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Thread: Divide and Conquer Preview Thread

  1. #1

    Default Divide and Conquer Preview Thread

    Berio i refn-en-alph len!

    Hello, with the previews of the progress and future of DaC coming thick and fast, I thought it would be best to move the previews and the subsequent discussion of the new content or suggested content to a new thread. Ergo leaving the main thread to be a purely question and support thread. Additionally, I would implore anyone who wishes to report a bug or to suggest an idea to first check here so they can see if it has been addressed or proposed already.

    This post will be updated when new content is added and it will always be added to this post. So without further ado, here is all progress that has been made since DaC's last release (Patch 2 and the Hotfix):

    Non-Unit Content

    Minor Changes


    • Glorfindel has a mounted BG again.
    • The remaining Nazgul have been given to Mordor
    • Ugluk and Lurtz have been added to Isengard, with custom battle_models and UI.
    • Fixed Shadow Rangers, Hír-en-Ech and Goblin Halberd crashes.
    • Removed 2 unused units (Woodland Swordsmen and Dorwinion Retainers - replaced as a merc unit by the Privateer Axemen).
    • ElvenKind has created new unit UI's for many units that have been re-done and all the new units.
    • All 4 Elven factions now have three archery ranges whereas everyone else has 2.
    • New building UI for the Sculpture's Workshop, Dúnedain Camp, Marksman's Range, Gondor Level 4 & 5 Blacksmith, Dwarven Level 6 Blacksmith, Orocarni Clan Hall and Elven Level 5 Blacksmith.
    • The Isengard captains hand no longer spins! (Credits to Zarathos).
    • 3 Khand units were cut and 1 Dorwinion unit was.
    • Move_Speed_Mod and many other attributes added throughout the mod.
    • New Building UI's for Gondorian and and Amrothian Town Hall line and Siege line.
    • Umbar Camel cavalry shared now with Harad.
    • Mumakil are slightly easier to train.
    • All Cavalry now only have 1 officer to avoid the odd look when the general or captain doesn't fit into the lines.
    • New Unit UI's. (ElvenKind)

    Major Changes


    • Every single faction has had their recruitment process worked on; I took all of their units out of the EDB, structured them and then put them back. Now units will be easier to get in the higher ranking structures and all units are in the correct barracks. (This was done as almost every faction had some sort of problem, for example elites being available before militia units, all units coming in one barracks level, some barracks' being obsolete but still buildable et cetera).
    • New system for Mesoamerican (Dunland, Enedwaith, Vale of Anduin): To counter the restrictions on building levels for Dunland, Enedwaith and VoA, all of their recruitment has been moved into a unique barracks that trains archers, cavalry and foot. This stops them losing units as they cannot upgrade cities very far, it also makes for an interesting campaign. All of their recruitment is now out of a farm or one of these barracks'. A new name and description has been given to accommodate this change.
    • New building 'Dúnedain Outpost' has been added. This is available for Imladris and Bree and it is only in Archet, Iach Sarn, Weathertop, Imladris and the Angle. Playing as Bree I realised that you relied too much on the Dúnedain and they were fairly easy to recruit, that is against the lore so now they are very very rare and you have to build an extra building to get them. It also allows for Imladris to only have a few Dúnedain as opposed to armies of them.
    • New structure for Erebor called the 'Orocarni Clan Hall', now the Orocarni units are more readily available but only in a few key Dwarven settlements.
    • Bree have been made much poorer, Isengard have been made stronger and now they finally hold Rohan back and actually begin taking Rohan.
    • New minor Palantir system that works by faction race: The Palantirs all have effects now but they differ depending on race (eastern_european, greek, gondor etc). An example is if the Dwarves claim a Palantir, they use it to improve their building techniques and get cheaper buildings in the settlement they have the Palantir.
    • All units now upgrade armour until they reach their factions cap. I never understood why almost every unit only had 1 armour upgrade when their faction could upgrade say 3 times. This is open to discussion but personally to me, it just makes sense.
    • All military buildings are now available one stage earlier in castles to compensate for there only being 3 levels versus the towns 5 levels, also to make castles recruitment centres.
    • Structuring of the amour system as follows, I have also renamed the armour levels for the factions for example, Elves levels 3,4,5 read as Elven Mail, Elven Plate and Noldorin Plate:

    Level 1,2 & 3: Everyone
    Level 4: Dorwinion, Isengard, lorien, Thranduil, Umbar, Dale and Rhun
    Level 5: Gondor, Dol Amroth
    Level 6: Lindon and Imladris (Both in Ost-in-Edhil only)
    Level 7: Dwarves (Moria only)
    New Changes

    • Dol Amroth Bodyguard unit size reduced and cost increased.
    • Updated Family Trees, with updated portraits. (Cino)
    • Extensive UI changes: The Elven units no longer have white backgrounds for their pictures, the radar zoom buttons are back, the 'accept' and 'decline' buttons returned to Vanilla style and have full working capability (you no longer have to click exactly on the tick).
    • Faction intro videos (Lórien, Anduin, Dol Amroth, Lindon, Enedwaith, more to come). (xHolyCrusader)
    • Many unit stat adjustments throughout the mod.
    • New building system for Mordor, Rhun and Harad: If you ally with Khand you can build a Khandish outpost at your capital that allows you to train all of their units fairly regularly, it also gives you bonuses in that city as the peoples of Khand support you. Alternatively, you can conquer Khand and build a similar outpost to enslave their warriors and have them fight for you but they replenish painfully slowly and the buildings have large penalties.
    • New Campaign Selection map showing starting points of all factions.
    • New 'Victory Conditions Map'. No longer shows a map and now shows the icons of the factions you must destroy.
    • Some victory conditions were changed, most notable, Enedwaith now just have to expand as much as possible and have no direct target.
    • Adjustments to the Elven Alliance script, upon accepting the script you now have the chance to build a new building that lets you train the units form your ally so you can plan your economy better.
    • Splash Screen and loading bar have been changed in preparation of Non-beta 1.0.
    • Mike Golf's 'Green Book' pictures across the whole map.
    • A new unit for Gondor called 'Peackeepers'. They use Taro_M's recruitable Generals 'Guards of the Tower' model. Medium tier unit that gives you something extra than just militia for the first 60 turns.
    • New structure for Umbar, Slave Camp and Desert Barracks. This structure allows you to train Harad's low level units in Harad only and gives you an income from the trading of slaves, it also lowers the happiness in the town it is built. When upgraded, the income and unhappiness goes and instead it gives the trained units higher morale and experience and adds Hasharii to its roster. So you must decide, money or Hasharii.
    • Fix for the 'turn 50' Mordor crash added
    • Implementation of Leo's 4.5
    • Garrison script adjusted
    • Ring script fixed and edited
    • Corsair script edited
    • Bree added as a unique settlement
    • Added three new units - Bolg's Champions, Farmhand Pikemen and Archers. The Champions are an early elite unit available inthe mountains only that give the Misty some strong charges and counter to the elves. The farmhands are trained out of the Livestock farm buildings (pop growth 'breed' buildings) they are dependable pikemen and archers that fill the gap of units at the very bottom of the skill tree but also they have pikes which most factions lack. They are available for the cultures of Gondor, Northmen and Middlemen except for the Northedain.
    • Isengard have been given Derwath and are now very strong very early, Rohan finally has to hold its ground or perish.
    • Many scripts have been "optimized" and this has reduced turn times and fixed a few that were broken: the Ent script and the video script.
    • Zarathos has added a Dunland Rises script to give them unique gameplay.
    • Bakerbakerton has fixed the ring script and edited it for Enedwaith so they can choose to be evil or good. He also fixed their unique script to work properly.
    • Turn numbers are displayed on the UI once more.
    • Green books have been updated to tell you what the terrain type is and if their is a garrison present in that region (roughly).
    • The Town hall gives a bigger bonus to construction costs now, farms give a pop bonus and the pop growth structures give a bigger bonus and an income.
    • Mordor was given much less money, they were making 5k a turn! No wonder they stack spam, they now earn half of that and Gondor get very strong garrisons in the river regions (AI only).
    • Woodsmen Guild now works properly. It provides archer bonuses to Dale, Enedwaith, Anduin and Bree. In order to unlock it you must train archers. It is available completely between town and large town to accommodate the Middlemen.
    • Added the Mouth of Sauron:



