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Thread: DaC - Official Suggestions Thread

  1. #121
    Maestro1's Avatar Tiro
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    Default Re: DaC - Official Suggestions Thread

    May I suggest redoing some of the diplomat models? The Umbar and dwarven ones for example looks exceedingly Northen-European. And Gondor's is still a bit Italian. I know the Ocrs and Elves have special ones
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  2. #122
    Tal-In-Galumir's Avatar Libertus
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    Default Re: DaC - Official Suggestions Thread

    Quote Originally Posted by El Monstero29 View Post
    As to your final suggestion, where did Suladan come from? I've already convinced Galu to change Harad's faction leader title to "Serpent-Lord" instead of boring old "High Chieftain". I personally don't have any attachment to the name Khuzaymah(the current faction leader's name) At the very least I could pop Suladan into Harad's name pool.
    I think Suladân was invented as a kning for Harad in the Games Workshop tabletop game. See this.

  3. #123

    Default Re: DaC - Official Suggestions Thread

    I would like to see a small unit maybe around 75 on huge units scale orc Orc gladiators from the pits with mixed varied weapon types or trident/net with 2 hp each to show their durability from surviving so many pit fights armour would more than likely be medium- heavy ( pieces of metal in various locations ) would form schiltron or however it is spelt if any special was given skills vs various types would be the obvious ones or developers own ideas .

    Or

    A dwarven unit that can form the testudo turtle shield shell think i have the name right which would allow the slow moving dwarves a chance to close on or survive vs missile weapons better

  4. #124

    Default Re: DaC - Official Suggestions Thread

    Suladan is the name Games Workshop gave to the leader of Harad:
    https://www.games-workshop.com/en-GB...uestid=4125645
    http://lotr.wikia.com/wiki/Sulad%C3%A2n
    He is even called Serpent Lord! I'm surprised you had not heard of him...

    Does Crossbow Wargs replacing the javelin wargs mean that Angmar has lost an unit, and only has one type of unit of wargs now and has even less variety?
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  5. #125

    Default Re: DaC - Official Suggestions Thread

    No Angmar can also train the crossbow wargs (called 'Warg Scouts' now). They're shared by both Misty and Angmar.

  6. #126
    lolIsuck's Avatar WE HAVE NO CAKE!
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    Default Re: DaC - Official Suggestions Thread

    Quote Originally Posted by Maestro1 View Post
    May I suggest redoing some of the diplomat models? The Umbar and dwarven ones for example looks exceedingly Northen-European. And Gondor's is still a bit Italian. I know the Ocrs and Elves have special ones
    The dwarven ones look awfully dwarvish to me.

  7. #127
    Maestro1's Avatar Tiro
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    Default Re: DaC - Official Suggestions Thread

    I'm sorry, the Dwarven one has in fact been redone. I'm talking about the factions that still use the vanilla models. Especially the Umbar one is out of place. I am interested in what you could and would do perhaps
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  8. #128
    Lemphibar's Avatar Civis
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    Default Re: DaC - Official Suggestions Thread

    So the videos that play when you find a new location on the campaign map are awesome. Dol Guldor could use an update since the hobbit movies came out.(Unless the team doesn't like the look of it, which i would accept as a reason not to implement it), and im sure some other locations could use an update. It isn't a break from immersion so much as a "hmm why don't they have an intro location these days?". Just something to chew on. Still loving all the work you guys put in.

  9. #129

    Default Re: DaC - Official Suggestions Thread

    Quote Originally Posted by Lemphibar View Post
    So the videos that play when you find a new location on the campaign map are awesome. Dol Guldor could use an update since the hobbit movies came out.(Unless the team doesn't like the look of it, which i would accept as a reason not to implement it), and im sure some other locations could use an update. It isn't a break from immersion so much as a "hmm why don't they have an intro location these days?". Just something to chew on. Still loving all the work you guys put in.
    It is because the movieparts are from vanilla third age and I do not know how the copyright situation is.

