Re: DCI: Last Alliance - Open Beta for June 20th announced. Last units preview, Númenor now online. Invasion video previewed and War in the East Trailer added; See 'Latest news'
Re: DCI: Last Alliance - Open Beta for June 20th announced. Last units preview, Númenor now online. Invasion video previewed and War in the East Trailer added; See 'Latest news'
Congratulation! Indomitable will and effort of development team members finally bear fruits!
For years I have waited this mod and the time has come to play! Advance to Mordor!
I also appereciate my suggestion about Numenorean Shield(posted years ago) is partly picked up. Thank you.
Re: DCI: Last Alliance - Open Beta for June 20th announced. Last units preview, Númenor now online. Invasion video previewed and War in the East Trailer added; See 'Latest news'
I will have to stay up very late this night to paste the download sites in the Firs Post, so everybody that wants to play it right after it's released better hope that I don't fall asleep before the big event.
(Or go to ModDB )
Citizenised by Shankbot - Patron of b0Gia - House de Bodemloze
Re: DCI: Last Alliance - Open Beta for June 20th announced. Last units preview, Númenor now online. Invasion video previewed and War in the East Trailer added; See 'Latest news'
DCI: Last Alliance Total War is a WIP TATW submod and the independent sequel to Dúnedain Counter Invasions: Tôl Acharn
Take the role as Gil-galad, last High-king of the Noldor, or Elendil, High-king of the Númenóreans in exile, as they rally Elves and honourable Men into the League which is called the Last Alliance. The counter-invasion Tôl Acharn, 'Vengeance Comes', allow you to move mighty hosts against the Dark Lord.
Strengthen the cause of the League if you wish to, as the indomitable Durin IV of Khazad-dûm, or as the brave riders of Rhovanion (using DCI mechanic).
Unless you instead fulfill the will of Sauron? Unleash the hunger of Orcs and wolves, be the warlord over the Easterlings, command the savage natives of Eriador to recapture their homelands or reign as a Black Númenórean lord at the head of the grim Haradrim, in the Invasion of the West.
Will the Men of the Mountain be loyal to the Númenóreans or become the Oathbreakers? The choice is yours.
Playable Factions
League factions that can call the Tôl Acharn [counter-invasions]
Kingdom of Lindon Info
*Leadership: High-king Gilgalad and his heir Vice-Regent Elrond
Prominent generals: Glorfindel, Círdan and Gildor Inglorion
General roster: Highly skilled and heavy infantry and archers, but very limited cavalry. Preview here.
There they established in the North-west the Númenorean realms in exile, Arnor and Gondor. Elendil was the High King and dwelt in the North at Annúminas; and the rule in the South was committed to his sons, Isildur and Anárion.
- Appendix A
After the fall of Sauron, Isildur, the son and heir of Elendil, returned to Gondor. There he assumed the Elendilmir as King of Arnor, and proclaimed his sovereign lordship over all the Dúnedain in the North and in the South;
- UT; The Disaster of the Gladden Fields
"Elendil had two sons, of whom Isildur was the elder and the heir of his father. We have heard that the name of Elendil stands to this day at the head of the line of the Kings of Gondor, since he was accounted the high king of all the lands of the Dúnedain.While Elendil still lived, the conjoint rule in the South was committed to his sons; but when Elendil fell, Isildur departed to take up the high kingship of his father, and committed the rule in the South in like manner to the son of his brother. He did not relinquish his royalty in Gondor, nor intend that the realm of Elendil should be divided for ever."
- Arvedui the last king of Arthedain, Appendix A
"Arvedui you shall call him, for he will be the last in Arthedain. Though a choice will come to the Dúnedain, and if they take the one that seems less hopeful, then your son will change his name and become king of a great realm. If not, then much sorrow and many lives of men shall pass, until the Dúnedain arise and are united again."
- Malbeth the Seer to Arvedui's father, Appendix A
Arnor = Land of the King
And there's a reason why we talk about the Reunited Kingdom under Aragorn.