    Unit Changes

    New Units


    • Lothlórien - 1) Yavanna's Chosen: Medium tier glaive wielding warriors. 2) Gûrdhínen: Medium tier ambush specialists.

    Yavanna's Chosen:


    Yavanna's Chosen Upgrades:


    Gûrdhínen


    Gûrdhínen Upgrades:



    • Umbar - 1) Naru n'Aru Royal Archers: Elite, heavily armoured archers. Available around the Cape of Umbar only. 2) Naru n'Aru Royal Guard: Spear version of the Archers.

    Naru n'Aru Royal Guard:


    Naru n'Aru Royal Archers:



    • Imladris - Tulkas' Faithful: Heavy attack and ambush specialists with light armour.

    Tulkas' Faithful:


    Tulkas' Faithful Upgraded:


    All Northmen, Gondor and Middlemen (bar Northedain) - Farmhand Pikemen: Slightly better than peasants with good stamina and pikes (a unit that many factions lack) - Farmhand Archers: Same as before but archers

    Farmhand Pikemen:


    Farmhand Archers:


    Misty Mountains - Bolg's Champions: Heavy cavalry only available in the mountains, very solid charge and attack. Real elites available early on to give the Misty some power throughout the Elves and Northedain assaults.

    Bolg's Champions:



    Edited Existing Units

    Dorwinion

    Regent Spearguard:




    Regent Spearguard Upgraded:



    Regent Axeguard:



    Regent Bowguard:

    Shieldbearers and Bowmen:


    Dol Amroth

    Wardens of the Tirith Aear:


    Archers of the Tirith Aear:


    Knights of the Tirith Aear:


    White Knights - The shield is wonderful, rep Zarathos greatly! It reads 'Cair a Alph' which means 'Ship and Swan!' :


    Royal Swan-Guard (Front):


    Royal Swan-Guard (Side):


    Lindon, Dwarves, Bree, Harad and Isengard

    Falas Swordmasters:



    Sons of the Fallen (Front and Back):



    Gate Keepers:



    Half-orc Baneguard:



    Half-orc Spearguard:


    Troll-men Upgraded:


    Northern Dúnedain

    Dúnedain Wardens - These have been made a spear unit and have been given a visual upgrade:


    Dúnedain Rangers and Bowmasters Visual Upgrade:




    New Grey Company Model:


    Lothlórien
    Galadhrim Elite Archers (Upgraded on the right):


    Galadhrim Elite Swordsmen and Spearmen (Upgraded on the left):




    Umbar

    Corsair Warriors:


    Corsair Warriors Upgraded:


    Corsair Savages:


    Corsair Savages (upgraded):


    Belegaer Footmen:


    Belegaer Footmen (upgraded):


    Belegaer Archers:


    Belegaer Archers (upgraded):


    Belegaer Defenders:


    Belegaear Defenders (upgraded):


    Belegaer Marksmen:


    Belegaer Marksmen (upgraded):


    Belegaer Swordmasters:


    Belegaer Swordmasters (upgraded):


    Castamir's Rangers:


    Castamir's Chosen:


    Naru n'Aru Household Guard (Umbar BG unit):


    Battle Map Captains and Generals

    Enedwaith Captain:


    Enedwaith General:


    Anduin Captain:


    Anduin General:


    Umbar Captain (Along with the new look for the standard corsairs):

    Umbar Flag Bearer:


    Umbar General:


    Bree Captain:


    Bree General:


