View Poll Results: Favorite faction to play as so far?

Voters
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  • Mordor

    9 6.82%
  • Gondor

    32 24.24%
  • Rohan

    10 7.58%
  • Isengard

    16 12.12%
  • Rhun

    6 4.55%
  • Dale

    7 5.30%
  • Balchoth

    3 2.27%
  • Variags

    5 3.79%
  • Harad

    3 2.27%
  • Eriador/Men of the West

    12 9.09%
  • Reunited Kingdom

    13 9.85%
  • Beornings

    6 4.55%
  • Dwarves of Erebor

    11 8.33%
  • Dwarves of Ered Luin

    7 5.30%
  • Orocarni Dwarves

    17 12.88%
  • High Elves

    19 14.39%
  • Galadhrim Elves

    15 11.36%
  • Mirkwood Elves

    7 5.30%
  • Avari Elves

    10 7.58%
  • Dunlendings

    4 3.03%
  • Corsairs and Outlaws

    7 5.30%
  • Orcs of the Misty Mountains

    3 2.27%
  • Orcs of Gundabad

    1 0.76%
  • Brood of Ancalagon

    2 1.52%
  • Brood of Glaurung

    0 0%
  • Brood of Scatha

    1 0.76%
  • Spawn of Ungoliant

    2 1.52%
  • Creatures of the Night

    2 1.52%
  • Creations of Eru

    3 2.27%
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Thread: Perillicious Compilation Pack (PCP) ~ Patch 3 Released ~ TATW Re-Imagined ~ 31 Factions + 32 Rebel Factions ~ MAXED Buildings/Units/Regions ~ Interact with ALL the indigenous peoples of Middle-Earth... and then terminate them with extreme prejudice.

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    Icon8 Perillicious Compilation Pack (PCP) ~ Patch 3 Released ~ TATW Re-Imagined ~ 31 Factions + 32 Rebel Factions ~ MAXED Buildings/Units/Regions ~ Interact with ALL the indigenous peoples of Middle-Earth... and then terminate them with extreme prejudice.







    If you tread the path of demons and warriors… tread it in the most cruel, most hideous manner
    If you build a mountain of corpses… build it to the stars in the sky
    If you shed the blood of others… let it run like a river
    If you do this… do it until you die



    General Information


    ~Main Objective: Add more obstacles to the campaign map, more difficulty and balance (primarily in the North, West, and Far East), more diversity for the player throughout the game, and more vivaciously luscious peril-liciousness overall (try saying that fast ten times). Hundreds of new and unique units have been added to the game. Dozens of new settlements and landmarks (along with custom battle maps) have been added to the map as well. As well as 17 new and unique factions with full rosters + 32 rebel factions. Well over a hundred new buildings, of all sorts, have also been added. Each campaign has been greatly extended (600 turns or more) and designed to immerse the player in Middle-Earth as each faction instead of simply let them conquer it in 100 turns with any faction. The campaign difficulty on Very Hard is designed to be a challenge, simply lower the difficulty if it is too hard for you. It just gives you more money and more room for error so you can have more fun, no shame in that.

    ~Details:
    There is no "rebel settlement rush" in the beginning; it is something you have to earn. All factions have unique rebels to deal with. The beginning of the game consists of making your own lands safe and then capturing new rebel lands. It will be unsafe to travel until your lands are cleared of rebels, after that your trading will prosper. There are also certain parts of the map you will not want to explore until later in the game, when you have an effective fighting force. Resources are tight, military campaigns are costly, and armies need supplies; so save up money and make sure what you are doing is worth the cost. PCP has been optimized to run fast (30 second turn times, etc.) even with the truly massive amount of content added.

    Mod difficulty: Very challenging and little breathing room throughout the game. Armies must travel in force, spies or cavalry scouts are a necessity. Tis' perilous to do otherwise...


    Some of what is included;



    Extended Campaigns - Greatly expanded, unique and challenging campaigns that will stay that way for well over 600 turns, based on lore and realism. Third Age Campaign begins in the year 2941, prior to the Battle of Five Armies. Fourth Age Campaign begins at the end of the Third, prior to the destruction of the One Ring.


    Unique Faction Campaign Overhaul - This modification provides each faction with a unique and challenging start and gameplay in the campaign based on lore and realism.


    Realistic Recruitment Overhaul - This modification essentially circumvents the barracks event up until it happens, allowing factions to recruit better units from specific settlements from the start. Based on lore and realism.


    Realistic Replenishment Overhaul - This modification overhauls all unit replenishment rates, generally making them slower and battles more important. Additional units have also been added to each faction for more variety (especially Orc factions). Based on lore and realism.


    Added Factions - Adds SEVENTEEN completely new and playable factions + 32 rebel factions, as well as new and unique units for each added faction. Based on lore.


    Perillicious Creature Pack - Adds over one hundred unique creature units of all different types, sizes, unit numbers, and abilities. Based on lore and realism.


    Additional Rebels and Mercs - This modification adds hundreds of different region specific rebels and mercs all over the map. Some mercs are recruitable from certain buildings. Based on lore.


    Expanded and Tweaked Map - Expands the campaign map to the Far North and Far East. Many changes to climates, heights, terrain, regions, and features have been included for the vanilla sections of the map as well.


    Navigable Rivers - Adds rivers that are traversable by ships, also removes many bridges and replaces them with land crossings in lore accurate places.


    Additional Regions - Adds new regions and settlements to appropriate areas of the map in the form of natural landmarks and ruined cities of old. Based on lore and gameplay.


    Super Awesome-O Ambush Script - The name says it all. I don’t want to ruin the surprise(s) with details but this really makes Middle-Earth come alive, literally. Based on lore and realism.


    Faction Standings and Diplomacy Overhaul - Based on lore.


    Enhanced Campaign AI - Makes the campaign AI more active in offensive and defensive scenarios, as well as help out their allies more. The garrison script and most AI bonuses have also been removed. Based on lore and gameplay.


    "A Scattered People" AKA Kingdom of the Northmen - This feature allows Dale or the Beornings (as the player) to reclaim the lands of Rhovanion and unite the scattered descendants. Basically, you retake certain settlements and then you can choose to unite the peoples. This gives you all the other factions stuff, but instead of the other faction ceasing to exist, some go their own way so both factions still survive separately. As a further reward, you will now be able to recruit both Dale and Beorning units from buildings (once the new ones replenish/migrate) regardless of which faction you are playing as.


    Logistics Supply System Script - The longer your army stays in enemy lands the more depleted your army’s supplies (and morale) will become. You resupply your army with full rations (+1 morale) by moving it back to friendly lands or capturing new ones. If you spend over two turns in enemy lands, you get half rations (not good). Three turns, quarter rations (bad). Four turns, meager rations (even worse). You may also maintain your current supply status for a longer time by moving on to fresh enemy lands to rape and pillage. Detailed info in-game.


    Random Village Raids Script - Villages are prone to random raids by various enemies, so garrison your villages with more than just one unit and hurry up and get that palisade wall up (which is when the raids stop).


    Random Corsair Raids Script - Corsairs randomly invade Gondor’s coastal settlements. The size of the raiding army is dependent on the size of the garrison in the settlement, so don’t leave your settlements poorly garrisoned. These raids continue until Umbar and the island to the North of it are captured.


    Building an Empire - Adds a poop load of new buildings, each with unique effects. Higher tier buildings give various trait and ancillary bonuses as well depending on their function. Now you will actually have to make choices and manage your kingdom instead of just build everything. The AI population growth and happiness bonuses have also been removed. Based on lore and realism.


    All Factions “Hordes” Script - Factions live on to fight another day after losing all their regions. Horde CAI has also been improved.


    All Factions Emerge/Re-Emerge Script - When factions lose their capital/die, they may re-emerge from their starting capital if the settlement population is unhappy. The Creations of Eru faction will also emerge from Fangorn if its population is unhappy.


    Fourth Age Campaign Historical Battles v1 - Fight the Battle for Helm’s Deep when playing Rohan, or the Battle for Minas Tirith when playing Reunited Kingdom. More historical battles for TA and FA campaigns to come later on.


    Rebalanced campaign trade, income, farming, health, population growth, happiness, and order stats.


    Blood N’ Guts Battlefield Blood and Dirt Textures


    Inflation Scripts (Replaces TATW money script) - The more money you have saved up, the less you make. It also limits the AI’s income when they have too much money without making them instantly go broke.


    Additional Traits and Ancillaries – Adds new ones and reshuffles old ones.


    Additional Free-Upkeep Slots - This adds additional free upkeep slots depending on the settlement size to better represent the importance of larger settlements in terms of population and production. Based on lore and realism.


    Improved immersion by renaming many settlements, and by having many settlements automatically rename themselves when captured.


    Increased size and detail of mini-maps and radar maps.


    Rohan Textures Revamp


    Visual Armor Upgrades for high tier (gold) Rhun units.


    Dead Men of Dunharrow Script Aragorn can travel to Dunharrow and demand the cursed dead men fulfill their broken oaths of service.


    Scripting Odds and Ends - A collection of scripting tweaks I have made to TATW which restructure the entire campaign. Based on lore.


    Optional Diplomacy Script (Lore Accurate or Good vs. Evil) - It is what it sounds like it is.


    Insurrections Script - If any of a faction’s home regions (starting regions) are captured its loyal inhabitants rise up in arms to fight against the aggressor, or join up with friendly forces for a counter attack. Replaces all Help Weakened Factions Scripts.


    Custom Settlements - Eight unique village level custom settlements (caves and ruins) used all over the map multiple times, and more to come.


    Black Guard Units - Mordor, Harad, Corsairs and Outlaws, and Variags (places of old Numenorean kingdoms as I see it) can recruit them from the highest tier recruitment buildings. Their replenishment rates are low which is one reason why there are four different units.


    Goblin Wolf Riders and Orc Warg Riders - For all Orc/Goblin factions. Removed vanilla TATW Wargs unit.


    Unique Unit Names - Renamed many units using; Old and Middle English, Romanized Arabic, and some words I made up myself. Gives many units and factions a more unique feel.


    Dynamic Terrain Textures - Dramatically improves strat map textures and makes the best use of the lighting. This does not decrease performance in any way, the texture files are all still the same size and quality, they just look higher quality due to lighting techniques.


    A New Shadow - Mouth of Sauron (named Lammen Gorthaur, roughly translates to "Voice of The Abominable" I guess) and Gothmog (named Gothmog Eglan, Eglan means "Forsaken" apparently, not sure but it sounds good) added to Mordor in all TA and FA campaigns with hero abilities. These guys take over in the Fourth Age campaigns after Sauron is gone. More additions to this will be made in the future.


    The Nine - Added all nine Nazgul to Mordor in all TA and FA campaigns. Added Nazgul Respawn script to all TA campaigns and made them respawn with all their starting traits and ancillaries as well as on one man unit Fell Beasts.


    The Dark Lord Respawn - If he dies he respawns with his starting traits and ancillaries.


