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Alex Walz
04-16-2010, 04:23 PM
FANTASY FRIDAY XXII
The Homelands of Gokkholm

Hello everyone! :) Welcome to Fantasy Friday XXII - that's 22 for all you non-Romans. Today, as promised, we'll finally be giving our orc players some love with 21 new screenshots of the three orc homeland regions. Each of these regions offers a distinct environment and advantages/disadvantages, so choose carefully! For more information on how homelands work or the human homelands, please check out Fantasy Friday 17 (http://www.reverieworld.com/forums/showthread.php?t=1320).

Be sure to vote for your favorite and post any thoughts you have - we're always open to feedback and we love to hear what you liked.

http://reverieworld.com/screenshots/ff22/6thumb.jpg (http://reverieworld.com/screenshots/ff22/6.jpg)
<font size="-2">A medium-sized Brakental homeland, preparing to raise an army.</font>

The Desert Region of Brakental

In the far south of the Orcish Realm of Gokkhelm is a barren desert region called Brakental. According to legend, a disgraced orc warrior in the Older Times was exiled from Flattan Rol. But he was allowed to choose the uninhabited <table align="right" border="0" width="240"><tr><td><center><a href="http://reverieworld.com/screenshots/ff22/1.jpg"><img src="http://reverieworld.com/screenshots/ff22/1thumb.jpg" width="200"></a><br><font size="-2">As a tribalistic society, the Orcs engage in combat to evaluate worth. When trekking to your future homeland, the town's Advisor will challenge you to combat. If you can impress him, the town is yours.</font></td></tr></table>land in which he would spend the rest of his life. Out of defiance, he chose the most brutal wasteland known to his people: Brakental. As he arrived there, a thunderstorm was forming overhead. There was a flash of lightning. And where it struck the earth, his mate emerged from the smoking sand. It is from these two ferocious souls that the Orcs of Brakental trace their lineage.

Desert Orcs are a melee fighting race. Those who live here pride themselves on their distance from inferior races like elves and humans, with whom they have little or no contact. Any other hardy souls who likewise wish to express their scorn at the inferior races of Mythador are always welcome to carve a lordship for themselves from these blazing deserts.

Desert players have to rely on Slayers, Berserkers, Ogres, Goblins, and Wargs, with very little ranged unit support. Easy access to gold and cheaper research allows them to upgrades easily. However, they are poor with sieges, and very bad at defending strongholds. With lots of Ogres and Wargs, their best defense is a good offense. Their economy is based on breeding Wargs and ravaging areas of all <table align="left" border="0" width="240"><tr><td><center><a href="http://reverieworld.com/screenshots/ff22/2.jpg"><img src="http://reverieworld.com/screenshots/ff22/2thumb.jpg" width="200"></a><br><font size="-2">Orc Homelands start with two Huts, a battalion of Marauders, and a battalion of Laborers. Overtime, the Huts will automatically train additional worker units.</font></td></tr></table>resources.

Needless to say, there is very little forest in this desert region. However, there are a good number of gold mines and stone mines. There is plenty of open space for castle building, but with natural defenses and choke points are also plentiful. Hunting opportunities are limited, with very few deer.

Economic Bonus:
-Unlike other Orcs, the creatures of Brakental are skilled at mining. Gold and Stone Gathering Rates get a +25% boost. <table align="right" border="0" width="240"><tr><td><center><a href="http://reverieworld.com/screenshots/ff22/3.jpg"><img src="http://reverieworld.com/screenshots/ff22/3thumb.jpg" width="200"></a><br><font size="-2">Similar to the humans' healing wells, the orc homelands have two healing springs in their proximity. If you can fight off their defenders, their power is yours.</font></td></tr></table>
-Forced to use their own creatures for food, the Desert Orcs can harvest Wargs with great skill, food gathering rate boost of 50% higher.

Economic Penalty:
-Lack of experience with wood gathering and conventional hunting has left these rates reduced by 25%.

Research Adjustment:
-Innovative and quick-witted, Desert Orcs enjoy an Upgrades and Research bonus of 25% less cost.

Buildings Price Adjustment:
-Among their adjustments to desert life is the ability to get by with less wood. Consequently, walls require 30% less wood.

