Thread: DaC - Official Suggestions Thread

  1. #2181

    Default Re: DaC - Official Suggestions Thread

    Would be possible to have Sauron as the captain for the unit, which replaces him or make a patch to get him back as the previous version? Cause i think that it doesn't make much sense that you deliver the One Ring and you get other unit without Sauron there.

    Sauron perhaps should have some special ability power like he has Meteor (Rain of Fire's spell i think it's called) in BFME2, casted like a Mortair's fire and the Balrog should have Breath of Fire at least, as the Nazgűl has the Wrath's Cry, to make them difficult & useful as they should be. I think that could to use the animation's spells from BFME2 to do that.

  2. #2182

    Default Re: DaC - Official Suggestions Thread

    Sauron is a General with a unique battle model. Generals don't appear in custom battles at all that's why you're not seeing them attached to his bodyguard unit.
    Last edited by Hummingbird; April 22, 2019 at 08:22 AM.

  3. #2183

    Default Re: DaC - Official Suggestions Thread

    Quote Originally Posted by Hummingbird View Post
    Sauron is a General with a unique battle model. Generals don't appear in custom battles at all that's why you're not seeing them attached to his bodyguard unit.
    Thank you, dude, i didn't know it.


    Btw, what do you think to customize the artillery to find some distinction between factions? (see spoiler)

    Spoiler Alert, click show to read: 


    Ered Luin, Khazad-dum and Erebor:
    Demolisher (like the dwarf ram from BFME2), Destructive Power or DP: 2
    Iron Hills Ballista (Anti-Arrow Helix Ammunition as Incendiary Ammunition.), DP: 1'75 (basic attack), DP: 2 (Helix, Effective VS Troops)
    Iron Hills Mangonel (Fire-flames Ammunition as Incendiary, Explosive Ammunition), DP: 3 (basic attack), DP: 4 (Fire-Flames)


    Bree:
    Poneys-Ram (Poney's model from Botet Alternative Cut), DP:1
    Poney Ballista, DP: 1 (basic attack), DP: 1'25 (Incendiary)
    Hobbit Hot-Pot (Hot-Pot's model from Halflings, Botet Alternative Cut. Effective VS Troops, 0 VS Buildings, it's always Incendiary Ammunition), DP: 2 (basic-Incendiary)


    Lindon and Imladris:
    Floodgate-Ram (like the Elven Fortress expansion from BFME2. Attack: Water Torrent), DP: 3
    Elven Bolt-Thrower (Mithril Ammunition as Incendiary Ammunition. Bolt-Thrower based in Elven Bomber-ship from BFME2), DP: 1'75 (basic attack), DP: 2 (mithril bolts)
    Ent Rock-Thrower (Ent-Catapult, Massive Rocks as Incendiary Ammunition), DP: 3'25 (unique attack)


    Anduin's Valles:
    Bear-Ram (a bear-beorning-ram, bear's model from Kislev, Botet), DP: 2
    Beorning Ballista , DP: 1 (basic attack), DP: 1'25 (Incendiary)
    Hobbit Hot-Pot (Hot-Pot's model from Halflings, Botet Alternative Cut. Effective VS Troops, 0 VS Buildings, alway's it's as Incendiary ammunition), DP: 2 (unique attack)


    Enedwaith Clans:
    Ram-Head, (a wodden capped ram with a Celtic Ram-Head), DP: 1
    Wosen Ballista (Poisonous Ammunition as Incendiary Ammunition). DP 1 (basic attack), DP:1'5 (Poisonous, Effective VS Troops)
    Wosen Catapult (Thorny Ammunition as Incendiary Ammunition, Effective VS Troops). DP: 3 (basic attack), DP: 3'25 (thorny)


    Angmar Remmanents:
    Wargs-Ram (White Wargs-Ram), DP: 1
    Angmarim Ballista (Troll Catapult model, but with a Ballista, Frozen Ammunition as Incendiary Ammunition), DP: 1'5 (basic attack), DP: 1'75 (Frozen)
    Angmarim Catapult (Troll Catapult model with Frozen Ammunition as Incendiary Ammunition), DP: 3'25 (basic attack), DP: 3'5 (Incendiary)