    Wizard Respawns - Added spawn script for Gandalf the Grey (respawns as Gandalf the White with diff hero abilites, model, textures, UI) with starting traits and ancillaries. Added respawn script for Saruman the White (respawns as Saruman Of Many Colors) with starting traits and ancillaries. This is for Third Age campaigns only, in the Fourth Age when they die they are dead.


    Armies of Dread - Adds new units to all factions that should instill dread.


    Traits and Triggers Overhaul - Removes many negative traits and triggers that could not be avoided. No more getting negative traits for no reason (hopefully). Also makes many traits not available to certain factions or cultures for lore reasons.


    Ancillary Triggers, Trait Triggers, and Scripts Optimization - Scripts and triggers in all campaigns run faster and cause less strain on your system in between turns. Turn times are fast (~30 seconds) and stay fast.


    Added ability to construct castles in city settlements. Dwarven and Orc factions can construct them at higher levels than other factions.


    The Dark Lord Returns - Mordor can now recruit certain units from Rhun, Harad, and the Variags of Khand from the Black Gate. More units are made available after the Dark Lord declares himself, around turn 50. All units have differing uses and replenishment times depending on where they come from.


    Optional Turns Per Year Script - Choose between four seasons with seasonal weather conditions per year or twelve months with monthly weather conditions per year. Characters will age every four or twelve turns depending on which script you choose.


    ...and a lot more features/additions/crap that I am simply too lazy to talk about.



    Included submods not made by me;


    12 turns per year script with weather conditions, by GrnEyedDvl.


    Aragorn as king of Gondor script ,by Kilic Ali.


    Additional character names, by Spice Master and MIKE_GOLF.


    Most recent G5 BAI, Traveling Merchants Mini-Mod, Spoils of War Mini-Mod, and Achievements Mini-Mod, by Germanicu5. With minor tweaks from myself.


    Elves and Dwarves Units from FROME, by Koultouras and Beorn of Carrock.


    Hero Abilities and Battle UI Buttons, by Noobas.


    High Quality Sky Texture Project, by Hereje.


    Free Ancillary Resource, by Small Projects Mods. With minor tweaks from myself.


    Axe Projectiles, by Griffin 795.



    Custom Campaigns


    Third Age Main Campaign - Begins before the Battle of Five Armies.


    Dawn of the Fourth Age - This campaign begins right before the fall of Sauron.


    Third Age No Creature Factions Caipaign - Everything is the same except the creature factions have been removed.


    Dawn of the Fourth Age No Creature Factions Campaign - Everything is the same except the creature factions have been removed.


    FREE FOR ALL


    SANDBOX


    HAVOK


    Coming Soon;

    Third Age Late Campaign - This campaign begins at a later date. Factions start out more developed, and with more regions. All out war with neighboring factions begins much sooner.


    Dawn of the Fourth Age Late Campaign - This campaign begins about fifty years (200 turns) into the Fourth Age Campaign and factions are more developed, and with more regions. All out war with neighboring factions begins much sooner.


    Third Age Late Campaign No Creature Factions


    Dawn of the Fourth Age Late Campaign No Creature Factions


    Faction & Unit Descriptions


    Beornings
    Spoiler Alert, click show to read: 
    In the Third Age of Sun in Rhovanion, a solitary race of Northmen guarded the Ford of Carrock and the High Passes from the Orcs and Wargs. They wore coarse wool garments and carried a woodman's axe. Black haired and black bearded, they were huge-muscled, gruff but honourable. Their named derived from a fierce warrior called Beorn, a mighty man and a skin-changer. He could shift form into a great bear by the power of some spell and the Orcs and Wargs were terrified of this bear-man. The monsters of the Misty Mountains avoided the Beornings' road and trails at all cost, lest they happen upon a skin-changer. Though the source of Beorn's power is not known, he was a distant relation of the Edain of the First Age; and some of that race were skin-changers. Beren was the greatest of them and he lived alone in the forest and ate no flesh, like Beorn. The beasts and birds flocked to Beren and aided him in his war with Morgoth's monsters, as with Beorn. Through many generations, the power of skin-changing was passed on to Beorn's heirs. In the War of the Ring, Grimbeorn, son of Beorn, led the Beornings with the Woodmen and Elves of Mirkwood and together they drove the evil from that place forever. The Beornings' great strength and terrible battle-rage ensured that the legend of the bear-skinned warriors lived long in the memory of Men.

    Beorning Levies (200) short spear, javelins. (Tier 1) These men are called upon to defend their homes and people in times of great need. They are hastily equipped with several short throwing spears. They always save their last spear for close quarters combat, which they hope to never see.

    Beorning Militia (150) 2h Axe (Tier 1) Many farm or harvest wood for a living, but all are willing to help protect their lands and livelihoods in times of need.

    Beorning Foragers (120) Bow, knife. (Tier 1) Many are hunters or collect furs for a living. However, due to their useful skills, they are often called upon in times of need.

    Beorning Bounders (76) Spear, shield. (Tier 1) These men are charged with protecting the boundaries of the Beorning lands. Without land and resources there is no survival in this cruel world, and so they must protect their livelihoods at all costs.

    Beorning Patrolmen (76) bow, Sword, mount. (Tier 2) These men are charged with patrolling the trade routes through the forest of Mirkwood and keeping them free of peril. Many of these trade routes are the only routes left after many roads fell into danger and decay through the ages. The Beornings are able to generate an exceptional amount of wealth by charging high tolls to weary travelers and trade caravans with no other choice but to pay.

    Beorning Foresters (150) (Silvan model) Great axe. (Tier 2) These men are expert trackers who often live out in the wild for long periods of time. However, due to their useful skills, they are often called upon in times of need.

    Beorning Huntsmen (120) Bow, axe. (Tier 2) These men are expert hunters who often live out in the wild for long periods of time. However, due to their useful skills, they are often called upon in times of need.

    Beorning Equestrians (76) (Tier 2) These men make up the bulk of the Beorning's mounted forces. They and their horses were born and raised on the Vales of Anduin, between the river and the forest edge. Although they all learn to ride and use a spear proficiently at a young age, they are not trained or equipped for a drawn out fight.

    Beorning Pollaxes (150) AP, Well armored. (Tier 3) These men are strong, large, and well trained. They are equipped with pollaxes and armor attained through trade with the Dwarves of Erebor. Bonus against infantry and cavalry.

    Beorning Woodland Archers (120) Well armored. (Tier 3) These men are well trained and therefore equipped with the finest bows, axes, and armor attained through traffic with the Men of Dale and the Dwarves of Erebor.

    Beorning Woodland Guards (150) Javelins, axe, small shield, Well armored. (Tier 3) These men are well trained and therefore equipped with the finest axes and armor attained through traffic with the Dwarves of Erebor.

    Beorning Heavy Horsemen (76) spear, axe, small shield, Well armored. (Tier 3) These men are well trained and equipped with the finest weapons and armor attained through trade with the Dwarves of Erebor.

    Beorning Nobles (76) Mounted, Well armored. (Tier 3) These men are the ruling class of the Beornings. Many have ancestors that were great kings and nobles in the ancient kingdom of Rhovanion. Some even still have kin to the South, in the kingdom of Rohan. They are well trained and equipped with the finest weapons and armor attained through trade with the Dwarves of Erebor.

    Bears - 50% chance of getting Bears as a general_unit and bodyguard. Starting generals are already Bears (ie. Beorn and sons).



    Variags

    Spoiler Alert, click show to read: 
    During the Third Age of Sun in the Steppes of Khand and Eastward there lived fierce warring clans called Variags. They are a scattered and divided people united only in times of invasion or profit. They often serve the Dark Lord Sauron as mercenaries. In the histories of the West, the Variags came forth at Sauron's bidding to wage war against Gondor. In the year 1944, they fought the army of Earnil of Gondor with the Haradrim and were defeated at Poros Crossing. Over a thousand years later, accompanying both the Haradrim and Easterlings, the Variags aided the armies of Sauron from Morgul in the War of the Ring. Little is known of these remote and guarded people. As a Steppe people many Variags begin learning to shoot bows and ride pony’s shortly after their first steps. As horse masters they prefer fighting with spears or long sabers and wearing light weight, durable lamellar armor. Being a war like people, they are ever so often well prepared and equipped for battle with any foe, be they good or evil, as long as they have something worth taking.

    Variag Horde (150) Bow, knife. (Tier 1) Although all Variags learn to shoot composite bows in their youth, these men have little to no combat training and no experience in close quarters combat. They are however, decently equipped and fast moving making them exceptional for the job of scouting and skirmishing with the enemy while the main force moves into position.

    Variag Clansmen (150) spear and shield. (Tier 1) These men have some training wielding a spear, but little experience. They are however, well equipped.

    Variag Pathfinders (150) Bow, saber, shield. (Tier 1) These men have some training and experience wielding a bow and saber. They are also well equipped.

    Variag Dismounted Raiders (Tier 2) These men are veterans and can be depended on to do their job. They are also very well equipped.

    Variag Horse Archers (76) Bow and sword, mounted. (Tier 2) These men are veterans and can be depended on to do their job. They are also very well equipped with light armor, composite bows, and fast horses.

    Variag Mounted Raiders ( Rhun Variags) (Tier 2) These men are veterans and can be depended on to do their job. They are also very well equipped.

    Variag Light Lancers (76) Spear, sword, shield, mounted. (Tier 2) These men are veterans and can be depended on to do their job. They are also very well armored and well equipped.

    Variag Guardsmen (150) Spear, shield, Well armored. (Tier 3) These veterans have been trained to devastate their enemies with lances. They are also very well armored.

    Variag War Chariots (30) (Tier 3) These veterans have been trained to devastate their enemies with War Chariots lead by heavy horses.

    Variag Heavy Lancers (76) Spear, sword, shield, mounted, Well armored. (Tier 3) These veterans have been trained to devastate their enemies with lances and war horses. They are also very well armored.

    Variag Overlords (76) Spear, sword, shield, mounted, Well armored. (Tier 3) These great warriors and leaders have united many warring clans under them, and so reserve the right to rule for themselves. They devastate their enemies with lances and armored war horses. They are also very well armored.

    Hashashin (100) Saber, shield. (Tier 2) These men are social outcasts trained in stealth and combat from a very young age. As such they have a different fighting style and are often used in the assassination of nobles or others of military significance on the battlefield, such as enemy captains. As assassins they are trained to stay out of sight until the time to strike is right.

    Armored Hashashin (100) Saber, shield, armored. (Tier 3) These men are social outcasts trained in stealth and combat from a very young age. As such they have a different fighting style and are often used in the assassination of nobles or others of military significance on the battlefield, such as enemy captains. As expert assassins they are trained to stay out of sight until the time to strike is right. They are also very well armored for prolonged combat.

    Plus Black Guard units.



