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Thread: (Sub Mod) Dwarven Overhaul Project - Download available 08/06/2018

  1. #1

    Default (Sub Mod) Dwarven Overhaul Project - Download available 08/06/2018

    All right, Galu briefly mention in one of his videos that he'd asked me to wait until after 2.2 to go ahead with a project I'd been working on, rather than rushing to meet the deadline for the patch itself. It's now after 2.2. So here we go.

    This sub mod overhauls and updates all three of the Dwarven factions, to varying degrees, with the goal of making their styles in battle much more distinctive one another as well as a number of visual improvements and tweaks to certain units. It's often commented that Ered Luin is just "Erebor without crossbows", hopefully when this is complete they will instead feel very different.

    Submod Information and Notes:
    Spoiler Alert, click show to read: 
    Dwarven Overhaul Project

    Ered Luin

    • Complete top to bottom rebuild of the entire roster. New unit list on the main page.
    • Battlefield tactics largely based around crossbows and pikemen, with multiple tiers of each. Their unique Broadbeam Marksmen are easily the most damaging and longest range crossbowmen in the game.
    • In return their melee units are generally not quite as strong, offensively or defensively, as that of Erebor and Khazad-Dum (still pretty damned good though, they ARE Dwarves) and they have few AP melee units.
    • Two AOR units the Firebeard Warriors and Broadbeam Marksmen require any Blue Mountains region (plus a couple of nearby settlements) including Buszra-Dum.
    • Ered Luin Heir now has Broadbeam Marksmen as his bodyguard


    Erebor

    • Erebor units typically have the highest Melee Attack and Charge of all three Dwarven factions. Several units' defense lowered slightly however.
    • Now has multiple units (3) with throwing axes.
    • King's Crossbows have been removed and replaced with King's Warriors; a T2 axe throwing unit that can still fight well in melee
    • Axeguard of Erebor now also have throwing axes. Still just as deadly in melee.
    • Can no longer train Dwarven Travellers. The Travelers are now a Khazad-Dum (and Bree, sort of) only unit.
    • The only "real" ranged units for Erebor now come from the Orocarni: The Stiffbeard Archers and Blacklock Engineers. Replenish rate of Orocarni units sped up slightly to compensate.
    • Iron Hills Mattocks can now be trained everywhere. Sightly weaker and cheaper than previously, however.
    • New look for un-upgrade T2 "King's" units.
    • New heavier armoured texture for Dragonslayers of Ered Mithrin, by 'Black Goldfish'.
    • Dragonslayers are now AP, but base damage reduced slightly.
    • Can no longer train Iron Fist Axes (now named Orocarni Warriors), which are now a Khand only unit. Let's face it they were just redundant for Erebor.


    Khazad-Dum

    • Khazad-Dum units typically have the highest Armour and Shield of all three Dwarven factions but the worst Charge of all three. In particular their T2 and T3 units however...
    • ... Zenith Guard (bg), Legion Axeguard, Hammerguard and Deeping Guard, First Legion, Khazad-Dum Reclaimers and Khazad-Dum Guardians Movement Speed has been reduced to 90% down from 95%.
    • Khazad Sentries now use a spear and shield instead of pikes.
    • Khazad-Dum's AP units now use hammers and mauls rather than axes. Just as an aesthetic quirk for the faction.
    • Legion Axeguard have been replaced by Legion Hammerguard. They still perform the same role.
    • Hithaeglir Beast Hunters and Dwarven Travellers movement speed increased to 100% up from 95%. If you need to chase or flank you're going to have to sacrifice your ranged fire to use these two!
    • Hithaeglir Beast Hunters unit size slightly increased but are no longer AP with their missiles. They can also now be trained anywhere.
    • Khazad-Dum Reclaimers appearance tweaked to match the Guardians. Reclaimers now also carry hammers instead of axes.
    • New look for un-upgraded Legion units
    • Khazad-Dum Guardians have a new, larger, shield
    • New look for Balin's Guard before it’s upgraded. A random mash up of parts from Ered Luin and Erebor elite units. They get their former uniform appearance when upgraded once (Blacksmith lv3 required).
    • New unique battle model for Balin.


