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Khazâd ai-mênu!


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#101 Taralom

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Posted 28 December 2007 - 09:57 AM

for that elven summon power:

-rhovanion's Alliance (it fits imo)
-Summon Elven allies
-Elves from the woods
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#102 mike_

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Posted 28 December 2007 - 04:23 PM

Well, I'd like to avoid using Elven Allies, as they weren't on the friendliest of terms, and so I doubt that they'd send aid to the Dwarves of Erebor.
As for Rhovanion Alliance...what do you mean by it?
Cheers,
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#103 Taralom

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Posted 28 December 2007 - 05:42 PM

an alliance between the dwarves of Erebor (who definately live in Rhovanion) and the elves of Mirkwood (who also live in rhovanion) would be called the Rhovanion Alliance :unsure:

that's what i mean

-UNDECIDED.
~Summon Elven Allies?

Well, I'd like to avoid using Elven Allies, as they weren't on the friendliest of terms, and so I doubt that they'd send aid to the Dwarves of Erebor.

i don't quite catch this... ;)
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#104 mike_

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Posted 28 December 2007 - 06:00 PM

Ah, now I understand lol. I put that there as an option we could use, but only if nothing better comes along.
Cheers,
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#105 lycan

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Posted 28 December 2007 - 07:27 PM

summon men of laketown allies :good:

#106 Lauri

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Posted 28 December 2007 - 07:38 PM

:good:

The Rhovanion Alliance would go out on Erebor, Laketown\Dale and Mirkwood, I think... Atleast, that's what RA told me :crazed:
or something...

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#107 mike_

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Posted 28 December 2007 - 08:02 PM

summon men of laketown allies

Already in there as a Third Tier power...but thanks for the suggestion.
@Lauri- yeah, that's what I'd assume anyway :good:

#108 UltimateRanger

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Posted 05 January 2008 - 12:25 PM

I have some power ideas

Gabilgathol, "Great fortress"
Strengthens castle walls by 15%, passive power

Narag-zâram, "Black Pool"

Could come up with something
http://www.uib.no/Pe...ohf/khuzdul.htm
and
http://www.uib.no/Pe...nohf/index.html

Two tolkien language sites,btw the first one is more about dwarvish
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#109 mike_

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Posted 05 January 2008 - 06:38 PM

Thanks for the links, I've read about halfway through the article, I'll finish it later :mellow:
Cheers,
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#110 Dindi

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Posted 10 January 2008 - 08:45 PM

I just made a dwarf model from scratch do you have any use for it?

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#111 Nertea

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Posted 11 January 2008 - 08:02 AM

It looks a bit ape-like, you should check the arm proportions. I would also recommend reducing the square aspect of the legs by strategic movement of vertices.

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#112 Saix

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Posted 18 January 2008 - 03:59 AM

Instead of "summon elven allies"or "rhovanian alliance" how about the spell "United Clans"-summons three battalions of dwarven archers or elves(if you wanted)

Edited by Saix, 18 January 2008 - 03:59 AM.

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#113 mike_

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Posted 21 January 2008 - 03:58 PM

Thought I'd edit the Tech Tree, as some items for the Mod have changed..

