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Could somone of the mod developers please answer my question concerning the the Goblin Kings final ability-Scavanger cart, and reasons for it to be remodeled- to let the cart be pulled by Goblin Town denizens and not wargs.(Or give it to another Goblin sub-faction)
Here is the link to the questions and reasons to do it:
The questions are moving with new posts ariving,look for it from page 11,its long and you cant miss it.
Ive been waiting 6 days for an answer, and some users already got theirs in 1.
THIS IS PART 1,read this then PART 2 to form the COMPLETE post!
I agree with zsozso, the goblin king should get a singing ability because that was his signature scene from the movie, or as a possible global ability like cloud break which would either weaken or stun enemies.
Sombody already mentioned in the coments that the goblin town subfaction needs torture devices, i absolutley support this idea because its also one of the things which personalizes GT goblins, maybe make them as the heroic statue buildings,but instead of leadership bonuses they would weaken the enemy.
As for the Goblin Scavanger cart i think it is more fiting to the gundabad orcs, there are several reasons:
-Warg taming:Only orcs of gundabad have an alegiance with the warg packs and posess the strenght to capture, tame and ride one of these beasts, i think its hardly possible for a weak degenerate creature to tame or capture a beast that would likely consider him a meal than a worthy master or rider.
-Location:Goblintown denizens are rather troglodytic and reclusive in their nature,so i cant realy imagine wargs coming inside caves to offer their services or get caught in traps and goblins from GT geting far away from their holes to search for them.(they are simple cowards, and have no real sense of organisation to make such an attempt)
THIS IS PART 2, they were posted so in order to make it like a complete text,READ PART 1 then this-due to character limitation
-Usage:I believe its hardly posible to drive a cart in a ramshackle cave town that has no visible botom, and whose "roads" are bare rotten wooden boards. Also there is the question of need for GT goblins for such a mean of transportation, why would they use it in a cave if they could just climb with their claws or use ropes to traverse chasms in their caves. The intent for the cart is to quickly transport needed supplies on the battlefield, but GT goblins never really venture outside to fight,they rather wait for easy prey to come to them,to their traps.
I think it is more fiting for gundabad orcs who are a semi-nomadic horde who only retreats to gundabad to replenish and recover losses, they are in much greater need for fast supply because they spent most of their time in the wilderness,or on the battlefield and have no posibilities to armor up, rest, than to scavange right on the field of battle.( they gave a bigger need for metal because they use both bone and metal armor/weapons)
They only value strenght,and only the strongest ride wargs to battle but they could add a cartman to weaker,unworthy for battle orcs, who survived harsh tribal conditions and could provide some usefulnes to the orc cause.
As Ugluk said, there are 3 types of orcs:the apes od Mordor,the maggots of Moria adn the Uruk-hai
Gundabad are most uruk like and the only ones capable of organisating a serious force so i find a warg-unit which main role is to support an army on the move to be in an army that uses wargs and is always on the move,not to stay in a moldy cavern where it cant be used and could posibly,if not likely kill its "masters".
Hvala,hvala na lepim recima :)
Both characters are roughly based on the folowing actors-Chris Hemsworth and James Cosmo.
The folowing characters are roughly based on the folowing actors-Jeff Bridges and David Thewils
Hi to all of you, i just want to tell you that i posted new drawings on my profile so check them out and give me your comments
The drawings are my suggestion for a Ghulzar rework and four drawings requested from THE LAST SILMARILL (the heroes from the fiefdoms of Gondor who fought at the Battle of Pellenor field)
Just added a new drawing for a unit concept for Angmar.
Visit my profile to see it.
As a unit suggestion, the six moraturi would be more of a defensive unit.Limited to 1 squad of 6 men, this unit would be tough, but its true potential would show when its defending, they would get bonus stats when near your buildings, they could also boost alied units by blowing thier horns to increase morale.
Concerning the similarities of the mod and bfme 1, will baracks and other unit production buildings be upgradeble to lv 2 by resources, like bfme2 or will the mod return to experience gathering via making new units in the structure ,thus increasing its level?
Glad to see people like my idea and WITN i too find it to be a great game, and Agandaur is a good vilain :)
Anyway if you want i can send you the word file with images, just give me an adress.
Hi afther along time absent from this forum i have come with some suggestions about a new faction Agandaurs Angmar.Now most will atack me saying its bad, WITN is lame...I know that the edain team has now full concentration on adding the Hobbit features to the mod and grounbraking changes conected to it. Anyway i ask them and you to look to this as a suggestion for future versions of the mod, because this was never implemented in any other BFME mod and thus i believe it would make it even more unique.
