Fourth Age Campaign

  1. alreadyded
    alreadyded
    Ideas.
  2. Makrell
    Makrell
    Dwarven warriors in Helms deep. and a dwarven forge building in same town
    Elven archers in ithilien
    Dwarves of erebor gain kalmar union script and transform into dwarves of khasad dum after capturing khasad dum
    Khasad dum is 3 settlements
    elves of imladris gone only lindon still have some elves
  3. alreadyded
    alreadyded
    There is no room for more factions for many many reasons. Taking back the Misty Mountains, North and South, will be a primary goal of both Dwarven factions, and there will be missions and goodies involved. The details still need to be worked out though. I would imagine that is the first, and pretty much only thing that they would want to do even though Tolkien said they waited a long time.

    Why is Khazad Dum three settlements? It makes sense because it is a big place, but what is the benefit gamewise?

    The Fourth Age campaign begins right after the fall of Sauron, 0 FA. The Elves didn't all leave at once or even in a hurry, and some never left so they wouldn't abandon their land and way of life. However, their population will be even smaller than in the Third Age so troops will be scarce, and Elrond will be gone of course. They will not be a faction in the same way that Men factions are, in terms of numbers. Even the Dwarves will have a scarcer population in the Fourth Age, and will use mostly high quality armored troops.
  4. Makrell
    Makrell
    Khasad dum should be 3 settlements as they already are kinda
    the fort should be its own settlement and also the mines. As thsi would greatly increase the hardships of the dwarves in reclaiing it.

    And you dont need kalmar union script you can anem the faction the folk of Durin, or Longbeards. and make a script that after they capture these 3 settlemtns they get new units
  5. alreadyded
    alreadyded
    Oh... I must be thinking of a completely different script.

    It would increase the difficulty of reclaiming Khazad Dum, but they would be way too well off afterwards with those additional settlements and trade routes. I think scripting in an event and siege spawn (army which comes up from the mines) one or two turns after capturing it, or something like that, would be adequate to improve the difficulty. Adding more regions is too complicated at this stage in the mod, and has too many consequences down the road.
  6. Makrell
    Makrell
    When the dwarves reclaimn Khasad Dum they should be VERY well of
    but it can probably function without it
  7. Macrath
    Macrath
    The Forth age Total war mod for RTW has some impressive features and story elements they may work with this mods fourth age campaign. But considering there isn't much detail about the Foruth age and what each and every faction does, i would have to say the Fourth age is pretty wide open for original stories and epic battles.
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