Post by elfham on Nov 19, 2007 3:52:05 GMT
Yeah, that's right: I'm starting a Modification for the game The Lord of the Rings: The Battle for Middle-earth. The first one, not the fugly sequel.
It's under the working title of Dwarves: Stunted Warfare.
Hopefully, you guessed by that that is based around Dwarves-which it is, good guess
It'll add a Dwarven faction to the game, and here's the proposed Tech Tree (things I can think of to put into it):
Heroes-
Dain II Ironfoot
Balin, Lord of Moria
Gloin, Son of Groin
Gimli, Son of Gloin
Thorin II Stonehelm
Hadhod, of Fundin's Clan
-Summons Elegost the Dunedain to aid him in battle for a timer or until he is killed. (codeable?)
Units-
Dwarven Clansmen
-Basic Warriors
Dwarven Archers
Dwarven Campaigners
-Special Ability, "Veterans." Makes them immune to Fear from Rank 1 (codeable?), and give gives +15% attack bonus to nearby Clansmen and Archers.
Khazad Guard
-Purchasable upgrade, "Hammers." Increases damage to buildings by +35%, to Trolls and Siege Machines +65%, to units that have purchased, "Heavy Armour" +25% (codeable?)
Banner Carriers
-Trained individually from the Hall of Our Fathers. Instead of joining with a battalion to increase its' Rank, they give a small stackable leadership bonus to nearby troops, +15% increase to combat experience, +20% defence increase.
Dwarven Battlering Ram
Dwarven Scorpio
-Long sight range, slow rate of fire, high attack damage, hits single targets. Low health, manned by one Dwarf.
Dwarven Onager
-Shorter range than the Scorpio, faster rate of fire, large AoE. High health, manned by several Dwarves.
Buildings-
Dwarven Quarry
-Settlement building, reduces cost of buildings.
Dwarven Smithery
-Standard Resource building, purchases upgrades at Rank 2.
-"Flaming Pitch," for the Dwarven Onager. Increases rate of fire, decreases range and AoE. Doubles damage to buildings and other siege weapons.
"Throwing Axes," for Dwarven Clansmen. Gives them a rechargeable ability, that allows them to throw axes, surprisingly...Campaigners come with it already equiped. (codeable?)
"Dragon Helms," for all Dwarven units except Khazad Guard. Cause fear to enemy units, and reduce Fire damage by 85%. Also reduces sight range by 5%.
Hall of Our Fathers
-Barracks, trains Dwarven Clansmen and Archers at Rank 1, Dwarven Campaigners at Rank 2, and Khazad Guard at Rank Three.
Stealthed Garrison
-Alternate Settlement building, stealthed (codeable?), reduces cost of Campaigners, reveals large portion of shroud around it.
Dwarven Mead Hall
-Well.
Monument to Aule
-Heroic Statue, reduces cost of heroes.
Powers-
Tier 1:
Heal, 1 PP.
Baruk Khazad!, 1 PP.
-Increases unit attack power by +45%, unit move speed by 30%.
Tier 2:
Summon Elven Allies, 3 PP.
Barzanthul, 2 PP.
-Anduril/Gandalf the White rip-off for Dain.
Like Water on a Rock, 3 PP (4 if last bit is codeable).
-Similar to Tainted Land or Elven Wood, destroys all foliage in AoE and places a "gravel"-like texture. Negates enemy leaderships in AoE, and forces enemy units to fall back to their beginning formation (codeable?)
Tier 3:
Craft Long Lost, 6 PP.
-Enables purchase of Dragon Helms from Dwarven Smitheries, and Postern Gates buildable for Wall Upgrades.
Reclaimed Riches, 6 PP.
-Increases resource production of all buildings, and reduces cost of all upgrades, units, and buildings by -15% (codeable?)
Tier 4:
Summon Gandalf the Grey, 14 PP.
Play Style-
The Dwarves start off with only a few relatively strong, slow units, but through various leadership buffs can become a runaway train of Dwarven goodness. Early game relies heavily on resource gathering and securing of territory. Mid-game focuses on building an army and upgrading it. Late game is (hopefully) a slaughterfest between the armies involved.
---
Well, this means I'll have even less spare time...means I'll be doing something productive for a change
I'm just starting this, learning as I go, so wish me luck, lol. Fortunately, a veteran modder has offered me support and to teach me some things, so hopefully this will turn out pretty well.
