Page 11 of 17 FirstFirst ... 234567891011121314151617 LastLast
Results 201 to 220 of 333

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

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

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

    how about creating a guard of Barad-Dur unit.

    basically the most elite orc/uruk unit in the game, but can only be created in Barad-dur and it is very rare, like only being able to recruit one every 20 turns or something like that.

    also how about a Minas Morgul orc unit which is basically just an orc raider unit with with some unique shield textures and maybe 1 more attack or defense than orc raiders

    http://www.twcenter.net/forums/showt...-of-Aggression- An Age of Aggression- my Skyrim FF







  2. #2

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

    Better Silvan commanders.Otherwise these units are awesome.BTW Uruk-Hai axemen look great

  3. #3

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

    Another thing that has been bothering me just a little.

    Ok so Warg Riders travel swiflty on their mounts with their blades slicing their enemies yea.

    But the Light Warg riders have shields?... ok so the warg riders are below the light warg riders in estetical department?

    I think the light warg should have a snaga skirmisher atop, rather than goblin infantry.

    That way you could make heavy Wargs with bodyguard´s shields


    So um yea, maybe im the only one bothered by this

  4. #4
    Zikko's Avatar Tiro
    Join Date
    Mar 2006
    Location
    Finland
    Posts
    229

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

    you can switch the current rider to ootmm ballista crew model, which only have weapon and no shield if if that's bothering you

  5. #5
    abbews's Avatar The Screen Door Slams
    Join Date
    Apr 2009
    Location
    Stockholm, Sweden
    Posts
    8,194

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

    What about silvan axemen?

  6. #6
    abbews's Avatar The Screen Door Slams
    Join Date
    Apr 2009
    Location
    Stockholm, Sweden
    Posts
    8,194

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

    Silvan's used axes. Sindar Axemen.

    Ask any Lore Buff

  7. #7
    Zikko's Avatar Tiro
    Join Date
    Mar 2006
    Location
    Finland
    Posts
    229

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

    Theres this mod if you didn't notice http://www.twcenter.net/forums/showthread.php?t=285598
    and btw. I think axes would fit to elves to, it's just a matter of what kind of axes. What I could imagine for elfs using is long and elegant like this fella here has http://pub.goha.ru/files2/warhammer/...hitelion_3.jpg

  8. #8

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

    Ok, I might make the axmen, but I dont have the skill to model an axe that well.
    Zikko, I know that there is that mod thats what we where talking about.

  9. #9
    abbews's Avatar The Screen Door Slams
    Join Date
    Apr 2009
    Location
    Stockholm, Sweden
    Posts
    8,194

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

    Dea @ I think you have the skill to make that axe.
    It would be an wonderful unit!

  10. #10
    el Cid's Avatar Campidoctor
    Join Date
    May 2009
    Location
    The Netherlands
    Posts
    1,645

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

    I have a small suggestion:
    Why not give the new Elven infantry just a bow and use that model for the light elven archers, this would be logical, as they are militia, and most probably fight in their own clothes with maybe mail underneath, make them have the same defence without the shield value. They are the same rank of Elves, they just chose a different kind of weapon, oh and could you make a mounted version with a spear? In that case the Elves would have an army consisting of militia units. What would look pretty cool.

  11. #11
    el Cid's Avatar Campidoctor
    Join Date
    May 2009
    Location
    The Netherlands
    Posts
    1,645

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

    Quote Originally Posted by el Cid View Post
    I have a small suggestion:
    Why not give the new Elven infantry just a bow and use that model for the light elven archers, this would be logical, as they are militia, and most probably fight in their own clothes with maybe mail underneath, make them have the same defence without the shield value. They are the same rank of Elves, they just chose a different kind of weapon, oh and could you make a mounted version with a spear? In that case the Elves would have an army consisting of militia units. What would look pretty cool.
    Not a good idea? I liked it myself...

  12. #12

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

    Quote Originally Posted by el Cid View Post
    Not a good idea? I liked it myself...
    I liked the idea, but maybe not right now. There is already alot to do

  13. #13
    el Cid's Avatar Campidoctor
    Join Date
    May 2009
    Location
    The Netherlands
    Posts
    1,645

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

    Oh, then I understand if you say you have a lot to do, 'cus it would really give elves something like low-tier soldiers and not directly mailed swordsmen.

  14. #14
    Jaguar6's Avatar Campidoctor
    Join Date
    Jun 2008
    Location
    Lewisburg, Pennsylvania, USA
    Posts
    1,775

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

    I would picture the Sindar using axes more like this...
    (Sorry, I can't get them image to work.)
    Bardiches would probably fit pretty good
    Last edited by Jaguar6; August 11, 2009 at 11:37 AM.

    The Unfinished Tales submod for Third Age: Total War



  15. #15
    axnsan's Avatar Protector Domesticus
    Join Date
    Dec 2008
    Location
    Timisoara, Romania
    Posts
    4,437

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

    "Sorry, but you do not have permission to use this feature. If you are not logged in, you may do so using the form below if available."

  16. #16
    Jaguar6's Avatar Campidoctor
    Join Date
    Jun 2008
    Location
    Lewisburg, Pennsylvania, USA
    Posts
    1,775

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

    Whoops, let me fix that

    I've edited my last post
    Last edited by Jaguar6; August 11, 2009 at 10:56 AM.

    The Unfinished Tales submod for Third Age: Total War



  17. #17
    axnsan's Avatar Protector Domesticus
    Join Date
    Dec 2008
    Location
    Timisoara, Romania
    Posts
    4,437

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

    "Sorry, but you do not have permission to use this feature. If you are not logged in, you may do so using the form below if available."

  18. #18
    Jaguar6's Avatar Campidoctor
    Join Date
    Jun 2008
    Location
    Lewisburg, Pennsylvania, USA
    Posts
    1,775

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

    Hmm, I guess I can't get it to work, oh well The picture is from another forum, and apparently you need to be a member to see it.

    Anyways, I think that a Bardiche like axe would look better for the Silvan Elves.

    The Unfinished Tales submod for Third Age: Total War



  19. #19
    Warmaster Tibs's Avatar Senator
    Join Date
    Jun 2009
    Location
    Ohio state in the USA
    Posts
    1,451

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

    I wonder why they dont put this into a official patch. This work is simply great and I dont see a reason not to put in the next patch.
    The AI is like a retarded overwieght child. He realy want all those fries, he just does not know how to get them. http://img1.coolspacetricks.com/imag...unny/81776.gif

  20. #20
    Indefinitely Banned
    Join Date
    May 2009
    Location
    Scottishland
    Posts
    6,867

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

    Quote Originally Posted by Dea Paladin View Post
    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: 

    The Uruk Axemen look fearsome powerful
    I agree with Warmaster Tibs, these units really should be in the next patch.
    Last edited by TheXand; August 11, 2009 at 01:29 PM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •