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Thread: Unit Addon for 3.1 - RELEASED

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  1. #1
    T&D's Avatar Vicarius
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    Default Re: LL's Extraordinary Units

    Quote Originally Posted by killersmurf View Post
    Spoiler Alert, click show to read: 

    Me likes that
    Yep those could raise morale(eagle option???),and could fight stats like mountains trolls with less defence,Four ,,little'' things per regiment,only four per faction(isengard,mordor).

  2. #2
    Araval's Avatar Protector Domesticus
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    Default Re: LL's Extraordinary Units

    What about corsair firebombers?

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    Mhaedros's Avatar Brave Heart Tegan
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    Default Re: LL's Extraordinary Units

    Like BFME2?
    Under the patronage of Finlander. Once patron to someone, no longer.
    Content's well good, innit.


  4. #4
    Araval's Avatar Protector Domesticus
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    Default Re: LL's Extraordinary Units

    Quote Originally Posted by Mhaedros View Post
    Like BFME2?
    There are some things I like and some I don't like.

  5. #5
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: LL's Extraordinary Units

    Maybe a smaller one? The weak trolls may not fight, only making music

  6. #6
    Master Celeborn's Avatar Libertus
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    Default Re: LL's Extraordinary Units

    Could you add your mod at Baron Samedi compilation?

  7. #7

    Default Re: LL's Extraordinary Units

    I have some ideas that may or may not take your fancy:


    Unit Concept - Dwarven Vassals

    These would be AOR units recruitable by non-Dwarven factions, representing the Dwarven colonists that would undoubtedly arrive in certain locations if they were held by friendly powers, or after certain events. Examples of beneficiaries could be Rohan (Gimli's prospering Dwarven colony in the Glittering Caves after Saruman is repulsed), Elves (if they conquer and hold Moria) or Dale (if Easterlings overrun the Iron Hills and Dale retakes them, or as migrants from nearby Erebor).

    They would wield warhammers and shields, and dress in hammered plate or half plate. The rationale behind this armament is thus: As the Dwarven Vassals are warriors from specialised communities heavily geared towards mining, hammers would come most naturally. They would be unlikely to use axes, missiles or polearms as related tasks (forestry, hunting etc) would fall to the surface-dwelling people of their liege lord. Their role in their adopted society would also lie in the provision of metalwork, so heavy armour proficiency would be present and expected from their warriors. Their appearance would aesthetically combine elaborate Dwarven style (e.g. inherited family armour) and more functional, generic armour elements (e.g. pieces they might mass-produce for their liege's troops).

    To be employed in sieges and as valuable reserves for the main battle line. Can be countered as any other dwarven infantry, by lancer charges or flanking and javelins/crossbows.

    NB: This concept could be extended to corrupted dwarves from the Orocarni Mountains serving the Easterlings, but that would be a greater leap in aesthetic and contemporary lore terms. But the Dwarves are not unambiguously good and can fall prey to greed and vengeful thoughts. Remember the Nauglamir! In some of Tolkien's lesser read work, in a later era outside the scope of LotR, when Middle Earth transitions into our own world, there were to be battles where bitter dwarves fought with evil men against elves and elf-friends.


    Unit concept - Riders of Nurn

    This is an AOR cavalry unit for Mordor, drawn from the enslaved peoples of Nurn (like the Mamelukes of Egpyt), with some Easterlings and Variags in their ranks. Their role would be as medium cavalry, armed only with sabres and axes, with medium hide/leather or chain armour.

    The rationale: With servant people such as the Easterlings and Haradrim, and human slaves within Mordor itself, Sauron would not be completely without some form of cavalry, however limited. Highly trained heavy battlefield cavalry on thoroughbred mounts certainly don't fit Mordor military thought - or its resources (same as with the dwarves) - and snagas are cheaper and far more abundant scouts than light cavalry could be. But a small complement of medium cavalry makes sense, as mobile troops to keep the slaves of Nurn in line. They would consist of corrupted men, loyal servants of Sauron, maybe officered by Black Numenoreans, joined by those slaves who are strong enough to be noticed by their masters and ruthless enough to better their own lot by willingly oppressing their kin.

    Their horses would be quite average, their sabres and axes of orcish manufacture, their armour influenced by the nearby Variags (otherwise it wouldn't fit). They are fairly well-equipped and vicious enough to punish the light cavalry of other factions if they can catch them, but they sufffer against trained warriors and cannot match the powerful charge of dedicated lancers.

    To be employed against light cavalry, riding down skirmishers and fleeing enemies, or as a distraction for superior enemy cavalry (although they are too rare to be used for the latter purose very often). To be countered with horse archers (only if they can keep their distance, otherwise beware), heavy cavalry, spearmen or any large mass of infantry.

    NB: A similar unit concept, but with Dunlending/Rhudar rather than Variag/Easterling influences could serve evil factions who conquer the population centres of Eriador (such as they are).


    Unit Concept - Barrow Wights

    An AOR unit for evil factions (and rebels!) in the Barrow Downs. Devastating shock infantry, they are small in number but their heavy blades are deadly and their mere presence instills dread in their foes. They are the dreaded Nazgul's lesser peers.

    Rationale: The lore backs this, and evil powers would seek to bend the Wights' hate to their own will if they controlled the area. They should have a low unit count and strong stats, with a look somewhere between a shadowy version of Arnorian Knights (who they may have been, long ago) and Black Numenoreans, carrying wicked, two handed swords and wearing fairly heavr armour (if they have their own barrows, they would have been wealthy and powerful in life). There should definitely not be a mounted version as the lore wouldn't stand for undead horsemen other than the Nine. As untiring ghosts, they move more swiftly, like elves (but they don't have the long legs of trolls).

    To be employed as shock troops at key moments to break the enemy's spirit or as flankers causing grievous casualties. To be countered by highly motivated troops keeping good order, and a determined countercharge (preferably from the flanks). Any encounter with Dunedain Beastslayers (thanks again for those! ) would probably leave many casualties on both sides.
    Last edited by Berengar; December 16, 2011 at 04:26 PM.

  8. #8

    Default Re: LL's Extraordinary Units

    To which I would add the Unit Concept - Freedmen

    These are former slaves of Nurn or members of the oppressed lower classes of Harad and Romen who have been liberated by the forces of Good. They are a militia whose members are used to farming and work tools, equipped with captured or easily manufactured spears or polearms. They are not skilled warriors but their passionate desire to protect their freedom from their former masters burns fierce, held in check only by residual fear that the latters' cruel power is insurmountable.

    Rationale: While they may appear no better than any militia unit the Good Powers would have access to anyway, these men would be available in regions that have not yet been healed of Sauron's dark touch in Nurn and the deserts of the East and South (i.e. with high followers of Melkor cultureor as an AOR unit). Humble commoners taking a stand against evil when offered inspiration is a strong LotR theme, and they would be more appropriate than mercenaries who may previously have served the Dark Lord. Their look would be based around simple peasant/tribal clothing, perhaps with capes and face masks (living in desert terrain, not wanting to be recongised until their former masters are definitely dead) - maybe even like bandits. Their weaponry should be simple but possess reach, to keep the enemy at a distance, their effectiveness deriving from adding numbers and legitimacy to the force of arms of their liberators.
    Last edited by Berengar; December 17, 2011 at 07:39 PM.

  9. #9

    Default Re: LL's Extraordinary Units

    Louis can you include a better description of how to incorporate the beastslayers into the game files. I extracted the files into the third age folder, overwrote the files (I know this was the wrong thing to do now) and deleted the map file. Even afte fixing the overwrite I couldn;t get TATW to launch so I had to completely reinstall the game :/

    Do I have to manually copy and paste the text file additions to the 3.0 files or what? Thats a decent amount of files and I have to figure out where to insert the additions in the text files and everything. I was wondering if there is a simpler method that I'm just not deducing atm.

  10. #10

  11. #11
    Louis Lux's Avatar Into the Light
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    Default Re: LL's Extraordinary Units

    No there is no simpler method and it might even be more complicated since there have been big changes in recruitment and there will probably be some small things you'll overlook that will cause your game to crash so it would be better to wait till I make this compatible with 3.0.

  12. #12

    Default Re: LL's Extraordinary Units

    Thanks for the update. I actually didn't realize it wasn't compatible, but thanks for the info. The Beastslayers look awesome, I really can't wait until you get a 3.0 version. No rush of course

  13. #13
    Louis Lux's Avatar Into the Light
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    Default Re: LL's Extraordinary Units

    Got the flamethrower unit ready. I'll do the uruk bomb throwers really quickly and start working on a release. Then I'll probably do a few units for the orc factions including the gaolers.

    Spoiler Alert, click show to read: 

  14. #14
    smoesville's Avatar Vicarius
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    Default Re: LL's Extraordinary Units

    Very nice
    Were there but a tree in this godforsaken place i would have hanged myself.

  15. #15
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: LL's Extraordinary Units

    Dangerous Rhûn just got a lot more dangerous ^^

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  16. #16
    Baron Samedi's Avatar Citizen
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    Default Re: LL's Extraordinary Units

    Awesome stuff mate!
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  18. #18
    Louis Lux's Avatar Into the Light
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    Default Re: Unit Addon for 3.1


  19. #19
    Araval's Avatar Protector Domesticus
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    Default Re: Unit Addon for 3.1

    Looks very dangerous

  20. #20

    Default Re: Unit Addon for 3.1 - WIP

    looks awesome can't wait for release, Rhun with these and AUM units would be the most awesome faction in whole M2TW history ever

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