Heroes

Dain II Ironfoot.
-Rank One: King Under the Mountain, leadership bonus to all nearby troops of +25% vision, +75% combat experience, +50% defence increase against missile weapons.
-Rank One: Dwarven Cleave, powerful attack against one enemy.
-Rank Three: Name Known Far, causes fear in enemy troops.
-Rank Five: Bombard, increases firing rate of targeted battalion by 65%.
-Rank Seven: Commanding Presence, grants experience to nearby units.
-Rank Ten: Fortifications, increases health and armor values of buildings within radius.
Gimli, Son of Gloin.
-Rank One: Axe Throw.
-Rank One: Father Like Son, increases Gimli's defence values by 50% when close to Gloin.
-Rank Two: Leap.
-Rank Five: Slayer, features a cool new animation from Lauri.
-Rank Six: Veteran Fighter, +25% combat experience and +70% damage to nearby Dwarven Campaigners and Clansmen.
-Notes: Starts at rank three when recruited from the Citidel.
Hadhod, Dwarf of Fundin's Clan.
-Rank One: Toggle Weapons, swap between an axe with an AoE and a siege hammer.
-Rank One: Long Friendships, summons Elegost the Dunedain to fight for a short time.
-Rank Two: Crippling Smash, melee version of Cripple, only effects one enemy.
-Rank Four: Journeyman, armor upgrade.
Elegost the Dunedain
-Rank One: Toggle Weapon, swaps between sword and bow.
-Rank One: Creature Bane, increases damage to Wargs, Trolls, and Mumaks. Passive.
-Notes: Summoned by Hadhod's, "Long Friendships" Power.
Gloin, Son of Groin.
-Rank One: Father Like Son, increases Gloin's attack values by 50% when close to Gimli.
Thorin III Stonehelm.
Bifur and Bofur.
Dori.
Dwalin, of the Blue Mountains.
-Rank One: Lord of the Ered Luin, leadership to nearby Ered Luin Pikes.
-Rank Three: Traveler, temporarily increases move speed of target battalion.
-Rank Three: O Brother, Where Art Thou?, increased damage to Trolls and Goblins. Passive.
-Rank Seven: Pike Master, single powerful attack that does knockback to rest of target horde.
-Notes: Wields a Dwarven trident.
Bard II.
-Rank One: Toggle Weapon, swap between bow and sword.
-Notes: Summoned from the "Summon Dale Allies" Power.

Units.


Dwarven Clansmen.
-Upgrades: Throwing Axes, Broad Shields, Heavy Armour, Dragon Helms.
-Trained From: Hall of Our Fathers.
-Description: The basic Dwarven melee units, have reasonable attack and defence values. Come in battalions of five. When a battalion levels up, it recieves a Clan Chief in place of a Banner-Bearer, which acts the same.
Dwarven Archers.
-Upgrades: Heavy Armour, Flaming Arrows.
-Trained From: Hall of Our Fathers.
Description: Dwarven bowmen. Fire very slowly, have limited range. Come in battalions of eight.
Campaigners.
-Upgrades: Dragon Helms, Throwing Axes.
-Trained From: Hall of Our Fathers, Rank Two.
-Ability: Veterancy, immune to Fear from Rank One, +15% attack bonus to nearby Clansmen and Archers.
-Description: Have high defence and attack values. Have randomized weapons, models, and skins. Come in battalions of six.
-Note: Gimli is a Dwarf Campaigner, so expect them to resemble him a little bit.
Ered Luin Pikes.
-Upgrades: Heavy Armour, Dragon Helms.
-Trained From: Hall of Our Fathers, Rank Two.
-Description: Anti-cavalry and -monster of Erebor, wield "Great Tridents."
Khazad Guard.
-Upgrades: Hammers.
-Trained From: Hall of Our Fathers, Rank Three.
-Description: Dwarven elites. Come in battalions of five. Have highest defence and health of all units ingame. Can upgrade with Hammers to increase damage done to large targets.
Archers of Dale.
-Notes: Summoned from the "Summon Dale Allies" Power. Have a high attack rate, range, and power. Low defence.

Siege Machines.


Battering Ram.
-Upgrades: None.
-Trained From: Siege Workshop, Rank One.
-Description: A slow-moving, but powerful, ram pulled by a group of Dwarves.
Onager.
-Upgrades: None.
-Trained From: Siege Workshop, Rank Two.
-Description: Basically, the Dwarven equivalent of a catapult. Functions identically ingame.

Buildings.

Dwarven Quarry.
-Notes: Settlement Resource building. Reduces cost of buildings.
Dwarven Smithery.
-Notes: Standard resource building. Purchases upgrades starting at Rank Two, reduces cost of upgrades.
-Upgrades: At Rank Two, can purchase- Throwing Axes, Flaming Arrows, and Heavy Armour. Once a Smithery reaches Rank Three it can purchase Hammers. Once the Power "An Age of Reclaimation" has been purchased, it may purchase Dragon Helms.
Hall of Our Fathers.
-Notes: Trains Clansmen and Archers at Rank One, Campaigners, Banner-Bearers, and Pikes at Rank Two, and Khazad Guard at Rank Three. Heals nearby units at Rank Two. Also at Rank Two, allows the purchaseable upgrade "Broadshields".
Stealthed Lookout.
-Notes: Alternate Settlement building, stealthed (codeable?), reduces cost of Campaigners, reveals large portion of shroud around it.
Monument to Aule.
-Notes: Provides leadership to nearby troops. Reduces cost of heroes.
Siege Workshop.
-Notes: At Rank One, builds Battering Rams. At Rank Two, constructs Onagers.

