New Spice Master mini-mod in the works, this time for Dale.
Basic concept:
Playing as Dale, you will be presented with a series of scripted missions to liberate the various Northmen peoples of Rhovanion from marauding Easterlings, foul orcs, and honorless bandits. With each successive mission you will be rewarded with new AOR units, new unique generals, and of course gold. Ultimately, complete all the missions to "reunite" the Kingdom of Rhovanion for a special reward!
Features:
- New AOR units for Dale available throughout Rhovanion regions
- Some upper tier AOR units will only be available if you complete the whole quest line
- A few new generic Dale units available to fill holes in the roster created by limiting the availability of AOR units
- New unique strat and battle models for generals for Rhovannic generals who will join your faction in the course of the game
- New traits and ancillaries
- Other enhancements and upgrades for Dale
Progress:
- 1.1 released
Previews:
Spoiler Alert, click show to read:
New Units:
Spoiler Alert, click show to read:
Dale Archers - Rivermen and Woodsmen are now AOR units so these guys fill out Dale's missile roster.
Dale Archers fill the ranks of Dale's regular forces as regular line troops. The men of Dale develop their marksmanship skills on the practice range and in hunting the wild game of their fair country. Equipped in the manner of the regular swordsmen infantry, these archers are ready for the stand-up fight as opposed to the stealth and guerilla tactics favored by the Athala Rangers or the Woodmen Scouts. They carry standard longswords for close combat, but are best keept out of melee so that they can use their stout bows to maximum advantage.
Spoiler Alert, click show to read:
Uldona Horsemen - Hybrid East/West cavalry from the borderlands between Rhovanion and Rhun.
During the War of the Last Alliance at the close of the Second Age, many Eriedain troops were stationed in the lands to the south west of the Sea of Rhun to guard the allied armies' eastern flank. A good portion of these settled permanently after the war in the new Gondorian province of Dor Rhunnen and the foothills of the Uldona Spine. During the Third Age a blending of the Eriedain colonists with the local Odhriag Easterling people, along with repeated struggles against more aggressive tribes of the East have produced a unique warrior culture. Armoured in the Western manner with mail hauberks and reinforced leather cuirasses, these men fight in the Eastern style mounted on nimble steppe ponies with short bows and curved cavalry sabers.
Spoiler Alert, click show to read:
Riavod Marines - Flexible light infantry/archers recruitable in Folyavuld (Dorwinion).
The commercial centers of the Inland Sea traffic many tonnes of valuable cargoes each season; exotic silks and spices of the East, ingenius Dwarven handicrafts from the North, and fine furs and timber products from the Agasha Dag and the eaves of Mirkwood. To protect their ships from pirates and hijackers, the merchants of Riavod sponsor companies of marines and privateers to keep the shipping lanes clear. Accustomed to ship-to-ship fighting, Riavod Marines are equally skilled with the composite bow for ranged combat and the cutlass for close quarters action. They prefer flexible lamellar vests, which provide adequate protection but are easily doffed should one be cast overboard in the course of battle.
Spoiler Alert, click show to read:
Folyavuld Retainers - Elite heavy axemen, that replace Dorwinion Retainers. Recruitable in Folyavuld.
These axemen are the household troops of the merchant princes of Folyavuld, recruited from among the fierce Northmen of Rhovanion. Wielding heavy axes, they resemble the old way of the Northmen, but are equipped with the finest armour that the mercantile fortunes of the Folyavuldok can buy. Brave and fierce, they are primarily charged with protecting the persons, families, and estates of their patrons but with their axes and armour they also make excellent shock infantry.
Spoiler Alert, click show to read:
Woodmen Scouts - Medium archers perfect for close range ambushes in wooded terrain.
The Woodmen of Mirkood live a semi-settled life, hunting the creatures of the forest and logging along the edges of the East Bight. With the rise of the Shadow in Dol Guldur, their range becomes increasingly dangerous with each year and these men find themselves hunting (and being hunted by) goblin raiding parties as often as wild game. Woodmen Scouts are expertly skilled hunters and stalkers, capable of hiding virtually anywhere, launching devastating ambushes at close range with their shortbows, and then closing in with their short swords and hunting knives to finish off survivors. Their flexible leather armour and light helms provide some protection in battle, but these men are best used for hit and run attacks rather than extended engagements in open terrain.
Download, backup, and extract the file to your mod folder. Please post bug reports, suggestions, and other feedback to this thread.
Important: Delete the file data/world/maps/base/map.rwm before you run this the first time (don't worry about losing it, the game will build a new file as sson as you start a new campaign).
Credit to KK and the TATW team for the base mod, to the Rusichi team and Taro_M's OSP for new unit models, to Cino for the custom portraits, to Maedhros for the new Dale armour upgrades. Source material from the MERP modules The Inland Sea and Mirkwood and the Wilds of Rhovanion used throughout.
