Don't worry, it's not a very known fact, or perhaps generally remembered fact; it's one matter in a long list I expect we'll get comments on once released haha![]()
Don't worry, it's not a very known fact, or perhaps generally remembered fact; it's one matter in a long list I expect we'll get comments on once released haha![]()
Kingdom of Lindon preview video out
DCI: Last Alliance - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
Favorite TATW compilation: Withwnars Submod Collection
Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory
The DCI: Last Alliance team are proud to present to you the
Preview of the roster of the Orcs of the Misty Mountains - revamped 19th August
The Orcs of the Misty Mountains as seen here will be fairly similair when it comes to the forces the North muster, to bring calamity and destruction to their foes. However it do not mean DCI: Last Alliance will provide the player with a much to similair experience to TATW when the armies of Gundabad is to march out.
Orcs of the Misty Mountains instead will, as a uniqe feature, use a system where conquests and victories of territory, certain settlements and other factors unlock new units - to encourage the Orc within each and everyone of us to roam free. This aspect will be the main focus of our work and is yet only begun, mending in our creative minds and under Withwnars script fingers; changes may thus occur along the way even concerning roster, mind you.
We aim to bring you a challenging new gameplay experience, next to new features like wolves, Orc-drivers - and a long awaited Balrog...
Roster update: New models for Heavy Goblin Archers and Goblin Veterans - former Goblin Veterans unit turned into the new AOR Moria Infantry-unit.
Replacing the Heavy Goblin Halberds are the Heavy Goblin Reavers, while the Wargs have new skins.
Last but not least the brand new Orc-drivers, a unit shared with Mordor.
New units are previewed with larger images.
Missile units
Snaga Archers
Goblin Archers
Heavy Goblin Archers
Infantry
Snaga Skirmishers
Goblin Warmongers
Goblin Raiders
Goblin Reavers
Goblin Veterans
Heavy Goblin Reavers
Cave Trolls
Moria Infantry (AoR)
Orc-drivers
Animals and mounted units
Wolves
Warg Riders
Uniqe units
Boldogs
Durin's Bane - the last of the Balrogs
Unit cards by misteed
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Last edited by Ngugi; August 21, 2018 at 02:09 PM.
Kingdom of Lindon preview video out
DCI: Last Alliance - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
Favorite TATW compilation: Withwnars Submod Collection
Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory
Oh boy!! Looks great guys! ^_^
Don't they have a bit too much plate?
It is such a quiet thing, to fall. But far more terrible is to admit it.
Proud supporter and fan of Fourth Age: Total War
as long as its not fitted plate its fine in my opinion
and is it bad that my first read through all i saw were the minor grammar and spelling mistakes? .. the librarian hath grown strong in me
wow, so you guys actually added a Boldog bodyguard. I don't know what to say, so many conflicting emotions.
Not sure how I feel about Durin's Bane... The Balrog wasn't unearthed in Moria until 1980 TA. So roughly 2000 years after the Last Alliance and Sauron was vanquished. I hope it makes for compelling game playbut from a lore perspective, I don't see it
Is it? I agree it adds flavor - and mad rep to Withnar for getting a single Balrog - but I'd love to hear more from the team as to how the Balrog will spawn/be used. Lore-wise, the Balrog completely expelled the Dwarves from Khazad-Dum. Can we expect a similar situation if the Balrog spawns in DCI: LA, where Durin (and his forces) fights for the rule of Khazad-Dum? Or will he just spawn as a unit the OOTMM can use however the please?
Additionally, I think there are other ways you could add to the flavor of the OOTMM without the Balrog. I'd argue that the whole conquest feature adds flavor to the OOTMM. You could ad Warg Rider Bodyguards for their generals
Looking good.. Nice work DCI Team.![]()
American, French, Israeli and British government's ILLEGAL aggression against the Syrian people, without any proof for chemical attacks in Douma, and without waiting for OPCW to conduct their investigation..
Sons of *******, leave that poor, war torn country in peace.
