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Re: Possible mod nation? - Kingdom of Angmar
For more information about the Kingdom of Angmar, its probably somewhere in the 12 books of notes Christopher Tolkien organized and published, somewhere I haven't read yet. (its a lot of books, and they aren't small).
Some specific notes: Uruk-hai are created by Saruman, and as such didn't exist in the time of the Kingdom of Angmar. I have no idea if Orog-hai existed yet or not. There's a little reason to believe they were trolls resistant to sunlight. Saruman should not be 'old'. He took the form of an old man, but he was a Maiar, and as such ageless and older than the world. |
Re: Possible mod nation? - Kingdom of Angmar
Kianduatha: This isn't starting with a Prince of Death, this is starting with a free Prince of Death. Sure he doesn't fly, but you get free points in magic, and etherialness besides. Even if you don't spend a single design point helping him out, he's still going to be able to take most indies by himself.
You could easily make an SC Pretender (a cheap Dom 10 Wyrm, for instance, to give you ocean access and spread your Dominion quickly), right along with this guy, enabling you to reliably capture 2 Indie provinces every round from round 1. That's a heck of a jumpstart. Are you going to be able to counter both of them by Turn 6? Because, if we're not ignoring the Nationals, that's not an unreasonable amount of time for a 3rd expansion army. |
Re: Possible mod nation? - Kingdom of Angmar
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I want the witch king to be an element of the army that people have to think about dealing with. I don't think he's any more powerful than an awake SC pretender god. Of course, the fact that you could have two of them is a little scary, but that just means that you're going to eat one of your neighbors (though in a 1-on-1, your opponent could specifically counter the concept in their build), which is just like some other powerful early nations. Angmar will have a very strong early game (automatic SC), a pretty weak middle game (poor armies), and a moderate late game (due to having someone with high death and astral). That said, some of what you're seeing is actually more extreme than you're assuming. His fear is +5 plus death, so +9 to begin with. That darkpower is a very hefty one at +5. He already spreads dominion like a prophet, but I'll be disabling temple spread (Sauron didn't have any temples, really). So, prophetizing him wouldn't actually help that, I think, unless it would increase it to 2 candles per turn. Countering that, though, is that I gave him enough abilities that he doesn't gain heroic abilities (or is that just that he's unique?). It seems to me that for the effect of having a very strong unique starting commander to be pronounced, that commander should be very very good. Oh, and the black breath is actually a ranged attack (causing fear and a little paralysis at short range), so he's only got 2 attacks in melee. If he *needs* to be toned down, then I'll do it, but his strength is very much the difference between this nation and another, and I'll be more willing to drop the efficacy of everything else to keep him very good. |
Re: Possible mod nation? - Kingdom of Angmar
Well, it'll certainly be a fun Nation to try out, whenever I get the chance. Hopefully, it can get some MP testing, and we can get a better idea of balance. I'm anxious to see the rest of the National units.
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Re: Possible mod nation? - Kingdom of Angmar
Classes are done for the time being; back to working on this. How does one modify the little icon for magic sites?
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Re: Possible mod nation? - Kingdom of Angmar
Anyone had any success putting magic beings into province defense? My trolls aren't showing up at all.
Code:
#newmonster 2886 Code:
#defcom1 "Rhudaur Chieftain" |
Re: Possible mod nation? - Kingdom of Angmar
That's because your last line of code there says "#defmult2 8" when it should say "#defmult2b 8"
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Re: Possible mod nation? - Kingdom of Angmar
It's AMAZING how many times I looked for exactly that mistake and didn't find it.
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Re: Possible mod nation? - Kingdom of Angmar
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Re: Possible mod nation? - Kingdom of Angmar
It's been a while, but I got some of the sprites going. Modifying them really speeds up once you've done a few. Please let me know what you think so far with the stats/sprites. Here they are:
Captain of Carn Dum (pretty basic leader commander): http://i46.tinypic.com/30jlhqr.png Gundabad Elite Warrior (cap-only heavy infantry): http://i49.tinypic.com/2nss8pg.png Angmar Swordsman (heavy infantry): http://i45.tinypic.com/zvc6t2.png Angmar Bowman (heavy archer/light infantry): http://i47.tinypic.com/2vudemu.png Edit... Oh, also the Gundabad Shaman (best recruitable mage and cap-only, the random magic paths are 110% FWDB) http://i46.tinypic.com/244304p.png The berserk and reinvig on both the orc units are +4 and 3 respectively. |
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