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Re: Orc Mod concept - feedback required
It'd help if you explained how orcs are, in depth, and not just compare it to warhammer, Warcraft, Ad&d. What traits from each game do they have? Are you going to add anything to the race?
Uruk Hai are from Lord of the Rings. They're Saruman's special breed of half orcs who are bigger, tougher, and more light resistant than normal Mordor orcs or little Moria orcs. They get their asses kicked by hobbits in the end of the books. And BTW, for a race that's supposed to be a jack-of-all-trades, I don't think you gave them a cavalry unit. |
Re: Orc Mod concept - feedback required
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Re: Orc Mod concept - feedback required
I really don't think anyone living in a tribal society could develope steel weapons and armor. But hey, they're your orcs, not mine.
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Re: Orc Mod concept - feedback required
I don't think they should have access to high-level unholy priests. Voodoo Priests doesn't really compare with Ermors Arch Bishops...
As most their magics are going to be sorcery anyway, you might just give them mage who ahas random sorcery/-ies. Maybe their shaman could be ?S+?S, not linked together. 1/4 possibility to get atleast one pick in any spesific sorcery magic, and if I calculated it right 1/16 change of getting any spesific combination of two sorcery randoms, including NS for Curse and DS for Nether bolt. You would have to check how many of the sorcery combinations do not mix together to see how well they would fare generally, though. |
Re: Orc Mod concept - feedback required
It's all good stuff, but I think the problem could be that you will either end up like
- Abysia - Machaka (they have Voodoo covered) or - warm-blooded Ctis I like your idea, but it seems that your vision may have a problem filling a gap. (I wanted to do a "Oglala Sioux" mod concept, but realized that although it would be fun, it wouldn't really be too much different from what was already out there.) |
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