The other is that we want to create a uniqe and different gameplay experience. To handle the two realms of the high kingdom will require great strategic skill. Arnor face the Hillmen of the North and the Wildmen of Enedwaith in the south, and the Orcs of the Misty Mountains may come from the east.
Gondor is next to Mordor while Harad under Black Númenórean lords march from the south. The Wildmen of Enedwaith may expand from the northwest while the Men of the Mountain in the North may prove oathbreakers...
Misc: The corruption and unrest issue with distant capital is handled in the Arnor and Gondor Homelands by a clever script produced by Withwnar.
Lothlórien Info
*Leadership: King* Amdir and his son and heir Lord* Amroth
Prominent generals: Celeborn and Galadriel.
[Trivia: Outdated Galadriel sneak peak here and here ]
General roster: Skilled archers and less common, but heavier, infantry than Eryn Galen. Very limited cavalry.
Misc: Lothlórien will have a settlement down next to Gondor.
Galadriel can use her mirror wherever she is, outside of a settlement.
Lórien will use a teutonic family tree. It's in honour of lore, since Amdir was a welcomed Sindar, apperently had one son, Amroth, who in turn had none due to his beloved Nimrodel who refused to marry in Middle-earth. After Amroth's death, in the Third Age, Galadhrim chose to take Celeborn and Galadriel as lords.
Using the teutonic tree allow Galadriel to become the faction leader, if events result in that, without oddities.
* Leader Titles: "Regent" is the a generic title, common to all leaders of this faction. The official title varies depending on who the leader is: Amdir and his sole descendant, Amroth, take the title of "King", Galadriel is "Lady", and everybody else is "Lord". Leaders receive an ancillary with their official title.
Eryn Galen (Silvan Elves) Info
*Leadership: King Oropher and his son and heir Lord Thranduil. Preview here.
General roster: Skilled archers and more common, but less heavy, infantry than Lothlórien. Very limited cavalry. Preview here.
Unit cards preview here.
Misc: Eryn Galen, meaning The Greenwood, is the original name for Mirkwood, the latter a name it gain not until the Third Age when Sauron returned.
Non-League members (can join the Tôl Acharn if player)
Kingdom of Khazad-dûm Info
*Leadership: King Durin.
Additionally starting with one Firebeard and one Broadbeam chieftain. Generals & BG preview here.
General roster: Heaviest army in Middle-earth. Infantry focused, with very limited archery and no none-mercenary cavalry options . Preview here.
Unit cards preview here.
Why one Dwarven faction:
Spoiler Alert, click show to read:
While people requested a Ered Luin faction in vanilla and about every mods hehe I have and still strongly argue against it. Why?
From lore perspective they [the Broadbeams and Firebeards] as far as we are informed had the same king as the Longbeards of Khazad-dûm since the last 3300 years, when the kingdoms in the Blue Mountains were destroyed. Neither kingdom of these are mentioned nor any king(s) in the Second or Third Age, beside the Longbeards.
After the end of the First Age the power and wealth of Khazad-dûm was much increased; for it was enriched by many people and much lore and craft when the ancient cities of Nogrod and Belegost in the Blue Mountains were ruined at the breaking of Thangorodrim.
- Appendix A
ca 40 Many dwarves leaving their old cities in Ered Luin go to Moria and swell its numbers.
- Appendix B
After Moria fell we are never told they left their Longbeard regents and some Longbeard kings straight foreward lived in Ered Luin, pointing at that the three houses of the West lived together; just as Noldor, Sindar, Nandor and Silvans did in Lindon and Lothlórien.
An argument against it is the seven hoards of the seven things referred to been the Dwarven hoards, but that's the only suggestion the Ered Luin-houses would have a king of their own anywhere any longer. However that might be simply a myth, so we will stick to a single Dwarven faction.
It is said that the foundation of each of the Seven Hoards of the Dwarf-kings of old was a golden ring;- Of the Rings of Power and the Third AgeBut are not evil by nature, and few ever served the Enemy of free will, whatever the tales of Men alleged. For Men of old lusted after their wealth and the work of their hands, and there has been enmity between the races.
