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Autor Thema: Mirkwood as own faction  (Gelesen 3068 mal)

ThranduiltheElvenKing

  • Hobbit
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  • Beiträge: 3
  • "The other lands are not my concern"
Mirkwood as own faction
« am: 2. Dez 2015, 20:19 »
Appearance for basement: - dark green woodland realm with nets on trees.Trees would be the same like in the map "Mirkwood (6players)" . Tree branches would touch each other to make an update (written below in "upgrates)

Buildings:4 building spots+ main fortress (the Palace) iscopy of Mirkwood Palace (copy of the outpost from Lorien but much wider) -The Wine Cellar,The Vault of the King,Troop Chamber,Forge of Woodland Realm.

-The Wine Cellar - generating resources and increasing command points.

-The Vault of the King - Generating resources (there can be only one upgrate be used)

-the Feast of Starlight - generating resources is increased by 20% for the Wine Cellar

-Palace Guardians - the Palace gets Palace Guards and increase deffense by 20%

-Guardians of Borders - the basement gets deffense from Guardians of Borders (whole basement will surrounded by light armored archers at trees).

(archers will be stand up on three branchers if its possible to make it)

- Kings Silver Armor - Thranduil can get his fighting silver armor (can be used whenever) + be able to create Palace Guard Spearman

-Troop Chamber - decrease unit cost,time to recruit unit + create units

- Elven Arts - reducing time to recruit units by 10% (max.40% for early units and 20% for late units) - Wood-elves from Mirkwood are very strong and skillful.Mirkwood elves can learn to war very quickly.

-Elven Training - reducing cost of units by 10% (max 40%,only for early units and 20% for late units) + be able to create heavy armored Mirkwood units

Mirkwood units - Mirkwood Guards - light armored archers (used model from Mirkwood Battalion from classic BFME 2) which protect borders (stats like Lorien archers). Their passive is "Guardians of Borders" that make them stronger by 10% in their the basement. Their an appearance would be like in Hobbit 2 movie.

- Avari - light armored dagger masters (used them from Edain Mod 3.8.1) . They wont have any passive ability but active and its battle formation (from Edain mod 3.8.1)

- Mirkwood Archers - heavy armored archers from Hobbit 3 movie. There is no any description for them, only copy them from Lorien to Mirkwood.

- Mirkwood Warriors - heavy armored swordsman from Hobbit 3 movie. Mirkwood Warriors will be able to use shield if player uses an upgrade "Elvish Shields". If unit uses a shield, their armor is increase by 10% but damage reduces by 10%.There is no any description for them, only copy them from Lorien to Mirkwood.

- Mirkwood Spearmen - heavy armored spearmen which carry one spear but with and upgrate " Elvish Shields" can to carry one spear and shield at one time but with a shield. Their armor is increased by 10% and damage decreases by 10%.(They were in Hobbit 3 movie as front line to prepare for attack at dwarves).

- Palace Guard Spearmen -an elite heavy armored spearmen who protect the Palace. They are full upgraded with shield and with weapon upgrate but their damage is no changed. Only 3 troops can be created.


Forge of Woodland Realm - Increase command Points

                                   - Level 1 - Banner Carrier Upgrade

                                   - Level 2 - Enchanted Swords and Elvish Shields

                                   - Level 3 - Enchanted Arrows (the same effect like Silverthron but appearance of Enchanted Arrows is green)
OUTPOST buildings and outdoor buildings (sth like Mallorn Trees for Lorien)

 Outpost building - Dorwinion Vineyard - Everyone knows, where vine came from  for King Thranduil. The vine is too strong in order to elves get drunk and fall sleep.Command Points are increased by 200 and generating resources is 80.

                        - Drunk Elves - Command points are increased by 100 but generating resources are reduced by 50%

                        - Vine Masters - Command points are reduced by 100 but generating resources are increased by 50%

           Units - Dorwinion Seeder - Dorwinion Seeder carries Seeds of Vine and can slowly heal allies per time , ability is passive and work in combat as well

                  - Nature Mage - their nature power protects vineyards. Nature Mages are strong aganist buildings. Their active spell is "Encasing Vines".

                                       Encasing Vines will buff building and increase their armor by 20% for 1 minute. Building ,which is affected Encasing Vines is surrounded with vine sprounts. 1 minute coldown.

Lesser outposts - Rhosgobel  ,Radagasts house - increase commant points and generating resources.

                                                              - Help from Woods - Radagast comes to help wood-elves from Mirkwood.Radagast can be recruitable as permanently hero. Command Points will reduced by 100 and generating resources wont be able during this upgrade

                                                              - Wildlife - Radagast will save all animals and therefore command points are reduced by 100 but generating resources is increased by 80, Radagast wont be able to be recruitable.