Unit Price Adjustments:
-Other adaptations to the harsh Brakental environment include more cheaply recruited Slayers and Berserkers, who require 25% less gold. Ogres and Wargs require no food at all to produce, only gold.

Military Bonus:
-Many years of melee combat experience has produced Melee Units with +25% armor rating, although this does not include pierce armor.
-Units trained in Brakental are unbelievably tough and can travel great distances much faster than any other Orc relatives. Ogres and Goblins have a speed bonus of 40% faster, and Orcs have a speed bonus of +20%.

<table width="900" border="0"><tr><td width="300"><center><a href="http://reverieworld.com/screenshots/ff22/4.jpg"><img src="http://reverieworld.com/screenshots/ff22/4thumb.jpg"></a><br><font size="-2">Your Advisor explains how you can tame the ferocious wild Ogres.</font></center></td><td width="300"><center><a href="http://reverieworld.com/screenshots/ff22/5.jpg"><img src="http://reverieworld.com/screenshots/ff22/5thumb.jpg"></a><br><font size="-2">Every so often, your Homeland will receive visitors, both friendly and hostile. You can often choose how to respond to them.</font></center></td><td width="300"><center><a href="http://reverieworld.com/screenshots/ff22/7.jpg"><img src="http://reverieworld.com/screenshots/ff22/7thumb.jpg"></a><br><font size="-2">After completing the early quests, your Advisor's role will fade as an Orc Prince moves into your Homeland, with a Hut not far off, and gives you more story-progressing quests.</font></center></td></tr></table>


http://reverieworld.com/screenshots/ff22/13thumb.jpg (http://reverieworld.com/screenshots/ff22/13.jpg)
<font size="-2">An advanced Flattan Rol homeland with heavy walls and a bustling economy.</font>

The Swamp Region of Flattan Rol

According to Orcish Lore, an Orc is created every time lighting strikes the ground. This is how, in the Older Time, the first Orc ancestors were created here in Flattan Rol, <table align="left" border="0" width="240"><tr><td><center><a href="http://reverieworld.com/screenshots/ff22/8.jpg"><img src="http://reverieworld.com/screenshots/ff22/8thumb.jpg" width="200"></a><br><font size="-2">The Homeland Advisor, an NPC, will greet you and give you your initial quests and advice.</font></td></tr></table>and from them were descended the Orcish Race. To this day, they live by the Ethos of Warriors who are born from lightning and earth. Flattan Rol is still considered to be the original Orc Homeland, and the great fortress here is named Makkada, which means the Mother Womb.

Swamp Orcs are massive in size, and have ready access to mounts. However, due to their limited opportunities to learn combat in a wide variety of settings, they are often not the best warriors.

During the War of the Lost Kings, Flattan Rol provided vast quantities of troops that surged in waves across the Human Realm of Teria. <table align="right" border="0" width="240"><tr><td><center><a href="http://reverieworld.com/screenshots/ff22/9.jpg"><img src="http://reverieworld.com/screenshots/ff22/9thumb.jpg" width="200"></a><br><font size="-2">Some early homeland-based quests to introduce you to the game mechanics and city-building.</font></td></tr></table>As a result, the defeat of the Orcs in Rolling Plains left vast tracts of this region unpopulated, therefore there is now a great deal of open land now, ready to be settled by Orc Players.

This region is never short on food, and will provide a steady supply of gold and wood. Swamp Orcs are quite well balanced in all regards and can amass large numbers of cheaper, less upgraded units. But they also have the best Orcish mounted force, as well as having a horde of Wargs of great strength and great food value.

Economic Bonus:
-Hunting and Warg Gathering come naturally to the Orcs of Flattan Rol, they get a +25% gathering rate. The swamps are very well suited to Wargs, therefore Warg Growth Rate is 30% faster, with double maximum food values.

Economic Penalty:
-Although there are sufficient gold and stone mines here, this is not an activity swamp orcs are skilled at, incurring a gold and stone gathering rate penalty of 25% less.

Research Adjustment: <table align="left" border="0" width="240"><tr><td><center><a href="http://reverieworld.com/screenshots/ff22/10.jpg"><img src="http://reverieworld.com/screenshots/ff22/10thumb.jpg" width="200"></a><br><font size="-2">A gold mine, deep within the swamp and protected by a wild Ogre.</font></td></tr></table>
-Research does not come easily to the Swamp Orcs, thereby military upgrades incur a 25% cost increase.