- Appendix F
And from a gameplay perspective as the fragmented geographical situation makes for a more interesting, different and challenging campaigns compaired to the common, geographically connected, factions.
The so far only reasonable argument for a Dwarven split (more factions for the sake of more factions is not a heavy argument in itself) so far has been the corruption question, but we covered that.
Rhovanion Info
*Leadership: King Amala and Grand Prince Frevitta
General roster: Strong cavalry faction, with good archers and some heavy late tier infantry. Preview here.
Unit cards preview here.
Sauron's followers (can call Invasions)
Hillmen of the North
*Leadership: High Chieftain Ban and heir Lord Blodren.
Can acquire Boldog (fallen maiar in Orc guise) through quests. Preview here.
General roster: Decent starting roster and heavy late tiers, but all in limited quantity. Limited cavalry. Preview here.
Unit cards preview here.
Misc: Fulfill alliances to gain Boldog generals and to build Raiding Camps that enables Orcs, white wolves and fierce trolls.
Orcs of the Misty Mountains
*Leadership: High Chieftain Gorgol and heir Cheif Lugdush
Will acquire Boldog (fallen maiar in Orc guise) as gift from Sauron. Preview here.
General roster: Light Goblins in great numbers, who in time are supported by heavy warriors, Cave trolls and wolves. Preview of roster and unit cards here.
Misc: OotMM will use a 'Apache technology tree' where most units, and some buildings, are locked until certain achivments are reached. For example great parts of the Vale of Anduin may have to be taken before Warg Riders are made available, as this was the region where wargs lived.
At the same time limitations are given to settlements. Cities can not be upgraded past Large Towns and fortresses past Castles. All in all it will call for an 'Orcish aggressivness' while also expansion of strategic considerations.
Wildmen of Enedwaith
*Leadership: Halbar [leader] Mogru and Haladar [heir] Ebor
General roster: A variety of mostly light to medium infantry and utilize cunning, speed and numbers to take out the foe. They have little cavalry but many uniqe regional forces, inlcuding slingers, warchanters, shieldmaidens and berserker-like Ulfhetnar. Preview here.
Misc: WoE will use a 'Apache technology tree' for war machines and most post-Barrack Event units, who are locked until certain achivments are reached.
Mordor - sneak peaked
* Leadership: [leader] Sauron and [heir] the Wraith King (who in the Third Age is better known as the Witch-king)
Unit cards preview here.
General roster: Infantry focused faction, with trolls and Black Númenórean support, and terrible beasts that serve equivalent to cavalry. Sneak peak here
Rhûn Confederacy
*Leadership: Warlord [leader] Lorgan and heir Lord Borlad.
General roster: Commonly has a great variety of light to medium units, including slingers and chariots, and many regional or custom tribe units. Overall Rhûn has no special strenght nor great weakness - depending on how the player chose to play out the 'tribes'. Preview here
Orocarni merc's (Dwarves) avilable for Invasions in the region.
Unit cards preview here.
Misc: Teutonic family tree, as it is a confederacy of multiple and uncounted peoples rallied from the east.
Tribes:
Rhûn has a 'tribal system', where the three groups of Balchoth, Khand and Haerhûn provides uniqe units and bonuses.
Each starting region has a Homeland-building representing a tribe; two regions for each tribe. The Homeland offers the tribe's special units (some are avilable first after the Barrack Event).
When the Easterlings expand and conquer new regions, they can construct a Rhûn Outpost and then dedicate the conquered region to a preferred tribe, by upgrading the Outpost into a Camp > Residence > Court, of the preferred tribe. Each specialization provides different units and bonuses (see chart below).
Spoiler Alert, click show to read:
Notes:
- The Outpost can not be constructed in Homelands (because those are dedicated by default to the native inhabitants).
- If you want to change tribe after a Camp or higher tier been constructed, the current building must be demolished and the Outpost-tree rebuilt, from Outpost onwards; this is a game limitation, but also enforce the need for planning and strategic decisions.
