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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 New/Modified Units Mod

    Quote Originally Posted by Jaguar6 View Post
    It looks pretty good, but I don't think sword and shield really fits Black Numenoreans, it's your mod though By the way, maybe you should make a Black Numenorean Pikemen, people would probably like that

    KK is pretty busy, and the only way to contact him is to send him a PM when he is online, even that is hard to do though.
    Yes, but ive already pmed him, next time hes online my message will pop up

  2. #2

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

    request

    can you add ent faction mod to your mod?

    it will be great!

  3. #3

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

    Quote Originally Posted by sgawara84 View Post
    request

    can you add ent faction mod to your mod?

    it will be great!
    Yes, ill do that since I intend on using the ent faction mod myself.

    Quote Originally Posted by abbews View Post
    What about silvan axemen?
    Hmm... I dont know if the silvans where very axish people, that more dwarven style.. But maybe

  4. #4
    Zikko's Avatar Tiro
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    Default Re: Dea Paladins Additional Units v1.5. (For 1.2)

    Quote Originally Posted by Dea Paladin View Post
    Yes, ill do that since I intend on using the ent faction mod myself.
    just said because of this

  5. #5

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

    hello des!
    i am making a new marine army groups..
    so i want to show my retextured model.

    welcome your claim or opinion ^^
    if you want to use this i i will give my effort

    and i want to help you

    concept



    Pelargir
    The home port for the Gondorian Navy is Pelargir upon Anduin, fourty-two leagues south of Minas Tirith. The city was built in the year 2350 of the Second Age by the men of Numenor, and it was chief of their havens upon Middle-earth, and when the darkness came to Numenor, it was chief haven of the Faithful. After the Downfall, the ships of Isildur and Anarion came to Pelargir, and there did the Faithful first come to Gondor as exiles. And yet they went north and founded the city of Osgiliath and Minas Anor, and the haven of Pelargir was, for the most part, deserted by men.
    But during the reign of Earnil I, nephew of Tarannon Falastur who was first Ship-king of Gondor, the city of Pelargir was rebuilt, and a great Navy was ordered there, and the city became a strong place. When the Kin-strife came to Gondor and war was afoot, the sons of Castamir the usurper retreated with those who would follow him to Pelargir, for there it was that Castamir had purposed to bring the seat of the king's, for he cared only for the fleets. The army of Eldacar besieged Pelargir, but he had no fleets, and so the sons of Castamir escaped by sea and fled to Umbar, and Gondor was ever at war with that city.
    In the year 1634, the Corsairs, led by Angamaite and Sangahyando, the sons of Castamir, attacked and ravaged the city, and Minardil the King was slain. But the city was rebuilt, and from then onwards has remained a strong place of many men and ships. Folk there are unlike the Dunedain who dwell in Belfalas and Anorien, for the blood is there mixed with the folk of Harondar in the south, where men are swarthy with dark skin. But still some of the Dunedain remain there in the south, usually men of power and high regard.
    Note: Though the home port for the Navy is at Pelargir, the city is now closed to RP. This is due to a lack of people to populate the city. The ships will therefore go where the RP is, be it to Minas Tirith or Dol Amroth, so the Sailors will always have people to RP with.


    Rankings
    Rankings in the Gondorian Navy are based on a long honored tradition. Each of these men are fully trained and expected to be ready to conduct long term maritime voyages. Rankings are as follows:

    Admiral - The Admiral is the Commander-in-Chief of all naval operations who is only
    answerable to the Steward of the Realm or one of those representing him. This position
    is a very powerful one and cannot be taken lightly. The traditional dress uniform for
    the Admiral is a dark purple vest and hat. His symbol - The Albatross.

    Captain - Captains are commanders of single ocean going vessels. Vessels can range in
    size and power though it is commonly held that the Alcarondas is the Capital ship of
    the Gondorian Navy. The Captain of that vessal therefore is held in high esteem.
    Duties of the Captain entail the keeping of the log and the overall security and
    disposition of the particular mission of the ship. The traditional dress uniform
    for the Captain is a navy blue jacket with purple trim. His symbol of rank is the Osprey.

    Master - The holder of this rank is second-in-command of a single ocean going vessel.
    Duties include the inspecting the ship, maintaining discipline in the crew, and work
    assignments. The Master's traditional dress unfirom is a navy shirt with white trim
    and pleated breeches of the same colour. His symbol of rank is the Dolphin.


    Marine Sergeant - Next in command beneath the Lieutenant, the Sergeant is glue
    of a Marine unit. Gruff and tough he is in charge of discpline of the Marines
    and oversees the carrying out of the Lieutenants Orders. Selected for their
    skill with weapons as well as leadership ability, the Sergeants are also responsible
    for overseeing the training of the Marines during the long sea voyages. He also makes sure all equipment is ready before any action and assists the Lieutenant during battle in commanding the Marines. His uniform is a maroon shirt and white pleated pants. His symbol is a sword crossed beneath a crab.