    Dunlendings

    Spoiler Alert, click show to read: 
    The ancient ancestors of the Dunlendings inhabited the forested regions of Middle-earth in the early Second Age that would later be known by the early Númenoreans as Eriador. They spoke a language different to that of Númenoreans and this lack of mutual understanding eventually led to hostility. The Númenoreans in time greedily harvested the Native's forests for timber to make ships, and after much war and bloodshed, many Natives fled Eastward and hid in remote forests and hillsides. These Hill-folk of Dunland still bear their hatred for Númenor and its descendants, and at the very least remain uncooperative. When Gondor decided to give the depopulated province of Calenardhon to the numerous people of Éothéod in 2510 T.A., the Dunlendings felt threatened and betrayed as they had already colonized much of the desolate land. Many wars have been waged between the Dunlendings and their new neighbors who would later become know as the Rohirrim. Since then Saruman has used this old history in order to secure the Dunlendings support in the conquest of Rohan… and Middle-Earth.


    Dunlending Rabble (200) Pitchforks. (Tier 1) These malcontent peasants have been manipulated into doing the will of Saruman and are willing to fight in any battle against the straw-heads of Rohan. Of course most have never actually been in a battle before...

    Dunlending Prowlers (150) Javelins, short spear, shield. (Tier 1) Wolves have ever been a peril in Eriador, and Dunland is no exception. As such, it is the task of these men to prowl the hills and countryside keeping them clear of large packs of wolves as best as possible.

    Dunlending Defenders (150) Short bow, hatchet. (Tier 1) These men are called up in times of need. With poor equipment and very little skill, training, and experience their only true strength is in their numbers.

    Dunlending Brawlers (150) Axe, small shield. (Tier 1) These men prefer a life of fighting over a life of farming. They are decently equipped and trained well enough for sustained fighting.

    Dunlending Wildmen (150) Javelins, Two-Handed club, no armor. (Tier 1) These men spend much of their lives in the wild, and act as such. On the battlefield they have little regard for anything other than fighting.

    Dunlending Hunters (120) Bow, axe. (Tier 2) These men earn their living through the trade of meat and fur, as such they are skilled with a bow and will offer their services in times of war. But they will only fight for the right price... and from a distance.

    Dunlending Spearmen (150) Isengard model. (Tier 2) Dependable spearmen that will not let you down, so long as you do not expect too much of them.

    Dunlending Light Horsemen (76) Javelins, forked spear, shield, mount. (Tier 2) They wear low quality scale armor and ride fast horses stolen from their straw-head neighbors the Rohirrim.

    Dunlending Pikemen (150) Pikes, bracers, lightly armored. (Tier 2) These men are well trained and equipped with long pikes in order to counter Rohan's advantage in cavalry forces. Although they are good at killing enemies from a distance, they are not trained for close quarters combat. Their armor offers them minimal protection against arrows in place of a shield.

    Dunlending Heavy Horsemen (76) Spear, mace, shield, mounted, Well armored. (Tier 3) They wear quality scale armor passed down from their ancestors and ride heavy war horses stolen from their straw-head neighbors the Rohirrim.

    Dunlending Wolf Slayers (150) Two-handed axe. (Tier 3) These men are as vicious as their prey. They wield great axes, and though swinging them may take time, they never miss their mark. They have taken on the habit of howling like a ravenous pack of wolves as they descend upon their prey. This may cause many a untrained man and horse to promptly piss themselves before dying at their enemies hands, or axes. The sweet smell of fear...

    Dunlending Lords (150) Great sword, Well armored. (Tier 3) These men are what passes for royalty in Dunland. They are equipped with quality great swords and scale armor passed down from their ancestors.

    Dunlending Mounted Lords (76) Great sword, Well armored. Mounted. (Tier 3) These men are what passes for royalty in Dunland. They are equipped with quality great swords and scale armor passed down from their ancestors and ride heavy war horses stolen from their straw-head neighbors the Rohirrim.



    Corsairs and Outlaws
    Spoiler Alert, click show to read: 
    Corsairs and Outlaws are sea-raiders and pillagers originally from the Havens of Umbar. Umbar was an old Númenórean Haven settled by the "King's Men" or Black Númenóreans, a proud political faction loyal to the King and opposed to the divine authority of the Valar. After the Downfall of Númenor, the Umbar settlers further descended into evil, and were called the Black Númenóreans. They took to pillaging and piracy along the coasts of Gondor. During the Kin-strife, the defeated rebels and outlaws of Gondor fled to Umbar, by this time Umbar became the hated enemy of Gondor. Many generations before the War of the Ring, Harad conquered Umbar causing many Corsairs and Haradrim along the coasts to become a mixed people where Númenórean blood was long spent. Those whom wished to serve their own interests, instead of those of the Haradrim, fled North along the coast and set up new Havens from which to pirate and pillage Middle-Earth. Outcast Men who have abandoned their names and native lands, or were perhaps stripped of them, often flock to these diverse criminal locales in search of a living.


    Outlanders (200) – Billhook, pitchfork. (Tier 1) These are Men who have no place to call home. Most come from faraway lands where there is nothing left for them. As such they often roam around merely surviving and looking to make any kind of a life they can for themselves, even if it requires taking someone else’s.

    Drifters (150) – Bow and knife. (Tier 1) These are men who have nothing to call their own except a stolen hunting bow and knife, along with the clothes on their backs.

    Corsair Slavers (150) Clubs. (Tier 1) These men find live captives more profitable than dead corpses. Their main objective is to take as many slaves as possible. For this they often use blunt weapons, such as a large club to incapacitate their enemies, making their live prisoners more expedient to be enslaved.

    Corsair Sentinels (150) – Javelin thrown before charge, short spear, small shield. (Tier 1) It is the charge of these men to protect the ships and “control” the slave population that work the oars. However, as equal members of the crew they must also share in the risks and rewards of land raids as well, which allow them to subsist.

    Corsairs (150) – TATW vanilla unit. (Tier 1)

    Corsair Archers (150) – TATW vanilla unit. (Tier 1)

    Fugitives (150) - Axe and small shield. (Tier 2) These men were pursued out of their original homes after being accused of murder or worse. As fugitives, they have already lost everything and therefore have nothing to lose.

    Corsair Raiders (150) - Two sabers, bracers. (Tier 2) These men rely on speed and agility in their attacks. They wear no armor and wield dual sabers which allow them to constantly remain on the offensive. Their goal is not simply to destroy their enemy, but to destroy their enemy’s will to fight… and plunder booty of course.

    Corsair Sharpshooters (120) – Bow and saber, bracers. (Tier 2) Only the best bowmen are chosen to be Sharpshooters. It is the charge of these men to protect the ships and “control” the slave population that work the oars. They are often found high in the rigging of their ships during engagements at sea, picking off unsuspecting targets from above. However, as equal members of the crew they must also share in the risks and rewards of the land raids which allow them to subsist.

    Corsair Mariners (150) - Javelins thrown before charge, saber, small shield. (Tier 2) Gondorian merchant ships often replenish their supplies while still at sea in order to reach their destinations faster. Fishermen of the Bay of Balfalas share a mutually beneficial relationship with the merchants of Gondor in this way, saddling up beside ships on a weekly basis to exchange wares. The Corsairs took note of this and began to employ a new raiding tactic: They would silently surround and plunder a town of the Bay at night, and then at dawn they would send out their own mariners disguised as fishermen in the ships of the townspeople they had pillaged. Once aboard, the unsuspecting merchants soon realized the fisherman’s humble harpoon could be used for skewering more than fish. The entire crew was wiped out within a matter of minutes and the corsairs earned a whole flotilla to add to their fleet. The Pirate Captains of the corsairs use this tactic sparingly, and only the hardiest corsairs hand-picked and led by a Captain’s First Mate may form the boarding party.

    Renegades (150) - Sword, shield, armor. (Tier 3) These are the descendants of kingdoms of old and their servants. Many still fight to reclaim their long lost lands and unify their scattered people.

    Corsair Nahptha Bombers (100) - Naffatun, hammer/axe, bracers. (Tier 3) Of all the malevolent works of the Southern Lands, the Naphtha Bomb is the most dastardly. Filled with flammable liquid drawn from plants found only in the southern reaches of Harad, these harmless spheres comprised of porcelain and clay become one of the most lethal weapons of the East no matter where it is deployed. The wielders of these highly volatile weapons are directly chosen by the Captain of the Corsairs and trained in the lighting of the fuses and throwing of the bombs. These men are highly mobile, motivated, and deadly.

    Corsair Marauders (150) - Javilins thrown before charge, long and sharp bracers, two-handed saber. (Tier 3) Corsairs rely heavily on the strong leadership of their Captains to keep them organized and “productive.” Therefore, in their Captains’ best interests, the men elect the bravest, fiercest, and most resourceful of the Corsairs from within their own ranks to form the Captain’s Guard. These men are unflinching in their loyalty and incomparable in combat prowess, protecting their Captain from threats without and from threats within.

    Plus Black Guard units.



    Balchoth Clan
    Spoiler Alert, click show to read: 
    In the time of the twelfth ruling Steward of Gondor, Cirion, the eastern borders of his realm were occupied by a fierce barbarian people in Rhovanion. Part of the Easterling race, they were the Balchoth and caused great terror in the southern Vales of Anduin. Directed by the Dark Lord Sauron, who resided in Dol Guldur in Mirkwood, their ways were evil, their numbers great and their savagery legendary. In the year 2510 of the Third Age of Sun, the Balchoth invaded Gondor by launching a huge fleet of boats on the great river. They slaughtered the people of Calenardhon and pillaged their province. A mighty army of Gondor, led by Cirion, attacked the barbarians in retaliation. In turn, the men of Gondor were assaulted in a surprise attack from the rear by a black army of Orcs from the mountains. In that darkest moment, the Rohirrim sent into battle a mighty force of cavalry to aid their allies. In the Battle of the Field of Celebrant, the riders of Rohan routed both Balchoth and Orc, annihilating the barbarian army. A vanquished people, no history tells of the fierce Balchoth Clan after settling into the secluded lands that once belonged to the Kingdoms of Gondor and Rhovanion. It is rumored that the Blue Wizards whom traveled East have since enlightened these barbaric people, and others in Rhun to the error of their ways. Many may not be willing to help the Dark Lord achieve his ultimate goal of domination anymore, but they still have a deep hatred toward the descendants of Gondor and Rhovanion.

    Balchoth Mob (200) Knives, Daggers. (Tier 1) The last war with the Kingdoms of Gondor and Rhovanion ended with large territorial gains for the Balchoth Clan and their Orc and Easterling allies. However, the quality of life for the Balchoth never improved as Sauron and the Easterlings denied them of any gains. Since then the lives and lands of these people have fallen under the shadow of Sauron and his puppets the Easterlings. These unruly people are really pissed off and ready to kill whomever they think is responsible. They absolutely despise Easterlings and Orcs, and they also travel in large numbers which can make them a real threat.

    Balchoth Conscripts (150) Short spear, small shield. (Tier 1) These peoples have the heart, but not necessarily the means. Many have never even seen combat and some are not even trained as they are volunteers.