    Dunlendings:
    Crebain Ram, (a wodden capped ram looking like a Crebain), DP: 1
    Isengard Ballista (BFME2 model, Black Iron Ammunition as Incendiary Ammunition), DP: 1'5 (basic attack), DP: 1'75 (Black Iron)
    Wosen Catapult (Thorny Ammunition as Incendiary Ammunition, Effective VS Troops). DP: 3 (basic attack), DP: 3'25 (thorny)


    Dúnedain or Reunited Kingdom:
    Demolisher Ram (like the dwarf ram from BFME2) Ram, Destructive Power or DP: 2
    Elven Bolt-Thrower (Mithril Ammunition as Incendiary Ammunition), DP: 1'75 (basic attack), DP: 2 (mithril bolts)
    Gondorian Trebuchet , DP: 3'5 (unique attack, massive rocks)


    Moria's Goblins:
    Durin's Bane (Balrog-Head ram, like Mordor's wolf-head ram at Minas Tirith's battle), DP: 3
    Troll Ballista (Troll Catapult model, but with a Ballista), DP: 1'5 (basic attack), DP: 1'75 (Incendiary)
    Giant Rock-Thrower (Giant-Catapult, Massive Rocks as Incendiary Ammunition, BFME2+Hobbit's movie model), DP: 3'25 (basic attack), DP:3'5 (Massive Rocks)


    Lórien:
    Ent-Ram (Elven-Ram), DP: 3
    Thorny Ent (Ent-Ballista, Great Spines as Ammunition), DP: 1'5 (thorns, unique attack)
    Ent Rock-Thrower (Ent-Catapult, Massive Rocks as Incendiary Ammunition), DP: 3'25 (unique attack)


    Woodland Realm:
    Reindeer-Ram (Two reindeers carring an elven ram), DP: 2
    Elven Bolt-Thrower (Mithril Ammunition as Incendiary Ammunition. Bolt-Thrower based in Elven Bomber-ship from BFME2), DP: 1'75 (basic attack), DP: 2 (mithril bolts)
    Ent Rock-Thrower (Ent-Catapult, Massive Rocks as Incendiary Ammunition), DP: 3'25 (unique attack)


    Isengard:
    Sappers (Isengard Ram, A Explosive Mine, Attack: Detonation), DP:4 (explosive). After reached a door or wall's fortress's, the ram must be left and, then, activates the mine's detonation, to blow up the door or wall.
    Isengard Ballista (Black Iron Ammunition as Incendiary Ammunition), DP: 1'5 (basic attack), DP: 1'75 (Black Iron)
    Mine-Thrower (Explosive Ammunition as Incendiary Ammunition), DP: 4 (unique attack, explosive)


    Rohan:
    Horses-Ram, DP:1
    Rohirrim Ballista (Horsedrawn-Ballista), DP: 1 (basic attack), DP: 1'25 (Incendiary)
    Rohirrim Catapult (Horsedrawn-Catapult), DP: 3 (basic attack), DP: 3'25 (Incendiary)


    Dol Guldur:
    Troll-Ram, DP: 2
    Troll Ballista (Troll Catapult model, but with a Ballista), DP: 1'5 (basic attack), DP: 1'75 (Incendiary)
    Troll Catapult, DP: 3'5 (basic attack), DP: 3'75 (Incendiary)


    Gondor:
    Siege Ram (Armored Ram, better than Wodden Capped Rams), DP:1
    Gondorian Ballista (Same model as Trebuchet, but with a Ballista at platform's top), DP: 1'5 (basic attack), DP: 1'75 (Incendiary)
    Gondorian Trebuchet, DP: 3'5 (unique attack, massive rocks)


    Dol Amroth:
    Swam Ram (Armored Ram, it looks like a silver swam), DP:1
    Amrothian Ballista (Gondorian Trebutchet model, but with a Ballista at top), DP: 1'5 (basic attack), DP: 1'75 (Incendiary)
    Amrothian Trebuchet, (Same model as Gondorian Trebutchet), DP: 3'5 (unique attack, massive rocks)


    Gundabad, Moria, Dol Guldur:
    Troll-Ram, DP: 2
    Guldur Ballista (Backpack-Ballista Trol), DP: 1 (basic attack), DP: 1'25 (Incendiary)
    Guldur Catapult (Backpack-Catapult Troll), DP: 3 (basic attack), DP: 3'25 (Incendiary)