Upgrades.

Throwing Axes.
Purchasable From: Dwarven Smithery.
Applies To: Dwarven Clansmen, Campaigners.
Broad Shields.
Purchasable From: Hall of Our Fathers.
Applies To: Dwarven Clansmen.
Flaming Arrows.
Purchasable From: Dwarven Smithery.
Applies To: Dwarven Archers.
Heavy Armour.
Purchasable From: Dwarven Smithery.
Applies To: Dwarven Clansmen, Dwarven Archers, Ered Luin Pikes.
Hammers.
Purchasable From: Dwarven Smithery.
Applies To: Khazad Guard.
Dragon Helms.
Purchasable From: Dwarven Smithery, unlocked once Power "An Age of Reclaimation" is purchased.
Applies To: Dwarven Clansmen, Campaigners, Ered Luin Pikes.

Powers.

Tier 1:
Heal, 1 PP.
Baruk Khazad!, 1 PP.
-Notes: Increases unit attack power by +45%, unit move speed by 30%.
Tier 2:
Summon Elven Allies, 3 PP.
Barzanthul, 2 PP.
-Notes: Anduril/Gandalf the White rip-off for Dain.
Like Water on a Rock, 3 PP.
-Notes: Destroys all trees and places "gravelly" ground texture within Area of Effect. Negates Enemy Leadership bonuses, and reduces enemy movement speed by 85%.
Tier 4:
An Age of Reclaimation, 6 PP.
-Notes: Increases resource production of all buildings, and reduces cost of all upgrades, units, and buildings by 15%. Enables purchase of Dragon Helms from Dwarven Smitheries. Resources are generated by all slain enemies.
Summon Allies of Dale, 6 PP.
-Notes: Summons Bard II and four battalions of Archers of Dale.
Tier 4:
Fair Tidings, 14 PP.
-Notes: Summons an army of Dwarves of the Iron Hills, heralded by a Raven.
---
There you go, feel free to both comment and suggest.
Cheers,
-mike

Edited by elfhelm.., 22 January 2008 - 10:12 PM.


#114 Lauri

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Posted 21 January 2008 - 04:33 PM

and it's still WIP I hope?
There are very complex things that I'd like to change :p and something I'd like to discuss...

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#115 mike_

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Posted 21 January 2008 - 04:41 PM

Yeah, it's still a wip. Just thought I'd update it with what we have decided on :p

#116 Juissi

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Posted 21 January 2008 - 04:48 PM

-Notes: Increases resource production of all buildings, and reduces cost of all upgrades, units, and buildings by 15%. Enables purchase of Dragon Helms from Dwarven Smitheries, and stealths all Wall Gates. Resources are generated by all slain enemies.

Does that sound over powered to anyone else ?

#117 CNCM_BLITZ

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Posted 21 January 2008 - 04:49 PM

If may be so bold as to point out, a mausoleam is a building that extends underground where dead people are burried(as opposed to live people, lol).

I think the summon power should bring in a mix of the Elves of Mirkwood and Men of Dale and Laketown. They worked out a lot of their issues after the Battle of Five Armies, so they are probably on better terms, especially since Thranduil was given a hoard of his favourite gems as part of the treasure(Emeralds of Girion).

#118 Lauri

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Posted 21 January 2008 - 05:01 PM

stealths wall gates?


who have you decided with elfhelm? :p
not me atleast ;)

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#119 mike_

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Posted 21 January 2008 - 05:05 PM

Myself? :p Joking..
We probably should decide something about that..for the time being, I'll remove that bit from the Tech Tree.
@CNCM- I know what a mauseleam is, just used it incorrectly there. I was trying to think of something better than 'siege works', so...yeah.

Edited by elfhelm.., 21 January 2008 - 05:07 PM.


#120 CNCM_BLITZ

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Posted 21 January 2008 - 07:44 PM

Well isnt THAT a great strategy? Making use of peoples ignorance about such things to further your own ends!
Oh well. Stealthed wall gates? Your not talking about posterns are you?




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