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Thread: Progress Thread - Eriador Re-Development

  1. #1

    Default Progress Thread - Eriador Re-Development

    Re-developing Eriador will be a lengthy process and instead of keeping people in the dark (whats the fun of that, except for my own perverse enjoyment ) I've decided to go for full disclosure. FULL disclosure. This will help keep questions about Eriador at a minimum.

    BACKGROUND INFO

    Eriador isn't a kingdom, it isn't a state, it's just a region encompassing the lands west of the River Greyflood to the River Lune. Because of this there was no central authority. The small villages and towns (like Bree) were completely independent. The northern lands, once prime Arnorian territory, has been completely abandoned except for a few Dunedain camps. While rebels might make for satisfactory filler for the area; a full fledge faction (properly implemented) can offer the player the opportunity for unique challenges.

    PLANS FOR THE 'REBOOT'

    Eriador will be implemented in two phases.

    1) Remake the core Eraidor faction. Changing all units to an AOR style recruitment plan.

    2) Create all new "Arnorian" units which will emerge based on in game mechanics.

    PHASE 1

    Phase one consists of a reworked faction roster based loosely on the roster seen in 1.0. These units will be made from scratch to reflect a new design and direction for the faction. The following is the list of units for the faction that will be incorporated into Phase 1. Weapons are displayed in brackets beside the name.

    - Hobbit Archers (bow and dagger)
    - Hobbitry-in-Arms (various pole arms)
    - Bandobras Archers (bow and clubs/maces)

    - Bandits/Highwaymen (short swords/falchions and shield)
    - Woodland Hunters (boar spears and shield)
    - Woodsmen (2HD axes)

    - Countryside Militia (spear and shield)
    - Merchants of Breeland [formerly Breeland Riders] (longsword and shield)
    - Greenway Sentries (pole arm and shield)
    - Greenway Guards (lance/sword and shield)

    - Dunedain Rangers (bow and sword)
    - Battle Ready Dunedain (bastard sword)
    - Mounted Battle Ready Dunedain (lance/sword and shield)

    For Regions outside of Eriador proper:
    - Town Militia [based on countryside militia] (spear and shield)
    - Merchant Militia [based on Merchants of Bree] (spear and shield)
    - Militia Archers [based on country side militia] (bow and dagger)

    Recruitment IDEAS:

    Buildings will be structured essentially like this:

    LEVEL 1 Barracks > LEVEL 2 Barracks > Level 3 Barracks > Level 4 Barracks

    Hunting Camp > Lumber Camp

    Bandit Camp

    Camps are resource dependent. You can only build a hunting camp in forest regions etc. The level of the barracks dictates which level of unit you can recruit and the camp will determine the type. For example:

    Hunting Camp + LEVEL 1 Barracks = Woodland Hunters

    For hobbit units you must hold the region that has THE SHIRE as a resource. Then they will be recruitable via the barracks system. For example:

    Hobbitry-in-arms: THE SHIRE + LEVEL 1 Barracks
    Hobbit Archers: THE SHIRE + LEVEL 1 Barracks
    Bandobras Archers: THE SHIRE + LEVEL 3 Barracks

    The same will hold true for Dunedain and Greenway units. Hold the proper resource plus barracks level, the resources for those units are DUNEDAIN CAMP and GREENWAY OUTPOST respectfully.

    For regions outside of Eraidor "proper" the standard recruitment will apply to the three units listed above. In addition to the three blanket militia units woodland hunters, lumbermen and bandits will be available based on building the proper camp in a region with the required resources.

    PHASE 2

    Phase two is the creation and implementation of a Arnor faction which replaced the existing Eriador faction after the player meets several scripted goals. These goals will be difficult to achieve and it is my goal to have the player chose between expansion and achieving the Arnorian Re-emergence. Eriador will then consist of the following units which will be recruited in the standard fashion:

    Arnorian Militia (spears, round shield)
    Arnorian Men-at-Arms (swords, kite shields)
    Arnorian Pikemen (pikes [duh])
    Arnorian Archers (long bow, sword, round leather shield)
    Sergeants of Arnor (mounted men-at-arms)
    Knights of Arnor (heavy cavalry, lance, sword and shield).