    Balchoth Tribesmen (150) (Rhun model) (Tier 1)

    Balchoth Insurgents (120) Bow, axe, shield. (Tier 1) These men are veterans of past battles where they were forced into service. They have since been fighting to free their people so that their children will not have to experience the horrors of war. Though they still have some skill with a bow and some old armor it has been years or decades since many have fought in a unit or on a battlefield.

    Balchoth Irregular Macemen (150) Mace, shield (Tier 2) These men are dedicated to freeing their people from the oppression of the Eastlings and their master Sauron. They have some training but little experience.

    Balchoth Irregular Spearmen (150) spear, shield (Tier 2) These men are dedicated to freeing their people from the oppression of the Eastlings and their master Sauron. They have some training but little experience.

    Balchoth Irregular Bowmen (150) bow, saber (Tier 2) These men are dedicated to freeing their people from the oppression of the Eastlings and their master Sauron. They have some training but little experience.

    Balchoth Guerrillas (76) Javelins, axe, shield. Mounted. (Tier 2) These men are skilled, experienced, and equipped for both ranged and close combat. However, they will not last long in a sustained fight.

    Balchoth Militants (150) Two-handed axe. (Tier 2) These men have been fighting for their people for as long as they can remember. Many were greatly wronged by the Easterlings or watched their families suffer some great torment. As such some have some experience in killing any Easterling scum they can find.

    Balchoth War Chariots (30) (Tier 3) War chariots with sabers sticking out the sides and carrying bowmen, which make them proficient in both ranged and close combat.

    Balchoth Radicals (76) mount, spear (Tier 3) These men have been fighting for their people for as long as they can remember. Many were horribly wronged by the Easterlings or watched their families suffer some horrifying torment. As such many have experience in hunting down and slaughtering any Easterling filth they can find. They often charge straight into combat, simply trying to kill as many as possible with no regard for their own safety. Sometimes this can be a strength, and at other times it can be their undoing.

    Balchoth Assailants (76) Bow, saber, mount. (Tier 3) These men are often the most skilled and experienced of the Balchoth Clan. They have seen combat on many occasions and so are valuable enough to supply with the best weapons and armor available. They often shower their opponents with arrows from a distance before closing in for the kill.

    Balchoth Warlords (76) mount, spear, saber (Tier 3) These men are often the most skilled and experienced of the Balchoth Clan. They have seen combat on many occasions and so are valuable enough to supply with the best weapons and armor available. As such, they have been given the honor of leading the Clan.



    Galadhrim
    Spoiler Alert, click show to read: 
    Lórien Archers - Whenever war is upon Lothlórien, most of the secretive elven-folk go to battle lightly armoured and equipped with bows and elven daggers. Being the most numerous part of the forces of Lórien, these archers represent the regular army that can be deployed at any given time. Although weaker than their northern neighbours, the archers of the Woodland Realm, they still pose a great threat to any enemy who is careless enough to defy their effectiveness in long distance combat; for the Silvan Elves of Lórien have mastered the art of the bow as much as the art of the harp, and their fingers handle the bow-string with the same ease and efficiency that they create music. They may be vulnerable in close combat, but their ranged skill is not to be questioned and underestimated, lest their foes suffer terrible losses before they even reach their lines. Effective archers armed with bows and elven blades.

    Galadhrim Archers - These excellent Silvan warriors hail from the timeless woodland kingdom of Lothlórien, where they serve as forest wardens and protectors of Galadriel's domain. Centuries of combat experience inside forested areas make them superb ambushers and snipers who combine stealth and versatility with deadly results. Their long leather coats provide good protection while allowing for the mobility needed to wield their powerful longbows and two-handed curved blades. Fiercely loyal to their Noldorin Lady, Lórien's finest march out against the Elves' foes at Her behest. Medium infantry armed with longbows and short two-handed curved blades.

    Rangers of Lothlórien - The Rangers of Lothlórien are the main force of the border-guardians of the Golden Woods of Lórien. These silent warriors form the backbone of Lórien's armies, being highly trained and skilled in both ranged and close combat. Excelling in all kinds of guerilla warfare, after centuries of experience, they attack from the shadows the invading enemies with volleys of deadly arrows and afterwards engage them in meele with their sharp elven blades. These rangers are without doubt one of the main reasons why none has yet managed to successfully invade or infiltrate the realm of Lórien. Effective archers armed with bows elven blades and a shield.

    Galadhrim Bodyguards - Galadhrim Bodyguards are elite warriors who would give their life for the general. Highly trained and well equipped with the best elvish crafted bows and armors, these warriors are dangerous but beautiful to behold. With their keen eyesight and lifetimes of training these are some of the best units available, only vulnerable to a cavalry attack. Trained and hardened archers protected by well crafted armour. Armed with bows and willing to die for their general.

    Lórien Spearmen - Following a long Silvan elven tradition, these warriors bear wooden spears into combat with a sense of pride, instilled by the long-held traditions of ages past. They are professional elven warriors, drawn from the Golden Wood of Lothlórien within the well-protected domain of Celeborn and Galadriel. Though lightly armoured, these Elves are efficient at holding the line against a pressing tide, granting archer companies the safety to pepper the enemy from afar. Equipped with short spears and round wooden shields, Lórien Spearmen are solid defensive units, able to resist attacks from both foot and horseback, so long as they are well-supported. Stalwart spearmen equipped with a wooden shield and a spear.

    Lórien Sentries - The merry folk of Lothlórien has not changed much ever since the days of the Great Journey. Yet under the rule of Celeborn and Galadriel some elements of the warfare tradition of the Eldar have slowly been adopted. The Sentries of Lórien are a perfect example of how Eldarin ways have been assimilated by the Galadhrim; for now the sword has become as common as the spear among the warriors of the Golden Wood, because of its greater maneuverability amidst the entwined tree branches, as well as a sign of their love and devotion to Lady Galadriel. Trained and hardened warriors with little armor, armed with elven blades and shields.

    Galadhrim Guards - During the reign of Celeborn and Galadriel in the fair wood of Lothlórien, the rustic folk of the forest has partially adopted the ancient warfare tradition of the Eldar, while not abandoning their own fighting style. The result of this combination are the regiments of the Galadhrim Guards, handpicked by the Lord and the Lady themselves, for they are the guards of Caras Galadhon and the mallorn trees of Lórien. Armed with a long Silvan-style blade and protected by heavy overlapping plate and a towering leaf-like shield in the Eldarin fashion, Galadhrim Guards pose a deadly threat to any cavalryman who is foolish enough to attempt a charge in front of their raised weapons, while they are still able to hold the front line against almost every known medium and advanced infantry. Heavily armored spearmen, brave and reliable at a battle line.

    Galadhrim Swordsmen - The Elves were blessed by Eru Ilúvatar even before the begining of Time and were given immortality. Millenia of endless wars against the creatures of the Shadow have forced the Elves to train excellent warriors who have mastered the art of the sword. Wearing heavy elven scale mail and wielding two-handed elven longswords, Galadhrim Swordsmen march into battle either to face Death or Glory. They are unmatched in close combat and one of the most lethal escorts that a Galadhrim general can have in his disposal. They represent the elite of the finest warriors in the armies of Lothlórien, able to handle any foe in day or night, on foot or mounted. Heavily armoured elite warriors, who will fight tirelessly to defeat anyone who would threaten their lands.

    Lórien Scouts - Trespassing into a wood held by the Galadhrim, is, quite literally, suicide. If within the first moments of your trespassing your body sprouts feather-fletched arrows, then a company of Galadhrim Archers is likely the culprit. These elven battalions patrol the borders of the Realm of Lorien, slaying every manner of evil in their wake, whether it be as minor as a large spider or as deadly as a cave troll. Protected by lightweight leather armor beneath their cloaks, weidling bows and Elven blades, these excellent horsearchers excel at guerilla tactics, using stealth to ambush any enemy that dares enter their sacred homelands. Besides being superb waylayers, Galadhrim Archers are reliable units, useful for steadily thinning enemy ranks with their deadly volleys of arrows and can become capable melee units if necessary. Lorien Scouts, due to their ambush abilities, archery skill, and remarkable speed, are a key component to any Galadhrim army. Light and versatile horsearchers armed with bows and swords.

    Lórien Lancers - Under the rule of Lady Galadriel the elven-folk of Lothlórien have gradually adapted in their own culture elements of the advanced warfare tradition of the Noldor; for Galadriel is the daughter of Finarfin and of close kin to Fëanor himself, and long ago in the First Age she dwelled for a time in the Hidden Kingdom of Nargothrond. The result is this unit of mounted lancers, consisting of highly trained Silvan Elves, obedient and faithful to their Lady and Lord and provided with the finest weapons and horses available. While not as well equipped and powerful as their Eldar brethren in the west, they are nonetheless a valuable addition to any Galadhrim general who wishes to lead the battle away from the forests. Armed with sharp lances and elven swords, elegantly crafted and designed in immitation of nature, while carrying round wooden shields decorated with heraldic emblems and wearing leather armour underneath their elven cloaks, these Lórien Lancers ride into battle without fear, singing the name of their beloved Lady of Light. Medium elven cavalry, equipped with a lance and a round shield.

    Galadhrim Marchwardens - The life of the border guards is one of constant conflict with Evil, and those that serve in their ranks are considered as some of the most skilled among the ancient folk of Lórien. Equipped with a sharp glaive, which is made of a curved elven axe positioned close to the tip of a long spear, as well as with a bow and a limited number of arrows, these Silvan Elves form companies of veteran warriors making excellent use of both the long range of their bow and the deadly swing of their unique weapon. This rare and unconventional combination of different fighting styles probably makes the Galadhrim Marchwardens the most unpredictable foe to be reckoned with; for they show great potential when fighting against charging cavalry, while still having all the privileges of a skillful archer. Medium armoured archers equipped with elven glaives.

    Sentinels of Cerin Amroth - Cerin Amroth is a a grassy flower covered hill in Lothlorien of great spleandour remarked by Aragorn to be "the heart of Elvendom on earth". On the hill's summit there are two circles of trees in whose branches King Amroth, the previous ruler of Lothlorien, built his residence. King Amroth and his house are long gone but the hill retains its great importance to the Galadhrim. Sentinels of Cerin Amroth are an honor guard who keep watch over this sacred place and ensure that its beauty remains unspoiled. From the topmost flet in the inner circle of trees, which was once the highest point in all of Lothlorien, the Sentinels observe the surrounding lands and are even able to keep watch on Dol Guldur itself. Just as the flowers that grow on the hill, elanor and niphredil, are coloured gold and white and the outer trees have white bark while the inner circle are the golden mallorn trees so the shields of the Sentinels bear those two colours as well, symbolizing the things it is their duty to protect. All Sentinels are expected to uphold the legacy of King Amroth, beauty, prosperity, valor and wisdom, and lend their minds or swords, whichever is needed, to the protection or betterment of the Golden Wood. They are lightly armoured but highly skilled and resolved and able to swiftly move through the trees. If Cerin Amroth is the heart of elvendom then the Sentinels are its shield. Lightly armoured elven soldiers , serving as a honor guard in the name of King Amroth, eqquiped with a sharp elven blade and an elegant elven shield.