    "Misc"

    • New look for Orocarni units
    • New unique banner carrier's banner textures for all three Dwarven factions, plus Orocarni units for Khand, by 'Celtic Magister'.
    • Orocarni Nobles re-named to 'Iron Fist Hammers'
    • Iron Fist Axes re-named to 'Orocarni Warriors'
    • Removed two T3 units from Isengard's if-player-is-Rohan freebie units
    • Changed one of the Grey Company's shield variants; Gondor white tree switched with a more generic pattern.
    • Grey Company Attack, Shield and Defense Skill increased by +1 each.
    • Fixed a projectile sound error with Udege Marines, Shieldmaidens of Rohan and Orthanc Sentries
    • When playing as Mordor Gondor starts with East Osgiliath and the spawned troops inside West Osgiliath have been moved inside. No more having to fight "rebel" Mordor Uruks.
    • (Arkay) - Fixed deployment issue in Osgiliath/Tharbad. Minor fixes to pathfinding in Helm's Deep.


    Update 15/05/2018


    • Fix for Upgraded King’s Warriors
    • Fix for Khazad-Dum Guardians UIs
    • Ered Luin Scouts now have the ‘very_hardy’ trait as they should
    • Some minor stats and cost tweaks
    • Typo fixes
    • Bree now starts with 5000 Gold in their treasury, up from 2000


    Update 16/05/2018


    • Downgraded pre-built Paved Roads from town east of Thorin's Halls to Dirt Roads, curbing Ered Luin's early wealth a little.
    • More stats tweaks (last ones promise!)
    • Crossbow bolts should be a lot more visible now
    • Made early game crossbow projectiles a little more effective, partially offset by most taking a small nerf to raw damage (sans Ered Luin as it is their 'specialty')
    • Tweaks to several large UI images
    • Updated Legion Hammerguard's description
    • Added all the files governing religion to the download after report of broken religions for Dwarves and Men of the East. They're identical to those in v2.2, but just in case.


    Update 17/05/2018


    • Ar-Adunaim can no longer recruit Isenmach Raiders before the barracks event; they now require the level 2 conscription building
    • Slightly increased the unit size of Khazad Sentries, slightly reduced the unit size of Ered Luin Pikemen and Clan Guard Phalanx



    Update 20/05/2018


    • Actually included new textures for un-upgraded Legion units. Their chest armour won't be glitched out anymore



    Update 27/05/2018


    • Erebor can now (rarely) recruit Dalian Woodsmen out of Erebor's unique building
    • Khazad-Dum Guardians and Khazad-Dum Reclaimers have their original gold armour again for KD (still have their new weapons and shields however)
    • Hithaeglir Beast Hunters, Clan Guard Crossbowmen and King's Warriors now have a maximum unit pool of 2, up from 1
    • Fixed an animation glitch on EL crossbow units (they were using the human animations in melee causing them to 'float' when they take out their axes)
    • Khazad Volunteers' Shield reduced by -1 and Attack increased by +1 (for a better contrast to the more defensive Sentries)
    • Erebor Infantry can no longer be hired as mercs
    • Dwarven Travellers can now be hired as mercs near the Blue Mountains, Dale (north-west Rhovanion) and the Misty Mountains


    Visual add-on 02/06/2018 (now part of the main download)


    • Aesthetic bags and bedroll added to Dwarven Travellers and un-upgraded Khazad Volunteers and Khazad Sentries (for some extra character)
    • Legion Shieldguard have a more ornate lance
    • Bonus: Visual tweaks to Grey Company; more weapon and helmet variation.