Buildings Price Adjustment:
-Default Orc Building Costs.

Unit Price Adjustments:
-The Orcish Race in Flattan Rol is not particularly demanding of its military recruits, so they can be trained cheap and fast. All units receive a -25% build-time speed bonus, and cost 25% less gold.

Military Bonus:
-The Warg of Flattan Rol is definitely a creature to be reckoned with. They receive +50% Hit points and attack damage. Mounted units that are bred here are also formidable, receiving a 25% more hitpoints and attack damage.

<table width="900" border="0"><tr><td width="300"><center><a href="http://reverieworld.com/screenshots/ff22/11.jpg"><img src="http://reverieworld.com/screenshots/ff22/11thumb.jpg"></a><br><font size="-2">Your Homeland seen in the distance from the short introduction cinematic that plays upond load-up.</font></center></td><td width="300"><center><a href="http://reverieworld.com/screenshots/ff22/12.jpg"><img src="http://reverieworld.com/screenshots/ff22/12thumb.jpg"></a><br><font size="-2">A rising Orc Homeland with a palisade wall.</font></center></td><td width="300"><center><a href="http://reverieworld.com/screenshots/ff22/14.jpg"><img src="http://reverieworld.com/screenshots/ff22/14thumb.jpg"></a><br><font size="-2">The same homeland with an upgraded heavy wall. Unlike the men, orcs can only have one layer of wall.</font></center></td></tr></table>


http://reverieworld.com/screenshots/ff22/15thumb.jpg (http://reverieworld.com/screenshots/ff22/15.jpg)
<font size="-2">An advanced Thikken Dal stronghold, as seen from the Stronghold Creation menu.</font>

The Forest Region of Thikken Dal

In the Older Time, a small band of orcs pushed as far west from Makkada as they dared without being killed by the retched Humans and Dragons who dominate <table align="right" border="0" width="240"><tr><td><center><a href="http://reverieworld.com/screenshots/ff22/16.jpg"><img src="http://reverieworld.com/screenshots/ff22/16thumb.jpg" width="200"></a><br><font size="-2">A just-created homeland in the Winter, with some Marauders hunting the plentiful deer of this region.</font></td></tr></table>Western Mythador. There, in the west, they found an uninhabited forest; or at least, if it was inhabited, they soon corrected the situation. They dubbed it Thikken Dal and settled here, and thus were born the Forest Orcs. It is said that some of their descendants ventured even further west, into the Dragon Realm, and formed an unnatural alliance there. Those stories have never been confirmed.<table align="left" border="0" width="240"><tr><td><center><a href="http://reverieworld.com/screenshots/ff22/17.jpg"><img src="http://reverieworld.com/screenshots/ff22/17thumb.jpg" width="200"></a><br><font size="-2">A Thikken Dal homeland, as seen from the MMORTS World Map.</font></td></tr></table>

Back in Thikken Dal, however, the Forest Orcs developed into great archers. Thus, the Thikken Dal player will rely on using a lot of ranged units and will have access to free tough Goblins. The Forest Orcs secretly studied the fortress building skills of the humans as well. They built a formidable city called Ral Nistro, and also became quite good at besieging strongholds. Consequently they are the best orcs for laying sieges, and are good with defence of their own strongholds as well. Although they perform poorly in open field combat.

Thikken Dal was never very densely populated to begin with, and during the War of the Lost Kings the Forest Orcs sent many divisions of soldiers to fight the Humans. As a result, wide tracts of land are now open for settlement.

Economic Bonus:
-Forest Orcs excel at woodland skills, therefore Wood Gathering and Food Gathering Rates get are 20% faster.
-Harvesting wood will be the primary resource here, supplemented by a few gold mines and abundant herds of deer.

Economic Penalty:
-Like most Orcs, mining does not come readily to them. Stone and Gold Gathering Rates suffer a -25% penalty.

Research Adjustment: <table align="right" border="0" width="240"><tr><td><center><a href="http://reverieworld.com/screenshots/ff22/18.jpg"><img src="http://reverieworld.com/screenshots/ff22/18thumb.jpg" width="200"></a><br><font size="-2">Some Marauder scout the surroundings and come across a pack of rogue orcs and several more herds of deer.</font></td></tr></table>
-Default Orcish Research Costs.