    Dwarves of Ered Luin
    Spoiler Alert, click show to read: 
    Ered Luin Forgers - The Dwarves were created during the Years of the Trees by Aulë, one of the Valar, from whom they learned the deepest secrets of crafting and working on all the substances and earthly materials of which Arda is made; and thus they became the most skillful stoneworkers and metalworkers and smiths, second only to Fëanor himself. At times of war, it is not unusual for these masterful smiths and forgers of Ered Luin to go to battle armed only with their own work-tools, and those foolish enough to threaten them quickly find out that dwarven hammers can be as effective in crushing skulls as they are in hitting hot metal on the anvil. Hardy warriors armed with hammers and equipped with padded armour.

    Ered Luin Warriors - This unit consists mostly of the less experienced and younger Dwarves, who have not yet seen many battles. They are however brave and motivated warriors, willing to fight for their lords and dedicated to protect their chief cities and mines in the Ered Luin. Even though they are not the most skilled soldiers available to the Longbeard armies, they are still a force to be reckoned with; for as with all Dwarves, they have excellent morale, ensuring that they will only retreat from battle when all hope of victory is gone. Armed with an one-handed axe -a weapon both useful and deadly, especially when handled by the skillful hands of the Dwarves- and a round wooden shield of average quality, while wearing an iron helmet and mail armour covering their entire body, these Dwarves form the backbone of the armies of the Blue Mountains. Their blue-coloured clothes and garments clearly show from which mountain range they come and where their allegiance lies. Dwarven youth armored in steel and equipped with an axe and a shield.

    Guardians of Belegost - The Guardians of Belegost originate from the Dwarven clan known as the Broadbeams. The ancestors of these Dwarves in the First Age were famous for the invention of ringed mail, for their aid in building the halls of Nargothrond and Menegroth, as well as the heroic last stand of King Azaghal during the Nírnaeth Arnoediad, in which he even managed to wound Glaurung the Dragon. Now many Broadbeam Dwarves have joined the ranks of the Guardians of Belegost, as they consider it an honour to be part of this unit; for the Guardians of Belegost can trace their traditions back to the First Age. Even at that distant time this unit already fought, defending the gates and tunnels of Belegost with their lives, and over the years they have never ceased doing so. To perform this duty they equip themselves with a powerful two-handed axe, which requires great strength to wield, while they are clad in both mail and plate armour for protection. They also wear a heavy blue helm which covers their face like a mask, thus clearly showing their pride to hail from the Ered Luin; the Blue Mountains. Medium shock troops armed with two-handed axes.

    Golden Hammerguard - The Golden Hammerguards are the most feared and notorious unit that the Dwarves of the Ered Luin can muster. These troops are armed with a heavy war hammer; a weapon normally used by the Dwarves as a working tool in the smithies. The warriors that form the ranks of the Golden Hammerguards are however trained to fight with these massive hammers in battle, and they do so with considerable efficiency; countless Goblin skulls have already been crushed under their devastating war hammers. Carrying a round iron shield and a gilded helmet, the Hammerguards are famous for their shiny golden steel armour, forged with the finest gems and jewels of the earth - a clear sign of their nobility within the dwarven society. As such they cannot live with the shame of running from the battlefield, so they always march into battle fearless, chanting with deep voices, and they will never flee from danger as long as there is even the smallest chance of victory. Veteran warriors, equipped with golden armour ,armed with a great hammer and a heavy iron shield.

    Dwarven Orchunters - Originally designed as a tool for hunting game, the throwing axe has obvious utility on the battlefield as an instrument of war, and has gradually evolved into a lethal weapon against Orcs. Forged by the undoubted masters of metalworking, the throwing axe is carefully designed and weighted to maximize speed and rotation in flight, and is typically used with devastating effectiveness before a charge in order to break the enemy ranks. At the end of a battle the Dwarves often search and collect their old axes, because they don't have the heart to leave them behind. Impetuous warriors who hurl throwing axes before a charge.

    Ered Luin Halberdiers - Ever since the time of Thorin II Oakenshield, Dwarves of Durin's kind dwell in the Ered Luin, after years of wandering in Dunland and Eriador. During the reign of Thorin mines were built, the alliances with the Firebeards and Broadbeams were renewed, and the Longbeards at Thorin's Halls grew ever more numerous. To prepare his people for upcoming wars, Thorin formed the unit of the Dwarven Halberdiers. These Naugrim belong to the very elite of the warriors that the Halls of Thorin can muster, wielding a long and powerful halberd; a weapon that combines the force of an axe with the thrust of a spear. While the halberd is an excellent weapon for keeping mounted forces at bay, it does not guarantee victory in close combat, and for that reason these Dwarves are equipped with an auxiliary axe on their backs. Furthermore they are protected by both mail and scale armour, and they can rely upon their sturdy helmets for additional safety. Highly trained dwarven halberdiers who excel in confronting cavalry charges.

    Blue Mountains' Scouts - While their brethren in the east have recently favoured the use of the crossbow, the Dwarves of Ered Luin still prefer the more traditional bow, which was originally designed for hunting wild animals. Being shorter and of smaller stature than Men or Elves, and yet strong at arms and keen at sight, the Dwarves have become skilled in the use of the shortbow through the centuries. Sharp iron arrowheads, forged with a mastery in metalworking possessed only by the Dwarves, are shot with lethal accuracy to the enemy. Companies of Scouts from the Blue Mountains, lightly armoured and equipped with shortbows and arrows, are typically used for scouting and for weakening the enemy ranks, before the unmatched dwarven infantry charges into battle. Skilfull Dwarven archers equipped with a bow , an axe and a small shield on their back for protection.

    Azaghâl's Tomb Protectors - Dwarves have a long memory. Longer than any of the races of Middle-earth. And many of them remember very well the grievous Nirnaeth Arnoediad, and fiery wrath of Glaurung, and the glory of fallen king of Belegost, crushed by the Great Worm. Ever since that day Dwarves of Ered-Luin gather every year to sing an ancient girge in memory of their great ancestor. Azaghal's Tomb Protectors are the descendants of the warriors of the past, who carried the body of Azaghal from the field of battle to his eternal resting place. They keep ward over the magnificent vault built on the highest peak of the Blue Mountains. Tomb Protectors have formed since then a grim cult of warriors with their own fighting traditions. They scorn heavy armour of their kinsmen in favour of mobility and speed. The best dwarven mail didn't save Azaghal and so his solemn guardians have chosen a different path. They wear only light armour (by dwarven standards) and twin weapon set, two ominous war hammers or axes. Their fury is unmatched on the battlefield, as they sweep through the ranks of the enemy, leaving no survivor. Many goblins and even dragons have fallen from their hands, in eternal service to the great king of Belegost. Legendary medium shock troops eqquiped with a deadly twin set of weapons --axes or hammers-- wielded in each hand.

    Ered Luin Nobles - Every dwarven lord of Ered Luin has in his service a number of noble retainers who attend to him in times of peace and who accompany him to battle in times of war. These brave thegns constitute the elite of dwarven society and dwarven army alike, and as such each is equipped with the finest arms and armour available. They go to war clad in a hauberk of fine steel mail that hungs to their knees and wielding a powerful two-handed war hammer, used to crush the skulls of their enemies, and they are known for wearing heavy hideous helms with mask-like visors, much like the Dwarves of Belegost and Nogrod did in the First Age. In battle these fearless warriors are typically held back and only committed at the time of greatest need, when they are often instrumental in turning the tide of the battle. Elite hammer wielding warriors, heavily armored, serving the general as bodyguards.

    Khazad-dûm Reclaimers - Dwarven banners hang proud and high in Khazad-dûm once more! These banners do not belong to the Longbeards alone, however. Instead, it was through the coordinated efforts and sacrifice of the Broad-Beam and Fire Beard clans of the Blue Mountains that victory was made possible. Though the city is now ruled remotely from the Blue Mountains, it holds a prominent place in the hearts of all dwarves. In recognition of this new dwarven occupation, the Lord of the Blue Mountains has formed the strongest remnants of that victorious army into a new unit. Named the Khazad-Dum reclaimers, it is they who are tasked with guarding the great treasuries, storehouses, and gates of Khazad-Dum. Though their official position is one of ceremony, even just a handful of these warriors are worth many men. As such, they are often called out to accompany their dwarven lords on critical assaults against the enemy. Acting as a magnificent spectacle on the battlefield, these dwarves fight with not only the fiery bloodlust of their people, but are also armed with great axes and encased in heavy armour crafted from the ancient forges they are sworn to protect. Most opponents cannot long endure their wrath, and indeed, all are filled with fear and awe at the mere mention of their approach. For it will not be soon forgotten that among their ranks live those responsible for clearing the infestation of Moria and for driving the balrogs to their ruin. Ceremonial elite infantry unit. Heavily armoured with mithril mail and golden belegostian masks. Equipped with thrown axes and a great two handed Dwarven axe.



    Orocarni Dwarves
    Spoiler Alert, click show to read: 
    Orocarni Blacksmiths
    While blacksmith work is considered the lowliest work by Dwarves, it is still a much respected and necessary trade in Dwarven societies. Though these blacksmiths are not trained or equipped for continuous combat, they are capable fighters who will not soon run from a fight.
    Hammer-axe.

    Orocarni Protectors
    These common Dwarves are called up to defend their Holds in times of need. They have little training and must supply their own equipment, but any decent general should be able to make good use of them on the battlefield.
    Bow, hatchet.

    Orocarni Warriors
    Dwarves in general are a war-like race, their warriors go beyond even that. They are much more likely to run toward any fighting than away from it.
    Axe, shield.

    Stiffbeard Axethrowers
    Throwing axes has become a competitive sport in the Holds of the Stiffbeards, because of this some of the best axe throwers often hail from the Stiffbeards. They save the last axe for fighting up close, which they are not only ready, but eager for.
    Throwing axes, shield, well armored.

    Stonefoot Pikes
    These Dwarves of the Stonefoots have been equipped with massive pikes and given constant and repetitive training in how to properly use them. Due to their lack of shields, they are given good strong armor. This along with their weapons and training ensure they will hold their ground while others take the fight to the enemy.
    Pike, well armored.

    Blacklock Crossbows
    The Blacklocks are one of the most prosperous Dwarven Clans in the Orocarni mountains. They have a mind for machinery that can often be insatiable. Though most of their efforts go toward finding new and easier ways to dig even deeper, they also consider new and easier ways to defend their Holds. The crossbow is a result of this consideration, and all Blacklocks know how to use one. Very few of their enemies have bothered them since.
    Crossbow, hammer-axe, well armored.