Cheers,
-mike
It's under the working title of Dwarves: Stunted Warfare.
Hopefully, you guessed by that that is based around Dwarves-which it is, good guess
It'll add a Dwarven faction to the game, and here's the proposed Tech Tree (things I can think of to put into it):
Heroes-
Dain II Ironfoot
Balin, Lord of Moria
Gloin, Son of Groin
Gimli, Son of Gloin
Thorin II Stonehelm
Hadhod, of Fundin's Clan
-Summons Elegost the Dunedain to aid him in battle for a timer or until he is killed. (codeable?)
Units-
Dwarven Clansmen
-Basic Warriors
Dwarven Archers
Dwarven Campaigners
-Special Ability, "Veterans." Makes them immune to Fear from Rank 1 (codeable?), and give gives +15% attack bonus to nearby Clansmen and Archers.
Khazad Guard
-Purchasable upgrade, "Hammers." Increases damage to buildings by +35%, to Trolls and Siege Machines +65%, to units that have purchased, "Heavy Armour" +25% (codeable?)
Banner Carriers
-Trained individually from the Hall of Our Fathers. Instead of joining with a battalion to increase its' Rank, they give a small stackable leadership bonus to nearby troops, +15% increase to combat experience, +20% defence increase.
Dwarven Battlering Ram
Dwarven Scorpio
-Long sight range, slow rate of fire, high attack damage, hits single targets. Low health, manned by one Dwarf.
Dwarven Onager
-Shorter range than the Scorpio, faster rate of fire, large AoE. High health, manned by several Dwarves.
Buildings-
Dwarven Quarry
-Settlement building, reduces cost of buildings.
Dwarven Smithery
-Standard Resource building, purchases upgrades at Rank 2.
-"Flaming Pitch," for the Dwarven Onager. Increases rate of fire, decreases range and AoE. Doubles damage to buildings and other siege weapons.
"Throwing Axes," for Dwarven Clansmen. Gives them a rechargeable ability, that allows them to throw axes, surprisingly...Campaigners come with it already equiped. (codeable?)
"Dragon Helms," for all Dwarven units except Khazad Guard. Cause fear to enemy units, and reduce Fire damage by 85%. Also reduces sight range by 5%.
Hall of Our Fathers
-Barracks, trains Dwarven Clansmen and Archers at Rank 1, Dwarven Campaigners at Rank 2, and Khazad Guard at Rank Three.
Stealthed Garrison
-Alternate Settlement building, stealthed (codeable?), reduces cost of Campaigners, reveals large portion of shroud around it.
Dwarven Mead Hall
-Well.
Monument to Aule
-Heroic Statue, reduces cost of heroes.
Powers-
Tier 1:
Heal, 1 PP.
Baruk Khazad!, 1 PP.
-Increases unit attack power by +45%, unit move speed by 30%.
Tier 2:
Summon Elven Allies, 3 PP.
Barzanthul, 2 PP.
-Anduril/Gandalf the White rip-off for Dain.
Like Water on a Rock, 3 PP (4 if last bit is codeable).
-Similar to Tainted Land or Elven Wood, destroys all foliage in AoE and places a "gravel"-like texture. Negates enemy leaderships in AoE, and forces enemy units to fall back to their beginning formation (codeable?)
Tier 3:
Craft Long Lost, 6 PP.
-Enables purchase of Dragon Helms from Dwarven Smitheries, and Postern Gates buildable for Wall Upgrades.
Reclaimed Riches, 6 PP.
-Increases resource production of all buildings, and reduces cost of all upgrades, units, and buildings by -15% (codeable?)
Tier 4:
Summon Gandalf the Grey, 14 PP.
Play Style-
The Dwarves start off with only a few relatively strong, slow units, but through various leadership buffs can become a runaway train of Dwarven goodness. Early game relies heavily on resource gathering and securing of territory. Mid-game focuses on building an army and upgrading it. Late game is (hopefully) a slaughterfest between the armies involved.
---
Well, this means I'll have even less spare time...means I'll be doing something productive for a change
I'm just starting this, learning as I go, so wish me luck, lol. Fortunately, a veteran modder has offered me support and to teach me some things, so hopefully this will turn out pretty well.
Cheers,
-mike