    Latest Changelog from Final Testing

    Code:
    #################################### WORK COMPLETED ####################################
    
    =================
    = ADDED / FIXED =
    =================
    
    
    - AI: Khazad-dum dwarves don't do anything. It is probably because they only have one settlement.
    - BALANCE: Imladris still has a negative income at start thanks to the twin brothers.
    - BALANCE: Imladris starting economy feels a bit too tight to me.
    - BUILDINGS: Dirt Road's description is bugged (requires Town(upgrade), info_Near_Harad).
    - BUILDINGS: Hunting Camps are not available in villages.
    - BUILDINGS: Inn's picture is vanilla/wrong for orc factions.
    - BUILDINGS: it is odd that the Blacksmith level 2 building requires the farms level 2 building. The only requirement should be the town guard or equivalent for Middlemen.
    - BUILDINGS: Roads are not available at the Motte-And-Bailey level.
    - BUILDINGS: the third level of the dwarven culture building has only +2 bonus and every other culture has +3 bonus.
    - BUILDINGS: there is a northmen town guard in Fahamgathol which should not be there.
    - BUILDINGS: Towers of the Teeth's picture is vanilla/wrong in Morannon.
    - CINEMATICS: Dorwinion (Dale), Dunedain (Breeland), Erebor/Khazad-Dum (same), Galadhrim (missing), Khand (Rhun), Mirkwood (Mordor), Umbar (Harad).
    - ELVEN ALLIANCE SCRIPT: building to train Lothlorien/Thranduil units.
    - FIRST TURN: Breeland doesn't get Caras Celairnen and Undertowers.
    - FIRST TURN: I'd like to suggest giving Nerburktha (village in the Plague Lands) to Khand. Because Khand's script prevents them from doing anything themselves until Rhun, Mordor, or Harad are wiped out Mordor is always going to take it before they do.
                  This means that even if Rhun is defeated the, now active, Khand is still blocked off from trying to 'avenge them' as they're stuck boxed in by Mordor's territory still unable to move anywhere.
    - FIRST TURN: Imladris gets Cameth Brin from start... it is probably necessary for the AI but not for the player.
    - GARRISON SCRIPT: Bree and Archet only have one garrison unit which feels weak to help the AI.
    - GARRISON SCRIPT: Bree and Fennas-Drunin garrisons seem a bit weak. They currently have 1 elite garrison unit while 2 units would be better because these are the main settlements of respectively "Breeland and The Shire" and "Dunedain".
    - GENERALS/LEADERS: add Gandalf back into the game.
    - GENERALS/LEADERS: can I make a suggestion to give Celeborn and Haldir armour-upgraded Sentinels of Cerin Amroth and Galadhrim Marchwardens respectively instead of the faction's standard Galadhrim Bodyguards? No reason other than I've always been a fan of giving "hero" generals different bodyguards than regular ones and those units seem very suitable for those two.
    - GENERALS/LEADERS: Celebrian, Elrond's wife should be dead (technically she isn't, but she sailed west in T.A 2510). Also it means that as a player you can't acces lots of bodyguards very fast which makes the game much more interesting.
    - GENERALS/LEADERS: Ered Luin lacks any hero general. Maybe slap a special ability onto their leader or heir?
    - GENERALS/LEADERS: Glorfindel has a wrong bodyguard unit.
    - GENERALS/LEADERS: it might be pretty cool if Dorwinion also had an Avari Hero general alongside their other starting generals, some hypothetical high rank Avari Elf from the Elves that are settled there, with one of the Avari units as a bodyguard and a suitable portrait.
    - GENERALS/LEADERS: Mirkwood's faction leader title is "King".
    - ISENGARD WOODCUTTING SCRIPT: CTD when Ents spawn.
    - MISSING EVENT PICTURE: Dol-Amroth claims Edhellond
    - MISSING EVENT PICTURE: Imladris reclaims Eregion
    - MODELS: Angmar Orc Halberdiers have a malformed texture.
    - MODELS: Khazad-Dum's Deeping Wards unit are holding a kind of weird brown and black stick in their off hand instead of their shield.
    - MODELS: Rebel Peasant Axemen have a malformed texture.
    - MODELS: Rebel Spear Militia have a malformed texture.
    - MORIA RECLAIMING SCRIPT: Orcobal cannot be attacked.
    - MORIA RECLAIMING SCRIPT: the city has a Shrine of Melkor when taken by dwarves.
    - NAMES: I've ended up with an Ered Luin general named ".".
    - NAMES: Nazguls are bugged.
    - OFFICERS: Imladris still has Eregion Smiths model as their captain instead of the Silver Imladris Armor.
    - RECRUITMENT: all Elven factions require a proper look and re-work of their units' recruitment stats.
    - RECRUITMENT: Dunland can't recruit Isenmach Raiders.
    - RECRUITMENT: I find it odd that Erebor can recruit Dale Cavalry in farms. You could perhaps add a single building to recruit these mercenaries or make them recruitable from the Town Hall.
    - RECRUITMENT: Lothlorien can't recruit Sentinels of Cerin Amroth.
    - RECRUITMENT: there is only one unit recruitable from farms for Enedwaith which seems not enough.
    - SCRIPTS: is it possible to include the Gondor Fiefdoms from Kilic Ali and family three to some generals?
    - SETTLEMENTS: Fennas Drunin can't upgrade Hunting Camps.
    - SHIELD VALUES: some units get a shield bonus but don't have a shield on the battlefield which is odd (for example, Westron Rabble gets a +1 shield value but no shield on the battlefield)
                     units that should have shield bonus one since their unit's model has a shield:
                       -> Uruk Bodyguards, Belegaer Archers, Snow Trolls and Trolls of the White Hand (they have a little shield but I can understand if you don't add any shield value to them).
                     units that should have a shield value because they use their shield with their secondary weapon:
                       -> Blackrock Crossbowmen, Blue Mountain Scouts, Dwarven Travellers, Grey Company, Helmingas, Lorien Scouts, Osgiliath Veterans
                     units that should not have a shield value since their unit's model has no shield:
                       -> Clan Warriors, Half-Orc Baneguard, Hasharii, Regent Axeguard, Snaga Rabble
                     units that have a shield on their back (some of them even have a shield value *) but don't use their shield in battle:
                -> Blue Mountain Scouts, Dwarven Travellers, Eored Horsearchers *, Helmingas *, Iron Crossbowmen *, Riders of the Fold *
    - SILVER SURFER: Mumakil for Umbar (soldiers and mounts)
    - STRATMAP: OotMM's spy is near Gynd which is not very useful.
    - STRATMAP: rebels in Moria are human rebels. They should be orcs.
    - STRATMAP: rebels in Withibord should be orcs. They currently are human rebels.
    - TEXTS: the Shadow of Mirkwood description says that Lothlorien and men of the vale are "to the east and northeast respectively". It should be west and northwest.