    Ironfist Felak-inbar
    Of all the Dwarven Clans the Ironfists have the best reputation for being "aggressive." They prefer to take the fight to their enemies rather than defend their Holds and weather any attacks. As such, they also prefer aggressive weapons, mainly large two-handed hammers and axes. After generations of taking the fight to their enemies, they eventually encountered a new enemy, various Clans of Men from Rhun and Khand. In order to counter the cavalry forces of these new and mobile enemies the felak-inbar was born. The felak-inbar is a fusion of several weapons into one, allowing for defensive effectiveness against infantry and cavalry without hindering the offensive effectiveness of swinging a huge two-handed hammer-axe with a hooked spike on the other end at your enemies.
    Long two handed poll-axe, shield on back, very well armored. Effective against infantry and cavalry.

    Orocarni Ravagers
    These Dwarves have earned the name Ravagers from their peers because of their reputation as fierce and ruthless warriors whom embrace battle. Usually willing to fight without need, they will always be willing to go wherever there is a need to fight.
    Two dual-head war axes, long sharp gauntlets, very well armored.

    Orocarni Guardians
    Formed of the finest warriors from all the Clans and given the best weapons and armor available in all the Dwarven Holds.
    Hammer-war axe, shield, very well armored.

    Orocarni Bodyguards
    Formed of the finest warriors from all the Clans and given the best weapons and armor available in all the Dwarven Holds.
    Hammer-war axe, shield, very well armored.



    Avari Elves
    Spoiler Alert, click show to read: 
    Avarin Wanderë
    Though many Avari Elves refused to take the Great Journey into the West, that does not mean they all stayed right where they were. Much of these peoples eventually travelled westward in the First Age, some even making it so far as Beleriand where they met up with their long lost kin. Many Avari still wander the land even in the Third Age, though the lands themselves have become more dangerous as of late. That being so, many Avari travel with a bow, along with the skill and knowledge to use it.

    Avarin Roamë
    It is the charge of these Elves to roam the land and remove any potential threats. Though they mostly deal with wolves and creatures of the like, other intruders such as Dwarves and Eastern Men must also be dealt with from time to time.

    Avarin Wayfarë
    These companies of Elves are charged with guarding and patrolling places of importance, such as population centers and roads. Due to their skill with a sword, they are a versatile force that can be used both offensively and defensively.

    Avarin Rovë
    These Elves are given training wielding a bow while riding a mount. They are a fast and effective force that is deadly from a far, but lack the proper training and equipment for drawn out close quarters combat.

    Tatyar Recusarë
    Nearly half of the Avari remaining in the East are descended from the Tatyar Tribe of Elves. Those Avari who hail from the Tatyar are often of similar mind in their views of others. They are downright distrustful and suspecting of all of them. So much so that they do not even try to hide it. All but a few of the Tatyar are only willing to serve in companies consisting entirely of other Tatyar. As such the Recusarë was born.

    Penni Eremitë
    The Penni are a scarce and secluded Sect of the Avari people whom often prefer life in the wilderness among nature than among too many others, even their fellow kin…

    Kinn-lai Soliatarë
    Kinn-lai Sect prefer to shroud themselves in mystery. Even fellow kin know little about the culture and way of life for the Kinn-lai. What is known is that individual skill in combat is highly praised among these peoples, and they are more than willing to use their skills against any they deem hostile.

    Windan Cossetë
    The Windan Sect guard against foreign infiltration and invasion. Though others of their kin may prefer to use stealth and cunning when hunting their prey, whomever that "prey" happens to be, the Windan prefer to look their foes in the eyes when delivering a death blow.

    Hwenti Bariatë
    The Hwenti are a reclusive and fierce Sect among the Avari Elves. They dwell manily on plains and hill slopes where horses can be bred and raised. Though the Hwenti prefer to ride their horses for pleasure and travel, they must also ride them to battle when necessary, and so are prepared for such things.

    Cuind Secudë
    Cuind Sect of the Avari often see themselves in a rather noble light. They believe that they have attained much honor by preserving their way of life throughout the Ages. Change does not bode well with them, whatever it may be. Rather they prefer, or even insist that things stay as they always have been.

    Kindi Ovesiatë
    The Kindi Sect is more of a spiritual belonging than anything else. To live among the Kindi, you must live like the Kindi. They are a people whom believe in balance above all things. Though they dedicate much of their lives to doing what they love, they also dedicate an equal amount of their lives to doing what is needed. This balance that they seem so obsessed with often grooms them to be competent and patient leaders for the Avari Peoples.

    General's Bodyguard
    The Kindi Sect is more of a spiritual belonging than anything else. To live among the Kindi, you must live like the Kindi. They are a people whom believe in balance above all things. Though they dedicate much of their lives to doing what they love, they also dedicate an equal amount of their lives to doing what is needed. This balance that they seem so obsessed with often grooms them to be competent and patient leaders for the Avari Peoples.



    Brood of Glaurung
    Spoiler Alert, click show to read: 
    These drakes are very distant relatives of Glaurung, the father of all drakes. They are a mere shadow of their former size and strength, with the exception of a select few that have somehow managed to survive through the ages. Strengths: Variety of strong units, dragon scale armor. Weaknesses: Low unit numbers, no ranged units.

    Great Cold Drake Chieftain (3) Though not as large or dangerous as their very distant Uruloki cousins, they are a vicious foe none the less. They prefer to charge through their enemy and trample them to death with surprising speed and agility, whoever is left standing is often the appetizer.

    Great Cold Drake Patriarch (6)

    Great Cold Drake Adult (12)

    Great Cold Drake Young (18)

    Iron Drake Chieftain (3) These drakes have very large heads and very large, powerful jaws which can tear or crush through even the strongest of armor while shattering bones like glass in the process. Their heads resemble huge iron anvils in both shape and strength, which is most likely how they attained their daunting name.

    Iron Drake Patriarch (6)

    Iron Drake Adult (12)

    Iron Drake Young (18)

    Horned Drake Chieftain (5) One quick look at these drakes and there is no doubt as to why they have attained their name. These drakes have tremendous speed and agility making them the perfect hunter for rocky and mountainous areas while their horns make them deadly when charging their prey.

    Horned Drake Patriarch (9)

    Horned Drake Adult (18)

    Horned Drake Young (27)

    Green Drake Chieftain (9) Named for their preference of grasslands and lightly forested areas, though perhaps they only prefer the food that resides there. They absolutely love to eat wild boar. Only problem is, people taste a lot like pork. They are excellent at sneaking up, ambushing, and then chasing down their prey with incredible speed. These hunters prefer to avoid a fair fight, but they are still not to be trifled with.

    Green Drake Patriarch (15)

    Green Drake Adult (30)

    Green Drake Young (45)



    Brood of Ancalagon
    Spoiler Alert, click show to read: 
    These drakes are relatives of the mightiest of all drakes, Ancalagon the Black. Though many perished in the great wars of old, the small amount that survived have grown strong through the ages. Few can match their strength and ferocity. Strengths: Large and powerful, fire breathing units, flying units, dragon scale armor. Weaknesses: Very low unit numbers.

    Golden Fire Drake Chieftain (3) Considerably smaller in relation to their distant “Great” cousins, these drakes are still a numerical force to be reckoned with but are rarely seen or heard of in times such as these. Although they are capable of breathing incinerating fire these creatures have no affinity for it and much prefer to lounge around in dark icy caves, often found far to the North. One can only hope that the coming days do not grow colder and darker.

    Golden Fire Drake Patriarch (6)

    Golden Fire Drake Adult (9)

    Uruloki (Great Fire Drake) Chieftain (3) These are very rare and equally dangerous, four legged, fire breathing lizards. Adults can grow to be terrifyingly enormous, but because most died out long ago and all Drakes mature at a very slow rate, many never reach their full size.

    Uruloki (Great Fire Drake) Patriarch (6)

    Uruloki (Great Fire Drake) Adult (9)

    Plated Red Drake Chieftain (3) Considered an off-shoot and close relative of Red Drakes these Fire Drakes may have been the result of cross-breeding in the wild after the fall of Morgoth. Their large scale plates protrude from head to tail, offering them excellent protection while spewing fire upon their prey. Forcing even the bravest and most stubborn of Dwarves to reconsider a frontal assault. Although once very rare, their formidable natural defenses have ensured their survival and allowed them to greatly increase in number.

    Plated Red Drake Patriarch (6)

    Plated Red Drake Adult (9)

    Red Drake Chieftain (3) These drakes are much smaller in size and strength than their other fellow fire drakes and although they are much more numerous, they are just as rarely seen. This is mainly because they prefer to live within icy caves which can only be found in high mountains or far to the North.

    Red Drake Patriarch (6)

    Red Drake Adult (9)



    Brood of Scatha
    Spoiler Alert, click show to read: 
    These relatives of the Great Worm Scatha have been a plague in the North since Scatha himself took residence there. Their numbers have only increased since Scatha’s demise, as the peoples of Middle-Earth hide in their own lands. Strengths: Variety of strong units, dragon scale armor. Weaknesses: Low unit numbers, no ranged units.

    Silver Wyrm Chieftain (3) Named so because of the color of their scales and their love of all things silver, especially mithril. One can often find them wherever silver or mithril can be found, mainly in mountainous areas.

    Silver Wyrm Patriarch (6)

    Silver Wyrm Adult (12)

    Silver Wyrm Young (18)

    Blue Wyrm Chieftain (5) Named for their inability to breathe fire and their preference for dwelling in cool, dark caves in the Blue Mountains. These drakes often choose to reside in vast cave networks which have a steady food supply, mainly those already occupied by Dwarves or Goblins. Their long fangs and claws are plenty sharp for taking down their prey head on.

    Blue Wyrm Patriarch (9)

    Blue Wyrm Adult (18)

    Blue Wyrm Young (27)

    Yellow Wyrm Chieftain (5) Large and small serpents which dwell in isolated arid regions and hill sides. They have long been considered to be a type of dragon, only no one has actually seen one up close and lived to tell the tale.

    Yellow Wyrm Patriarch (9)

    Yellow Wyrm Adult (18)

    Yellow Wyrm Young (27)

    Golden Cold Wyrm Chieftain (9) Named so because of the color of their scales and their love of all things gold. One can often find them wherever gold can be found, mainly in mountainous areas.

    Golden Cold Wyrm Patriarch (15)

    Golden Cold Wyrm Adult (30)

    Golden Cold Wyrm Young (45)



    Spawn of Ungoliant
    Spoiler Alert, click show to read: 
    Giant Spiders are not as powerful as Shelob or Ungoliant, but they were still large and terrible creatures. Ungoliant and Shelob had numerous spawn, and their mates included their own offspring. Throughout time they grew strong and multiplied unheeded by the Free Peoples of Middle-Earth. They now control much that is now referred to as Mirkwood. Few venture there, save for the Elves, and they do not venture far for fear of the darkness. Strengths: Variety of strong and weak units, exoskeleton armor. Weaknesses: No ranged units.

