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  1. #1
    Michigan247's Avatar Civis
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    Default Morfalas: Total War. An expanded map.

    Hello all, I'm Michigan247 the leader of Morfalas Total War a mod that plans to expand the borders of the Third Age map, and add many new factions and units. However, we still need many team members, such as moddelers, scripters, 2d artists, etc. Work has been started on the map and General Gershon has created several factions units list.

    Orocarni:
    Spoiler Alert, click show to read: 
    Infantry:

    Red Mountain Miners - The Miners of the Orocarni are like the normal peasants, not soldiers but workers only fighting when there lives are in danger. However, there hardiness makes them tougher than normal peasants... (Light armour and pickaxe, not that good in melee)

    Orocarni Warriors - The backbone of the Orocarni armies, these dwarves are skilled melee warriors, altough they won't last forever without support (axe and shield, backbone infantry)

    Taur Luin Auxiliaries - These human warriors of Taur Luin are reliable mercenaries for the dwarven armies. (spear and shield, light armour good morale, only available after conquering 3 Taur Luin city's)

    Blacklock Halberdiers - One of the four dwarven clans in the Red Mountains, the Blacklocks are known for there Halberdiers (halberdiers, good morale, medium armour, spear wall, only available after you builded a special Blacklock building)

    Ironfist Swordsmen - Altough most dwarves prefer the axe above the sword, the Ironfist tribe favored this weapon (swordsmen, good morale, medium armour, shield wall, only available after you builded a special Ironfist building)

    Stonefoot Pass Guards - The Stonefoot clan were used to guard the passes above the ground over mountains. These days some travelled to the places under the mountain, but on both places they still guard the passes and tunnels (Big shield + spear, good morale, medium armour, very good defence, only available after you builded a special Stonefoot building)

    Red Mountain Nobles - The nobles of the Orocarni have the best armour and weapons. Like most dwarves they don't like riding like other nobles, but they are still some of the best Dwarven Infantry. (double-handed axe, heavy armour, good morale)

    Orocarni Warguard - These are the best warriors available to an Orocarni warlord. There hard training and years of veterancy made them perfect warriors. These warriors are probably the best infantry in Middle-Earth (Axe + Shield, Heavy armour, Very Good Morale, expensive)

    Missile:

    Scouts - Light archers who scout ahead of the main army, used for screening (bow, secondary small sword, light armour)

    Axethrowers - Light skirmishers trowing axes (throwing axes + small shield, secondary small axe + small shield, light armour)

    Taur Luin Skirmishers - Humans from Taur Luin who skirmish (javelin + small shield, secondary small sword + small shield, light armour, good morale, only available after conquering 3 Taur Luin city's)

    Stiffbeard Crossbowmen - The Stiffbeards traditionally fight with crossbows. They are a skilled force (crossbow, secondary small sword, Medium Armour, good morale, only available after you builded a special Stiffbeard building

    Avari Archers - Elven Archers, very good missile skills and long range. (Longbow, secondary sword, good morale, medium armour, very long range missiles, good missile, reasonable melee, only available in one settlement west of the Red Mountains)

    Cavalry:

    Pony Cavalry - Most dwarves dont like riding, Some dwarves in the Taur Luin have however, mastered some riding skills. There pony's don't go as fast as horses, but they are usefull to chase routing units. (lance + shield, good morale, medium armour, only available after defeating 5 armies with horses in Taur Luin)

    Taur Luin Cavalry - Humans from Taur Luin who reinforce the dwarven armies (lance + shield, good morale, light armour, only available after defeating 5 armies with horses in Taur Luin and conquering 3 settlements in Taur Luin)


    Khand:
    Spoiler Alert, click show to read: 
    Infantry:

    Tribal Levies - Tributary arrangements guarantee that these unhappy tribesmen serve their Khandish overlords. Levies break easily and are not supposed to do anything than hold their ground. They are armed with the most simplest of weapons. (weak infantry, smal shield and a sword)