  10. #130

    Default Re: DaC - Official Suggestions Thread

    Quote Originally Posted by Hummingbird View Post
    No Angmar can also train the crossbow wargs (called 'Warg Scouts' now). They're shared by both Misty and Angmar.
    What about Isengard? They are specialists in armor piercing. Im just playing Isengard campaign, Rohan gets 2 scripted full stack armies, after losing Helm's Deep and Edoras, Lothorien also 2 (usually before barracks event), so there are some armored units so hard to kill, when you lose your berserkers and sentries. Maybe, you could make them available only in Orthanc, not in stables.

  11. #131

    Default Re: DaC - Official Suggestions Thread

    Hi, I have posted these sugestions on one of Arachir's youtube video as well but I thought that wouldn't be any harm if I also post them here.
    1) Could you reunite all the Nazguls (expect for Dol Guldur's faction leader) into a 10 men bodyguard unit for the Witch King and also put them mounted on Wyverns just like in the movie? If you can do this then I guess you should take out the Black Numenorians Cavalry Bodyguard from the game. Call of Warhammer Begging of the End Times already has flying units (dragons, eagles, griffons, manticores) implemented so you can just adopt the technology from that mod and make your own units.
    2) You can also add the Great Eagles as a unit (they are also in Begging of the End Times) to the Vale of Anduin and Khazad-Dum as well.
    3)Another one is to give Sauron, the Witch King, Nazguls, Saruman, Gandalf, Aragorn, Elrond, Glorfindel, Legolas, Gimli, Boromir, Faramir, Théoden, Eomer, possibly King Dain, etc unique campaign and battle map voices. The voices that they already have are really not fitting for the custom special characters that they are. I guess you can take these voices fromBattle of Middle Earth 1, 2 and Rise of the Witch King and the movies.
    4)Another one is to add supplies to armies in the game. I believe that Stainless Steel and Rise of The Three Kingdoms already have this. It would be cool if the supplies will depleat faster into desert, snow, mountain and Mordor area.
    5)Also I guess that armies should have less movement points and/or also have attrition casualties in: desert area (except for Harad and Umbar), during winter (with the exception of Dwarves, Angmar and Elves who I think should be punished less or not at all), Mordor (with the exeption of Mordor ofcourse), mountain areas (again with the exeption of Dwarves but also Misty mountains, Elves and possibly Angmar), heavely forested ares (I am thinking here about Mirkwood, Enedwaith, Eryn Vorn, Ithilien forest, Fangorn, Lothlorien) and/or swamp areas (with the exeption of all Elven factions, Clans of Enedwaith, Dunland, Vale of Anduin, Dol Guldur, Northern Dunedain, all ranger/elven/hunter/woodsmen/bandit/outlaw/forest related unit in the game who should be punished a lot less or not at all, depends on the faction/unit).
    6)Another minor request that I have is to make Harad, Rhun and Khand vassals of Mordor instead of allies which I guess it's more lore accurate. You should do the same thing with Dol Amroth and Gondor to reflect that the Princes of Dol Amroth are tributary to the Kings/Stewards of Gondor.The last one is to give Mordor and Dol Guldur Shelob as a Giant Spider unit (also in BoTET) as well as a unit of very fast smaller spiders (I am sure that MOS already has that unit for Mordor).

  12. #132

    Default Re: DaC - Official Suggestions Thread

    1) 2) 6) Look how unstable BoTET is couse of all that giant models. Mod is great and it's really amazing what modders can do with this game, but i dont really like it. Custom battles are fun but campaign with that strange fog of war. Meh;/
    4) 5) They would have to rebalance economy, add scripts, turns would be longer. Not worth the effort.

  13. #133
    Tal-In-Galumir's Avatar Libertus
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    Default Re: DaC - Official Suggestions Thread

    I am with Buub, as is known with the Ents, Sauron, the Balrogs and the TA Spiders, they crash battles way to often to be considered stable.