    - TILESEEN CINEMATICS: Harnrain Region gets Fangorn cinematic (TileSeen monitors' coordinates in Campaign Script).
    - TILESEEN CINEMATICS: Rhudaur Lowlands gets The Last Alliance cinematic (TileSeen monitors' coordinates in Campaign Script).
    - TRAITS: Celeborn's special ability trait states his special ability is "Stubbornness of Dwarves". Though his special ability on the battlefield is actually "Defensive Stance".
    - TRAITS: Haldir has the "Sindar" trait though his biography refers to him as a Silvan.
    - TRAITS: VoA Hobbit Generals have the "Eotheod" trait.
    - UNIT CARDS/INFOS: Ents (missing both).
    - UNIT CARDS/INFOS: Gurdhinen (missing large)
    - UNITS: a lot of skirmishing units seems to be now recruitable in farms instead of barracks. This leads to some issues (AI spawns annoying armies of skirmishers which is a pain while playing as dwarves or without cavalries). I think something must be done. You could lower their recruitment rate or availability, move their recruitment to barracks or simply remove the ability to skirmish.
    - UNITS: allow Guardians of Belegost to be trainable immediately from Buszra-Dun but at a very low replenish rate until you can construct the 'proper' Barracks for it. This'd break up the "Warrior spam" of the early game a bit, plus the Town starts with such a tiny population that by the time you grow it to City level you're going to be well into the late game anyway.
             They also have rather low stats for an AoR medium-tier unit (for comparison they're a lot weaker than Dwarven Axemen). I'd recommend giving them armour piercing (bloody huge two handed axes) and perhaps up either their charge or defense a bit too.
    - UNITS: as others have already said, swordsmen and bowmen having the "Bonus Against Cavalry" ability seems odd. For example, in Dorwinion, their Vineyard Bowmen and Shieldbearers and their Thorn Bladesmen have this ability.
    - UNITS: Bronze Elder Guards and Ered Luin Halberdiers are clones. Perhaps one or the other could be tweaked into a true pike unit as it is now they're both halberd users with identical stats.
    - UNITS: catapult soldiers have a high armour (11) which seems to be too much.
    - UNITS: Dale Bodyguard's size is a bit too large.
    - UNITS: Dalian Woodsmen are a bit weak compared to Farmhand Archers and are available after in the villages because you can't build Hunting Camps.
    - UNITS: Dunhird Champions are recruitable in 3 turns which seems a little too much they are not elite units (available with first barrack level).
    - UNITS: Dunland Horsemen and Dunland Hunters have only two armours upgrades.
    - UNITS: Enedwaith's River Archers and Enedwaith's Stalkers costs or stats should be swapped as the Enedwaith's Stalkers are actually far superiour archers than the former though they're much cheaper (they have a much longer range, can hide anywhere and have a larger unit size).
    - UNITS: Eorling Axemen are useless compared to Eorling Swordsmen. They have the same stats but Eorling Swordsmen have a better stamina. I think Eorling Axemen should have the "Effective Against Armour" ability.
             Eorling Axemen and Swordmen are actually identical stat wise in the EDU, though the descriptions suggest the Axemen should be good against armour, while the Swordsmen should be more skilled in combat.
    - UNITS: Erebor Axethrowers have better melee stats than Dwarven Warriors.
    - UNITS: Erebor Mattocks have a higher unit size than their other units; perhaps, as well as tweaking their size, they could be changed into a more of a specialized flanking/offensive unit, as opposed to the more tanky Dwarven Warriors just for variety's sake.
    - UNITS: Farmhand Pikemen have the ability Hide Anywhere but it doesn't work.
    - UNITS: for Rhun, Horse Guards seem very weak compared to the Steppe Raiders.
    - UNITS: Hir-en-Ech seem to be one tier of stats too low. Perhaps they should be real elites on par with their Swordsman cousins. Those 2H axes and the Elder Council should be plenty for the medium tier melee infantry.
    - UNITS: I noticed that those 2H axe Maethyr-e-Thewair have been added to their campaign roster so they're shared with Thranduil. I dunno, I get the idea behind it but I kinda get more of a Mirkwood Elf vibe from them than Lorien. That's just me though.
    - UNITS: I'd trim back the defense on the Lorien Spearmen: 17 base (not even upgraded yet) defense seems very, very high for only a basic unit.
    - UNITS: Imladris Rangers should have 900 upkeep.
    - UNITS: Iron Crossbowmen stats are perhaps a bit too beastly now they've been dropped to a basic unit.
    - UNITS: Merchant Cavalry is cheaper than Greenway Sentries, but is equal or better than Greenway Sentries.
    - UNITS: Mirkwood Stalkers and Orc Raiders have the same cost, upkeep and number of soldiers but Mirkwood Stalkers are clearly weaker. I think they should be at least cheaper.
    - UNITS: Nazguls from Mordor should have a much stronger bodyguard, the pale in comparison to the Bodyguard of Mirkwood.
    - UNITS: perhaps modify the Hasharii to be more like the Gurdhinen and Tulkas Faithful stats-wise; hide anywhere, high attack and charge but a little on the squish side. Right now, despite their model and flavour text description of being expert assassins, they're pretty much just stock heavy infantry. This'd be to differentiate them a bit from the Dismounted Serpent Guards for Harad and give them a more unique application for Umbar.
    - UNITS: Sindar Archers have the exact same stats as Nosterino Archers, which is quite odd.
    - UNITS: Territorial Guardsmen should have a better defense than Gondor Militia or have a bonus against cavalry. They are currently useless compared to Gondor Militia which is available at the same barrack's level.
    - UNITS: Thranduil's Bodyguard has too many soldiers and is too expensive.
    - UNITS: Thranduil's Bodyguard's name could be changed to something like Sindar Bodyguards or Sindar Nobles as one of Lindon's units has the same name.
    - UNITS: Tulka's Faithul need their defense ramped up... WAY UP. I tested them against Sindar Archers and they were ANNIHILATED.
             Their defense needs to be like 18 or 19, after all they're wearing metal and not leather armor, unlike the Nosterino Warriors, yet the Nosterino have 17 defense while Tulka's only has 13.
             The reason I compare the two is that they have the exact same up-keep and recruitment cost, but they are simply not worth it.
    - UNITS: Watchmen Axeguard and Watchmen Swordguard have the same cost, upkeep and number of soldiers, but Watchmen Axeguard is better.
    - UNITS: Why do Enedwaith Stalkers require 2 turns to be recruited? It is too much for such a unit compared to, for example, Dunland Hunters.