    North provinces will be able to recruit:
    Rangers of the North [Dunedain rangers with slight armor upgrade]

    The city of Annúminas will be able to recruit:
    Knights of Annúminas both mounted and dismounted variations [slightly armor upgraded Battle Ready Dunedain]

    Southern provinces will get:
    Greenway Guard
    Greenway Sentries


    RENDERS AND IN GAME IMAGES





    Last edited by DisgruntledGoat; October 02, 2009 at 02:04 PM.

  2. #2
    MasterBigAb's Avatar Valar Morghulis
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    Default Re: Progress Thread - Eriador Re-Development

    Nice thread, nice idea DG + rep
    Hope to see some more of your work soon
    oh and i still cannot believe your meanness allows you to show us all of your progress ?!?
    Last edited by Jean=A=Luc; October 02, 2009 at 01:56 PM.

  3. #3

    Default Re: Progress Thread - Eriador Re-Development

    Going full monty, eh?


    Quote Originally Posted by DisgruntledGoat View Post
    - Woodsmen (boar spears and shield)
    - Woodland Hunters (2HD axes)
    Just an imo about the unit names, Woodsmen should be the ones with the axes (cut wood for a living) while hunters should get spears (hunt b(o/e)ars for a living). Although it was probably just an oversight. It's not like all of the unit names are final anyway, right?

    In any case Eriador's going to be really unique if you pull this of but I don't think da Maya' of Breeh's gunna like dem Arnorias cummin' up dere an' messin' aboot his turf.

    MBA, did you have to quote the whole thing? It's pretty obvious what you're referring to.
    Last edited by Jean=A=Luc; October 02, 2009 at 01:36 PM.

  4. #4
    Nevada's Avatar Domesticus
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    Default Re: Progress Thread - Eriador Re-Development

    Very nice work and good to see you show your plans.

    It's good to get an "inside view" of the development.



  5. #5
    Evan MF's Avatar Vicarius
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    Default Re: Progress Thread - Eriador Re-Development

    I did not completely get it ...

    The only units recruitable outside the Eriador area are: ?

    - Town Militia [based on countryside militia] (spear and shield)
    - Merchant Militia [based on Merchants of Bree] (spear and shield)
    - Militia Archers [based on country side militia] (bow and dagger)

  6. #6
    maxi90's Avatar Campidoctor
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    Default Re: Progress Thread - Eriador Re-Development

    WHO ARE YOU?! and what have you done to the real DisgruntledGoat??!!



  7. #7
    Evan MF's Avatar Vicarius
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    Default Re: Progress Thread - Eriador Re-Development

    Answer my question please someone..

  8. #8

    Default Re: Progress Thread - Eriador Re-Development

    Quote Originally Posted by Evan Frayling View Post
    I did not completely get it ...

    The only units recruitable outside the Eriador area are: ?

    - Town Militia [based on countryside militia] (spear and shield)
    - Merchant Militia [based on Merchants of Bree] (spear and shield)
    - Militia Archers [based on country side militia] (bow and dagger)
    Yep. Some villagers and merchants are all that will be keeping your borders from being overrun by trolls, nazgul, dragons, saurons, squirrels and wargs.

    edit: Oh and some lumberjacks, poachers and what appears to be goths.
    For regions outside of Eraidor "proper" the standard recruitment will apply to the three units listed above. In addition to the three blanket militia units woodland hunters, lumbermen and bandits will be available based on building the proper camp in a region with the required resources.
    Last edited by Jean=A=Luc; October 02, 2009 at 01:55 PM.

  9. #9
    Evan MF's Avatar Vicarius
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    Default Re: Progress Thread - Eriador Re-Development

    Quote Originally Posted by Jean=A=Luc View Post
    Yep. Some villagers and merchants are all that will be keeping your borders from being overrun by trolls, nazgul, dragons, saurons, squirrels and wargs.

    edit: Oh and some lumberjacks, poachers and misfits.
    I guess they will not be such an expansive faction them ... realistic but then what do you do with them apart from wait for Arnor to appear?