Buildings Price Adjustment:
-Building with wood is a skill the forest orcs have mastered nicely, thus wall construction requires 30% less wood.

Unit Price Adjustments:
-Forest Orcs excel at hit and run tactics, thus the Marauders can be recruited at 50% less cost, since Goblins thrive in the swamplands, they can be recruited for cheap.

Military Bonus:
-Expertise in defensive military skills gives +25% more Hitpoints and Armor boosts to every Goblin and Marauder.

<table width="900" border="0"><tr><td width="300"><center><a href="http://reverieworld.com/screenshots/ff22/19.jpg"><img src="http://reverieworld.com/screenshots/ff22/19thumb.jpg"></a><br><font size="-2">Homeland construction with an incoming horde of goblin visitors.</font></center></td><td width="300"><center><a href="http://reverieworld.com/screenshots/ff22/20.jpg"><img src="http://reverieworld.com/screenshots/ff22/20thumb.jpg"></a><br><font size="-2">If you over-hunt your surroundings, you can breed huntable Wargs in your Homeland. With time, these Wargs will fatten, providing more food.</font></center></td><td width="300"><center><a href="http://reverieworld.com/screenshots/ff22/21.jpg"><img src="http://reverieworld.com/screenshots/ff22/21thumb.jpg"></a><br><font size="-2">A more advanced stronghold with a decent population and a palisade wall.</font></center></td></tr></table>

GPS51
04-16-2010, 04:37 PM
Just seeing the pictures makes me think scorched earth policy all over. Ever consider penalizing a race playing vs the orcs for such a reason? I can't wait to get my home cities up and running. I like how the armor bonuses make up for weaker units in other areas.

Yami-Yagari
04-16-2010, 04:58 PM
Like the update. Would either pick Brakental or Thikken Dal. Brakendal cause they wield the better units, but their stronghold sucks, and Thikken Dal is really the opposite. Really a hard choice.:(

Henry Martin
04-16-2010, 05:18 PM
If I did decide to play the Orcs I think I would choose Brakental. For the stronger units.

nickson104
04-16-2010, 05:22 PM
These are AMAZING :) But the strongholds look a bit cluttered, I know thats the point of the orcs but still... :( :p

I dont know where I would go actually!!! :o They are all good!!! I may go with Brakental though!! :)

Thank you so much guys!!! :)

Darathor
04-16-2010, 05:50 PM
These is a really good showcase and I'm not sure which homeland I would choose, I really like the scenery of Flattan Rol but I like how the orcs of Thikken Dal seem to be. As orcs, I would most likely not do a whole lot of pvp, mostly only quests and skirmishes with other races. This really made me excited about orcs just a little bit more, but still excited. I think that orcs will be my most played race, other than elves of course. Humans don't really attract me in a fantasy game that much, they have to be really unique.

Swift sword
04-16-2010, 08:48 PM
I'll probably choose one of the second two, just to get a feel for all races eventually. In any case, great screens. I really like some of the scenery, and the different strongholds look fairly balanced, in a basically similiar (but with obviously different bonuses) way to humans. Great job with it, keep up the great work on the game.

Alex Walz
04-16-2010, 10:40 PM
Thanks for the comments. :)

But the strongholds look a bit cluttered, I know thats the point of the orcs but still...
If they look cluttered, it's because I'm cluttered. ;) Remember that orc players can build buildings wherever they want so they have the most control. Mine look cluttered because I tried to get everything inside my walls and didn't send many of my units off to roam the world map.

Yami-Yagari
04-17-2010, 12:48 AM
To bad you don´t have a good screen of the brakental fort walls. Big deciding point for me to is how their stronghold will look.

welshie
04-17-2010, 03:58 AM
Even though i think orc will be the last race to play im havent trouble on deciding what ones to go for, i like the forest region Thikken Dal because i think it would look awsome and seems ta good choice. But i look at Brakental and think they look awsome and excatly how i would picture orcs to be/play as. so its between them 2..