    1. Besides being a ridiculously overpowered unit, why would Sauron ever send all his most important generals away?

    2. Flying units are an impressive feat, but the also look pretty derpy, so that would be another reason to not add them. Ask unit slots.

    3. That would be incredibly cool if possible!

    4., 5. Same thing as above, but I would be concerned about balancing and turn length.

    6. Neither Sheldob nor the mirkwood spiders are under direct control of Sauron/Khamul, and there is no notion of the fighting in open battle. Also see first paragraph. I like the idea with vassals, but I think it would restrict the players in the campaign, it is however very easily changed by yourself.

  14. #134

    Default Re: DaC - Official Suggestions Thread

    Quote Originally Posted by nichita1998 View Post
    Hi, I have posted these sugestions on one of Arachir's youtube video as well but I thought that wouldn't be any harm if I also post them here.
    1) Could you reunite all the Nazguls (expect for Dol Guldur's faction leader) into a 10 men bodyguard unit for the Witch King and also put them mounted on Wyverns just like in the movie? If you can do this then I guess you should take out the Black Numenorians Cavalry Bodyguard from the game. Call of Warhammer Begging of the End Times already has flying units (dragons, eagles, griffons, manticores) implemented so you can just adopt the technology from that mod and make your own units.
    2) You can also add the Great Eagles as a unit (they are also in Begging of the End Times) to the Vale of Anduin and Khazad-Dum as well.
    3)Another one is to give Sauron, the Witch King, Nazguls, Saruman, Gandalf, Aragorn, Elrond, Glorfindel, Legolas, Gimli, Boromir, Faramir, Théoden, Eomer, possibly King Dain, etc unique campaign and battle map voices. The voices that they already have are really not fitting for the custom special characters that they are. I guess you can take these voices fromBattle of Middle Earth 1, 2 and Rise of the Witch King and the movies.
    4)Another one is to add supplies to armies in the game. I believe that Stainless Steel and Rise of The Three Kingdoms already have this. It would be cool if the supplies will depleat faster into desert, snow, mountain and Mordor area.
    5)Also I guess that armies should have less movement points and/or also have attrition casualties in: desert area (except for Harad and Umbar), during winter (with the exception of Dwarves, Angmar and Elves who I think should be punished less or not at all), Mordor (with the exeption of Mordor ofcourse), mountain areas (again with the exeption of Dwarves but also Misty mountains, Elves and possibly Angmar), heavely forested ares (I am thinking here about Mirkwood, Enedwaith, Eryn Vorn, Ithilien forest, Fangorn, Lothlorien) and/or swamp areas (with the exeption of all Elven factions, Clans of Enedwaith, Dunland, Vale of Anduin, Dol Guldur, Northern Dunedain, all ranger/elven/hunter/woodsmen/bandit/outlaw/forest related unit in the game who should be punished a lot less or not at all, depends on the faction/unit).
    6)Another minor request that I have is to make Harad, Rhun and Khand vassals of Mordor instead of allies which I guess it's more lore accurate. You should do the same thing with Dol Amroth and Gondor to reflect that the Princes of Dol Amroth are tributary to the Kings/Stewards of Gondor.The last one is to give Mordor and Dol Guldur Shelob as a Giant Spider unit (also in BoTET) as well as a unit of very fast smaller spiders (I am sure that MOS already has that unit for Mordor).
    I follow with the same opinion as the previous commenters.
    1,2 stablility would be a problem for a lot of people.
    3 that would be nice if it can be done
    4 it can be done, but would just make captains better than Generals sometimes, and like that improve the Dwarfs and the Elves the most due to there high unit moral. I played other mods with it and just found it annoying to have to take care of that as well.
    5) attrition works well in the newer total war, as they have self replenishment. But first of all it would impact performace a lot if it is even possible.
    The preferences in terrain for factions in already represented by recruitment time (noticeable for Dwarfs and Orcs) some AOR restrictions and the bonuses for fighting in snow, desert and woodland.
    6) Dol Amroth was a vassal in earlier versions, but it made them really weak as they have to give most of there funds to Gondor and that would take the resources they need to fight. For a player that is not that much of a problem as he can break the vasselage and redo an alliance, but the AI would suffer and Dol Amroth and the Evil men would become a joke to fight against. It would represent the lore better, but would be detrimental to the gameplay.