    Update 08/06/2018



    • Added unit UIs for Dalian Woodsmen for Erebor
    • Increased Isengard's KP and starting treasury a little
    • Some of the Grey Company now wear cloth masks
    • A few small cost tweaks to a few Dwarven units
    • The above 'visual add-on' now part of the main download
    • (Arkay) Thorin's Halls: fixed gate animation, better terrain integration
    • (Arkay) Moria East: minor changes to terrain texture
    • (Arkay) Added missing light effect (used in dwarven custom settlements at night)
    • (Arkay) Wildmen Village: fixed pathfinding, the AI can now sally out.
    • (Arkay) Wildmen Town, Large Town and Castle: minor fixes.
    • (Arkay) Blocked the terrain south and west of Dol Amroth and Methrast. This fixes the AI's issue with units getting 'stuck' inside Dol Amroth.
    • Oin of Khazad-Dum now has the "Stubbornness of Dwarves" special ability and the "hero" hidden trait (which prevents negative traits).





    Credit to:
    Celtic Magister for new banners
    Black Goldfish for textures for Azaghal's Tomb Protectors and Dragonslayers
    Firedragon for 'big' unit UIs
    Lord of Links for new Ered Luin unit descriptions



    Installation
    REQUIRES DIVIDE AND CONQUER V2.2. Drop the included "data" folder into the Third Age mod’s directory (Third_Age_3) and overwrite all files. Delete map.rwm (mods/third_age_3/data/world/maps/base/map.rwm) or run the Cleaner.

    Download Links (updated 08/06/2018): http://www.mediafire.com/file/w9etx2...07_06.rar/file


    Unit Previews:

    Ered Luin

    T1: Ered Luin Militia.

    Spoiler Alert, click show to read: 

    T1: Ered Luin Pikemen
    Spoiler Alert, click show to read: 

    T1: Ered Luin Scouts
    Spoiler Alert, click show to read: 


    T1.5. AOR (Requires Blue Mountains region): Firebeard Warriors (Note that these are Ered Luin's sole AP melee unit).
    Spoiler Alert, click show to read: 


    T2: Clan Guard Swordsmen
    Spoiler Alert, click show to read: 

    T2: Clan Guard Phalanx
    Spoiler Alert, click show to read: 

    T2: Clan Guard Crossbowmen
    Spoiler Alert, click show to read: 


    T2.5. AOR (Requires Blue Mountains region): Broadbeam Marksmen (Yes, these are a real 'Dwarven Ranger' unit).
    Spoiler Alert, click show to read: 


    T3: Gabilgathol Guard
    Spoiler Alert, click show to read: 

    T3: Azaghal's Tomb Protectors (Note, in the future these will require the player to have rejected the rings, but obviously that won't be a feature for the submod). Credit to Black Goldfish for the skin here.
    Spoiler Alert, click show to read: 


    Bodyguard: Tumunzahar Nobles
    Spoiler Alert, click show to read: 


    Khazad-Dum (I'll only be showing the units that have had visual changes; a lot of KD changes will be stat-based, see document for details)

    New: Dwarven Travellers and un-upgraded Khazad Volunteers/Sentries
    Spoiler Alert, click show to read: 


    T1: Khazad Sentries (now a spear and shield unit)
    Spoiler Alert, click show to read: 


    T2: Legion Hammerguard
    Spoiler Alert, click show to read: 

    T2: Legion Deeping Guard
    Spoiler Alert, click show to read: 

    T2: Legion Shieldguard
    Spoiler Alert, click show to read: 


    T3: Khazad-Dum Reclaimers
    Spoiler Alert, click show to read: 


    T3: Khazad-Dum Guardians
    Spoiler Alert, click show to read: 


    Balin's Guard (un-upgraded)
    Spoiler Alert, click show to read: 
    Balin's Guard (upgraded)
    Spoiler Alert, click show to read: 


    Erebor
    T1: Erebor Axethrowers
    Spoiler Alert, click show to read: 


    T2: King's Warriors (un-upgraded)
    Spoiler Alert, click show to read: 