Yami-Yagari
04-17-2010, 04:51 AM
but Flattan Rol also sounds alluring, mainly because of the 25% price and recruit time reduction and warg fatten faster. it's a really hard call:eek:

Puppeteer
04-17-2010, 06:06 AM
I foresee Orcs being terrible at defending sieges, so how do they compensate? Marching through the gate to meet their foes head on?

Yami-Yagari
04-17-2010, 06:46 AM
wait, First Orc Settlement?You can build more? :eek: !?

Generation
04-17-2010, 07:34 AM
Those regions really do look like but they shall be overrun by the elves! mwahahahaha

Darathor
04-17-2010, 08:09 AM
wait, First Orc Settlement?You can build more? :eek: !?

You could, you can have 4 player cities that you control and if you really want to, you could make two, three, or even all of them orc cities if you really like them.

Yami-Yagari
04-17-2010, 08:31 AM
You could, you can have 4 player cities that you control and if you really want to, you could make two, three, or even all of them orc cities if you really like them.

didn´t know that. so basicly you could build your settlements everywhere and get their territory buffs to right?

Kire
04-17-2010, 08:32 AM
Huh orcs =P, i voted for last option of not having orcs but if this game had just orcs .... than i would choose forest region =), archers!!!!!
Just one thing came to my mind, in swamp region, isnt there too wet for wooden things so they would rot quicker - wouldnt they have also then building more expensive/cost more wood?

Remember that orc players can build buildings wherever they want so they have the most control.

But they cant rotate them?

Andy Joslin
04-17-2010, 08:41 AM
But they cant rotate them?
Not currently, but do not worry; this will be added.

Negthareas
04-17-2010, 09:04 AM
Wow - this really changed my perspective on orcs. Hmm. I think I will play a battle against myself in the MMORTS sometime - elves against orcs. It would be interesting to say the least. I have no clue which to pick. I must chose wisely.

Ok I have decided - Thikken Dal. Interaction with all races. Best defense for fortress of orcs [which still is not saying much].

Why was this in for Thikken Dal:

"Unit Price Adjustments:
-Forest Orcs excel at hit and run tactics, thus the Marauders can be recruited at 50% less cost, since Goblins thrive in the swamplands, they can be recruited for cheap."


Also - please, please, - don't let heavy cumbersome wheeled siege equipment be able to cross "shallows" or their equivilent as they were able to in AoE 1 and 2. It just doesn't make sense for them to be able to. Maybe you could have a quick "build raft" option or something instead.

Yami-Yagari
04-17-2010, 09:17 AM
Also - please, please, - don't let heavy cumbersome wheeled siege equipment be able to cross "shallows" or their equivilent as they were able to in AoE 1 and 2. It just doesn't make sense for them to be able to. Maybe you could have a quick "build raft" option or something instead.

Or disassemble them and rebuild on the other side could work to

Alex Walz
04-17-2010, 09:55 AM
To bad you don´t have a good screen of the brakental fort walls. Big deciding point for me to is how their stronghold will look.
I don't have that stronghold any more, but I believe I might have a walled shot somewhere on my pc of an earlier town. If not, I'll post you a screenshot of the Brakental menu screen.

GPS51
04-17-2010, 10:04 AM
Will the menu screen pix be attainable for strongholds or would they be considered eye candy only?

The Witch King of Angmar
04-17-2010, 11:03 AM
4th option for me says it all.

bikkebakke
04-17-2010, 11:05 AM
Brakental! I'm going to play as purebread orcs...

Flattan Rol orcs cant fight :/ and Thikken dal orcs primary weapon is bows and arrows.

pff real orcs engage in melee combat. (but ill play as human first >.<)

Yami-Yagari
04-17-2010, 11:09 AM
Brakental! I'm going to play as purebread orcs...

Flattan Rol orcs cant fight :/ and Thikken dal orcs primary weapon is bows and arrows.

pff real orcs engage in melee combat. (but ill play as human first >.<)

Yeah, Brakental has its advantages, but still when they´r under siege they won´t only suck bad, but with the worst walls of the 3 areas you´ll really have a hard time winning that fight.

Alex Walz
04-17-2010, 11:25 AM
Orc walls may not be the sturdiest but when those spiked gates come crashing down, your attacker is in for a world of hurt.

