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  1. #1

    Default Destroying Orc buildings

    I had an idea while playing my campaign as the HE but it could really apply to any good faction. It would make any campaign harder if somebody wanted a harder challenge.

    It seemed a bit unrealistic that if you capture a city from the Orcs you have all their city buildings to use once you get the culture up. So i got to wondering what would your general do would he be happy to live in a city smelling of Orcs and with signs of Orcs everywhere. Or would he destroy all signs of Orcs and start again from scratch. I dont know if every general would do that but an Orc hating general would certainly do that.

    Its only an idea but it would be in character and it would be more of a challenge if you find your campaign a bit easy. Sadly (no fault of the mod) if you play for a bit then think this campaign is a bit too easy there is no alternative to starting again at a higher difficulty.

    This is one alternative.

  2. #2
    karamazovmm's Avatar スマトラ警備隊
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    Default Re: Destroying Orc buildings

    this is my usual proceedings, as it adds flavor, since they would try to purify or restore the destruction done by the orcs

    The very ugly forgive, but beauty is essential - Vinicius de Moraes

  3. #3
    Baron Samedi's Avatar Citizen
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    Default Re: Destroying Orc buildings

    I don't think your idea is more challenging, but it simple would slow down your advancement and make your campaign even more boring. Im sure you can reason that there might be something of good use in those captured orc cities. Then these generals can use the good stuff and change what is necessary in the form of more advanced buildings, just like you can do right now in the mod.

    Ps: I consider ''smell'' as a poor argument
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  4. #4

    Default Re: Destroying Orc buildings

    Quote Originally Posted by Baron Samedi View Post
    I don't think your idea is more challenging, but it simple would slow down your advancement and make your campaign even more boring. Im sure you can reason that there might be something of good use in those captured orc cities. Then these generals can use the good stuff and change what is necessary in the form of more advanced buildings, just like you can do right now in the mod.

    Ps: I consider ''smell'' as a poor argument
    Slowing down advancement is always a good idea. Otherwise we would not have any garrison script.

  5. #5
    Baron Samedi's Avatar Citizen
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    Default Re: Destroying Orc buildings

    Quote Originally Posted by JackLong69 View Post
    Slowing down advancement is always a good idea.
    Depends on what your style of gameplay is.

    Quote Originally Posted by JackLong69 View Post
    Otherwise we would not have any garrison script.
    The garrison script was not mainly designed for this reason, but as a compensation for the A.I., because it lets most of its settlements undefended.
    Under the patronage of MasterBigAb

  6. #6

    Default Re: Destroying Orc buildings

    I don't think your idea is more challenging, but it simple would slow down your advancement and make your campaign even more boring. Im sure you can reason that there might be something of good use in those captured orc cities. Then these generals can use the good stuff and change what is necessary in the form of more advanced buildings, just like you can do right now in the mod.
    Well it would make the major Orc city's like Moria and Isengard harder to exploit if you captured them. It would cost you money to rebuild them and the time. So it would slow your campaign/make it harder. You could do it with all your generals or just some of them. Maybe some would hate Orcs for any number of reasons and massacre the citizens and rebuild a captured city. While other generals would be happy to live in city's with traces of Orcs in them.


    Ps: I consider ''smell'' as a poor argument
    Yes smell is not the best choice of word, taint would have been better. But assuming Orcs have no love of water or bathing they would be rather aromatic

  7. #7
    Muffer Nl's Avatar Praefectus
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    Default Re: Destroying Orc buildings


    Smell ey?


  8. #8
    Nirnaeth Arnoediad's Avatar Vive l'Empereur !
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    Default Re: Destroying Orc buildings

    Not a bad idea. No realistic to have "orc-hole" in your elvish cities. Maybe a general script destoying automatically the evil / good factions' buildings regarding the faction controlling the settlement would add some realism to the mod.

  9. #9

    Default Re: Destroying Orc buildings

    If you play VH/VH, you don't really have the money or the time to do this... But I clean up Good cities to make some money, though, because it would anyway take a long time since I'd be able to use them... and it's better to use the money to build an army where you can...
    Commander, the time has come.

    Execute Order 66.

  10. #10

    Default Re: Destroying Orc buildings

    I think it would be a good idea if orc buildings were automatically destroyed when you conquer a settlement, but make it so that you dont have to go trough the entire building tree again to rebuild it with your own buildings.
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  11. #11
    mattgoby's Avatar Campidoctor
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    Default Re: Destroying Orc buildings

    it would be gud but alsoo a pain in the arse for gondor or mordor
    "some people say the iraq war is unnessasary, however i disagree its good practise in case one comes along that we need to fight, just in case the germans have another go"-AL MURRAY

    "us british our world war champions of the world"-AL MURRAY

  12. #12
    Muffer Nl's Avatar Praefectus
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    Default Re: Destroying Orc buildings

    @matt:

    More fitting for yor signature don't you think?


  13. #13
    Libertus
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    Default Re: Destroying Orc buildings

    @ alex-ander
    i canīt understand what the problem is, if you conquer a town and donīt like some buildings (or you want some challenge) destroy them by yourself.
    I think the mooding crew has more than enough other work to do.

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