You can find the concept as a blog on my profile page, together with my allready posted Building plans adn Fate Power tree.Due to page restrictions i couldnt attach images so the blog is only textual, if you would like to see the original WORD file with pictures that will help you envision it better, just give me your EMAIL and i will have no problem sending it to you.
HI im in desperate need for an answer to my problem, if someone knows how to fix this issue please help me. The problem is this,
I have copied the Data folder and the Mod launcher to my UaW folder and redirected the path to it.I can enter the mod launcher perfectly, the game starts normaly, and now comes the important part
In the main menu of the game a new option apears it says MOD, when i click on it i get a new screen with 2 choices BACK and START GAME. Clicking on Start game simply returns me to the main menu, also when i enter skirmish mode i can only chose the 3 main factions. The game is patched to 2.
Why isnt somoeone comenting the movie so far, how many of you have watched it? I thought this forum would be swarmed with reactions about the movie and new ideas and suggestions.
I like Iron hills becuause of Murin and Drar, double your damage, double your fun.
Good idea, but i would implement it into the power so theres a 33% cnance taht the spell would either summon 2 variants of trolls or seanathra,just like Imladris Council of Elrond power.
As for Urgost as a ring hire, i think that would make this Angmar faction too similar to the Goblins. Agandaur shoulčd be their ring hero, he would become just like the final boss batle in WitN- with a dark aura, supercharged and eminentin lightning.
Runsing is the Siege masrer of Angmar, he apears in Guardians of Middle Earth, but his look is entirely based on a rhudaur barbarian from WitN.
More acuratly 3 standard heroes (Agandaur,Tharzog,Wulfrun) as for Seanathra she isnt that important, but could be implemented as an inn hero. One possible choice for this faction could be Runsig.
Lol, no he doesnt, because i think the ring has only shrinking powers ;)
Anyway the idea is that he swalows it, the ring iniside grants Rogash limitles anger and strenght but the agony slowly kills him from within.
Lol i also thought that adding the faction-switch option for Old Angmar/New Angmar is good, because old Angmar doesnt seem right when he fights for example in Harad, Rohan or Minas Tirith. And Agandaurs Angmar fits these maps because of its time period.
Check out my profile, i even made some concepts how Agandaurs buildings should look like, i also mad a power tree unique to his faction.
For those who think- Why would the Witch-King alow Rogash to keep the ring , and shouldnt he immediatly give it to Sauron?
My answer is: The Witch-King is pleased with the new form of Rogash and his thirst for destruction so he will alow the mighty beast to continue his rampage in the lands of the West until it dies from the Ring, which could then simpy be picked from his corpse.
Just added a new drawing, check it out on my profile.
It is also meant as a posible suggestion for the Edain Mod.
Hey guys i had some free time, so i made some funny memes for the edain team and the community, check them out on my profile, hope you like them.
I made this concept because i find LOTR witn great as many other people do,but i believe the edain team will never implement this because they dont like it,but still what are dreams for if we dont believe in them?
I just want to thank all the people that support my ideas, yuo are the force that keeps me going adn lets me make my ideas, my work is inspired by all of you ,for you.
Anyone having ideas for lotr can always call me and ill draw them something and send because i believe good ideas should always be apreciated and made into reality.
Hey guys check out my profile, because i just added some new stuff for my idea of a new army-Agandaurs Carn-Dum from LOTR War in the North.Theres one Power Tree and 2 drawings of building concepts together with some explanations of this possible factions system.
More of the faction system will be explained in one of my future blogs.
The basic idea of this faction is similar to the Arnor/Gondor idea.
It will be a 2nd Angmar avaliable on maps which are not lore conected to old Angmar itself.(For example all Gondor maps,Ithilien,Harad,Mordor,Lands of the East,Mirkwod...)
I designed Agandaurs faction,because its the only fiting sucsesor to old Angmar because he is Angmar re-built and suplied from Mordor.Also i saw that many people on Modingunion find that they would like to see stuff from LOTR WitN into this mod, the redesigns of Elladan, Ellohir and Halbarad prove that.
As I mentiont before,I will explain my ideas for Heroes and units later on in a future post or blog.