    Black Spiders Chieftain (20)

    Black Spiders Matriarch (40)

    Black Spiders Adult (80)

    Black Spiders Young (160)

    Brown Spiders Chieftain (20)

    Brown Spiders Matriarch (40)

    Brown Spiders Adult (80)

    Brown Spiders Young (160)

    Forest Spiders Chieftain (20)

    Forest Spiders Matriarch (40)

    Forest Spiders Adult (80)

    Forest Spiders Young (160)

    Wolf Spiders Chieftain (20)

    Wolf Spiders Matriarch (40)

    Wolf Spiders Adult (80)

    Wolf Spiders Young (160)



    Creatures of the Night
    Spoiler Alert, click show to read: 
    These creatures are of kin to each other in some strange way. Their ancestors were each bred by Morgoth in the dungeons of Angband for one single purpose, to devour all that is good. Since then they have always acted as allies against their mutual enemy, in order to insure their mutual survival. Strengths: Variety of strong and weak units, flying units. Weaknesses: Weak armor, no ranged units.

    Wargs Chieftain (20) Like so many other foul creatures, the Warg may have first been bred in the fortress of Angband by Morgoth or Sauron. They are the result of mixing two or more animals, and a pinch of malice, to produce a true monster. Wargs are said by some to be quite intelligent predators; it is often rumored that they have a crude understanding of language and tactics.

    Wargs Patriarch (40)

    Wargs Adult (80)

    Wargs Young (160)

    Wolves Chieftain (20) Wolves are large and powerful hunters that hunt in packs. They are able to communicate with each other and therefore often work as a team to overwhelm their prey.

    Wolves Patriarch (40)

    Wolves Adult (80)

    Wolves Young (160)

    Giant Bats Chieftain (30) Giant Bats are creatures that roam in the ancient forests of Middle-Earth. Once far more frequent, the majority of old forests which remain are located primarily in Western Eriador and Lindon.

    Giant Bats Matriarch (60)

    Giant Bats Adult (120)

    Giant Bats Young (240)


    Reunited Kingdom
    Spoiler Alert, click show to read: 
    Gondor's and Eriador's native units are AOR in terms of recruiting, retraining, and free upkeep. Reunited Kingdom units can be recruited everywhere, but are the only ones recruitable and free-upkeep outside of Gondor's or Eriador's lands. Also many unique AOR units.


    Creations of Eru
    Spoiler Alert, click show to read: 
    Huorns, Bears, Ents, Great Eagles, Ent Throwers, Elder Ents.


    Rebels and Mercenaries
    Spoiler Alert, click show to read: 
    Too many to list.


    AOR Units
    Spoiler Alert, click show to read: 
    Too many to list.


    Added Buildings

    WAY too many to list.


    SCREENSHOTS


    Mod Team and Credits

    * I would prefer to spend my time modeling and animating if possible, so feel free to help out with everything else that needs doing. *

    Developers:

    Current;

    alreadyded ~ Mod concepts, faction concepts, unit concepts, designs, descriptions, models, animations, rigging, coding, scripting, 2d art, UV mapping, skinning, new regions and settlements, mapping, ancillaries, traits, battle and campaign balancing, campaign AI, moose trainer, blah blah blah...

    ElvenKind ~ Unit/Info cards, Beta testing.

    knight of meh ~ Text work, Beta testing.

    None one else so help out!


    Past;

    Amon Amarth 930 ~ Being a big help way back in the beginning.

    Louis Lux ~ 2d art, skinning. New faction symbols. Units skinned; most of the spiders.

    Noobas ~ Hero abilities, 2d art.

    King Kong ~ Reunited Kingdom and Black Guard units. I also learned A LOT from his coding work.

    Hero of the West/patrician1 ~ Some ancillaries, 2d art.

    Euripides ~ Some unit descriptions and unit concepts.

    Thuringwethil ~ Some unit descriptions.

    Dazo ~ Some character names.

    Ishan and Gigantus ~ Technical advice whenever I needed it. Thanks for your time.

    Ngugi ~ Some sounds.


    ~Credit To; Tolkien for his writings. Knight Errant for his wonderful GOAT/GOAL tool, without which none of this would be possible. Wilddog for IWTE tool. TATW Team for all of their hard work, and King Kong for making it happen. Disgruntled Goat for use of Rhûn units. AlphaDelta and Strelac for a few Broken Crescent units (Corsairs and Outlaws). Moneybags14 for one man unit generals.


    ~ Dedicated to J.R.R. Tolkien and his work, which I have endeavored to adhere to.







    ~~~~~~ PCP BETA 09 Released! Recruiting 2d artists, skinners, coders, scripters, and Beta testers! ~~~~~~



    Installation Info

    For installation on Kingdoms 1.5 and an unmodified version of TATW 3.2.

    Download PCP File Cleaner and PCP Beta 9.31.

    First install the PCP File Cleaner into "Sega/M2TW/Mods/" folder, then find the PCP FILE CLEANER file in your Third_Age_3/data folder and run it (double-click it). If you cannot find it you installed it in the wrong place, try again. If you do not run the File Cleaner first there will be some bugs as a result, mainly visual bugs.

    After that install PCP Beta 9.31 into "Sega/M2TW/Mods/" folder. Now stand up, spin around in circles, wave your hands around, and your all done! Now go kill something!


    IF you already have PCP installed you may only need some updates, you do not need these if you installed PCP Beta 9.31;

    Beta 09 Patch 1. Patch 2. Patch 3 and Patch 3's QuickFix.


    Patch 3 Fairly Detailed Changelog

    Optional Graphics and Lighting Tweaks v1
    This is a ENBSeries of tweaks. The files I found were originally made for GTA San Andreas (a very outdated version of ENB) a long time ago I reckon. I found it and made some big changes to make it work with M2TW. Then I changed all the settings so it looked good in M2TW engine. It was originally designed for old games so it may work fine with older computers, I don’t know, it is intended for decent computers with decent video cards. Here is the result of version 1;

    Uses a large amount of subtle filters and many multipliers to give graphics (3D and 2D) and lighting (direct and indirect) a more natural look and feel.

    Makes brights brighter and darks darker.

    Adds depth of field.

    Dramatically improves ambient, direct, and indirect lighting. Makes lit areas brighter and shadowed/dark areas darker. i.e. the shade of a tree actually provides shade, the Sun actually makes it bright out.

    Makes textures and environment look less cartoony and more natural.

    Gives textures and models with rough/sharp edges a smoother look.

    A slight lighting glow has been added to give it a slight “warming and colorful” feel. Next release will have a slightly more gloomy and foreboding look, as well as a realistic look included.

    Lots of other crap, too numerous and technical to go into.


    Note: These images are low quality .jpg’s, many effects/details cannot be seen.

    Before:
    Spoiler Alert, click show to read: 

    After:
    Spoiler Alert, click show to read: 

    Before:
    Spoiler Alert, click show to read: 

    After:
    Spoiler Alert, click show to read: 

    Before:
    Spoiler Alert, click show to read: 

    After:
    Spoiler Alert, click show to read: 


    Install Graphics and Lighting Tweaks v1 to SEGA folder and run the game or any mod as usual (works with everything). After the game menu has finished loading hold SHIFT and press F12 at any time to enable/disable the tweaks. This was designed for use in battles only, it will work on the strat map but it may be best to toggle it off for older computers (SHIFT+F12).

    Important Notes;
    Does not work with other modifications that change the same files. Some skins and models are temporary, also some unit cards still need to be done. I have only ever designed and tested it on Very Hard campaign difficulty. Lowering the campaign difficulty should only increase the player's income with everything else staying the same but I never tested it in full so feedback is needed. If the campaign is too hard for you (not enough money) lower the campaign difficulty. The unit sizes most likely have to be set to huge or the creature unit numbers and balancing might get all messed up, lowering unit sizes is NOT recommended but it should not cause any crashes.


    Optional Dual Install, for those that want a separate mod folder for installation.


    Create your own PCP folder.

    - Make a copy of your Third_Age_3 folder.

    - Rename the copied folder to: Third_Age_PCP

    - Install PCP Beta 09.31 to desktop, add _PCP to the end of the folder name, and overwrite Third_Age_PCP folder. Do the same with all patches as well.

    - Download THIS folder and overwrite Third_Age_PCP folder again.

    - Use provided shortcut. You may need to tell it where your Third Age PCP.bat (batch) file is if your game is not installed in the default location.


    Here are some sigs I made real quick, feel free to use them.

















    If anyone has a saved game from late in the game (around 100 turns or more) please upload it. I would like to check it out to see what is going on in each game and improve it.

    ...and don't forget to leave feedback and help out by reporting bugs!


    ~fin
    Last edited by alreadyded; Yesterday at 01:41 PM. Reason: Yo mama

  2. #2
    jản's Avatar █ kept in suspense █
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    Default Re: Perillicious Creature Mod

    //

    Sounds interesting but do you already have anything done of this instead
    of your Smaug Head? Do have already implemented some creatures to
    see if this is possible anyhow to work with the gamedynamics?

    You said you need textures. Okay, so do you have/work on animations,
    models and meshes and scripting and adding to the gamefiles (modeldb ...)?

    So some progress and screenshots would be nice. in any other case i would
    highly doubt that someone will join this project, because it seems very far-fetched.

    //

  3. #3
    Master Necromancer's Avatar Kei kihei
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    Default Re: Perillicious Creature Mod

    You'll need new animations. You know that don't you?


  4. #4
    Point Blank's Avatar Samurai
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    Default Re: Perillicious Creature Mod

    I'd put money on this never happening.
    --------------------------------------------------------------------------
    Real Combat 2.0 and automated unit stat generator for Third Age and Stainless Steel coming soon...

  5. #5
    Ozzmosis's Avatar Chugen
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    Default Re: Perillicious Creature Mod

    Quote Originally Posted by Point Blank View Post
    I'd put money on this never happening.
    Well he's already modeled most of a dragon, he just needs to texture and animate it!
    I think that, with a bit of time and help, he could do this!
    The CoW team have done similar things in regards to Daemon Princes and bloodthirsters etc.

  6. #6
    axnsan's Avatar Ronin
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    Default Re: Perillicious Creature Mod

    Quote Originally Posted by Point Blank View Post
    I'd put money on this never happening.
    This. I'd bet as much as you want that you'll never get dragon/fellbeast/spider/drakes working. I promise that if you do I'll rep you untill TWC gets deleted

    Still I wish you luck on the rest

    Quote Originally Posted by Ozzmosis
    Well he's already modeled most of a dragon, he just needs to texture and animate it!
    Just


    Oh and I'll also bet some that you won't get someone to do all the hard work for you .
    Last edited by axnsan; May 06, 2010 at 01:10 PM.

  7. #7
    alreadyded's Avatar Stayin' Alive
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    Default Re: Perillicious Creature Mod

    Reply et. al.

    I already have them working in game ye of little faith, I have even fought a few battles to test them out using preexisting skins. I'm not some stupid useless fanboy, though there are many here so I can't really blame you for ASSuming.

    I NEED SKINS for my finished models. Animations I am working on but most I need already exist and are working out well, one or two I will have to make.