             On the top of that, Dunland Hunters and Enedwaith Stalkers costs compared to Farmhand Archers is a little bit higher but these two units are not really better than Farmhand Archers and they are recruitable through the wildmen barracks which costs a lot.
    - UNITS: Woodland Horsemen seem to be way too strong for only a basic cavalry unit.
    - WIN CONDITIONS: Dunland must get Derwath and Gineard which are normally held by Isengard.
    - WRONG FACTION VOICES (Middle-Eastern, Orcs)
    - UNITS: Enedwaith Stalkers are still worthless compared to Dunland Hunters (same availability, cost and upkeep but weaker. Their only advantage is their recruitment time: 1 turn vs 2 turns for Dunland hunters). I think you could simply remove it from the Dunland's roster or modify Dunland Hunters to be clearly different.
    - BUILDINGS: Ballista Tower's picture is vanilla/wrong in Barad-Dur, Carn Dum, Cirith Ungol, Dol Guldur, Durthand, Isengard, Minas Morgul, Morannon... orc factions!
    - UNITS: Southron Pikemen feel rather strong for a basic unit (and Harad spams them like crazy). In the early game even surrounding them with sword units on all sides is going to incur massive causalities, and their high armour means missiles aren't too effective either.
             Perhaps tone down their armour rating to that off the Dol Amroth Pikemen (Southrons have 14 base defense at the moment which feels a bit on the high side), or perhaps swap their defense skill and armour around so they at least gain a weakness to missile troops.
    - UNITS: Southron Lancers have much worse melee stats than their Haradrim Raiders horse archer unit. Might want to tweak them a bit.
    - UNITS: all stat_health values to be adjusted to fit a set pattern ( http://www.twcenter.net/forums/showthread.php?658869-stat_health-in-EDU-amp-autoresolve )
        -> Basic Unit - 1 // Medium Unit - 4 // Upper Unit - 7 // Elite Unit - 10
        -> Variations will apply with cavalry, monsters and other types of units.
        -> (Zarathos) I would suggest using the following pattern to avoid creating impossible to win auto-resolved battles especially with low/medium quality battles (they are a sort of multiplier)... can be easy tested and changed after:
            - Very Cheap Militia / Rebel Units / Paesants / Farmhand 0
            - Basic Archers/Infantry 1 (+1 for Dwarven Infantry, +1 for Elven Archers)
            - Medium Archers/Infantry (+1 for Dwarven Infantry, +1 for Elven Archers) and Light Cavalry 2 (+1 for Camels, +1 for Khand/Rohan Horsemen, +1 for Wargs)
            - Elite Archers/Infantry (+1 for Dwarven Infantry, +1 for Elven Archers) and Medium Cavalry 3 (+1 for Camels, +1 for Khand/Rohan Horsemen, +1 for Wargs)
            - Siege Engines (+1 for Dwarven Siege Engines) and Heavy Cavalry 4 (+1 for Khand/Rohan Horsemen)
            - Bodyguards 6
            - Trolls 7
            - Ents 10
            - Balrog 15 (It's alone!)
        -> (Zarathos) Also, read carefully that thread because I'm not really sure that this parameter has the same effect also on mounted units.
    - UNITS: all unit recrutiment times to be edited to follow a standard pattern
        -> Infantry - 1 /// Elite Infantry - 2
        -> Archers - 2 /// Elite Archers - 3
        -> Cavalry - 2 /// Elite Cavalry - 3
        -> Variations for Elves, Dwarves and Orcs
    - UNITS: all unit bonuses versus cavalry and oliphaunts to be adjusted.
        -> Basic Spear - +2H/+1E /// Elite Spear - +4H/+2E
        -> Basic Pike - +5H/+3E /// Elite Pike - +6H/+4E
        -> All other weak foot units will have -2H/-4E as standard, all medium foot units and all cav will have -2E. Variations will apply to some types of units (javelins & Hasharii for example).
        -> (Zarathos) I suggest taking care of Camels and Wargs also with a predefined pattern (cavalry should be scared of them like in Vanilla M2TW).
        -> (Zarathos) You could create some variations with the spear/pike attributes also.
    - UNITS: shield value but don't use a shield : Clan Warriors, Hasharii, Southron Rabble, Easterling Rabble, Snaga Rabble.
    - UNITS: no shield value but use a shield with their secondary weapon: Blackrock Crossbowmen, Blue Mountain Scouts, Dwarven Travellers, Grey Company, Helmingas, Lorien Scouts, Osgiliath Veterans.
    - UNITS: no shield value but use a shield: Trolls of the White Hand, Snow Trolls.- UNITS: Can't help but feel that the economy is a bit too tight in the early game (Adrahil and Imrahil's BGs cost a mint to maintain) especially given the stack after stack of troops Harad is going to spam at you (where the heck is Harad getting all these troops,
             it often feels like they're being conjured out of thin air there's so many constantly swarming across the Strats!). Given the Swan-Guard BG units already tiny unit size perhaps it would be fair to trim their upkeep back a little bit?
    - RECRUITMENT: AI Harad seems to have a real aversion to training their cavalry units. In my DA campaign I've wiped out many, many Harad stacks but the only cav I've seen from them, sans the generals, is a single unit of Camel Archers.
               I know they've plenty of stables in their settlements. Might want to dial up the recruitment priority on their cavalry units a fair bit.
               This seems to be a common trend in a lot of evil factions (exception being Khand's cavalry and Misty's new Champions): they really don't want to train any of their cavalry units. Might warrant a closer look at the recruit priorities on a few of em.
    - BALANCE: Mirkwood + OotMM are too strong and kill VoA too quickly.
    - BALANCE: Mordor is too strong and kills Gondor too quickly.
    - GENERALS/LEADERS: Gondor is being destroyed too quickly as Mordor can quick all of their family members in few turns.
                        Seems to suffer from a lack of family members; as soon as Minas Tirith is lost (always seems to happen around turn 60-70) and Denethor with it the faction dies off even if all its southern territories are absolutely fine.
    - UNIT CARDS/INFOS: Ents (missing both).
    - BALANCE: Angmar is too powerful and kills Breeland and Dunedain too quickly.
    - UNITS: here is a list of the different siege units (the number between brackets is their armour): Westron Catapult (11), Trebuchet (11), Westron Ballista (4), Dwarf Ballista (9), Southern Ballista(2), Elves Ballista(0), Snaga Ballista (3), Easterling Ballista (0), Snaga Catapult (3), Dwarf Catapult (9), Southern Catapult (2), Elves Catapult (0), Easterling Catapult (0), Troll Catapult (9).
             Some have a really high armour which is quite weird. I think you should watch at their armour.
    - RECRUITMENT: I think basic units being trained in higer barrack's levels could get an experience bonus rather than an higher number of units available (this could counter AI stack spam).
    