    Dale:
    Boat-Ram (Capped Boat-ram upside down), DP: 1
    Windlance (Windlance Ammunition. Effective VS Large Targets: Trols, Great Beasts, Ents, Műmakil, Balrogs, Sauron, Bear-Beornings, Great Eagles, Great Spiders & Dragons), DP: 3 (Windlance VS normal troops), DP: 6 (Windlance VS Large Targets)
    Iron Hills Mangonel (Fire-flames Ammunition as Incendiary, Explosive Ammunition), DP: 3 (basic attack), DP: 4 (Fire-Flames)


    Dorwinion:
    Barrel-Ram, (Great Barrel-Ram), DP: 1
    Elven Bolt-Thrower (Mithril Ammunition as Incendiary Ammunition. Bolt-Thrower based in Elven Bomber-ship from BFME2), DP: 1'75 (basic attack), DP: 2 (mithril bolts)
    Barrel-Thrower (Catapult Barrel-Thrower, Flamming Barrels) DP: 3 (basic attack), DP: 4 (Flamming Barrels)


    Khand & Rhun:
    Kataphract-Ram (Armoured), DP:1
    Khandish Ballista (Armoured, Kataphract-Ballista), DP: 1 (basic attack), DP: 1'25 (Incendiary)
    Khandish Catapult (Armoured, Kataphract-Catapult), DP: 3 (basic attack), DP: 3'25 (Incendiary)


    Harad:
    Mumakil-Ram, DP:3
    Műmakil Ballista, DP: 1 (basic attack), DP: 1'25 (Incendiary)
    Műmakil Catapult, DP: 3 (basic attack), DP: 3'25 (Incendiary)


    Mordor:
    Grond (Mordor's Wolf-Head Ram. Troll Catapult model, Flamming Attacks), DP: 3
    Troll Ballista (Troll Catapult model, but with a Ballista), DP: 1'5 (basic attack), DP: 1'75 (Incendiary)
    Troll Catapult, DP: 3'5 (basic attack), DP: 3'75 (Incendiary)
    Last edited by Garnash; April 22, 2019 at 10:57 PM.

  4. #2184

    Default Re: DaC - Official Suggestions Thread

    The ideas are cute. But unit slots are limited (currently 5 free) and each of those would use a unit slot, so I'm afraid they're not going to happen at least in the base game. If someone wants to make the unit themselves and remove some other units to free up some slots with a submod they are of course welcome to.

  5. #2185

    Default Re: DaC - Official Suggestions Thread

    Quote Originally Posted by Hummingbird View Post
    The ideas are cute. But unit slots are limited (currently 5 free) and each of those would use a unit slot, so I'm afraid they're not going to happen at least in the base game. If someone wants to make the unit themselves and remove some other units to free up some slots with a submod they are of course welcome to.
    Thank you for your opinion. I know that there are unit slots limited , but the idea about the renewed artillery's units what i suggested, only would be replacing the model, modifying the attack stats for the rams & the firing missile stats from the ballistas & catapults for every faction, if that would be possible to do, for distincting them, although it's just a bit, the rest of the stats would be the same & if that's wouldn't be possible, then, with the same stats & just replacing the models would be ok at least.


    Btw, i'm working in a DaC's submod about new menu's icons (see spoiler)

    Spoiler Alert, click show to read: 


    You can see in the next link all the symbols that i'll include in the final version:

    https://www.moddb.com/mods/new-menu-...-submod/images

    Last edited by Garnash; April 23, 2019 at 06:15 PM.

  6. #2186
    Sir Matthias's Avatar Tiro
    Join Date
    Oct 2018
    Location
    Wishing I was in Northern Virginia while in Beijing
    Posts
    240

    Default Re: DaC - Official Suggestions Thread

    You cannot have different stats for the same unit. You can have different models for a unit but not different stats on a per faction basis.

  7. #2187

    Default Re: DaC - Official Suggestions Thread

    Actually no you can't have different models for the same unit per faction. Only changes via visual armour upgrades and different textures/colours per faction.

  8. #2188

    Default Re: DaC - Official Suggestions Thread

    Quote Originally Posted by Hummingbird View Post
    Actually no you can't have different models for the same unit per faction. Only changes via visual armour upgrades and different textures/colours per faction.
    Thank you, Matthias & Hummingbird. So, to have enough free units slots for what i suggested, it should be replaced the same amount of units to add them.

    Btw, i added to the final version, from the symbols's models submod, the Bree-land's icon. I guess that in a couple of weeks as much, it will be ready to download.