    Marine - The Marines serve as Pelagir's first line of defense. Hard bitten men
    the Marines are both crew and fighters aboard the Navy's ships. Serving to allow
    the vessels to enact raids, beach landings and ship to ship combat, the marines
    are specially taught fighting techniques for sea fighting. Typically the marines
    make up about half the crew of any Naval vessel and spend their time between
    action as sailors and in keeping their equipment in good repair. Their uniform
    is a white buttoned shirt and pleated black pants. Their symbol is a sword crossed
    by a Gull.


    i attached pelargir marine swordmen concept and model

  6. #6
    Indefinitely Banned
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    Default Re: Dea Paladins Additional Units v1.5. (For 1.2)

    The only problem I found with this submod was that the elven infantry unit card is a different colour to all theother ones

    edit: though this was the only hitch, otherwise the units were all fantastic and well in sync with TA:TW, I am using them now
    Last edited by TheXand; August 12, 2009 at 03:21 AM.

  7. #7

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

    Well it doesn't effect the game play so that not really a problem just a difference.

  8. #8

    Default Re: Dea Paladins Additional Units v1.6. (For 1.2) ERIADOR REWORKED RELEASED!!!!!!

    Thx champ nice work here more units is allways awesome

    Some kids like to pee there names on the snow in winter... Chuck Norris can pee his name into solid concrete!

    Chuck Norris doesn't have to shape his hair... It stays in shape out of sheer fear.

    A snake once bit Chuck. After five days of extreme pain... The snake died.

  9. #9

    Default Re: Dea Paladins New/Modified Units Mod

    Im currently working on editing the high elven units using razors models and his textures as base.

  10. #10

    Default Re: Dea Paladins New/Modified Units Mod

    Are the new units lore or just for fun?

  11. #11
    JuL14n's Avatar Centenarius
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    Default Re: Dea Paladins New/Modified Units Mod

    [Remove please]
    Last edited by JuL14n; July 22, 2009 at 04:28 PM.

  12. #12
    JuL14n's Avatar Centenarius
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    Default Re: Dea Paladins New/Modified Units Mod

    Quote Originally Posted by sumaznguy View Post
    Are the new units lore or just for fun?
    Variation

    Not too hard to change some weapons, but rep+ anyway.
    If KK doesn't respond I guess you can't use the Numenorians.
    But you can always unlock the vanilla 2-handed.


    edit: WTF, I pushed the edit button but ended up with a new post. Odd things are happening these days.

  13. #13

    Default Re: Dea Paladins New/Modified Units Mod

    Quote Originally Posted by JuL14n View Post
    Variation

    Not too hard to change some weapons, but rep+ anyway.
    If KK doesn't respond I guess you can't use the Numenorians.
    But you can always unlock the vanilla 2-handed.


    edit: WTF, I pushed the edit button but ended up with a new post. Odd things are happening these days.
    Happened to me too...

  14. #14

    Default Re: Dea Paladins New/Modified Units Mod

    Indeed they are mostly for variation. I know its not very hard to change weapons, but im trying not only to do that, im changing textures aswell. Since im not experienced in using milkshape at all my only current knowledge is how to replace for example a helmet or a sword, i cant make something from scratch. Im currently editing Razors high elven units to fit my liking.

  15. #15

    Default Re: Dea Paladins New/Modified Units Mod

    nice job.

  16. #16

    Default Re: Dea Paladins New/Modified Units Mod

    changing weapons can actually be problematic as I know first hand. IT MAY NOT ALWAYS be... but there is potential for major issues.. so..

    but I applaud any effort to add in new units.

    Though admittedly I am not a fan of the Isengard unit. Mainly just because it seems so much like a beserker its just my own stubborness refusing to see it as a new unit.


    I've got ideas I'm going to play with in the future for DAC...

    specifically some low level axe units (think... who was chopping down the forests!!) and also a very small scale amount of Mordor styled Orcs (they were sent their by Sauron to assist...) not just snagas.

    Then of course I'm wanting to get the troops of Dol Guldur, Angmar, and Barad-dur looking different from troops of Mordor.. sigh.. I should stop talking. Literally every sentence I type these days just makes the workload heavier.. I'm going back to sleep.
    Last edited by Renown; July 22, 2009 at 09:03 PM.
    Son of the Ancient Archaon, House of Siblesz

  17. #17

    Default Re: Dea Paladins New/Modified Units Mod

    Im intending on adding lower class orc units. For example some of the lower class orcs(not snaga goblins) for isengard. Only problem is that if im going to use KKs models and edit the textures to fit isengard more, ill have to ask for permission and he still hasnt answered about the black numernorian swordsmen

  18. #18
    Jaguar6's Avatar Campidoctor
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    Default Re: Dea Paladins New/Modified Units Mod v1.1

    Like I said, you have to get him when he's online.

    The Unfinished Tales submod for Third Age: Total War



  19. #19

    Default Re: Dea Paladins New/Modified Units Mod v1.1

    Ive been working on an Elrond general unit(with armour from last alliance):
    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

  20. #20

    Default Re: Dea Paladins New/Modified Units Mod v1.1

    Elrond looks really good well done.

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