    
    =============
    = DISCARDED =
    =============
    
    
    - BALANCE: Breeland Watchmen Elite is way too strong.
        -> Disagree, the balance in the campaign more than makes up for it. I am not concerned with balance in custom battles. (Arachir)
    - CINEMATICS: Dorwinion (Dale), Erebor/Khazad-Dum (same), Mirkwood (Mordor), Umbar (Harad).
        -> They still have to be created. (Zarathos)
    - GARRISON SCRIPT: Deephallow, Hobbiton and Michel Delving get a garrison while it isn't mentioned.
        -> Yep, the green books are not 1 per region, often they cover various regions. (Arachir)
    - GARRISON SCRIPT: shouldn't AI get garrison everywhere?
        -> He didn't understand how it worked. (Arachir)
    - GENERALS/LEADERS: Theoden and his dead (2 years before the game starts) wife now have an infant son.
        -> I don't get what's wrong with this. It's clearly a lore stretch to adapt everything to the game engine but well, Theoden's wife died during the birth of Theodred, and Theodred was then killed by orcs. (Zarathos)
    - INVASIONS: delay mass invasions to turn 40/50. It gives factions time to build. If an invasion is called within the first 10 turns on Minas Tirith or Dale those factions are lost. In the case of Dale, usually the Dwarves or Elves take it back and as they have no alliances yet, it will lead to war quickly, which I don't really like, especially so early in the campaign.
        -> They already start around turn 40 by script. I delayed them a little more to turn 52 but if this doesn't work it means the engine is bugged. (Zarathos)
    - LOST CITIES SCRIPT: it doesn't remove the fog of war during the player's turn.
        -> It's intended in order to prevent many different problems and slowdowns. And... anyway, why should it? (Zarathos)
    - RECRUITMENT: Isengard army has Trolls at turn 4 or 5. 
        -> They get 1 unit of trolls in their starting army, they cannot train them for years. (Arachir)
    - RECRUITMENT: it could be a good idea if units recruitement requires a certain blacksmith's level (only for armoured units). For example, Gondor militia (armour : 4) would require the level 2.
        -> That would restrict recruitment so much that you would play most of the game with hardly any units and then start asking for them to be more readily available. (Arachir)
    - SCRIPTS: Dol Amroth and Lindon could get a simple version of an alliance outpost deal like Harad/Umbar and Lothlorien/Thranduil.
        -> Dol Amroth already gets the Elven inspired White Knights and that would just make two of the strongest factions stronger. (Arachir)
    - SETTLEMENTS: Cameth-Brin gets the gondorian model.
        -> It's intentional. (Arachir)
    - SETTLEMENTS: Mengalen is an orc settlement on the battlefield.
        -> It's intentional. (Arachir)
    - SETTLEMENTS: regarding the orc castles (especially in Mordor), shouldn't they get the Orc Camp's model?
        -> Nope. (Arachir)
    - SETTLEMENTS: regarding Zagh Kala, will you change it to a generic dwarven settlement or will it stay like it is now?
        -> It stays as it is. (Arachir)
    - SETTLEMENTS: Sackville and Tuckborough don't have a hobbit model on the battlefield.
        -> There isn't one, ignore this. (Arachir)
    - SILVER SURFER: Knights of the Silver Swan (mounts)
        -> They aren't. Probably the betatester performed a wrong installation. (Zarathos)
    - SILVER SURFER: Lancers of Dor-en-Ernilm (soldiers and mounts)
        -> They aren't. Probably the betatester performed a wrong installation. (Zarathos)
    - SILVER SURFER: VoA General (soldiers)
        -> They aren't. Probably the betatester performed a wrong installation. (Zarathos)
    - SILVER SURFER: Yavanna's Chosen (soldier and upgrades)
        -> They aren't. Probably the betatester performed a wrong installation. (Zarathos)
    - STRATMAP: Lurtz is Witchking.
        -> It isn't. Probably the betatester performed a wrong installation. (Zarathos)
    - UNITS: Dunedain Rangers' defence stats has been severly lowered: it was 15 total, now it's 10... Ithilien Rangers have 15 and I think Nimrodel Rangers also. I think the Northern Dunedain need a good hybrid archer/melee unit the most of them all.
        -> Dunedain Archers are monsters of war and available early, no problem here. (Arachir)
    - UNITS: Dunedain Wardens should get their swords back and give the Cardolan Sentries spears; the latest are know to be good fighting cavalry, let's give them the tool for it.
        -> This will be covered by the overhaul of all units bonuses versus X type. (Arachir)
    - UNITS: Dwarven Volunteers (dwarven mercenaries) have really high stats and I am wondering if it is intentional.
        -> They are super rare and it is intentional. (Arachir)
    - UNITS: maybe Gondor could have some dismounted generals, I know Taro_M created them once. If I recall it correctly the heir of Ehtring arrived at Minas Tirith by foot.
        -> Makes them too easy to kill. (Arachir)
    - UNITS: Mithlond Nobles and Eregion Smiths have the same upkeep, Mithlond Nobles are weaker and should go down from 792 to 742. It's a token 50 gold but every penny counts.
        -> Upkeep is not based on raw stats. (Arachir)
    - UNITS: The defence of Breeland Watchmen (both Axe and Sword) should be raised a little bit, say to around 15 or so. They were bumped up to a medium tier unit but their 12 defense seems awfully low for that. Okay. they're not exactly the most drilled or hardened soldiers on Middle-Earth but they're at least wearing fairly decent armour.
        -> Goes against the point of them. (Arachir)
    - UNITS: Why do Dalian Longbowmen have a higher armour than before?
        -> Because I made it so. (Arachir)
    - GARRISON SCRIPT: a Hobbit garrison for Hobbit settlements would be very nice. (Not worth the trouble nor the implementation - Arachir)
    - STRATMAP: rebels are Dunedain around Tharbad. (No issue here - Arachir)
    - BUULDINGS: some Blacksmith's levels require a certain farm's level which is clearly weird. For example, dwarves need a level 2 farm in order to build a level 2 blacksmith. It seems every faction has a problem similar to this one.
        -> This is how it works (Arachir)
    - BUILDINGS: Gondor don't get their full armour bonus when Smiths are upgraded.
        -> The files contain no irregularities, you need the barracks event, 2 farm levels, the second barracks level and a city.
    - BUILDINGS: Thranduil's Realm campaign, I hold all of Mirkwood except the Vale of Anduin settlement Leodholt, and I also have Rhosgobel, Achnod Iaur and Buhr Sauthis.
                 None of my settlements has been able to upgrade, and the economy is not so good.
        -> It takes a long time to upgrade cities as Elves, plan better to get a better economy.             
    - FACTION COLOURS: I find them quite good now, buw there are too many factions, very close to each others, with similar brown colours. Very difficult to distinguish sometimes, and so very confusing on the radar map.
                       Basically, Rohan, OotMM, Vale of Anduin, Enedwaith, Dunland, Khazad-dum. When they are all deployed you just see a big, brown portion of the map in the middle of the map.
               I suggest making Vale of Anduin a little bit more pink coloured (strongest and lighter pink), completely change the colour of Khazad-dum into something like dark orange and Enedwait to a brown colour much closed to a yellow one.
        -> It matters not (Arachir)           
    - GARRISON SCRIPT: Dol Amroth and Harad get a garrison in Barad Harn while it isn't mentioned.
        -> It matters not (Arachir)    
    - GENERALS/LEADERS: an Isengard's general named "Dùnhere" gets a human portrait. Is Isengard supposed to get sometimes Dunlending Generals?
        -> Evidently (Arachir)    
    - RECRUITMENT: Guardians of Belegost are not recruitable in Thorin's halls.
        -> Correct (Arachir)    
    - RECRUITMENT: javelinmen still have a higher recruit_priority_offset than other units available in farms.
        -> It matters not (Arachir)    
    - RECRUITMENT: Skirmishers have a higher recruit_priority_offset than other units recruitable in farms. I guess that's because they were previously recruitable from barracks and you didn't change the recruit_priority_offset.
                   I quite liked this old pattern because skirmishers are really effective against heavy armoured units and it made sense (at least for orcs) to get them in the barracks. 
                   That being said I understand why you put them in farms and I accept it but I think skirmishers and archers should have a lesser availability than infantries.
                   Indeed, as Dol Amroth, armies with 8 skirmishers units, 4 archers and 4 infantries are really easy to deal with since you have easily access to cavalry.
                   If the AI would make armies composed mainly of infantries (in this case it would be spearmen since Harad gets spearmen from farms), they could immobilize your cavalry with their infantry while their archers and skirmishers can fire at you while being safe.
                   Their infantry would lose a lot of men but it would be for the good cause since their skirmishers and archers would have killed too a lot of your soldiers.
                   Moreover, from a realistic point of view, using a bow is far more difficult than using a spear.
        -> It matters not (Arachir)                   
    - UNITS: Coastal Wardens are really, really, really weak. Perhaps they should be a cheapo 'militia' unit from the farms rather than the barracks line of buildings.
             Still with the 'coastal settlement only' AOR req though.
        -> They have been improved slightly (Arachir)             
    - UNITS: Dol Amroth Squires feel somewhat redundant to me, with the (far, far more pretty!) White Knights having the same cost and stables availability. Even if the Squires do have a better charge they just feel a bit too similar.
        -> They have been made cheaper and weaker (Arachir)    
    - UNITS: Ered Luin Warriors have a higher unit size than Erebor and Khazad-Dum's Dwarven Warriors, don't know if that's intended or not.
        -> Correct (Arachir)    
    - BALANCE: Isengard is too weak against human players.
        -> Been a probelm since Vanilla, no remedy yet available (Arachir)

    Credits


    • Naru n'Aru Royals and Household Guard, Corsair Savages, Royal Swan-Guard, White Knights, Half-orcs, Sons of the Fallen, Falas Swordmasters, Vineyard Bowmen, Vineyard Shieldbearers, Breeland Watchmen (not shown as only a small shield update), Gate Keepers (Initially created by AdmiralThrawn and edited by...), Corsair Units, Belegaer units, Castamir's units (Umbar unit rework entirely done by Zarathos, again send him much rep!), Enedwaith, Umbar and Anduin Captain and General - Zarathos (He has put in excellent work for DaC and it is thanks to him that we will have a wonderfully polished release - rep him greatly!)
    • The army of the Tirith Aear, refinements where needed to many new unit models, Regent Spearguard/Bowguard/Axeguard - Emperor of Hell
    • Refinements to the White Knights and Swan Knights, Scripting work, Bree custom settlement - Jox25
    • Yavanna's Chosen, Gûrdhínen, Tulkas' Faithful, Dúnedain visual ugrades, Grey Company, Galadhrim Elite edits (Archers in particular) - Hummingbird
    • Family Tree work (pictures and coding) - Cino
    • New Unit UI's for all edited units - ElvenKind
    • Faction introduction videos - xHolyCrusader
    • Faction introduction UI images - bobofdoom (Mod DB)
    • Implementation of Leo's 'Alternative Patch 4.4' - Arandir Tur-Anion
    • Implementation of all the new units and unit models, new names and descriptions and unless otherwise stated; all of the coding, UI work, new buildings, and testing from the above list - Arachír Galudirithon


    Additional:
    Base model and textures of Imladris Guards/Riders - Louis Lux
    Half-orc faces and skin - LU BU And Louis Lux
    Base for the Tirith Aear - Taro_M
    Bree Custom Settlement - Devil's Advocate
    Dunland Rises concept from Massive Overhaul Submod:
    http://www.twcenter.net/forums/showt...eased-25th-Dec
    Farmhand units taken from the Turtlemod, credit to them here:
    http://www.twcenter.net/forums/showt...addon-11-10-12)
    Parts of the corsair units and others taken from 'The Last Days' mod, a Mount & Blade mod found here:
    http://mbx.streetofeyes.com/index.ph...iqsrF,ON3HWZK3
    Marka Barded Horse project by the Ruisichi team and edited by AnthoniusII then by Paradamed.
    Many unit bases taken from Ruisichi Total War, to them we are grateful and their mod can be found here:
    http://www.twcenter.net/forums/forum...ichi-Total-War

    I hope the preview is a lovely taster of what is to come, I will update the pictures when the units are completed so do check back if you see I have posted in this thread.
    From the Divide and Conquer team, we wish you all the best and look forward to hearing of your exploits in the expanded faction submod!


    Regards
    Arachír Galudirithon
    Araeinior e-Hûd'oll DaC
    Last edited by Arachir Galudirithon; September 12, 2014 at 11:38 AM. Reason: Credit updated

  2. #2

    Default Re: Divide and Conquer Preview Thread

    Those new Dol Amroth units look beast, cant wait to use them.

  3. #3
    X MEN's Avatar Libertus
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    Default Re: Divide and Conquer Preview Thread

    Good lord i have no words to express myself

  4. #4
    Mega Tortas de Bodemloze's Avatar Let's Get After It
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    Default Re: Divide and Conquer Preview Thread



    All hail the Master Craftsmen at work.... Time to start +Repping all these hard working folks....
    A Lion serves in Winter, then perhaps a Unicorn for the Spring.


    ****************
    If you cannot stand behind what you say.... then do not speak. If your words are taken out of context,
    then the weight of the evidence will still fall in your favor and carry the day

    The Casual Tortoise: Mega's Guide to Fast Turtling

  5. #5

    Default Re: Divide and Conquer Preview Thread

    Those captains and generals of Enedwaith look like badass. And that Anduin's general is very very nice !

  6. #6
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Divide and Conquer Preview Thread

    Good work there




    Spoiler Alert, click show to read: 
    Huh, had the feeling to long time had passed without a new DaC-thread, haha ^^

    Kingdom of Lindon preview video out





    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  7. #7
    Gratzy2's Avatar Semisalis
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    Default Re: Divide and Conquer Preview Thread

    can the battle map generals and captains for Umbar be changed too if this is the final patch? please
    Last edited by Gratzy2; April 12, 2014 at 04:32 PM.

