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Old November 9th, 2009, 05:12 PM
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Default Re: Questions for EA Gondolin Mod

Well, I think I've gotten some great suggestions in this thread. For the Eagles, I'll probably throw out the site-summoning idea and leave them as national summons. Too much work, and having recruitable autospawning commanders would be too imbalanced, probably.

As for Earendil: the main reason I'm putting him with Gondolin is that, well, it's the only real realm in Beleriand which I can properly associate him with. If I continue beyond Gondolin to create mods for all of them, then it would be impossible to assign him anywhere, as I can assign all of the other notable heroes to one land or another. Plus, he's the Morning Star, and an important part of the whole mythos. And he slew a flying dragon. In a flying ship. And as for the whole trampling thing, it was more the thought of: "hey, he's in a ship. If I had a flying ship when I went into battle, I would use it to run my enemies over. Wouldn't you? "

As for Glorfindel...well. He did take down a balrog (albeit with his life), but Ecthelion took down Gothmog, Lord of Balrogs, despite having the use of only one arm (sword arm, shield arm was broken during the Fall). Then again, Rog led his House off the walls and into the middle of the beseiging host and killing everyone in sight, including boatloads of balrogs. So in essence, we have a case of too much awesome: everyone (except Salgant, who hid under his bed) were awesome during the Fall of Gondolin, and we only have a limited number of slots. That's the idea behind the multihero: besides for those who are really important, (i.e. Tuor, Maeglin, as both were princes and not standard "high lords") they're designed to cover all of them.

And yeah, Glorfindel is to have been reborn from the Halls of Mandos and sent back as a messenger along with the Istari.


I think what I will do is make it so that Gondolin does not need much in the way of magic from it's pretender. It would lack death and blood and major astral, but instead I could give them perfectly good non-unique, elemental SCs. I can also probably run with the idea of limiting the gem income from the initial sites (but, considering they'll be given access to 6 different paths, it wouldn't be too hard to limit gem income only to only two or three while still starving them of other gems). It frees them up to give massive investments into scales and/or a minor bless, to encourage them to go Order/Productivity/Luck. How effective would this be?

Also, another question. Is there a way to have a unit autocast a set script of spells throughout a battle (or something to that effect)? My thought is to have those of the Harp cast Song (of Bravery/Healing/Soothing/etc.) throughout the battle. If I can't have them random cast the spells, I'll probably just limit them to casting Song of Bravery (in addition to their standard effect), and make them awesome for boosting morale.

EDIT: For Hurin, if/when I make a Hithlum, he'll be on the top of this list.
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