    Nurnian Slave Spearmen - Nurnen was once Khandish, and when Orcs slowly returned and Saurons strength returned the Variag lords took a lot of slaves with them. The hard life in the mines and fields has made these slaves hardened and able to hold of light and maybe medium cavalry, but they arent soldiers and have are only fighting becaused they forced to (light armour, some defensive skills but poor morale)

    Variag Axemen - The backbone of the Khandish hosts are steady tribal warriors, wielding a shield and axe (light/medium armour + axe)

    Asdriag Warriors - The Adriags were allies of the Variags in the succesion war after the Ioriag Empire fell. (2handed axe, light armour, good morale)

    Nikkean Pikemen – The rich coastal city’s of the south are guarded by these professional soldiers. They are known to even hold of heavy cavalry. (Pikemen, good armoured, good morale)

    Khagani Immortals – These are the most well-equipped and best-disciplined troops available to the Khagan, they are the imperial guard and will defend there Khagan to till death. (Very well armoured, locked morale, best infantry for Khand but REALLY expensive, more expensive then most heavy cavalry)

    Cavalry:

    Arsiyah Cavalry - Arsiyah Cavalry forms the regular standing army of Khand. They are primarily mercanaries from various tribes and central Middle-earth city-states located along the Silk Road. They are light to medium cavalry, armed with spears. Most have lamellar armour or maybe haradan mail, but ride unarmoured horses. (lance + shield, secondary axe, light to medium armour)

    Haruze Horse Archers - Amongst the Haradrim tribes are accomplished horsemen who roam the desert and savannah alike, conducting unrelenting raids upon their neighbours. The horses of the south are swift and strong. Lords of Khand employ these light horsemen as raiders and skirmishers. (Horse Archers, probably just Haradrim Raiders and rename them)

    Khandish Cavalry – The cavalry of Khand tradiotonally come as Horse Archers (Horse archers with a little bit more skill then their Haradrim neighbours, light armour)

    Variag Kataphracts - Khandish nobles are superb horsemen. In battle they are heavily protected by full scale or lamellar and similar horse barding. Kataphraktoi cavalry is best used as shock troops. (lances and shields and swords, heavily armoured, the horse heavily armoured, good morale but expensive)

    Variag Chariots – The Variag Chariots are fiercome devices, feared by everybody who once fought a Khandish host and could tell that afterwards. They have 2 horses pulling it, a driver and 2 archers. (2 medium armoured horses, good morale, 2 archers 1 driver, scythes on the weels but really expensive and might run amok)

    Missile:

    Chey Javelinmen – The Chey, a tribe in the far east of Khand, are known for their superb skills with javelins (skirmishers, light armour, shield and secondary sword, poor melee)

    Desert Raiders - Desert archers are recruited from the Dune Sea: Naraksi and other Haradrim tribes. They are equipped with small hunting bows, curved daggers and soft quilted armour. They are very fast, escaping enemy screeners and dispersing to the dunes. Best suited in desert warfare. (Archers light armour)

    Variag Archers – Variag foot archers use their composite and recurved bows with fearsome precision. They wear the same quilted or lamellar armour than other variag footsoldiers. (just like the Rhunnic ones but rename them from dismounted variags to Variag Archers)


    Numenorean Colonies:
    Spoiler Alert, click show to read: 

    Some very good units but only limited (few are pure numenorean). Must rely on enslaved Moredain and integrated Haradrim units.

    Infantry:

    Slave Company - Enslaved Moredain used as Infantry, poorly trained and will run when they can to be free. (swords or spears don't know yet)

    Mountainmen (different name wanted ) - The men of the Grey Mountains aren't Numenorean at all, but because the Numenoreans couldn't get good control over this region the often use them to reinforce their armies and control the neighbourhood, since there long relationship with the Haradrim in combat. (axes and stuff, only recruitable in Mountain regions of the westcoast)

    Haradrim Tribesmen - The Haradrim tribes were always difided, some of them would have no difficulty to take up arms against their kin if they were well enough paid (spear and shield)

    Portguards - numenorean guards with nice armour and halberds (Halberdiers, only recruitable in coastal regions)