    Spoiler Alert, click show to read: 

  9. #2189

    Default Re: DaC - Official Suggestions Thread

    Have you considered giving Darkblades ap arrows? I mean angmar is great right now, but i think they miss at least one long range armor piercing unit. In my opinion, the people of Angmar would have the expertise of taking down armored targets being the arch enemy of Arnor. Or would this change make them too op against Low armor targets like bree-men or dunlendings?
    Ps. Love v3, havent played med2 this much in ages, keep up the good work

  10. #2190

    Default Re: DaC - Official Suggestions Thread

    In the unofficial patch for tatw there are dwarves on mountain goats as cavalry, why not add replacing horses with dwarves?

    in TATW there is a sauron not as a detachment but as a unit. in TATW there is an adequate barlog (yes it is more colorful in yours but it is a bug animation) and in your fashion and in TATW the behavior of the barlog is not adequate (running and stands still without moving) give it an animation of Sauron from TATW there are no such problems with behavior in fighting with her. Perhaps it is worth adding to such generals (both light and dark the possibility of magic damage as in mod elder scrolls or as a substitute - an opportunity to greatly lower the spirit of the troops.


    and spiders ... where spiders and wyverns = (

    p/s


    sorry for my english autotranslate

    In the unofficial patch for tatw there are dwarves on mountain goats as cavalry, why not add replacing horses with dwarves?

    in TATW there is a sauron not as a detachment but as a unit. in TATW there is an adequate barlog (yes it is more colorful in yours but it is a bug animation) and in your fashion and in TATW the behavior of the barlog is not adequate (running and stands still without moving) give it an animation of Sauron from TATW there are no such problems with behavior in fighting with her. Perhaps it is worth adding to such generals (both light and dark the possibility of magic damage as in mod elder scrolls or as a substitute - an opportunity to greatly lower the spirit of the troops.
    and spiders ... where spiders and wyverns = (sorry for my english autotranslate


  11. #2191

    Default Re: DaC - Official Suggestions Thread

    Quote Originally Posted by thedrunker View Post
    In the unofficial patch for tatw there are dwarves on mountain goats as cavalry, why not add replacing horses with dwarves?

    in TATW there is a sauron not as a detachment but as a unit. in TATW there is an adequate barlog (yes it is more colorful in yours but it is a bug animation) and in your fashion and in TATW the behavior of the barlog is not adequate (running and stands still without moving) give it an animation of Sauron from TATW there are no such problems with behavior in fighting with her. Perhaps it is worth adding to such generals (both light and dark the possibility of magic damage as in mod elder scrolls or as a substitute - an opportunity to greatly lower the spirit of the troops.


    and spiders ... where spiders and wyverns = (

    p/s


    sorry for my english autotranslate

    In the unofficial patch for tatw there are dwarves on mountain goats as cavalry, why not add replacing horses with dwarves?

    in TATW there is a sauron not as a detachment but as a unit. in TATW there is an adequate barlog (yes it is more colorful in yours but it is a bug animation) and in your fashion and in TATW the behavior of the barlog is not adequate (running and stands still without moving) give it an animation of Sauron from TATW there are no such problems with behavior in fighting with her. Perhaps it is worth adding to such generals (both light and dark the possibility of magic damage as in mod elder scrolls or as a substitute - an opportunity to greatly lower the spirit of the troops.
    and spiders ... where spiders and wyverns = (sorry for my english autotranslate

    While I'm not part of the DAC team I can answer this for you:

    Goat cavalry isn't lore, it's made up by Peter Jackson. Dwarves don't ride animals. What makes playing with the Dwarves special is that they have no cavalry, like it should be.

    I believe that the Balrog is under construction at the moment.
    Spiders were causing CTD's for some people. For wyverns you have to try PCP mod.

  12. #2192

    Default Re: DaC - Official Suggestions Thread

    Another sentence

    To increase the horses' efficiency .. now any foot stops it at full gallop .. give it (at high speed - it is important) the ability to discard enemies (except infantry with lowered spears) is funny when the heavy horses completely stop the liquid formation with anything.

    I hope this is possible in this form .. Or it will push you to the point of how to do something similar.

  13. #2193

    Default Re: DaC - Official Suggestions Thread

    Thanks for clarifying about the goats (I understand that accuracy is good, but I’m better goats than horses are mercenaries among the dwarfs)


    PCP mod? is for TATW 3.2 or submod for this?