Aametherar
04-17-2010, 02:13 PM
Reading this after reading the human ones makes orcs seem like a weaker race.

Brakental has Beefy units which is what orcs are about, but at the same time being on foot i'd assume even with the speed bonuses they're slower than mounted units. I could see their strength being totally negated by archer micromanagement and cavalry routing tactics. Add to that their inferior defenses and town layouts, I could see them getting harassed to no end, especially by cavalry armies. Add to that their lack of ability in sieges and life seems very questionable for these orcs.

Flattan Rol seems fairly well balanced but also like they could easily fall behind enemies in research putting them too far below in technology, which could be devastating. It seems like they'd need a healthy trade agreement set up with Brakental orcs at the very least. But they seem okay

Thikken Dal seem like half elf half human, they have ranged, but could they really stand up to elves? They have good defenses to go with the archers, but as the designated "siege orcs" would they have meaty enough armies to withstand something like human cavalry bearing down on their siege position?

In short, Brakental seems like a high level of difficulty, and possibly inferior as a race against skilled players. Flattan Rol moderate difficulty, but not up to spec with something like humans, still it could be a good balance. Thikken Dal seems like orcs that couldn't quite cut it as elves but easy difficulty to play.

That being said, i'm thinking Brakental (but I really despise the thought of not being able to compete with skilled players), or Flattan Rol where I think I can compete with dedication. Thikken Dal just seems like an Elven nightmare.

It's hard to tell without factoring everything like the base strength of the units etc. so maybe i'm way off here, only 1 way to find out.

Yami-Yagari
04-17-2010, 02:39 PM
I´m actually wondering. in Brakental you hardly have ranged capabilities because of the area they are in. doesn´t that also mean that attacking ranged units will get a debuff in that particular area? because that way Brakental would still be able to at least offer a sort of suitable defense.

althought yes brakental is more offensive then it is defense, but say if elven players would attack brakental orcs, who have the best archers in-game, while brakental has no ranged capabilities at all, lets just say that it would getting really messy on the orc side:(

Argargeroth
04-17-2010, 02:40 PM
Desert Orcs all the way!! They seem like the way an orc army should operate.
They might not be the best fortress builders, but why wait for the fight to come to you, when you can go to them and take what you need?

bikkebakke
04-17-2010, 02:49 PM
Yeah, Brakental has its advantages, but still when they´r under siege they won´t only suck bad, but with the worst walls of the 3 areas you´ll really have a hard time winning that fight.

ooh but winning the battles will be all the sweeter then ;) It's not fun to have it too easy :D I'll just have to micromanage my army as hell to compensate for the lack of archery, go behind enemy lines and flank them etc etc, atleast they got decent cavalry :/

sneaky_squirrel
04-17-2010, 03:26 PM
I'll be one of the fierce desert warlords, look out for me once I get my hands on one of those cities ;p.

Fear my warriors!

Yami-Yagari
04-18-2010, 01:28 PM
I´l see what i´l pick when i begin playing

blackfang
04-19-2010, 09:12 AM
awesome!!! I will play orcs FIRST!!!

Aametherar
04-21-2010, 04:49 PM
I'm curious to see the results. I'm leaning towards Brakental, but at the same time don't want to be far away from civilization if it takes longer to attack people from further away, I don't know about that though, I missed out on that info, i'm pretty sure it's on the forum somewhere. They do have the same attitude as me, even disdain for those siege/archer orcs. At the same time I may instead chose to go with whoever IS closest to the enemy is travel time is an issue.

Negthareas
04-21-2010, 06:14 PM
Still, a lot of what we have seen is speculation. Gentlemen, I will see you on the battlefield, and on the walls - that is where each regions true value will be determined.

Negthareas
04-21-2010, 06:19 PM
If I am a lord, and I have several cities [under the same lord name] and the cities are in different regions, how will the region bonueses work? For example, is each units hardlined at the beginning with where they were made? And my army could be mixed units [some units of the same type might have different armor, speed, attack, etc.] I was just thinking about this, because it might cause some slight problems [more micro might be needed to take advantage of these bonuses].

Yami-Yagari
04-22-2010, 02:46 AM
If I am a lord, and I have several cities [under the same lord name] and the cities are in different regions, how will the region bonueses work? For example, is each units hardlined at the beginning with where they were made? And my army could be mixed units [some units of the same type might have different armor, speed, attack, etc.] I was just thinking about this, because it might cause some slight problems [more micro might be needed to take advantage of these bonuses].

