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Thread: Dea Paladins Additional Units v1.6. and Eriador (For 1.2)

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  1. #1

    Default Re: Dea Paladins Additional Units v1.5. (For 1.2)

    I dont know how to make new unit cards. I would be glad if someone could make them for me, since Ive only used old unit cards and edited them to fit my new units, but when I try to make ccompletely my own unit cards the background goes blue.

  2. #2
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    Default Re: Dea Paladins Additional Units v1.5. (For 1.2)

    Uruk Flamethrowers or Uruk Arquebusiers

    I think I will download this mod, those new units are cool, the gondor helmets for the warriors of Mithlond really annoyed me. I like the Gundabad Orcs and Black numenoreans as well, and good luck with the Elrond model it's looking awesome!

    Is there any way that you could change the Dunedain Rangers too? There is something wrong with them the way they are, I think the Blackroot Vale archer model would suit them better and Taro_M had a very good Dunedain Ranger model, you could PM him for permission to use that in your mod.
    Last edited by TheXand; August 10, 2009 at 04:42 AM.

  3. #3

    Default Re: Dea Paladins Additional Units v1.5. (For 1.2)

    Id just like to post a little preview of a new unit which ill be adding in v1.6:
    Uruk-Hai Axemen:
    Spoiler Alert, click show to read: 


  4. #4
    axnsan's Avatar Protector Domesticus
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    Default Re: Dea Paladins Additional Units v1.5. (For 1.2)

    Can you make an uruk falmethrower model and send it to me??

  5. #5
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    Default Re: Dea Paladins Additional Units v1.5. (For 1.2)

    Yeah! Roll out the flamethrower uruks

  6. #6

    Default Re: Dea Paladins Additional Units v1.5. (For 1.2)

    hello
    it is a great mod!!!
    but building tech is not completed

    for example ,we can not recruit Silvan Shieldsword or Eldar Shieldsword at high tech

    and isengard faction. Deathbringer is more stronger than berserker, but berserker is in final build
    deathbringer is not. can recruit low tech

    second, i fixed isengard mine build.. they can be recruited

    if it is your intention, no proplem
    but here i uploaded fixed file ^^
    Do a sanith check
    Last edited by sgawara84; August 10, 2009 at 11:59 PM.

  7. #7
    Leonidas480bc's Avatar Semisalis
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    Default Re: Dea Paladins Additional Units v1.5. (For 1.2)

    Quote Originally Posted by sgawara84 View Post
    hello
    it is a great mod!!!
    but building tech is not completed

    for example ,we can not recruit Silvan Shieldsword or Eldar Shieldsword at high tech

    and isengard faction. Deathbringer is more stronger than berserker, but berserker is in final build
    deathbringer is not. can recruit low tech

    second, i fixed isengard mine build.. they can be recruited

    if it is your intention, no proplem
    but here i uploaded fixed file ^^
    Do a sanith check
    I tryed this and all was fine

  8. #8
    Decanus
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    Default Re: Dea Paladins Additional Units v1.5. (For 1.2)

    can u make it compatible with latest rr/rc lore addtion plz

  9. #9

    Default Re: Dea Paladins Additional Units v1.5. (For 1.2)

    can you make this compatible with RC's 2.0?

  10. #10

    Default Re: Dea Paladins Additional Units v1.5. (For 1.2)

    Maybe, but what do you think of the uruk axemen?

  11. #11
    Stephan's Avatar Campidoctor
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    Default Re: Dea Paladins Additional Units v1.5. (For 1.2)

    great mod my friend

    edit: nice work on those axeman

    Yes, I know that Ishtar is spelled wrong

  12. #12
    Jaguar6's Avatar Campidoctor
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    Default Re: Dea Paladins Additional Units v1.5. (For 1.2)

    Nice looking Uruk Axemen! Maybe you should just drop the Black Numenorean Sworsmen and make Black Numenorean Pikemen, it doesn't make sense for there to be two Black Numenorean sword units.

    The Unfinished Tales submod for Third Age: Total War



  13. #13
    Leonidas480bc's Avatar Semisalis
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    Default Re: Dea Paladins Additional Units v1.5. (For 1.2)

    The axemen need a bigger more imposing looking axe head maybe this might do http://www.thefind.com/buyIt.php?flP...04237565702115 or maybe a bardiche like this http://www.aurorahistoryboutique.com.../R000289_L.jpg
    Last edited by Leonidas480bc; August 10, 2009 at 01:17 PM.

  14. #14
    Zikko's Avatar Tiro
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    Default Re: Dea Paladins Additional Units v1.5. (For 1.2)

    nice short link you got there

  15. #15
    axnsan's Avatar Protector Domesticus
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    Default Re: Dea Paladins Additional Units v1.5. (For 1.2)

    That link cracked me up. BTW, it has 493 characters

  16. #16
    Beregond's Avatar TWC boomer
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    Default Re: Dea Paladins Additional Units v1.5. (For 1.2)

    yep,the axe should be bigger,othrewise great!

    what about Dunlending Cavalry? and Orthanc Guard I believe needs a unique texture...

  17. #17

    Default Re: Dea Paladins Additional Units v1.5. (For 1.2)

    Well I havnt made an Orthanc Guard yet, but ofcourse I would give it a unique texture. Ill work on the axe.

  18. #18
    Zikko's Avatar Tiro
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    Default Re: Dea Paladins Additional Units v1.5. (For 1.2)

    suggestion Orc Looters with uruk helms and halberds?

  19. #19

    Default Re: Dea Paladins Additional Units v1.5. (For 1.2)

    Well maybe we should get Lumberjacks for Isengard?

    The Uruks didnt chop those trees and the snagas dont look fit for the job, so maybe Isengard could count with these, after all one could argue that these defended Isengard at the Movie no?


    Another thing, what about a dismounted ridermark skirmisher? Rohan lacks armor piercing units, I think this one would be a welcomed infantry addition.

    Edit: also you should change the setting on some info cards, I mean the elves in a field with flowers and stuff... ok that makes sense


    But the Deathbringers and black numenorians?

  20. #20

    Default Re: Dea Paladins Additional Units v1.5. (For 1.2)

    Thank you for your suggestions!

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