                      - Stables of Mirkwood - increase commant points and generating resources.

                                                    - Level 1 - Increase command points , faster generating resources or armored buidling with archer

                                                    - Level 2 - Increase command points, faster generating resources or armored buidling with archer (cant be used if it has been chosen in Level 1)

                                                    - Level 3 - Elk Training - Mirkwood is connected with Nature and they got elks like mounts instead of horses, Elk Riders will be able to recruit.  Thranduil will be able to ride on Elk

                                                   -  Elk Riders - common elk archers known from Edain Mod 3.8.1 or Lothlorien update.

                     - Vineyard - increase command points and generating resources

                                    - Level 1 - increase CP,generating resources or armor

                                    - Level 2 - increase CP, generating resources or armor with archer.

Heroes : Thranduil ,Radagast,Galion,Tauriel and Legolas

Thranduil - tank

Radagast - Unit support and massive unit slayer (sth like Gandalf) - 1. Level - Bird Friends - Radagast summons 2 birds who reveal areas and can move for short time . Enemy cant kill them

                                                                                             3. level - Ride on Rhosgobel rabbits or on an eagle

                                                                                             5. level - Aid of Radagast (Area of Effect) - ally will be slightly healed

                                                                                             7. Level - Eagle Attack - spell from Edain Mod 4 (Lothlorien update)

                                                                                             10. Level - Renewal - Radagast conjures forest simillar to old Greenwood permanently in large radius.

Galion - scout hero with support potentional (Melee hero) - 1. Level- Horn of Mirkwood - Galion recalls a company. Mirkwood units get increase armor for short time
                                                                                   5. Level - Vine Tester (Passive)- Galion knows, which vine is good. For killed unit to gain 3 resources.

                                                                                   7. Level - Heavy Armor - Galion wasnt only Vine tester but even a great soldier. His armor is increased by 25% . He gets armor according to Heavy armored Mirkwood unit.

                                                                                   10. Level - Weapon Master - Galions attack speed is slightly increased

Tauriel - Agile Hero according to Haldir - 1. Level - change between bow and dagger,whenever

                                                       - 3. Level -Captain of Guards - Tauriel supports Mirkwood Avari and Mirkwood Guards . Avari and Mirkwood Guards get increased damage by 20% for a certain time

                                                      - 5. Level - Athelas -  This ability is from Hobbit 3 movie where Tauriel saved Kili. Ally hero will be healed.

                                                      - 7. Level - Endless Love - Tauriel mentions Kili. Tauriels movement speed is increased by 50% for medium time.

                                                      - 10. Level - Guardians of Borders - Tauriel summons 2 batalion of Mirkwood Guards for medium time.

Legolas - Hero killer with spam killing potentional - all good abilities but at 5. Level - Bow of Galadhrim - Legolas was gifted by Galadriel and get a new bow. Legolas range is increased by 20% ,damage is increased by 15% and attack speed by 10%.

Walküre

  • Edain Unterstützer
  • Hoher König von Gondor
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  • Beiträge: 4.706
Re: Mirkwood as own faction
« Antwort #1 am: 2. Dez 2015, 21:07 »
Zitat
I know it's probably not going to happen but I wish Mirkwood was its own faction. I like it that much. Plus it seems a bit odd for Thranduil to always team up with Lorien and play second fiddle to Galadriel. Doesn't seem in-character.


Hi.
This topic (Mirkwood as an independent faction) has already been proposed and debated both here and on ModDB.
Although theoretically possible, it won't be for a couple of reasons, concerning the lore and, mainly, the gameplay.

This is a comment of mine on ModDB about this suggestion  :)

Zitat
It could certainly be done, but, concerning the Edain Mod's system and inner structure, there aren't the right 'premises'.
I'm mainly referring to the number of each faction's heroes, units, spells, and models of the basic structures.
Also, it would be quite unfair and problematic having three different factions for the Elves, when we surely know that the Elves are severely diminishing in the late Third Age and thus are a minority among all the other races.

Not even a possible 'switching' system convinces me very much, as there would be heroes, spells, tools and other elements of a different realm in another realm, without so much coherence (a proper differentiation); otherwise, we could also include Rivendell in a possible switching system, and mash all the Elves together in one faction...

Furthermore, it's true that in the late Third Age Lothlórien and Mirkwood are almost completely isolated and represent two distinct different realms, but, apart from Galadriel, we are still talking about a common Elven kin, the Woodland Elves, among which (the composition obviously changes in the respective factions) we can define the Sindar, the Nandor and the Avari.
Also, both Celeborn and Thranduil are Sindarin Princes/Royals :)

This is a comment of mine about this topic that you often brought out, Thranduil, and always been exhaustively answered about it (also my me)  :)

I respect your passion towards this matter, and the detailed proposals relating to it, but I have to close this thread.

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