    T2: King's Axes (un-upgraded)
    Spoiler Alert, click show to read: 

    T2 King's Shields (un-upgraded)
    Spoiler Alert, click show to read: 


    T3: Axeguard of Erebor
    Spoiler Alert, click show to read: 

    T3: Dragonslayers of Ered Mithrin (credit to Black Goldfish http://www.twcenter.net/forums/membe...Black-Goldfish)
    Spoiler Alert, click show to read: 


    Orocarni (sub-faction)

    T1: Stonefoot Warriors
    Spoiler Alert, click show to read: 

    T1: Stiffbeard Archers
    Spoiler Alert, click show to read: 


    T2: Iron Fist Axes
    Spoiler Alert, click show to read: 

    T2: Blacklock Engineers
    Spoiler Alert, click show to read: 

    (I admit these were somewhat inspired by the screens of the upcoming DCI mod's Orocarni units!)


    Bonus!

    Northern Dunedain: Grey Company (experimental; included in add-on)
    Spoiler Alert, click show to read: 

    'Celtic Magister' has made unique banner carrier textures for all three Dwarven factions plus one for the Orocarni units as Khand. These will also be included in the mod.

    Spoiler Alert, click show to read: 






    Last edited by Hummingbird; June 08, 2018 at 11:25 AM.

  2. #2
    Turkafinwë's Avatar The Sick Baby Jester
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    Default Re: (Sub Mod Preview) Dwarven Overhaul Project

    Amazing work thusfar!

    Kudos to all three of you!

  3. #3

    Default Re: (Sub Mod Preview) Dwarven Overhaul Project

    This is amazing, keep up the good work!

    Can we already know, when to expect a release?

  4. #4
    Khevsur's Avatar Senator
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    Default Re: (Sub Mod Preview) Dwarven Overhaul Project

    you can create units orcs of gundabad based movie - HOBBIT ?

    Nobody creates it

  5. #5

    Default Re: (Sub Mod Preview) Dwarven Overhaul Project

    No.

  6. #6

    Default Re: (Sub Mod Preview) Dwarven Overhaul Project

    Amazing work.

  7. #7

    Default Re: (Sub Mod Preview) Dwarven Overhaul Project

    Nice, so whats taking the place of the bronze guard?

    Could a man maybe hope for new troops from Ered Nimrais or Mithrin?

  8. #8
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: (Sub Mod Preview) Dwarven Overhaul Project

    Gj, Humminbird

    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

  9. #9

    Default Re: (Sub Mod Preview) Dwarven Overhaul Project

    Amazing work on the units Hummingbird, as usual. I also like the idea of making the dwarven faction a bit more different.
    Do the Broadbeam Marksmen have bigger crossbows? As big as a dwarf (or is that just me)?

  10. #10

    Default Re: (Sub Mod Preview) Dwarven Overhaul Project

    I like the idea. Will the Obsidian guard be cut again? Are Dwarfen Laborors no longer available as well? What will be your reward if you accept the rings, to balance not having the unit?

  11. #11

    Default Re: (Sub Mod Preview) Dwarven Overhaul Project

    I don't like it. It's worse than previous DaC versions

  12. #12

    Default Re: (Sub Mod Preview) Dwarven Overhaul Project

    Awesome work, this was a nice morning surprise for me!

  13. #13

    Default Re: (Sub Mod Preview) Dwarven Overhaul Project

    These all look really nice, very excited to see what you've done with Erebor and KD. I'm also glad to see the Ered Luin roster being modified/nerfed somewhat. Late game they are an absolute bastard to grind down and conquer since they make so much money and can afford to send an endless stream of high-tier, armour piercing units at you. Currently all their late-game infantry are AP (Gabilgathol Hammers, Azaghal's, Bronzeguard as well as the bodyguard unit), which personally I think is overkill. Also they're the only dwarf faction that basically gets a free ride at the start with only Angmar to contend with.

