This submod adds an "Elven Ranger" unit to the Eriador/Arnor campaign (TATW 2.1).
They are not recruitable in settlements nor are they mercenaries. Instead a unit appears offering assistance. They can build a Lodge in certain settlements which provides retraining.
They are essentially a rare battlefield assassin unit: a small unit with very accurate and deadly missiles. They can also handle themselves well in melee but only as a last resort due to their very small number; they will be beaten by a large infantry unit or Trolls.
Features include:
Missiles: armour piercing, high attack, very long range, very high accuracy, high ammo count (but few archers of course)
Melee: armour piercing, high attack, high defense, 2 hit points but low armour (vulnerable to missiles)
Forest hiding and combat bonus
Fast moving
Do not rout
Screenshots
I have gone to town on their stats. If it wasn't for their very low number this unit would be hideously overpowered, as Elves should be. Of course, this is ignoring the fact that there are two whole factions of Elves out there who aren't this powerful. You can always scale down their stats yourself if they are too high for your liking.
It is using the Silvan Sentinel model with some modifications to the textures. Their garments are more forest-friendly with less shiny brooches and belt buckles. Some work has been done on the faces and the hair is darker.
The Lodge is a slightly modified version of Louis Lux's Elven Marksman's Range. I plan to modify this further in the future; for now it's just reversed.
Change Log
v1.6 (28 Aug 2010)
New pictures for unit card and unit info
v1.5 (24 Aug 2010)
AUM 2.1 compatibility
Overhauled recruitment script
Added Lodges to replace the retraining mechanism
Nerfed the stats somewhat
Added "inspire nearby troops" attribute
v1.4
Bug fix: 1.3 EDB was missing AUM entries
v1.3
No change from v1.2...
Removed some unmodded files
Added commented lines to ease save game compatibility
v1.2
Now retrainable
Compatible with AUM 2.0
Shredder for making the original beautiful model and textures, and for allowing us to reuse them.
Louis Lux for the original building card and permission to modify.
Hmmmm... I'm intrigued yet apprehensive. I like the idea of a super-elite group of Elven Rangers. That seems really cool. The stats are just really high... bordering on what I feel like is cheating. Yet, there are only a few of them so it's not that bad. I'll keep pondering on this one. Good job on the mod though, and thanks for sharing.
Thanks Disastras. One could rightly feel that these are balance-breakers, yes.
Still, the low spawning rate also helps keep things a bit more real, plus no retraining option. And despite their stats they won't last long in melee against any sizeable unit.
EDIT: now retrainable.
Last edited by Withwnar; August 16, 2010 at 12:11 PM.
Would it be possible to make them nonrecruitable yet retrainable? I'd really like to use this mod but I'm the kind of player who can't stand having a unit that isn't at full strength. Otherwise I'll just end up keeping them as far from the front lines as possible.
Screw multiculturalism and the horse it rode in on
I'm wondering because I changed my city Amon Sul but with the accent on top to just what I have written, and when I got to turn 20 my game just quit off. Do you think that might be the reason. Im also using another guys added units to arnor and ect. But I really like the Idea that the good guys should get something that has more than one hit point.
Nice looking mod. But I have a suggestion... Why not give the Elven Rangers a hood? You know like Aragorn has? It would make them seem a little more stealthy and you know.... Cool! I know its alot of work, but please consider.
Thanks for the comments and/or rep guys. I have spent way too much time on this and it's good to have the effort acknowledged.
Originally Posted by Irish Lad
I'm wondering because I changed my city Amon Sul but with the accent on top to just what I have written, and when I got to turn 20 my game just quit off. ... Im also using another guys added units to arnor and ect..
I doubt that the name change did it (the script only uses the internal name "Weather-hills"). My guess is that you installed the other mod after this one? If so then come turn 20 it's trying to spawn a unit that doesn't exist because the file that defines it has been overwritten by the other mod. You could try installing this one again - it would stop the crash but also prevent the other mod's units from appearing. If that other mod is AUM then...
Originally Posted by Irish Lad
could you make this mod compatible with Additional Units Mod (AUM) 2.0?
I was planning on doing this, yes. I'll try and get onto it soon.
Originally Posted by drogoth232
Why not give the Elven Rangers a hood?
This would require either using the (e.g.) Grey Company model instead of the Sentinel one or learning modeling. No time for that I'm afraid.
Re: Elven Rangers (Eriador/Arnor) - UPDATE: now retrainable and AUM2.0 compatible
Not sure I'm that keen on the huge damage. Personally, I'd be happy with "just" Sentinels, nothing more fancy. I don't see why Rangers of the North Elves should be anything so radically different to their equivalents of the Woodland realm, who defend themselves against Evil Men, Orcs, Wargs, Goblins, Spiders, and the odd lost dwarf.
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Re: Elven Rangers (Eriador/Arnor) - UPDATE: now retrainable and AUM2.0 compatible
Thanks guys. And thanks for the rep Neige . Rep's always welcome.
Originally Posted by Aguirre
where are the included instructions for making them recruitable?
Ah, I see how that could be misread. What I meant to say was "if anybody is interested then I will include instructions".
(EDIT: instructions added to OP)
Originally Posted by Vaz
I don't see why Rangers of the North Elves should be anything so radically different to their equivalents of the Woodland realm...
Neither do I. As I mentioned in the OP it is totally disregarding the relative nerfishness of the Elven factions. In my mind Elves should be like this but that raises all sorts of problems from a game/balance perspective when you have entire factions of them. i.e. I'm not suggesting that the Elves should be like this in the game, only that they would be like this in 'reality'.
In short: I made this for my own Eriador campaign enjoyment and decided to share it. I'm sure that many people would have a problem with their strength compared to 'normal' Elves; it doesn't make sense.
Last edited by Withwnar; August 17, 2010 at 05:30 AM.
Re: Elven Rangers (Eriador/Arnor) - UPDATE: now retrainable and AUM2.0 compatible
Thanks for being on top of your game Withwnar. I really like the elves now that I got them working. You should really continue to mod and make new units.