- The highest Outpost tiers [Courts] provide retraining of all tribe units, even if the building do not allow them to be recruited (the exception is the Balchoth Tribesmen, who can only be retrained in Balchoth buildings).
Strategic considerations when choosing tribe for a new settlement:
Balchoth offers in general weaker but more units than the other tribes, making them good for players who appriciate numerical superiority.
The population growth bonus is uniqe, in that it is avilable in all settlements, including castles and whatever the climate. The growth bonus makes this tribe a good choice for smaller settlements, as it allows them to upgrade faster.
Khand has the heaviest units in the Confederacy, granting a defensive edge. Infantry with Armour Piercing and skilled archers makes them valuable against all enemies, but must beware of hostile AP units.
The Law-bonus grants both public order and decreased wastage [corruption]. Combined with the fact that no unit is offered from the Camp, Khand is best chosen for larger settlements where public order may be a concern and where the Residence and/or Court can be constructed instantly.
Haerhûn provides 2H Axemen and Lancers, the heaviest normal cavalry unit, making them an aggresive alternative on the battlefield.
The trade bonus (that operates as Markets) makes it a profitable option for settlements that have good trade income.
Since there are only two tiers in their tree, it is preferable to build Haerhûn in larger settlements where a Court can soon be constructed. However, as the Camp provides the Axemen instantly, it is also a good choice for settlements on vulnerable fronts, where quality fighters is in high demand.
Harad
*Leadership: The dual kings Herumor and Fuinur, with Herumor's son Lord Phazân as heir
General roster: The bulk of the army consists of light to medium forces from Near and Far Harad, supported by heavy Númenórean infantry and bowmen. Preview here.
Unit cards preview here.
Misc: Harad will be under the rule of Black Númenóreans and thus share UI with Númenórean Kingdoms.
Dual opportunitie's depending on player choice (Oathbreaker or Oathkeeper)
Men of the Mountains
*Leadership: King Zarazir and Haladar [heir] Zaragamba
General roster: Light starting roster, increasingly improved up till heavy cavalry and heavy infantry as elite. Preview here.
Misc: the player can chose, or the AI is made to chose, to be Loyal or Oathbreaker or remain neutral in the War. Each side provides an additional unit.
Examples on content
DCI: Tôl Acharn - the cross-religion jihad enable joint counter-invasions for good factions
New and extensive mechanics for the One Ring, for good and evil; if wrested from the hand of Sauron!
Palantiri - six truly useful palantirs; now without drawbacks
C) On this DCI-page, right click on the signature image of your liking and chose 'copy image URL', a.k.a the web adress of the image
D) Return to the tab with Edit Signature.
Use the button 'Insert Image' (see 1 on picture below) and paste in the image URL. Push OK. The signature image is now displayed in the signature field.
E) Copy paste the web adress of this DCI-page
F) Return to the tab with Edit Signature.
Select the image so it's marked. Push the button 'Link' (see 2 on picture above), paste in the link and push OK
Now the image has the link added.
P.S. Content and progress updates will not be very frequent, this is a hobby venture of no intended stress; no updates will not mean that the project died - presumably the opposit
Citizenised by Shankbot - Patron of b0Gia - House de Bodemloze
Re: DCI: Last Alliance - Open Beta released, get your copy and play folks!
Originally Posted by Louis Lux
Real Combat/Real Recruitment is not included. The mod has its own balance an recruitment and we use Germanicu5' ReallyBadAI
RC/RR was a project for balancing military for the medieval historical times, not for a fantasy game. It wouldn't make any sense to include it, imo. TATW was perfect in developing its own balance, and DCI is furthering it, I think.
Re: DCI: Last Alliance - Open Beta released, get your copy and play folks!
Originally Posted by Jurand of Cracow
RC/RR was a project for balancing military for the medieval historical times, not for a fantasy game. It wouldn't make any sense to include it, imo. TATW was perfect in developing its own balance, and DCI is furthering it, I think.