    The remnant of the King's Men who survived in Middle-earth after the destruction of Númenor were called the Black Númenóreans since they worshipped Sauron and were "enamoured of evil knowledge". They worshipped Darkness, and believed that Melkor and Sauron were its most powerful servants. At the end of the Second Age two of their number, Herumor and Fuinur, became lords among the Haradrim, though what became of them is unknown.

  8. #8
    assurbanippal's Avatar Biarchus
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    Default Re: Divide and Conquer Preview Thread

    Really beautiful units

  9. #9

    Default Re: Divide and Conquer Preview Thread

    Quote Originally Posted by Ngugi View Post
    Good work there




    Spoiler Alert, click show to read: 
    Huh, had the feeling to long time had passed without a new DaC-thread, haha ^^
    I was unsure about starting a new thread but this way I can edit it myself and not keep having to ask EoH if he can edit it. I felt like an annoying school child constantly asking the teacher to check his work.

    Quote Originally Posted by Gratzy2 View Post
    can the battle map generals and captains for Umbar be changed too if this is the final patch? please
    Umbar are planned worry not. There are two Umbar units that are still to be edited and Umbar and Bree will get new captains and generals. There may not be new strategy map models for Bree, Anduin, Enedwaith, Khand and Umbar as they take so long to do that we have weighed the release as more important than them.

    We are also implementing Leo's 4.4 as we speak and hopefully, we will get some of the new settlements by Arkay and Jox in there as well.

    Lastly, the Tirith Aear Knights, Royal Swan-Guard and Sons of the Fallen all have updated pictures as of the edit time listed on the OP.

  10. #10

    Default Re: Divide and Conquer Preview Thread

    <3

  11. #11

    Default Re: Divide and Conquer Preview Thread

    Any updates on the in game music? Specifically the battle music.

  12. #12

    Default Re: Divide and Conquer Preview Thread

    Enedwaith now just have to expand as much as possible and have no direct target.
    That's the best thing I see in the patch log: the other things are exciting but I almost jumped out of my chair when I saw this. I liked Enedwaith's intro because it introduced them as a faction that could be good or evil, but the victory conditions made that impossible. Now they have that opportunity, they can offer players what every other faction can't (because of lore): freedom.

  13. #13
    Senator
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    Default Re: Divide and Conquer Preview Thread

    What is the move_speed_mod?

  14. #14

    Default Re: Divide and Conquer Preview Thread

    Quote Originally Posted by bwady View Post
    Any updates on the in game music? Specifically the battle music.
    We have no plans to alter the music, sorry. At least we have none to my knowledge.

    Quote Originally Posted by Tankbustaz View Post
    What is the move_speed_mod?
    It is a feature of Kingdoms that allows you to directly set how fast or slow some units movement on the battle map is. Any value above 1 speeds them up (1.02 or 1.1 for example) and any value below 1 slows them down. Without move_speed_mod units speed depends on their skeleton but most all move at the same speed.

    Deceneus started with the msm and I added it in a few more places so some units are faster and some slower. Humans are the average, Elves are faster, Dwarves are slower, Rohan horses are the fastest cavalry and then some other units have differences if they need it.

  15. #15
    X MEN's Avatar Libertus
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    Default Re: Divide and Conquer Preview Thread

    hey Arachir how about the number of population and growth in cities ? are there any improvement on that ?

  16. #16

    Default Re: Divide and Conquer Preview Thread

    Quote Originally Posted by X MEN View Post
    hey Arachir how about the number of population and growth in cities ? are there any improvement on that ?
    What do you mean?

  17. #17
    Gratzy2's Avatar Semisalis
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    Default Re: Divide and Conquer Preview Thread

    Quote Originally Posted by Arachir Galudirithon View Post
    Umbar are planned worry not. There are two Umbar units that are still to be edited and Umbar and Bree will get new captains and generals. There may not be new strategy map models for Bree, Anduin, Enedwaith, Khand and Umbar as they take so long to do that we have weighed the release as more important than them.

    We are also implementing Leo's 4.4 as we speak and hopefully, we will get some of the new settlements by Arkay and Jox in there as well.

    Lastly, the Tirith Aear Knights, Royal Swan-Guard and Sons of the Fallen all have updated pictures as of the edit time listed on the OP.
    thank-you Arachir! as you already know that i have a massive favouring of Umbar/Black numenoreans. One of the reasons too why i prefer this mod over many others

    The remnant of the King's Men who survived in Middle-earth after the destruction of Númenor were called the Black Númenóreans since they worshipped Sauron and were "enamoured of evil knowledge". They worshipped Darkness, and believed that Melkor and Sauron were its most powerful servants. At the end of the Second Age two of their number, Herumor and Fuinur, became lords among the Haradrim, though what became of them is unknown.

  18. #18
    X MEN's Avatar Libertus
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    Default Re: Divide and Conquer Preview Thread

    Some cities has a really small population and the growth is very slow

    Quote Originally Posted by Arachir Galudirithon View Post
    What do you mean?

  19. #19
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    Default Re: Divide and Conquer Preview Thread

    Quote Originally Posted by Arachir Galudirithon View Post
    It is a feature of Kingdoms that allows you to directly set how fast or slow some units movement on the battle map is. Any value above 1 speeds them up (1.02 or 1.1 for example) and any value below 1 slows them down. Without move_speed_mod units speed depends on their skeleton but most all move at the same speed.

    Deceneus started with the msm and I added it in a few more places so some units are faster and some slower. Humans are the average, Elves are faster, Dwarves are slower, Rohan horses are the fastest cavalry and then some other units have differences if they need it.
    Oh, I thought it had something to do with the campaign map, allowing certain units to move faster or slower depending on what settings you chose. Imagine rangers having the move speed of cavalry on the campaign map thus increasing authenticity.

  20. #20

    Default Re: Divide and Conquer Preview Thread

    Looking good, I'm greatly look forward to the next release (which, I suppose, if I asked when I'd just be told "7", yes? )


    I think it was brought up in the main thread a while back about adjusting the Silvan Elves Alliance event (Lothlorien and Thranduil's Realm occasionally sending each other units after arranging an alliance through a short string of events) to instead of directly spawning bunches of units, which can really drop the bottom out of your bank balance considering how costly Elven units are, to instead allow each faction to build a "Galadhrim/Mirkwood Elves Outpost" after agreeing to the alliance. Thus directly training some of your ally's units from this building (at a very slow replenishment rate) instead of the current 'random spawning' system.

    Is this something that has been given any more thought?

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