  14. #2194

    Default Re: DaC - Official Suggestions Thread

    Quote Originally Posted by thedrunker View Post
    Thanks for clarifying about the goats (I understand that accuracy is good, but I’m better goats than horses are mercenaries among the dwarfs)


    PCP mod? is for TATW 3.2 or submod for this?

    But in lore the Dwarves were allied with humans. The most prominent alliance was between the kingdoms of Dale and Erebor. In this mod you have Dale cavalry as mercenaries as it should be.

    Yes, it's a submod for 3.2. Don't know if it's still active.

  15. #2195

    Default Re: DaC - Official Suggestions Thread

    Quote Originally Posted by thedrunker View Post
    Another sentence

    To increase the horses' efficiency .. now any foot stops it at full gallop .. give it (at high speed - it is important) the ability to discard enemies (except infantry with lowered spears) is funny when the heavy horses completely stop the liquid formation with anything.

    I hope this is possible in this form .. Or it will push you to the point of how to do something similar.


    It seems I understood what was the matter .. Horses like any squad if you specify an attack. Units on the contrary are standing and fighting two or three people. if you do not specify the point behind the enemy as "go there."


    And this leads to mistakes ..


    Cavalry is the essence of quick response. It is difficult to manage if two men of infantry down can put all the horses into battle. Because they ran away from their squad ( do not ask why.. maybe the wife sent to the store).


    + It turns out if you need to break the enemy's line, you just have to indicate the cavalry (or infantry) place for the enemy to be on the way to the goal (not an attack).


    Is it possible to make normal?

  16. #2196

    Default Re: DaC - Official Suggestions Thread

    This is first a question and then a suggestion:

    Has there ever been a discussion in adding "good invasions" (Jihad) to the game? I've never seen it brought up except by me in the past.

    I suggest the jihad mechanic is used in the game to allow the leaders of the good nations to call invasions on evil nation cities. Gil-Gilad called for a massive invasion on Mordor that was answered by the wood land elves, Arnor/Gondor, etc.

    It will also add more spice and challenge to the evil nation player.

  17. #2197

    Default Re: DaC - Official Suggestions Thread

    Quote Originally Posted by Multicolored View Post
    This is first a question and then a suggestion:

    Has there ever been a discussion in adding "good invasions" (Jihad) to the game? I've never seen it brought up except by me in the past.

    I suggest the jihad mechanic is used in the game to allow the leaders of the good nations to call invasions on evil nation cities. Gil-Gilad called for a massive invasion on Mordor that was answered by the wood land elves, Arnor/Gondor, etc.

    It will also add more spice and challenge to the evil nation player.
    (automatically translated)
    I support your suggestion.
    Not so much for reasons of pseudo-historical tradition, as for the fact that the factions of free peoples in Eriador, once the factions of darkness in the north have been eliminated (Angmar, Moria, Gundabad) end up making war on each other, and of this my sensitive spirit is very sorry.
    Perhaps, proposing to them a beautiful invasion, they vent their military instincts for a good purpose.

  18. #2198

    Default Re: DaC - Official Suggestions Thread

    I thought that Dale hadn't an emblem, but i found in the Hobbit's movie one repeated there, same in Dale's governor chair, when he's eating, in a dark blue banner with the symbol in light blue, when the Lakemen say farewell to Thorin's company, this is it (see spoiler):

    Spoiler Alert, click show to read: 




    It's probably a Windlance.


    It could be the faction's icon for Dale in the next version/patch. I think it should be bronze & brown tones, instead of blue, as it looks on the armor.
    Last edited by Garnash; May 15, 2019 at 01:12 AM.

  19. #2199

    Default Re: DaC - Official Suggestions Thread

    I think Westron Defenders need adjusted, they seem too strong. Playing as Erebor, I've sieged Dale pretty successfully, but these guys absolutely shred even my elite infantry. Whether this is their stats or because of how chokepointed Dale's siege map is I don't know, but while I do like the AI getting help in sieges it's odd that they're this powerful.

  20. #2200

    Default Re: DaC - Official Suggestions Thread

    (automatically translated)
    Hi everyone, I am Mariulin.
    I noticed that dwarven factions use halberds in a very limited way, yet it seems to me that it is a weapon that suits them.
    I would suggest that the developers replace the Orocarni Nobles weapon, from hammer to halberd.
    (they would be really tough ...)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •