Some might have heard about this on the FROGS thread.
Yet I think it shouldnt be discussed there, because it is still in the making, so I made this thread so that you all can ask your questions here.
Spoiler Alert, click show to read:
The project will be about the Forodwaith faction. The faction will consist about Lossoth units and hounds. They wont have cavalry nor archers. They will fight in small unit sizes with low stats but higher HP. To make up the loss of archers all will throw javelins before engage(like in RTW). Ofc the faction will have skirmishers. The hounds should replace cavalry, but they are less efective. When their last city falls they will be in horde mode for 1-2 times.
Also the whole building tree will be renewed for this faction, with a whole new sort of recruitement.
Example:
Spoiler Alert, click show to read:
Farms are a bit impossible in the cold, they will live of hunting and fishing. In the south gathering.
Military buildings are replaced like the smith.
The Smithy is replaced for: Hunting Lodge: +pop Growth, Leather upgrade(highest possible in Forodwaith) and the "Lossoth Hunter" unit.
That example brings me to the recruitement system. AFAIK it is a completely new and a kind of revolutionary idea:
Because the military buildings are replace, units need to be recruited elsewhere.
The idea is to make every building recruit one unit. This will force you to build and build in order to make a various army.
Example:
Spoiler Alert, click show to read:
Hunting Lodge recruits Hunters
Ports recruit "Lossoth Fishermen"
The replacement for Archery range recruits: "Skirmishers of the North"
The Team:
Spoiler Alert, click show to read:
xIN1C0- Mod Leader, 2D Artist, Texturing
David93- Scripter, Coder, Modeller
Gallus- Unit descriptions
Wígár- Unit descriptions
Ngugi- Professor Consultant Dr. in Middle Earth Lore (This long name because ha actually gave me the idea)
Macue- Various ideas, whom i can work with.(Came up with 3 ancillarys)
Truh- Scripter, Modeller
Xenoneb- Mapper
Everto- Being an Everto(descriptions )
Thanks to:
Spoiler Alert, click show to read:
Elphir of Dol Amroth, for allowing me to use his models
Ozzmosis, for allowing me to use his models
Koultouras, for allowing me to use his models
Lord Uxbridge, for making wolves possible for FROGS and thus for Forodwaith
Supermoler, for giving permission to use his conversion script
King Kong for giving permission to use his models
+rep them all!
We will do our very best to deliver this as lorewise possible:
Spoiler Alert, click show to read:
Originally Posted by Ngugi
@ Araval
I give you credit for your doubt. I shared it and by same reasons but as I work with them on questions of lore I have to state that the guys have handled it care. To me it seems they are making Lossoth quite like the American indians/innuits in Empire TW, both as technical gameplay faction (minor, underdeveloped and so on) and in culture-concept, a point of view thats accetable even if mostly freebased - but honestly not all that more freebased than say the whole Rhûn-factions content is!
If they would have said they would work on Khand few would doubt, but I note that the actual direct lore we have on the Lossoth is likley greater than all we have on Khand...!
From my own point of view I do not say it will work out great easily (it is never easy, Tolkien didnt wrote material for games and factions) - but I have confience in the dedication, the will to respect Tolkiens work and the good possibility that these guy's will do the requred effort and pull it through. My best tip is wait and see, and I think it may be a good add on of fun variety
I marked the phrases
Last edited by Ciloron; September 30, 2011 at 05:07 PM.
You've been talking about how the forodwaith will help OOG out of fear of the witch-king.
Any way that when playing as Forodwaith then, a script could be made to make the witch-king attack Forodwaith if it doesn't satisfy mordor? I know a faction can only attack adjoining regions, but scripts can change that (i.e. invasions) I think that would add a lot to playing Forodwaith.
This should be possible, MOS has have similar stuff regarding for example, the ents "going to war", and spawning an ent rebel army to besiege Fangorn, when deforestation buildings are built. Perhaps, if possible, put it down to a choice of 1 of 2 buildings, one opposing mordor, the other supporting?
Additionally, this would put Eriador, the only area that doesn't really ever fall under threat from Mordor (not counting Harad or Rhun) under threat from Mordor. It's only by very late game, assuming you don't intervene, and begin a passive existence that Mordor become a threat (this has never happened in my eriador/arnor campaigns, as I generally intervent when Mordor start to overrun Gondor and Rohan. In one MOS, they did begin invading Isengard however- Mordor went nuts and began war with Harad and Rhun in late game.)
Keep in mind, I don't really know what I'm talking about, I'm speculating and basing this off other things I've seen in TATW and submods.
Last edited by Keyser_Soze; September 21, 2011 at 05:38 AM.
Hmmm, now thats a good idea. When WK becomes angry, maybe an automatic invasion OR a large army of Mordor orcs and OoG orcs spawn in near the Forodwaith capitol.
It could also be done with quests, like "Break alliance with Eriador", "Declare war against Ered Luin"
Buildings could be possible too
This sounds GREAT love the sound of a Forodwaith it would help balance the north, make it more interesting and HARDER Hopefully it will enrich the north which is a tad lack luster at the moment. Will the OOG have scripts and quests to complete as well as Forodwaith? I shall be following this thread closely
This mod will only implement the Forodwaith faction and the scripts belonging to Forodwaith. For additional scripting you should look at the FROGS submod, wich also will have the Forodwaith faction
That would mean Id make the new building tree and recruitment system for nothing. It is not hard to play against Forodwaith, the challenge and fun part is playing a hard faction with a whole new way of recruiting. You will need various units in order to field a decent army unlike the elves, five archers-> battle won= no fun
The OoG script is only to balance good vs evil a bit more
How u mean emerging?
Last edited by Ciloron; September 21, 2011 at 09:23 AM.
Ive asked Supermoler permission to use his conversion mod.
The idea is when Forodwaith completes his Witch King quests their culture will be converted to Melkor. They are then evil faction The OoG script will then continue
If they do not complete they can choose to join the good, this will get an invasion being called on your capitol and war with every evil faction! OoG script stops
Or you choose to remain neutral: You get war with OoG and Mordor, no invasion being called automatically
This will only be reality if i get permission, else we have to script it ourselves