Middle-Earth: Lord of the Mods (XIII)

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I want to touch base on invisible units, units that are not wheeled, and units that can detect invisible.

Units that can traverse mountains-
All the Dwarves units
All the civilizations archer units
The Orcs defensive line
All the civs trackers (trackers replace explorers)

Units that are invisible-
Hobbit workers
All the civs trackers

Units that can detect invisible-
All the civs trackers
King units

Let me know if anyone has a problem with those units. If I can find a unit that would work as a Nazgul graphically, the Nazgul will (should) have stealth attack, be invisible, and detect invisible.
Plotinus said:
That *has* to be good news. This is surely the most long-awaited mod in the works!
It hasn't been as easy as some would think ;). I get very tired of having to ask a question in the thread every time I want to make a change to the accepted formula :). That said, I do think that it is for the better. Since I was given control of the project around the 6th thread, I have certainly learned a lot about modding. The only thing I am worried about now are flavor graphics and the civilopedia entries.
 
I agree with that thing about units, keep it goind. :goodjob:
 
Yeah! Private beta!

And again, I'm guessing we were unable to find a way to make nazgul upgradeable but not buildable that would work, right? We had like make them cost 100 citizens, but then the computer still tries to build them >_< Ah well...
 
So, only Dwarves can build roads across mountains? Makes sense, I guess, altho it might raise certain issues on random maps. Well just see how it works out, I guess.

Has anyone requested a Nazgûl? Sounds like the kind of thing one might trick someone into making ...

The first requirement to be able to upgrade to a unit is to be able to build it, so I believe we can forget that one. The closest to a way to control the numbers of a unit is to have it spawned by a wonder.

What are we doing wrt Armies, BTW? I heartily dislike their broken implementation in C3C Epic ...
 
To determine if you're able to upgrade a unit to something higher in the upgrade chain, the program checks whether that unit is buildable in the city you're in. If not, you can't upgrade to it. It follows that units you cannot build, but can upgrade to, aren't implementable.

(Much the same for drafting, incidentally.)
 
Personally I don't really see why the numbers of Nazgûl should be limited in any artificial way. Just make them expensive. If Sauron wants to create lots of them, why shouldn't he? You only need to specify nine if you're making a Lord of the Rings *scenario*, and if you're doing that you simply make Nazgûl unbuildable and provide Mordor with nine at the start.
 
Personally I think that really important units (Like Nazgul) should be given an HP disadvantage (With high attack and/ or defence), which would encourage the player to only use them where they can be sure they won't be killed by fluke (E.g. wandering around the Shire), or as elite forces supported by large armies where they can't get wiped out until everyone else in their force has taken a beating. Unfortunately the AI wouldn't agree with my tactics, and even humans may not appreciate my idea ;)
 
Hmm, actually that's a very interesting idea.
 
I don't really like the thought of a) encouraging players to use Nazgûl only to pick off stragglers, b) Mod players turning up with tales of how their Nazgûl were killed of by a redlined Southron militiaman; low HP counts translates as more "freak" combat outcomes.
 
The idea I believe most in ATM is to have 9 Small Wonders (the nine rings) that produce a Nazgul every 100th turn, or something like that, and get obsoleted after 150 turns...

I don't support Mr. Do's idea...
 
I do accept that it's not likely to be implemented, but I think the reasons given aren't that great. Bearing in mind I'm only taking this from the movies, not the books or other material, but the Nazgul did not seemto be aspects of brute force, for example their role in the attack on Minas Tirith seemed to focus on attacking weak points like artillery rather than as a spearhead (That's what trolls are for!); and anyone complaining about a Nazgul getting killed in a fluke would deserve a good slap, given how the Witch King was destroyed! Of course that doesn't mean my idea is any better or should be included, but I think that whoever decides the stats should bear in mind that the Nazgul shouldn't necessarily be game-winning units used as the main attack forces- if you want to conquer with them, they need back-up. (To that end giving them stealth attack might work with them too)
 
Maybe this is way of base, but maybe they could me used as armies instead of individual units?

Not sure how that would affect the gameplay tho... :confused:
 
Here's what I was thining of- I guess it doesnt look as much like a Nazgul as I thought:
attachment.php


edit: It's embryodead's Wyvern btw
edit2: I haven't forgotten about the Arnor entry, I'll post it tonight or tomorrow.
 
Weasel Op said:
Here's what I was thining of- I guess it doesnt look as much like a Nazgul as I thought:
attachment.php
It may not look like a John Howe inspired Fell Beast, but that doesn't mean it don't be a good contender for a Nazgul riding a Fell Beast. I think it'd do fine in that role.
 
There is a black version as well which would work a tad better, too. Just search for wyvern and look in the thread for the recolours, you'll have no problem finding it.
 
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