THE FORTRES OF CARN-DUM FEATURES SEVERAL UPGRADES AND UNITS:
Banners-Reduce the cost of purchasing leaders
Orc patrol-Spawns a group of orcs and a troll that constantly walk arount the fortres adn atack nearby enemies
Fire arrows-Improve the arrow expansions and fortress damage
Dark conduit-Alows the transformation of Disciples of Sauron into Madman or Sorcerers of Carn-Dum
Spire of Carn-Dum -Similar to the powers of Sarumans Wizard Tower
2 Bonus upgrades in a separate tab-Rebuild and War in The North,these upgrades alow you to construct adwanced units and building other then the starting Goblin Pit.
The LIGHTNING ROD EXPANSION-Is a powerful defensive building which fires a concentrated high-damage beam of lightning(like the Ringhero Saruman) in a medium range around the fortres,but its atack speed is extremly slow.
This Faction gains power points through DISCIPLES OF SAURON,similar to the high elves the dark teachings of these servants grants 1 point per unit when the power Dark Ritual is activated.
The DARK CONDUIT upgrade alow the chanel of power from the dark scrolls of Sauron into his servants.This proces is very painful and not all are ready to recieve the evil of the dark lord into them.The building alows you to cast a power onto 1 of your servants every few minutes,there is a 60% chance that the servants will become MADMAN a weak mele unit and a 40% chance that only 3 servants survive who become Sorcerers of Carn-Dum a all-around powerfull unit(3 max)
More explanation of my faction coming in my blog.
Here is just a list of things and upgrades that can be bought in each building,here is just a list,ill explain my whole idea,game style of my faction in a blog about it.
1)SMELTER-Creates Battle Trolls and Stone Throwing Balistas.
2)RHUDAUR LODGE-Creates Rhudaur tribe wariors
3)GOBLIN HOLE-Creates Feral Goblins, Goblin Bowman and Goblin Warriors
4)ORC HALL-Creates Orc Horde of the north, Orc Crosbows and Orcs of Carn Dum
The GRIND-Is a basic resource building
The ORC KETTLE-Has the same function as fountains that the good factions have
Note:This faction is evil,still it would have 2 healing options,why this is so will be explained in my blog.For now the basic concept will be that they have no armour and weapon upgrades,but horde leaders that can be bought from the batalion itself...more explanation to come..
Here is the explanation of the abilities from top left to bottom right.
NOTE:The cost of some abilities is different then shown on the picture
1) Orc Drought drink -Heals units in the target area and respawns 1 unit in each horde batalion.
2) Orc Horn -Grants 50% damage to units in its area for 15 seconds.
3) The Whips of their masters - Units caught in the area afther casting this spell gain a movoment boost and gain a minor defense bonus.
4) Devestated Land -Units in the targeted area gain 50% defense adn all enemy leadership bonuses are lost in its area.
5) Morgoths Brood -Targeted Orc batalion becomes infused with dark magic and gains bonus health and a powerful version of a banner carrier,they also become imune to fear.
6) Nazgul Charge -The nine Nazgul charge through the target area,damaging slightly all enemies adn their screams cause fear and terror to the enemy.
7) Agandaur,favourite of Sauron -The Dark Lord is pleased with Agandaurs progress in the North thus granting him more power-Gains lower cooldowns and increased stats.
8) Aid from Mordor -Only targetable on Agaundaur and Wulfram,when casted the selected hero gains the option to mount a Fell Beast,this ability is lost upon death.
9) Cold Winds -Globaly reduced the movoment speed of all enemy units on the map.
10) Trolls of the North -Summons either 3 Snow Trolls from Gundabad or 3 Barrow Downs Trolls on the field for a short time period.
11) Urgost attacks -Smaugs leser kin fies over the battlefield and ignites the selected area of the map doing high damage.
12) Summon of Bargrisar -Summons the corupted Stone Giand of the Ettenmors together with 2 ordinary Mountain Giants.
For the Mount/dismount companions problem, is it posible when Faramir or Gothmog mount that their companions( Madril and Guriz) simply disapear and respawn afther idk some minutes back again when they dismount.
To LOM- I dont find the ice demon bad,i think only that his colour is bad comaring to the background and other units..Gulawhar shouldnt be a new model or something like that, i meant just a simple recolour and a rename to give this spell more personality.He is more closer to Angmar lore than werewolwes for example.
Got a posible idea for Faramir and Gothmog,
When these 2 heroes reach a certain level they spawn a new unit that folows them adn defends them,just like with the snow wolf for Drauglin.
Faramir would spawn Madril to fight at his side
Gothmog would get Guritz.
By this mean you can implement important LOTR characters who arent iconic enough to be heroes.