If you are a citizen of one of these countries, then DO NOT ask any help from me on these forums, since, in protest against this aggression by your governments, I do not provide assistance/help anymore.
Let Syria be finally in peace.
A video of false chemical attack in Douma, Syria, which led to Western illegal attacks.
In lore he was awakened much later, sure, but he was still down there at this time. He was awakened by mining "too deep". In the DCI:LA universe this deep mining is just happening sooner.
Awakening him expels the current owners from Khazad-Dum, yes. That is the only way to get a single Balrog inside there. We wanted the Balrog to emerge from within instead of spawning outside and knocking on the door of the current owner. But it is not possible to have both: emerge within a settlement still owned by the Dwarves. i.e. His emergence is not in the form of a battle inside Khazad with both Dwarves and the Balrog inside. No, his emergence wreaks damage on the settlement and population, and causes the owners to flee, passing ownership to the OotMM. It is then up to the Dwarves to try and take it back, if they're game.
Nice job, as usual.
@ all
Thanks for your interest, encouragments, considerations and questions
A very reasonable question, and it really breaks down to what is in mind of the viewer.
And by that I mean that the issue is really that King Kong have made to good soldier skins haha, while what they depict and is meant to look like are the FotR-movies goblins from Moria; and the apperence of them is in my opinion a good version of how Orcs can be;
Just as the FotR-into version of the Eldar is constructed round a mail as base with additional protective parts so the Goblins outfits are meant to be. And based on that what we see ingame is meant to invoke the more ragtag, jointed and scrapped vision and feeling of the films - beside at least being a (for sure massive) scale armour instead of direct plate armour - and that we deemed acceptable.Spoiler Alert, click show to read:
If King Kong returns we may get permission to scale down the skin armour, and then most likley will.
If you may please send a list on them; wrote the texts in the eve and night while tired so know I made mistakes
Boldogs is a delicate matter in Middle-earth. Our info on them is undoubtly very limited and to what degree they've played a role post-First Age even more so. Yet the great ambiguity allow for speculations and creative freedom, since it never been clear to the foes of the Orcs [or readers] if commanders and leaders among them have been Boldogs or large size Orcs (or Uruks in the TA; it's a topic debated both now and then).
We have chosen to add them to the game in the same manner as other lesser maiar will be present [deeming werewolves to be such creatures], though they are very restricted. No more than max 3, perhaps only 2, Boldog generals will be implemented for OotMM and the BG size will be small.
Withwnar describes the DCI reason and process well, so I have little to add, beside that since Durin's Bane lay under their feet we deem it a possible What If-scenario, in the manner of the Ring getting destroyed or Sauron's minions winning the war etc.
Also it will only apply to Dwarves and Goblins as these two factions are the only one who can be expected to care to reach so deep in their mining or otherwise, meaning that even if say Lórien capture Khazad-dûm (from OotMM or alike we may hope and not from the Dwarves hehe) and there is a Mithril Mine there already the Balrog will not awake, since Elves will not go so deep for whatever reason.
Last edited by Ngugi; July 04, 2013 at 08:44 AM.
Kingdom of Lindon preview video out
DCI: Last Alliance - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
Favorite TATW compilation: Withwnars Submod Collection
Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory
Good job ^^
I WILL download this when it comes out!
Last edited by Ngugi; July 04, 2013 at 12:33 PM.
Kingdom of Lindon preview video out
DCI: Last Alliance - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
Favorite TATW compilation: Withwnars Submod Collection
Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory
Nice preview, looking forward to see the wolves ingame.
Keep the good work up guys.![]()
They look excellent, and I hope to perform a solid soundwork to make them, as well as the warg riders, to come off as real wolf kin (and not share sounds with the camels, as currently); and to offer such a soundwork to TATW for any future release to boot
Will do!
Kingdom of Lindon preview video out
DCI: Last Alliance - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
Favorite TATW compilation: Withwnars Submod Collection
Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory