An idea I had was concerning the Axe/Hammer dwarves.
Would it be possible to give Guardians a toggle when they purchase hammers, so that they can switch to hammers when they attack buildings? That would save a good deal of confusion.
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Hasfusel
Member Since 05 Sep 2008Offline Last Active Aug 28 2017 12:58 AM
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In Topic: Dwarves
03 July 2009 - 10:41 AM
In Topic: General Talk
03 July 2009 - 10:40 AM
^ Very good idea. Maybe you could also have a toggle to make the melée soldiers move forwards and attack nearby enemies before returning to their charges.
In Topic: Arnor
29 June 2009 - 06:26 PM
Enough with the bobble hats. If anybody had a bobble hat it would be Gothmog. He likes hats.
In Topic: Beorn
29 June 2009 - 06:24 PM
Those templates seem slightly too massively powerful. I rather like the inclusion of Dwalin, although I'm not sure where you would find the skeleton for a dwarf hero that toggles between bow and axe, and from my tiny experience of skinning and the like I think making one would be bordering on the impossible.
I still don't like Bard II or anything he stands for. And there seem to be too many powers which involve being near other heroes... I don't know about you guys but these powers are a little tiresome sometimes because you have to keep the heroes together, and also it's not so dramatic as it seems.
I still don't like Bard II or anything he stands for. And there seem to be too many powers which involve being near other heroes... I don't know about you guys but these powers are a little tiresome sometimes because you have to keep the heroes together, and also it's not so dramatic as it seems.
In Topic: Arnor
27 June 2009 - 04:33 PM
Ohhhh okay. I like Arveleg then. He's a shiny boy.
May I mention that we have two witchkings because Angmar and Mordor are completely different in form and time and, Nazgul excepted, all their other heroes were alive at different times. All the WotR Elf heroes are carried on from RotWK Elves, with the possible exception of Arwen, I'm not sure when she was born. It would make sense to keep Glorfindel and Elrond where they are, with Arnor having its own unique elven hero.
One of my previous ideas, if it could be coded, was to make sure that only one of each hero could only be in play at the same time, even when you have two people playing as the same faction. That would also make it more possible to have regular heroes pasted into the inn without too much confusion.
If anyone likes this, it should be applied to Carthaen and Karsh, because they're technically the same person as you'll know if you've played the vanilla campaign, which I hope is somehow implemented into the mod alongside the BFMEII campaign. Or, you could make it so that Carthaen becomes Karsh if he dies from a Morgul Blade wound, the same as regular soldiers become wights if you kill them with Well of Souls or a morgul blade. It'd be a neat detail, although of course it isn't necessary.
Here's my final Círdan draft, to replace Elrond.
Círdan
Recruit the legendary shipwright and ancient master of the Grey Havens
Círdan has a good, heavy attack which is quite fast, and he moves with decent speed. He has good health as well, so he is suited to all-out melées, but he gets beaten by pikemen and large clumps of units because he generally does no splash damage.
Cost: 3350
Lvl.1: Sight of the Havens (fog of war and stealthed units temporarily revealed around Círdan in a massive radius)
Lvl.4: Lightning Blade (Círdan's attacks do double damage in a radius for a small amount of time, with Lightning effects and knockback)
Lvl.5: Call of the Ocean (blasts units with enchanted waters that slow them down, knock them back and do decent damage; area of effect like Wizard Blast)
Lvl.7: Healer's Hand (heals all nearby allied heroes and units by a good amount)
Lvl.10: Storm of the West (unleashes a fell wind-style attack over a very large radius, doing good damage, unlike the Angmar power which does barely any damage and in a medium radius)
May I mention that we have two witchkings because Angmar and Mordor are completely different in form and time and, Nazgul excepted, all their other heroes were alive at different times. All the WotR Elf heroes are carried on from RotWK Elves, with the possible exception of Arwen, I'm not sure when she was born. It would make sense to keep Glorfindel and Elrond where they are, with Arnor having its own unique elven hero.
One of my previous ideas, if it could be coded, was to make sure that only one of each hero could only be in play at the same time, even when you have two people playing as the same faction. That would also make it more possible to have regular heroes pasted into the inn without too much confusion.
If anyone likes this, it should be applied to Carthaen and Karsh, because they're technically the same person as you'll know if you've played the vanilla campaign, which I hope is somehow implemented into the mod alongside the BFMEII campaign. Or, you could make it so that Carthaen becomes Karsh if he dies from a Morgul Blade wound, the same as regular soldiers become wights if you kill them with Well of Souls or a morgul blade. It'd be a neat detail, although of course it isn't necessary.
Here's my final Círdan draft, to replace Elrond.
Círdan
Recruit the legendary shipwright and ancient master of the Grey Havens
Círdan has a good, heavy attack which is quite fast, and he moves with decent speed. He has good health as well, so he is suited to all-out melées, but he gets beaten by pikemen and large clumps of units because he generally does no splash damage.
Cost: 3350
Lvl.1: Sight of the Havens (fog of war and stealthed units temporarily revealed around Círdan in a massive radius)
Lvl.4: Lightning Blade (Círdan's attacks do double damage in a radius for a small amount of time, with Lightning effects and knockback)
Lvl.5: Call of the Ocean (blasts units with enchanted waters that slow them down, knock them back and do decent damage; area of effect like Wizard Blast)
Lvl.7: Healer's Hand (heals all nearby allied heroes and units by a good amount)
Lvl.10: Storm of the West (unleashes a fell wind-style attack over a very large radius, doing good damage, unlike the Angmar power which does barely any damage and in a medium radius)
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