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Uruk-hai Expansion


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#1 Helix341

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Posted 17 December 2011 - 09:26 PM

Hello, Helix341 here.

I need the help of some good modders, preferably with work that I can look at to see how good they are, to help me bring a vision to reality.

Isengard has always been my favourite faction in BFME and both the sequels, but I feel that there are some improvements that could be made.

Firstly: The Uruk-hai scout unit. Several mods have included versions of this, but it has never been as good as I would have liked.

My Version:
-Able to switch between bow and sword. Stronger in melee combat.
-Able to mount wargs. When mounted, can only use swords. This comes as an upgrade from the Warg Pit
-Available upgrades: Banners, Forged Blades, Fire Arrows
-(On foot) Faster than normal Uruk-hai, but with slightly less armour and damage. When mounted, as strong as normal warg riders
-10 units per horde
-Skin: Basically Lurtz with an Uruk-hai scout helmet on, and whichever weapon that is not being used on their backs
-Cost: About 500-700, from an Uruk Pit.

Secondly: The Uruk-hai captain mini-hero. These are single unit hordes that provide leadership bonuses to those around them.

My Version:
-Armed with swords, no shields
-Abilities: Leadership, Carnage
-Can be upgraded with Forged Blades and Heavy Armour.
-Stronger in all aspects than average Uruk-hai, but weaker than Lurtz.
-Available from a Level 3 Uruk Pit
-Maximum of 5 at any one time
-Cost 1000

Thirdly: Isengard Orcs. Two types, swordsman and archers. These are orcs that are stronger than normal Mordor Orcs and Goblins, but are weaker than Uruk-hai.

-Primarily as a startup unit, whilst the more expensive Uruks are being bought and trained.
-Cheaper than Uruk equivalents (Uruk-hai + Uruk Crossbowmen)
-Can only be upgraded with banners (archers can also get fire arrows).
-Bought from an Isengard Orc Pit (new building). Cost around 50-200

Changes to existing Units + Buildings

-Uruk Pit can build Uruk Scouts at Level 1, Cost 500-700 and Uruk-hai Captains (Max. 5) at Level 3, Cost 1000
-Warg Pit: At level 2, can research the "Scout Wargs" upgrade, which enables Uruk-hai Scouts to mount wargs. Cost 1000, like normal upgrades.
-Clan Steading (Tavern): Wildmen and Axe Throwers are now cheaper, with similar prices to the Orcs.

Heroes:

-The only heroes that I can think of are Ugluk, who has already been made multiple times (and I am happy with him in the SEE mod) and Wulf (who was made in the RJ RotWK mod). Therefore, getting permission for these two and including them is the only thing I can think of for heroes.

The main idea for this is that Isengard get a wider range of units, and can start with the Orcs and Wildmen whilst they prepare a large Uruk-hai army for the final assault - like in the movies, where the Orcs, Wildmen and Uruk scouts roamed across Rohan, whilst the large Uruk-hai army was prepared for Helm's Deep.

THIS MOD SHOULD BE FOR RISE OF THE WITCH-KING!

Please contact me if you would like to help make this. I have no idea how difficult or easy this will be to make, but with the number of talented modders out there that there are, I am sure it should be possible ;)

I know nothing about coding and skinning, but I am sure that I could get the hang of it if any modders who joined this were willing to teach me.


Thanks,
Helix341

Edited by Helix341, 17 December 2011 - 09:32 PM.


#2 ElessartheHigh

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Posted 18 December 2011 - 09:40 AM

Interesting ideas , but I don't see much differences compared to other mods . The Uruk shouldn't be able to mount wargs , as they were much more bigger than simple Orcs (at least in PJ's movies) . About the balance ? Scouts can have many upgrades , mount wargs and , are as strong as them ! Scouts should be strong , this is a fact , BUT that doesn't mean they should have all those upgrades .
All that is gold does not glitter, Not all those who wander are lost; The old that is strong does not wither, Deep roots are not reached by the frost. From the ashes a fire shall be woken, A light from the shadows shall spring; Renewed shall be blade that was broken, The crownless again shall be king.[1]

#3 Neth

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Posted 18 December 2011 - 03:01 PM

Don't like the Isengard orcs idea. Isengard are the evil faction that doesn't have the units they can spam, and I don't think that should be taken away from them since the Uruks are powerful and it would be hard to balance if they could spam and have powerful units.
The rest of the ideas are just the ideas every mod has, I was quite happy with how Isengard are in the base game (minus the gold armour), and don't see why they really need Uruk Captains or the scouts? The missing heros is the only good idea here, and as you said, most mods have it, so I don't really see the point.
Saying that, if you want to remake it, go for it! :) There's no better way to get better at modding than by trying to make one

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