and also adds a permanent stealth detection radius around the fortress.
Black Speech: Allows the fortress to blast utter terror into the hearts of attacking enemies within a medium radius around the fortress. (Terror)
Black Fog: Creates a mysterious black mist around the fortress that stealth’s all nearby allies and increases their defense by +2.
Demon Moat: Decreases melee damage done to fortress by-3.
House of Deliverance- Reduces attacking enemy armor and slowly poisons them.
Tower of High Sorcery: Once the Tower of High Sorcery has been upgraded the fortress can fire a huge ball of black magic anywhere on the map that is visible to kill all enemies and brings all dead allied forces back to life within a large radius but dose no damage to structures. (House of Deliverance is needed to construct the Tower of High Sorcery)
Fortress Upgrade Cost
Bat Cloud- $500
Black Speech- $1000
Black Fog- $1500
Demon Moat- $1500
House of Deliverance- $2000
Tower of High Sorcery- $2500
Wall Upgrades
Crystal Tower
Demon Falls
Gate
Wall Hub
Heroes & Their Powers
Warg Chieftain- $1000 (Only allowed two at anytime)
Level 1: Howl ~or~ Terror
Level 3: Carnivore
Level 8: Call to the Pack
Spider Queen- $1500
Level 1: Spawn
Level 3: Venomous Bite
Level 5: Web
Level 6: Web Cocoon
Level 8: Tunnel
Shakeal- $2500
Human Form
Level 1: Mount
Level 2: Morph
Level 3: Bleeding Blade
Level 4: Terror
Level 8: Whirl Wind of Death
Giant Bat Form
Level 2: Morph
Level 6: Screech
Level 8: Call to the Horde
Glorfadin- $3000
Human Form
Level 1: Morph
Level 3: Blink
Level 5: Morgul Blade
Level 8: Terror
Level 10: Vampyre
Giant Bat Form
Level 1: Morph
Level 3: Screech
Level 8: Gust
Level 10: Bat Swarm
The Necromancer- $4000
Human Form
Level 1: Morgul Blade
Level 3: Terror
Level 6: Wolf Bane
Level 8: Necromancy
Level 10: Morph
Demon Form
Level 1: Blind Rage
Level 3: Shades Fury
Level 6: Corps Rain
Level 10: Morph
Ring Hero
Morgoth- $10000
Human Form
Level 1: Terror
Level 3: Morgoths Might
Level 6: Balrogs Fist
Level 8: Fires Fury
Level 10: Morph
Balrog Form
(All the powers of a Balrog but +3)
Power Descriptions
Terror: Causes enemy units to flee in terror.
Howl: Same as Terror.
Carnivore: Tells the unit or hero to hunt and kill the enemy for experience points.
Call to the Pack: Calls several Wild Warg hordes to the battle field around the hero.
Spawn: Calls several spiderling hordes to the battle field around the hero.
Venomous Bite: Poisons an enemy hero.
Web: Fires a sticky web in a large radius around the hero trapping all enemy units and heroes for a short duration.
Web Cocoon: Traps one specific Hero for a medium duration.
Tunnel: Allows the Spider Queen to burrow under the ground to any visible location on the map.
Mount: Mount their horse.
Morph: Allows hero to transform into their secondary and primary form at will.
Bleeding Blade: Stabs an enemy unit and upon death turn into a vampire.
Whirl Wind of Death: Shakeal turns into an extremely powerful black tornado with the souls of the dead in it, lasts for a limited time.
Call to the Horde: Summons 2 hordes of Giant Bats around the hero.
Blink: Can teleport to any visible location on the map.
Morgul Blade: Stabs an enemy unit and upon death they turn into a Wight under your control.
Vampyre: Allows Glorfadin to summon three vampyres too fight for him for a limited time.
Screech: Same as Terror but for flying units and heroes.
Gust: Glorfadin causes a massive windstorm.
Bat Swarm: Glorfadin opens his mouth to let out a swarm of destructive bats damaging structures and units for a medium duration.
Wolf Bane: The Necromancer stabs an enemy unit and upon death transforms into a powerful Ware Wolf under your control.
Necromancy: Brings all dead allied forces back to life with full health within a large radius around the hero.
Blind Rage: (Passive Ability) Increases power by +2.
Shades Fury: Same as Terror but for demons.
Corps Rain: Kills all enemy forces in a medium radius around the hero and rains their corpses onto the selected area on a visible part of the map.
Morgoths Might: The ground trembles on selected area of the map it starts to crack and lava seeps out through the cracks.
Balrogs Fist: (Passive Ability) Increases power by +3.
Fires Fury: Calls down a great fireball onto any visible location on the map that kills all enemy units and heroes and dose excellent damage to structures.
Necromancer Power Tree
5 Points: Cave bats/ War Chant/ Tainted Lands/
10 Points: Untamed Allegiance/ Fuel the Fires/ Summon Spiderlings/ Summon Giant Bats/
15 Points: Darkness/ Summon Gargoyles/ Summon Wights / Demon Falls/ Vampire Council/
25 Points: Demon Lord/ Morgoths Might/
New Powers Description
Summon Giant Bats: Summons three Giant Bats to the battlefield.
Summon Gargoyles: Summons three giant gargoyles to the battlefield.
Demon Falls: Much like the Elven Flood power but instead of water horses it releases black winged skeletal horses.
Vampire Council: Summons four Vampires to the battlefield.
Demon Lord: Much like the Balrog the Demon Lord is very powerful creature but once you have bought him from the powers menu he becomes a buyable hero from your fortress ($10,000) and if killed he can be bought again from your fortress, so technically he becomes a permanent hero.
Morgoths Might: The ground trembles on selected area of the map it starts to crack and lava seeps out through the cracks.
A Great new mod - For Morgoth946, plez
Started by
Guest_Guest_persons_*_*
, Nov 08 2007 11:11 PM
3 replies to this topic
#1 Guest_Guest_persons_*_*
Posted 08 November 2007 - 11:11 PM
#3
Posted 23 November 2007 - 11:01 PM
Gotcha, but if you want it can be for B4ME II if you can, it doesn't have to be for RotWK.
#4 Guest_Guest_Fëanor_*_*
Posted 30 January 2008 - 09:22 PM
POST IN THE RIGHT FORUMS, GOOD IDEAS I CAN HELP YOU MODDING ;D & MAPPING MAY BE
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