They´d probably still have the region bonus where they originated from, and will probably be indicated with their region of origin in their unit ID

Justin
04-22-2010, 07:45 AM
Well the orc numbers definitely seem to be more balanced than the poll was for human cities.

otomotopia
04-22-2010, 06:32 PM
Braktal orcs are going to have a fun time raiding. They'll get to the walls faster then everyone, and lay waste to the walls. The Flattan Rol players will have some of the most formidible calvery forces in the game, with their huge bonuses to mounted units and the advantageous ability to just pump out units... Though end-game research is going to be a freakin pain, their armies look to be massive early and midgame.

Thikken Dal orcs will be interesting, to say the least. They'll focus on goblins for melee and marauders for archery, no doubt. I'm choosing them becasuse I think having a massive force of goblins may pay off in seige warfare (One unit dies, two take its place, AKA "The Fodder Approach"), though I'd like to see them get a stronger melee unit bonus, as they seem at a disadvantage for everything besides Marauders and Goblins.

sneaky_squirrel
04-22-2010, 09:39 PM
I prefer desert since they are mostly about raiding and looting, plus it would be nice to start out in the desert.

Cheap research is simply a bonus ;p.

Aametherar
04-23-2010, 01:37 PM
I'm actually starting to look at the thikkendal elves, I mean humans...I mean orcs as a target for my raiding parties. They're no true orcs. The most they'll get from me is an uneasy alliance if they're lucky.

Yes, this means i'm pretty sure i'm going to be Brakental. Even though i'm not yet 100% sure I think i'll mark it on the poll now.

Yami-Yagari
04-23-2010, 02:54 PM
Yes, this means i'm pretty sure i'm going to be Brakental. Even though i'm not yet 100% sure I think i'll mark it on the poll now.

It kinda depends on how much weaker Flattan Rol units are compared to the rest. if they'r that much weaker, then i'l definetly take Brakental

Josh Warner
04-24-2010, 02:29 PM
I'm actually starting to look at the thikkendal elves, I mean humans...I mean orcs as a target for my raiding parties. They're no true orcs. The most they'll get from me is an uneasy alliance if they're lucky.

Yes, this means i'm pretty sure i'm going to be Brakental. Even though i'm not yet 100% sure I think i'll mark it on the poll now.

Brakental is the more traditional orc region for sure.

I quite like the desert terrain as well, none of the other races have a desert, it's unique to them.

Khan kreiger
05-29-2010, 10:55 AM
I would definently choose brakental

Khan kreiger
05-30-2010, 06:13 AM
uhm can someone tell me what the boxes mean in the top right of the pictures

sneaky_squirrel
05-30-2010, 10:02 AM
Sorry little man, but if I am the one and sole ruler of Brakental, now if you wish to work under me, we can make afew arrangements if I am in the mood.

Yami-Yagari
05-30-2010, 11:42 AM
Sorry little man, but if I am the one and sole ruler of Brakental, now if you wish to work under me, we can make afew arrangements if I am in the mood.

Big claim for one tiny man. :eek:

Khan kreiger
05-30-2010, 02:41 PM
Sorry little man, but if I am the one and sole ruler of Brakental, now if you wish to work under me, we can make afew arrangements if I am in the mood.

haha I actually changed my mind I rather be in Flattan Rol

LoveToKill
05-30-2010, 04:01 PM
The more i see us talk the more i realise one day alota of us aregoingto be ina bad mood and on that same day one of us will be feeling pretty good

Khan kreiger
05-30-2010, 05:05 PM
The more i see us talk the more i realise one day alota of us aregoingto be ina bad mood and on that same day one of us will be feeling pretty good

uhmm what the heck does tht have to do with anything

Yami-Yagari
05-30-2010, 05:06 PM
I know who will be in a good mood, but it aint you :p

Negthareas
05-30-2010, 06:43 PM
Wow - look at that desert orcs - Thikken Dal is taking the lead!