    Arthanor Pikemen - The majority of the people of Arthanor consists of people who are half Numenorean, half Haradrim. They have are darker than the most Numenoreans but they are armoured in nice armour with strong Numenorean influences (Well armoured pikemen, but only recruitable in Arthanor regions)

    Numenorean Colonists - Pure Numenoreans who come to explore and conquer the new lands. (armed with sword and shield)

    Amazôn Mariners - Numenoreans from the island of Amazôn (but they are males) who were recruited and trained here to protect the island, fleets and trading posts in the Bay of Ormal and Arthanor. (they will fight like Pelargir Marines, only recruitable on the island of Amazôn and a few coastal regions in the Bay of Ormal)

    Missile:

    Slave Bowmen - Moredain who were a bit luckier then their Melee Company brothers and were given a bow and arrows to shoot. (archers, not good at all because they lack training and discipline)

    Moredain Skirmishers - Same as above with javelins. (skirmishers, not good at all because they lack training and discipline)

    Haradrim Archers - Just like the Haradrim tribesmen fighting for gold, not their land. (archers, way better then the Slave Archers but nothing heroic)

    Portguard Crossbowmen - Numenorean Portguards with a crossbow (fighting with crossbows, only recruitable in coastal regions)

    Cavalry:

    Desert Cavalry - haradrim on horses who fight for Numenor (probably using the Southron Lancers but rename them)

    Haradrim Mounted Archers - Haradrim archers on horses (probably using the Mounted Archers that Harad uses)

    Mounted Numenorean Colonists - Numenorean Colonists seeking for gold, riches and land (with lances and secondary sword)

    Knights of Nimir Kadar - Really strong Royal Guards of the capital city in Pharazain, only recruitabke there of pure Numenorean blood (with lances)


    In the pink box of this picture is what I used as the base for the mods map.
    Spoiler Alert, click show to read: 


    The team:
    Mapper: Michigan247
    Ancillaries: Patrician1
    Faction Symbols/Sounds: Spartan Warlord
    Research: General Gershon, Glorfindel the Tukker

    Here's some pictures of the orocarni and mordor.
    Last edited by Michigan247; October 16, 2010 at 11:23 AM.

  2. #2

    Default Re: Morfalas: Total War.

    Cool...this looks good.

  3. #3
    Makrell's Avatar The first of all fish
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    Default Re: Morfalas: Total War.

    Wow, ambitious would love to see this finished, as new shores got closed
    And will you base it on vanilla or a submod(like frome)

  4. #4
    Michigan247's Avatar Civis
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    Default Re: Morfalas: Total War.

    Vanilla.

  5. #5
    Hero of the West's Avatar Artifex
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    Default Re: Morfalas: Total War.

    good luck with this mod for help with ancillaries i'm available when / if i have time

  6. #6
    Michigan247's Avatar Civis
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    Default Re: Morfalas: Total War.

    Thanks for offering your services it is greatly needed.

  7. #7
    Venia's Avatar Auxilium meum a Domino
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    Default Re: Morfalas: Total War.

    If this mod gets serious attention and you can show that this mod won't die I will help you with skinning
    SOI skinner/video maker/moderator
    http://www.twcenter.net/forums/forumdisplay.php?f=1496,

  8. #8
    Michigan247's Avatar Civis
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    Default Re: Morfalas: Total War.

    Well I am serious about this and I am going to try my best to keep this from dying, and I uploaded some pictures of some of the work I've done on this so far.

  9. #9
    Micho157's Avatar Tiro
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    Default Re: Morfalas: Total War. An expanded map.

    I thought a bit about the Numenorian Colonies:

    As we already said, they should have good ships.

    Their armies should, imo, base on heavy infantry, but they should have hardly any cavalry, because I think there simply aren't many horses down there. The area is surrounded by desert and mountains, and I don't think they brought many horses by ship to their land.
    I'm not sure about archers, are there Numenorian archers in the books?