Congratulations, guys, for the release!
RC/RR has been already adapted for third age and is included into the MOS submod along with much more excellent mods for like i dont know 7-8 years?
Re: DCI: Last Alliance - Open Beta released, get your copy and play folks!
I've been playing DCI:LA for most of the day and feel the need to congratulate the team, it did not disappoint all my hype and time to wait. You really managed to make the battles much more bloodier and me afraid of loosing my troops. Plus amazing design and music really create an atmosphere of real threat.
Hello, is there a tread where I can ask for support? I downloaded and installed the mod following the instructions, but it crashes each time I start a custom battle or a campaign. It says unspecific error.
Hello, is there a tread where I can ask for support? I downloaded and installed the mod following the instructions, but it crashes each time I start a custom battle or a campaign. It says unspecific error.
Sorry for the troubles
That would be this thread, as there is only one.
Have you looked at the First post of this thread? The install instructions can be found there, in text and video.
Citizenised by Shankbot - Patron of b0Gia - House de Bodemloze
Hello, is there a tread where I can ask for support? I downloaded and installed the mod following the instructions, but it crashes each time I start a custom battle or a campaign. It says unspecific error.
Sorry for the troubles
No trouble at all. This is the best place to help us troubleshoot your problem. Share with us your step by step and if you have the steam version of medieval 2.
Re: DCI: Last Alliance - Open Beta released, get your copy and play folks!
Aww, I can't help but notice that you didn't use the dwarf battle event voices I told you about once. Ngugi said back then that they sounded promising to him. Didn't you like them in the end? Did you have problem securing permission for their usage from the LOTR-TW mod people? Or did you just consider them not important enough to include in the beta, but they will be in the final release?
Ever since I heard them, I can't really play LotR mods without them as the Dwarves. They are just to cool - nothing compares to hearing the victory musing swelling as the gruff dwarven voice exclaims glorious stuff like "Our enemy has been mauled and crippled on this day, our axes have swept through their lines. Durin the Deathless smiles upon us all!"
Anyway, regardless of that small issue, I'd like to congratulate you all and thank you for or your hard work. Please do not take offense with my post, I'm just asking since I'm pretty passionate about the GREATEST (and beardiest) FANTASY RACE EVER.
Re: DCI: Last Alliance - Open Beta released, get your copy and play folks!
Originally Posted by LittleDwarf
Aww, I can't help but notice that you didn't use the dwarf battle event voices I told you about once. Ngugi said back then that they sounded promising to him. Didn't you like them in the end? Did you have problem securing permission for their usage from the LOTR-TW mod people? Or did you just consider them not important enough to include in the beta, but they will be in the final release?
Ever since I heard them, I can't really play LotR mods without them as the Dwarves. They are just to cool - nothing compares to hearing the victory musing swelling as the gruff dwarven voice exclaims glorious stuff like "Our enemy has been mauled and crippled on this day, our axes have swept through their lines. Durin the Deathless smiles upon us all!"
Anyway, regardless of that small issue, I'd like to congratulate you all and thank you for or your hard work. Please do not take offense with my post, I'm just asking since I'm pretty passionate about the GREATEST (and beardiest) FANTASY RACE EVER.
Always nice (well usually) to see somebody being passionate about something. I don't know if those voices are meant to be in the release, perhaps another team member does.
As you might have noticed, Ngugi is absent while the mod is released. That was not at all how it was supposed to happen. Due to personal circumstances I will not elaborate on, Ngugi is now and has been absent for long stretches of time in the last year, or even a bit longer. We certainly miss him, his input and contributions and his flair for public relations.
Citizenised by Shankbot - Patron of b0Gia - House de Bodemloze
Re: DCI: Last Alliance - Open Beta released, get your copy and play folks!
I like customizing the shortcuts of my mods, and made one a while ago for this mod of a symblom of gil galad that i found online. Used photoshop a little to make it more good looking and might as well put it to anyone who wants to use it as well. Below is a preview of the icon image, and you can download the icon in the attached file in this post.