Dol Guldor faction
#21 Guest_Guest_CNCM_Blitz_*_*
Posted 02 January 2008 - 04:12 AM
I am using the Olog-hai as mentioned before and spiders, but this is getting to be a long list of units. I will pick out what i want to use and get back to you on that.
#22
Posted 02 January 2008 - 05:18 PM
About the mages...try not to make them be too powerful, Ie having multiple army-crushing spells. I'd suggest them having, like, three powers, and having either one being offensive, and the other two defensive (healing, leadership) or the other way around - two offensive, one defensive.
If I think of any more 'decent' units, I'll post them here and you can take what you want
Cheers,
-mike
#23
Posted 08 January 2008 - 03:36 PM
#24
Posted 08 January 2008 - 10:19 PM
Anyway, back on the Dol Guldor topic..
I kind of picture Dol Guldor being the "heart of sorcery" in Middle-earth. Not like with ghosts and walking skeletons and such, but more like the centre of dark "magic". Ie surviving Werewolves and Vampires (a la the Van Helsing film).
I actually just had a power idea for them..maybe a power that adds a permenant Fog of War to an area, about the size of Elven Wood. Of course, it would only be nonvisible to enemy units, but your own and your allies could see through it normally. It'd be great for ambushing units and setting up defenses.
If you don't have any ideas for heroes, maybe a Chief for either the Werewolves or Vampires (or one for each)?
That is, of course, assuming you're including them Otherwise, ignore that, lol.
Cheers,
-mike
#25
Posted 12 January 2008 - 01:19 AM
I will consider the elven wood ideas.
#26
Posted 12 January 2008 - 02:19 PM
-Bats. They could be either trainable from a building, or a summon. I'd say either make them in a swarm large enough to where arrows could significantly damage them (balance), or have them unattackable. As for their powers, they could possibly be an anti-leadership unit, or something a bit more unique - maybe have them it so that they gradually take health away from units underneath them.
-Awaken Huorns. Now this sounds cool, lol. You know the power 'Devestation'? Well, this would basically do the opposite to that. You could use the power on trees, and those trees would turn into Huorns - "black hearted trees." They wouldn't have as much health as Ents (odd, the song "Treebeard" just came on my iTunes ), but a higher attack and movement speed. For balance, they could be very vulnerable to fire, or even be neutral to all parties - for setting up an ambush.
Cheers,
-mike
#27
Posted 20 January 2008 - 02:20 PM
The Bat would be a good idea for Buffy the "Vampire Slayer". (she is a slaying vampire)
#28
Posted 23 January 2008 - 07:59 PM
Dain: Arr Nertea: yarrrr Dain: haharrrr Nertea: graaawwwr Dain: oaaaaaaaarr Nertea: .... honk?
#29
Posted 26 January 2008 - 01:13 AM
Ok done. They CAN be either way, but from what the characters say, it is more likely they are ents gone treeish.
#31
Posted 26 January 2008 - 05:36 PM
Well I am worried about one thing. How am I gonna get the time to actually put this together? You see I go to a prep school with very high standards and a hard curriculum. And I do track. Going to be running distance. I am not totally up to speed on all the details of modding. So dont expect anything to happen for a while.
Now there is still more to plan. I would like to tweak the other factions a bit. Fix certain things that I dislike and add some extras to make it fresh and add some spice to the old factions. I have a huge list of ideas which I have in writing but wont put them on here for now. Lets have some different peoples ideas for freshening up the original factions.
#32
Posted 26 January 2008 - 11:37 PM
They're trees. Seriously... read the book. Ents don't "go bad". Treebeard says.. they just become slower and more treeish.
Dain: Arr Nertea: yarrrr Dain: haharrrr Nertea: graaawwwr Dain: oaaaaaaaarr Nertea: .... honk?
#33
Posted 26 January 2008 - 11:49 PM
Also... just 'cause I have good time.... hehe... quoting Wikipedia.org
Also it said that they are more dangerous than ents and can't talk to other than ents... Slower and more treeish doesn't sound like their getting more dangerousIt is not clear if Huorns are Ents that have become treeish, or trees that have become Entish. It is implied that both varieties exist, though the theory espoused by the characters is that Huorns are Ents who have become more treeish and wild.
So, settle with us saying that they AREN'T bad ents... but rather trees turning entish..
edit: anyways, I haven't followed your mod much, but.... I do hope your not planning on having Huorns figthing for Dol Guldor, right?
Edited by Lauri, 26 January 2008 - 11:53 PM.
The 4th Age version 0.8 has been released: Link
#34
Posted 27 January 2008 - 03:57 AM
Ok, I am rather of a changed opinion of huorns. The ent only get sleepy and treeish, but huorns are trees becoming more awake and "entish".
#35
Posted 27 January 2008 - 04:20 AM
#36
Posted 30 January 2008 - 05:06 AM
#37
Posted 30 January 2008 - 09:20 AM
My current projects: Wars of The East, Project Siege
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#39
Posted 31 January 2008 - 03:17 AM
#40
Posted 31 January 2008 - 05:06 AM
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