Khan kreiger
07-01-2010, 08:39 AM
Unit Price Adjustments:
-Forest Orcs excel at hit and run tactics, thus the Marauders can be recruited at 50% less cost, since Goblins thrive in the swamplands, they can be recruited for cheap.[/QUOTE]

shouldnt that be for Flattan rol instead Thikken dal. Since Flatten rol is all sawmp while Thikken dal is all forest:confused: .

Yami-Yagari
07-01-2010, 09:03 AM
Unit Price Adjustments:
-Forest Orcs excel at hit and run tactics, thus the Marauders can be recruited at 50% less cost, since Goblins thrive in the swamplands, they can be recruited for cheap.

shouldnt that be for Flattan rol instead Thikken dal. Since Flatten rol is all swamp while Thikken dal is all forest:confused:

Either they mixed up with the description and that part should have been about Flattan Rol, or they mixed up with the description and swamp is supposed to be forest. Take your pick.:p

Khan kreiger
07-01-2010, 10:06 AM
Either they mixed up with the description and that part should have been about Flattan Rol, or they mixed up with the description and swamp is supposed to be forest. Take your pick.:p

very very true...im pretty sure they ment it to say forest or something

Jean=A=Luc
07-02-2010, 07:48 AM
Think I like the Flattan Rol (spelling?) orcs best. I like this idea of the "mother womb", the birthplace of orcs, fertile and booming with life with orcs there being best connected with earth/nature. It's the orcish Matriarchal Hive so to speak.

Most seem to dismiss them as weak but their unit are cheap and the warg cavalry looks very strong. Not to be underestimated I think.

I do agree that some bonuses/penalties look weird like the swamp thriving goblins mentioned before. Also it looks a little strange that wargs would thrive in swamps rather than forests. I don't see a canine predator doing well in a swamp (normally). Another thing that bothers me a little is that desert orcs get cheaper walls because they lack wood (so they're used to making do with less) while forest orcs also get cheaper walls since they have an abundance of wood. Looks like a contradiction.

Maybe the desert orcs' walls should be weaker since they're made with less wood and are poorer quality.

Of course balance is always a factor.

Khan kreiger
07-02-2010, 08:58 AM
Think I like the Flattan Rol (spelling?) orcs best. I like this idea of the "mother womb", the birthplace of orcs, fertile and booming with life with orcs there being best connected with earth/nature. It's the orcish Matriarchal Hive so to speak.

Most seem to dismiss them as weak but their unit are cheap and the warg cavalry looks very strong. Not to be underestimated I think.

I do agree that some bonuses/penalties look weird like the swamp thriving goblins mentioned before. Also it looks a little strange that wargs would thrive in swamps rather than forests. I don't see a canine predator doing well in a swamp (normally). Another thing that bothers me a little is that desert orcs get cheaper walls because they lack wood (so they're used to making do with less) while forest orcs also get cheaper walls since they have an abundance of wood. Looks like a contradiction.

Maybe the desert orcs' walls should be weaker since they're made with less wood and are poorer quality.

Of course balance is always a factor.

Well maybe the warges like the swarms for the mussy texture of the ground so they can relax in and theres lots of other animals in swamps. I agree about the Brakkental orcs walls being weaker though.

Khan kreiger
07-07-2010, 05:03 AM
wow only 30 people out of like over 1000 people choose to be orcs...people should get more involved

Durken
03-15-2011, 09:25 PM
It's good to see orks in many different landscapes besides the stereotypic barren wastelands

deamonkinge
04-20-2011, 06:07 AM
oh man , looks like playing orcs will be realy hard :( . oh well , ill probs play as flatten dol dudes becuase they are balanced and have a good warg bonus. i wonder if wargs could beat humna cavalry in a fight?

WarriorKing
04-20-2011, 08:32 AM
I hope Orcs doesnt look too stupid or cartoonish in this game.

ki adi mundi
04-30-2011, 09:05 AM
want to play as the desert orc they look good

Defilus
04-30-2011, 05:17 PM
The forest or the swamp, haven't decided yet.

mari
05-01-2011, 03:01 PM
I still think

Pepsi Addicted
05-03-2011, 05:23 AM
with the factions right now, orc would be my first choice. and Brakental looks orcish :)

ash12181987
07-21-2011, 04:44 PM
Brakentaaaaaaaaaal

Yeah... orcs are freaking amazing.