  10. #10

    Default Re: Progress Thread - Eriador Re-Development

    Guys, you can be sure his candidness is a part, we don´t understand yet of another twisted sardistic 'game'.

  11. #11

    Default Re: Progress Thread - Eriador Re-Development

    Quote Originally Posted by Evan Frayling View Post
    I guess they will not be such an expansive faction them ... realistic but then what do you do with them apart from wait for Arnor to appear?
    Hold off the tides of evil against all odds, what else?

  12. #12
    Beregond's Avatar TWC boomer
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    Default Re: Progress Thread - Eriador Re-Development

    that's indeed unforeseen

    nice thread!

    btw, what's THE SHIRE resource? may be use Smials unique buildings? or I misunderstood you
    Last edited by Beregond; October 02, 2009 at 01:53 PM.

  13. #13
    MasterBigAb's Avatar Valar Morghulis
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    Default Re: Progress Thread - Eriador Re-Development

    Quote Originally Posted by Jean=A=Luc View Post
    Yep. Some villagers and merchants are all that will be keeping your borders from being overrun by trolls, nazgul, dragons, saurons, squirrels and wargs.

    edit: Oh and some lumberjacks, poachers and what appears to be goths.


    Spoiler Alert, click show to read: 


    please no squirrels....they are unbeatable

  14. #14

    Default Re: Progress Thread - Eriador Re-Development

    Quote Originally Posted by Jean=A=Luc View Post
    Going full monty, eh?




    Just an imo about the unit names, Woodsmen should be the ones with the axes (cut wood for a living) while hunters should get spears (hunt b(o/e)ars for a living). Although it was probably just an oversight. It's not like all of the unit names are final anyway, right?
    That would be a typo.

    EDIT: When I referred to The Shire, Dunedain Camp and Greenway Outpost resources. If I can't get them to be visual resources on the map they will be custom buildings.
    Last edited by DisgruntledGoat; October 02, 2009 at 02:07 PM.

  15. #15

    Default Re: Progress Thread - Eriador Re-Development

    What a great re-work concept. A very elegant way to deal with the fact that there are a multitude of different cultures that are simply banding together at a time of need. This sets a pretty cool precedent for an AOR-heavy design on unit recruitment.

    One question, will other regions that cannot recruit the AOR units ever be able to garrison them for free? If not, it will be a very costy endeavour for Eriador to ever assemble balanced armies in a single location without spending big on upkeep. Perhaps other settlements that don't meet the AOR requirements could artificially be able to garrison, but not recruit (locked pool at zero) certain AOR units that are only recruitable elsewhere? For example, perhaps Arnorian pikemen could be garrisoned at Bree (but not recruited there) if the appropriate building requirements are met?

  16. #16

    Default Re: Progress Thread - Eriador Re-Development

    I like these ideas!

    What about an Arnor hobbit unit? Hobbits who served the king's court like Pippin? I mean in old times there where hobbit bowmen in Arnors army and I think they would look great in Arnor armour...

  17. #17

    Default Re: Progress Thread - Eriador Re-Development

    very good idea.
    phase two is the creation and implementation of a Arnor faction which replaced the existing Eriador faction after the player meets several scripted goals.
    the emergent kingdom of arnor,this goals scripted are will historical in agreement with the world of tolkien?
    Last edited by Anibal at portas; October 02, 2009 at 03:26 PM.

  18. #18

    Default Re: Progress Thread - Eriador Re-Development

    Quote Originally Posted by Anibal at portas View Post
    very good idea.
    phase two is the creation and implementation of a Arnor faction which replaced the existing Eriador faction after the player meets several scripted goals.
    the emergent kingdom of arnor,this goals scripted are will historical in agreement with the world of tolkien?
    It will not be linked to anything in Gondor. It will rely entirely on rebuilding old Arnoring cities and spending loads of cash to do so.

  19. #19
    Captain Iglo's Avatar Civis
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    Default Re: Progress Thread - Eriador Re-Development

    These are some really great ideas!!! Thanks for showing us what you have in mind! Even if this is quite strange... Great work!

  20. #20

    Default Re: Progress Thread - Eriador Re-Development

    Great progress DG, this thread was indeed unforseen.

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