Changes and additions:
1.1 - Bug fixes in descr_model_strat, eventpics, and EDU
Last edited by Spice Master; October 27, 2012 at 11:09 AM.
Uhm, cool idea... Sounds similar though.. Check the "War in the North" link in my sig.
Yeah I'm looking forward to it, but it was my understanding that the War in the North project is on hold. Certainly don't mean to step on any toes. My plan is for a much less ambitious project focusing just on a few enhancements for Dale, that I can whip out in a few days or so. Finished just about all the scripting tonight, adding in the details shouldn't take to long.
In absence of any constructive comment i will just share my excitement through that bunch of bouncing little dudes.
"GB2/HoME"
I have deduced, from your knowledge of Middle-Earth background, that you read scrupulously History of Middle Earth. Given your close-minded opinion on various aspects of Tolkien lore in detriment of TATW interest and gameplay, I believe that
you are better suited to that reading activity, and suggest you go back to it.
I guess it could work for some guys with Battle of Middle Earth as well...
YEEEES, one of my favorite factions finally gets a little more attention. Your idea sounds great, not to big in overall, but enough to spice Dale up. By the way, how many projects do you currently have, dont you ever take a break, just like a workaholic
Re: Heirs of Rhovanion - Small preview - Scripting done
Decent progress on this tonight. Scripting just about wrapped up except some parts that need to tie in with other new features. New traits/ancillaries added. New units tommorow hopefully.
Re: Heirs of Rhovanion - Small preview - Scripting done
Originally Posted by Mhaedros Frey
I really like the idea, and I will be sure to play it Dale is the best after all
I agree, probably my favorite vanilla faction.
I saw that you are working on your armour upgrades again. Those would be a great addition here. I'd like to include them eventually if it's OK with you.
Re: Heirs of Rhovanion - Small preview - Scripting done
Originally Posted by Northman75
Will this be compatible with MOS?
No, initially this will be a stand alone mod, but feel free to merge it with any other mods if you'd like. As with my other mods I intend this to be an open source project. Developers of other mods, such as MOS or War in the North, will be free to incorporate all or part of it into their projects if they so choose.
Re: Heirs of Rhovanion - Small preview - Scripting done
I saw that you are working on your armour upgrades again. Those would be a great addition here. I'd like to include them eventually if it's OK with you.
Re: Heirs of Rhovanion - Small preview - Scripting done
Another great idea! I will probably merge this with MOS... may I post a compatible file for you for another option for users?
Also, I could most likely provide some more units for you, if you'd like. Just give me some names and short description of units (you can private message me if you'd like )
Re: Heirs of Rhovanion - Small preview - Scripting done
Originally Posted by Heathen Storm
Another great idea! I will probably merge this with MOS... may I post a compatible file for you for another option for users?
Also, I could most likely provide some more units for you, if you'd like. Just give me some names and short description of units (you can private message me if you'd like )
An MOS compatible version is of course fine with me. Might probably want to OK it by the MOS team too though. Of course I need to finish the initial version first.
I have units in mind that I could port over from existing open sources but if you want to give it a shot, please show me what you can do. Here are the new units I am planning:
Folyavuld Guards: heavy 2H axemen with lamellar and mail armour, maybe a shield on the back. Northmen troops hired and equipped by the merchants of Dorwinion. (I think those Varangians might fit well here. )
Riavod Marines: light infantry with javelins and sabers/scimitars/cutlasses, lamellar/brigandine cuirasses (easily ditched if they fall overboard, no heavy mail)
Uldonavan Horsemen: medium horsearchers with light mail/reinforced leather armour, armed with small composite bows and sabers/scimitars
Here are the references I am using (in addition to the JRRT cannon of course):
Re: Heirs of Rhovanion - Small preview - Scripting done
Originally Posted by Spice Master
An MOS compatible version is of course fine with me. Might probably want to OK it by the MOS team too though. Of course I need to finish the initial version first.
I have units in mind that I could port over from existing open sources but if you want to give it a shot, please show me what you can do. Here are the new units I am planning:
Folyavuld Guards: heavy 2H axemen with lamellar and mail armour, maybe a shield on the back. Northmen troops hired and equipped by the merchants of Dorwinion. (I think those Varangians might fit well here. )
Riavod Marines: light infantry with javelins and sabers/scimitars/cutlasses, lamellar/brigandine cuirasses (easily ditched if they fall overboard, no heavy mail)
Uldonavan Horsemen: medium horsearchers with light mail/reinforced leather armour, armed with small composite bows and sabers/scimitars
Here are the references I am using (in addition to the JRRT cannon of course):