    As for whether you think it will happen, I don't care. I'm doing this for me not any of you. Though I honestly cannot see how so many think it "impossible" when it wasn't even that hard to do. I never thought it was impossible, its modding not rocket science... any idiot can do it if they would just try. I suppose one person said it was impossible so the rest of you just believed it.

    No wonder I hate forums, maybe I shouldn't of even posted this in the first place. I doubt anything beneficial will come of it...

    If you want to talk smack feel free to do so, but create your own thread to do it. I don't want to waste my time reading useless comments such as those above, this thread is for help and ideas.

    If anyone wants to bet some actual money instead of some useless "rep," than I will take that bet. Otherwise... piss off.
    Last edited by alreadyded; May 06, 2010 at 04:29 PM.

    Perillicious Third Age and Fourth Age Campaigns

  8. #8
    KingLeonidas300's Avatar Taihō no heishi
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    Default Re: Perillicious Creature Mod

    Quote Originally Posted by Point Blank View Post
    I'd put money on this never happening.
    give me money,do not doubt a modder friend

  9. #9
    old_dude's Avatar Kirā
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    Default Re: Perillicious Creature Mod

    Quote Originally Posted by alreadyded View Post
    I already have them working in game ye of little faith. I'm not some stupid useless fanboy, though there are many here so I can't really blame you for ASSuming.

    I NEED SKINS for my finished models. Animations I am working on but most I need already exist, one or two I will make.

    As for whether you think it will happen, I don't care. I'm doing this for me not any of you.

    No wonder I hate forums, maybe I shouldn't of even posted this in the first place. I doubt anything good will come of it...

    If you want to talk smack feel free to, but create your own thread to do it. I don't want to waste my time reading useless comments such as those above, this thread is for help and ideas.
    Well there are 27 pages of submods many of which have faded without any results so I can understand their jaded attitude; especially towards one with as lofty a goal as yours. That being said I wish you luck with this. What you outline in the op would go far in bringing the fantasy element from the books to the mod. Being a stupid useless fanoldguy, I cant offer any help. Although if you get to the point where you need descriptions written, I'll offer my services. It would be a first for that though too. So good luck to you alreadyded. I ,selfishly, hope to be killing some drakes in the future.

  10. #10
    alreadyded's Avatar Stayin' Alive
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    Default Re: Perillicious Creature Mod

    Quote Originally Posted by old_dude View Post
    Well there are 27 pages of submods many of which have faded without any results so I can understand their jaded attitude; especially towards one with as lofty a goal as yours.
    Well with the welcome I have received so far its no great wonder their mods failed, a little support can go a very long way with most people. Or perhaps they did finish them and just never released it because of all your attitudes towards them (it is something I have done before). Luckily I don't care what any of you think, so I am going to finish it (apparently without any help) whether I release it or not. Most of the hard work is already done.
    Last edited by alreadyded; May 06, 2010 at 04:25 PM.

    Perillicious Third Age and Fourth Age Campaigns

  11. #11
    Ozzmosis's Avatar Chugen
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    Default Re: Perillicious Creature Mod

    It doesn't seem too impossible. Once you get your head around the animations, I'm sure alreadyded will work wonders! good luck!

  12. #12
    glassakias's Avatar Ishiyumi no shashu
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    Default Re: Perillicious Creature Mod

    Quote Originally Posted by alreadyded View Post
    Well with the welcome I have received so far its no great wonder their mods failed, or perhaps they did finish them and just never released it because of all your attitudes towards them (it is something I have done before). Luckily I don't care what any of you think, so I am going to finish it (apparently without any help) whether I release it or not.
    actually i was at the point of supporting and defending you, but my internet got stuck as i pressed the submit button earlier today. people are just unwilling to believe to this maybe because they think its false hope. do your best and if you dont make it, its ok. know that many, including me, felt eager from the moment they read your first post. keep up with the work and remember, noone was ironic, they just showed some disbelief...

  13. #13
    alreadyded's Avatar Stayin' Alive
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    Default Re: Perillicious Creature Mod

    I'm not the least bit offended, and I never thought anyone was trying to offend me. I'm just surprised at the negativity in this community, I would imagine it stops many others from even trying to accomplish something. Modding is easy work and most anything is possible! It just takes time, so give it a shot if you haven't already.
    Last edited by alreadyded; May 06, 2010 at 04:43 PM.

    Perillicious Third Age and Fourth Age Campaigns

  14. #14
    Vaz's Avatar Banzai jūden-ki
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    Default Re: Perillicious Creature Mod

    Quote Originally Posted by alreadyded View Post
    Reply et. al.

    I already have them working in game ye of little faith, I have even fought a few battles to test them out using preexisting skins. I'm not some stupid useless fanboy, though there are many here so I can't really blame you for ASSuming.
    Watch the insults.

    I NEED SKINS for my finished models. Animations I am working on but most I need already exist and are working out well, one or two I will have to make.
    You're not some stupid useless fanboy, so you should be able to do it yourself.

    As for whether you think it will happen, I don't care. I'm doing this for me not any of you. Though I honestly cannot see how so many think it "impossible" when it wasn't even that hard to do. I never thought it was impossible, its modding not rocket science... any idiot can do it if they would just try. I suppose one person said it was impossible so the rest of you just believed it.
    Do you have an in game picture?

    No wonder I hate forums, maybe I shouldn't of even posted this in the first place. I doubt anything beneficial will come of it...

    If you want to talk smack feel free to do so, but create your own thread to do it. I don't want to waste my time reading useless comments such as those above, this thread is for help and ideas.

    If anyone wants to bet some actual money instead of some useless "rep," than I will take that bet. Otherwise... piss off.
    You hate forums, because your attitude causes you to be despised when people make a passing comment, and you the turn back and insult them.

    [ Cry Havoc:: ] - [ link ] - [ An Expanded World Submod for Call of Warhammer ]
    My turban brings all the muslims to the yard and they're like العنصرية ش

  15. #15
    alreadyded's Avatar Stayin' Alive
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    Default Re: Perillicious Creature Mod

    You are an artard Vaz. < That is the only insult in this thread, and it is true.

    I'm sure you don't mind me doing all the work, but I have a life. So if I have to skin them it will obviously (to everyone else but you Vaz) take a lot longer to finish the mod. THAT IS WHY THIS THREAD IS EVEN HERE.
    Last edited by alreadyded; May 06, 2010 at 04:53 PM.

    Perillicious Third Age and Fourth Age Campaigns

  16. #16
    Hermes Trismegistos's Avatar Sōkō no yari
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    Default Re: Perillicious Creature Mod

    That's just what sounds so unbelievable I think...

    When I tried to mod something I usually only managed crashes (but I suffer from a serious lack of patience in these things), so I can't really judge it.

    But from what I've read again and again in these forums everyone says: "These things are very very difficult, especially new animations that's are nearly impossible..." and I've seen people fail with much less ambituous mods.

    And then you appear, not trying to create a single creature for start (I remember several dragon mods failing...) but a whole bunch of them... and you say you are quite new to modding yourself... and still you report huge progress in a very short time and claim how easy it is... so that's why it's so difficult to believe for many people.

    But if you are right and all the people talking about how hard it is are wrong I'm more than happy and I wish you the best of luck!

  17. #17
    Point Blank's Avatar Samurai
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    Default Re: Perillicious Creature Mod

    I'd be most happy to be proved wrong
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    Real Combat 2.0 and automated unit stat generator for Third Age and Stainless Steel coming soon...

  18. #18
    alreadyded's Avatar Stayin' Alive
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    Default Re: Perillicious Creature Mod

    I wouldn't call hours and hours a very short time, plus I work very fast and efficiently, even more so when I enjoy what I am doing. This has been a lot of fun so far. I'm not new to modding, I just don't really mod M2TW (its definitely not my favorite game) and I was a complete newbie at Milkshape when I started this a week ago. I like Maya. As for progress, I can't take much credit for this, the models are the only thing I have created from scratch so far and I did that mostly for pleasure. I also plan on using the models in a mod for another game. I am also modifying existing models whenever possible.

    As for the animations I haven't tried to create my own yet in Milkshape yet so it maybe harder than other software, though I have read deeply into the subject and it shouldn't be to hard to modify existing animations. Many in game already do what I need anyway. Creating new animations is not easy but its far from "nearly impossible." Some are just better at it than others. The key is to think everything out before you act, so some fluid intelligence is required in my opinion. It definitely takes awhile to be very good at it though, but we all learn different things at different speeds.

    I will post some in-battle pics when I have some suitable skins done. I haven't had any crashes so far, I hope you didn't just jinx me.
    Last edited by alreadyded; May 06, 2010 at 05:38 PM.

    Perillicious Third Age and Fourth Age Campaigns

  19. #19
    Jean=A=Luc's Avatar Jean-Snow
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    Default Re: Perillicious Creature Mod

    Quote Originally Posted by alreadyded View Post
    Well with the welcome I have received so far its no great wonder their mods failed, a little support can go a very long way with most people. Or perhaps they did finish them and just never released it because of all your attitudes towards them (it is something I have done before).
    It's not really like that and despite your first impressions this community is pretty nice. In fact KK's mods (SS & TATW) probably have the most prolific sub mod scenes you'll see on TWC.

    In case of tatw you only need to look at FROME, VoA, RC/RR, DaC, VE, ME Lore Mod and many other smaller projects to see to what great extent sub mods are developed here.

    I guess you were just unlucky because asking for spiders, dragons, etc. is typically associated with "noobs", people who generally have no idea what is involved in making a unit and are just spewing ideas mindlessly. So even though you said you had made some models it got suppressed by these stereotypical ideas and some people assumed you were just blowing hot air.

    Also animation is considered very tricky and people who are skilled with it (and willing to put in the time) are among the rarest. Some things that we have now like animated bow/x-bow strings or decapitation finishing moves were considered great achievements when they first came to be.

    Thirdly, even all the exotic units like your Saurons, Balrogs, Trolls, various demons in other mods, etc. all use the basic animation of "swinging a weapon" when attacking. I'm almost 100% sure no mod as of now has a unit that uses a complex attack/move routine like a tentacle monster swinging its appendages all around or six-legged movement (for spiders). There aren't even any "tail attacks" or creatures with long necks performing a bite attack.

    For example no mod has something like this (done for RTW):

    Something like this would probably count as a major breakthrough. The problem is not just animating but making the attack actually work and look natural when it makes contact with enemy units.

    So when you came in with drakes and spiders and what not people were naturally skeptical. But if you actually come up with a working, usable, animated model I have no doubt everyone would be interested in seeing it, especially if it's a spider/dragon.

    So give us a chance.

  20. #20
    alreadyded's Avatar Stayin' Alive
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    Default Re: Perillicious Creature Mod

    Spider dragon type creature is a pretty good idea, that may be a fan fiction unit, or something like it (if I even decide to do fan fiction units). I have no doubt the leg animation for the spiders will take some skill, and hopefully it will work in game. It should, but I will cross that bridge when I come to it.
    Last edited by alreadyded; May 06, 2010 at 05:37 PM.

    Perillicious Third Age and Fourth Age Campaigns

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