  14. #14

    Default Re: (Sub Mod Preview) Dwarven Overhaul Project

    Obsidian Guard and Labourers are still there yes. I just didn't mention them as they're unchanged.

    The Broadbeam Marksmen do use slightly bigger crossbows than the other two units, it may look a bit silly however so I might scale it back again.

    It's a deliberate weakness of the Ered Luin design that they're very lacking when it comes to melee AP units. Fortunately they have three tiers of AP crossbowmen, and the Broadbeams will be, by a significant margin, the best crossbowmen in the game when it comes to range and damage (albeit they will be rather rare, compared to the Nogrod Crossbowmen).
    Last edited by Hummingbird; May 01, 2018 at 11:22 AM.

  15. #15

    Default Re: (Sub Mod Preview) Dwarven Overhaul Project

    Quote Originally Posted by Hummingbird View Post
    Obsidian Guard and Labourers are still there yes. I just didn't mention them as they're unchanged.

    The Broadbeam Marksmen do use slightly bigger crossbows than the other two units, it may look a bit silly however so I might scale it back again.

    It's a deliberate weakness of the Ered Luin design that they're very lacking when it comes to melee AP units. Fortunately they have three tiers of AP crossbowmen, and the Broadbeams will be, by a significant margin, the best crossbowmen in the game when it comes to range and damage (albeit they will be rather rare, compared to the Nogrod Crossbowmen).
    I like the large crossbow, as it fits the larger range. I am excited for Ered Luin. Mybe you should add the Obsidian Guard and Labourers to the dropbox, as it would give a better overview of the new faction. I am excited for it, especially for Ered Luin. The look like a interesting faction to play with their crossbow.

  16. #16
    Civis
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    Default Re: (Sub Mod Preview) Dwarven Overhaul Project

    This is absolutely wonderful work Hummingbird! I assume that these changes will be in the next major update? Normally I tend to avoid dwarves because they're so damn *S L O W* but these changes look to be enough for a new experience

  17. #17

    Default Re: (Sub Mod Preview) Dwarven Overhaul Project

    As the names of Khazad Dûm units are inspired by the roman legion (legion and zenit), I though maybe it might be nice to base Ered Luins units names on greek as the large array of pikemen would fit, so I might suggest the following name changes:

    Ered Luin Scouts -> Ered Luin Woodwalkers
    Ered Luin Militia -> Ered Luin Young Worriors
    Ered Luin Pikemen -> Ered Luin Citizen Militia OR Ered Luin Citizen Hoplites OR Ered Luin Hoplites

    Nogrod Swordsmen -> Nogrod Defenders

    I personally prefer if the names of the units are not "Perfix" WeaponUsed-men.

    Why woodwalkers? Dwarfs are known to prefer mountains, so te woodwalkers are the once that are outside and explore more areas, which would make them ideal for scouts.


    It is just a suggestion and the current names do fit well too.

  18. #18
    Melvasul's Avatar Biarchus
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    Default Re: (Sub Mod Preview) Dwarven Overhaul Project

    "weakest of the Dwarves in terms of heavy infantry."
    I've not really understood what "heavy" refers to in this sentence :/ :/

    This "submod" will be direct part of v3, right?

  19. #19

    Default Re: (Sub Mod Preview) Dwarven Overhaul Project

    The only minor nitpick is some of the armor pieces look too smooth and rounded. A big part of Weta's dwarf designs even back when Gimli was the sole representative in the films was that the Dwarves are always using corners and has a more jagged design. They don't really have much in smooth curvature in their architecture, weapons and armor. That and I never liked horned "viking" helmets.

    Otherwise, great upgrades. Looking forward to see how you further differentiate the other 2 factions

  20. #20

    Default Re: (Sub Mod Preview) Dwarven Overhaul Project

    Looks and sounds great, Hummingbird, looking forward to seeing more of this!
    ~~ Happiness lies in contentment ~~

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