    I can't wait for this mod
    Proud Austrian

  10. #10
    Michigan247's Avatar Civis
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    Default Re: Morfalas: Total War. An expanded map.

    I agree on the infantry and cavalry remark, but I'm not sure on the archers, so maybe ask one of the members who is more knowledgble in lore then me.

  11. #11

    Default Re: Morfalas: Total War. An expanded map.

    hollow steel marksman are numeronian archers.

  12. #12

    Default Re: Morfalas: Total War. An expanded map.

    Quote Originally Posted by gittany View Post
    hollow steel marksman are numeronian archers.
    That's right it's sure that hollow steel technology was lost in Arnor and Gondor, but about the other more southern Numenorean areas it's not sure. I'll look up if the technology was lost everywhere otherwise they could be an numenorean elite unit.

    The Numenoreans also rely heavily on mercenary Haradrim and not pure numenoreans, only the elite is formed of pure numenoreans. Something like Carthage.

    Sorry for the long waithing but this saturday or sunday i'll make that up to do 2 roster at once.

    SpartanWarlord sed that he would do the faction symbols and later on the sounds

  13. #13

    Default Re: Morfalas: Total War. An expanded map.

    I can't believe New shores is being brought back to life like this. Keep up the good work guys, it was the first submod I was looking out for. Looking forward to the first screenshots of the units.

    Odenat

  14. #14
    Shocked's Avatar Campidoctor
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    Default Re: Morfalas: Total War. An expanded map.

    Quote Originally Posted by gittany View Post
    hollow steel marksman are numeronian archers.
    Yes, if there are Numenorean colonies that have been undisturbed by Sauron then they should still have Hollow steel bows
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  15. #15
    Michigan247's Avatar Civis
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    Default Re: Morfalas: Total War. An expanded map.

    With the Numenorean Colonies roster Gershon came up with they have 4 missle units, 2 archers, 1 skirmisher, and 1 crossbowmen. Of course that roster is still up for changes.

  16. #16

    Default Re: Morfalas: Total War. An expanded map.

    is it possible somehow to change the secondary weapon of a unit??ror example if i want to change the sword of the sentinels of the wooden realms with the swords that of the elven captains ??i remember doing similar thinks in RTW but i dont know how in medieval, i am sure it is easy.i think it has something to do with the edu file.i know it has nothing to do with this submod.but you will probably know how

  17. #17

    Default Re: Morfalas: Total War. An expanded map.

    Quote Originally Posted by alexis666 View Post
    is it possible somehow to change the secondary weapon of a unit??ror example if i want to change the sword of the sentinels of the wooden realms with the swords that of the elven captains ??i remember doing similar thinks in RTW but i dont know how in medieval, i am sure it is easy.i think it has something to do with the edu file.i know it has nothing to do with this submod.but you will probably know how
    Youre right that it can be edited in the edu file. There are a lot of tutorials for this, you can edit it very easily. And it works the same as in RTW. But if you want a elven sword to be edited you would have to model it and then skin it before editing the edu.

    But Michigan maybe it's beter to make this a submod. Since we will have to use a lot of units from TATW. Or do you mean it's a submod for TATW vanilla or MED2 vanilla?

    And i don't think the Numenorians will have Mumakil mercenaries


    Hollow Steel Technology was lost everywhere i believe. So no Hollow Steel Marksmen.
    Last edited by Dardan Kastrioti; October 13, 2010 at 09:01 AM.

  18. #18

    Default Re: Morfalas: Total War. An expanded map.

    i dotn want to edit a weapon i just want put an existing weapon in the game not making a new one

  19. #19
    Micho157's Avatar Tiro
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    Default Re: Morfalas: Total War. An expanded map.

    So will there be mercenary Mumakil for the Numenorians?
    And will the units be similar to the Gondorians? Would be less work
    Proud Austrian

  20. #20
    Michigan247's Avatar Civis
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    Default Re: Morfalas: Total War. An expanded map.

    For those who didn't see the original thread this is what I used to base the map off of, but only the parts in the pink box.
    Spoiler Alert, click show to read: 

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