  15. #135

    Default Re: DaC - Official Suggestions Thread

    Quote Originally Posted by Tal-In-Galumir View Post
    I am with Buub, as is known with the Ents, Sauron, the Balrogs and the TA Spiders, they crash battles way to often to be considered stable.

    1. Besides being a ridiculously overpowered unit, why would Sauron ever send all his most important generals away?

    2. Flying units are an impressive feat, but the also look pretty derpy, so that would be another reason to not add them. Ask unit slots.

    3. That would be incredibly cool if possible!

    4., 5. Same thing as above, but I would be concerned about balancing and turn length.

    6. Neither Sheldob nor the mirkwood spiders are under direct control of Sauron/Khamul, and there is no notion of the fighting in open battle. Also see first paragraph. I like the idea with vassals, but I think it would restrict the players in the campaign, it is however very easily changed by yourself.
    1) In the lore the 12 Nazgul always act as a group as far as I remember. They don't seem separated. I really think that Mordor is incredibly overpowered because they have extremely powerful 9 Nazgul generals with black numenorians bodyguards that can also be respawned once they are killed. If a Wyvern bodyguard unit for the Witch would turn out to crash the game just like ents/barlorgs/sauron then I would still prefer a reunited Nazgul bodyguard unit (consisting of 11 OP Nazguls mounted on horses) for the Witch King that can also respawn.
    2) As far as I have seen Dragons and Great Eagles work fine in BoTET. I would encourage Arachir to experiment with flying units in DaC and see if they crash the game or not.
    4,5) I have played Europa Barbarorum 2, Rise of the 3 Kingdoms, SS and I don't remember having problems with turn length. In EB2 when there is winter, each general will get a trait named "Winter Campaigning" which limits movement. Unless you can get this trait only when winter time kicks in then it should be possible to do the same thing with desert/forest/Mordor area. The supplies are also introduced in the game by general's traits. As far as attrition losses in certain regions are concerned I was thinking about adding this effect to the building shaped like a book that details each region which you can find in every town. I am thinking that would probably be too hard to implement (especially which faction/unit should or should not be affected by this effect) and would probably make the gameplay unbalanced.
    6) Just thinking that Giant Spiders and smaller ones would add a nice taste to the gameplay. Dol Guldur and Mordor don't really have that much cavalry and a unit of fast moving small spiders would probably come in handy. Well.. I guess that if you reunite the Nazguls into one OP bodyguard like I sugested then Mordor would really need a cavalry unit or a placeholder.

  16. #136

    Default Re: DaC - Official Suggestions Thread

    Quote Originally Posted by nichita1998 View Post
    As far as attrition losses in certain regions are concerned I was thinking about adding this effect to the building shaped like a book that details each region which you can find in every town
    The bookshaped building already specifies the terrain type and what type of unit you can train in that particular region (e.g: Mountain Trolls in mountain areas).

  17. #137

    Default Re: DaC - Official Suggestions Thread

    Quote Originally Posted by nichita1998 View Post
    1) In the lore the 12 Nazgul always act as a group as far as I remember. They don't seem separated. I really think that Mordor is incredibly overpowered because they have extremely powerful 9 Nazgul generals with black numenorians bodyguards that can also be respawned once they are killed. If a Wyvern bodyguard unit for the Witch would turn out to crash the game just like ents/barlorgs/sauron then I would still prefer a reunited Nazgul bodyguard unit (consisting of 11 OP Nazguls mounted on horses) for the Witch King that can also respawn.
    Um... Lets start with there are no 12 Nazgul, lore or otherwise. There are only 9. No the 9 Nazgul did not always act as a group. See Witch King in Angmar, Khamul in Dol Guldur. Mordor gets 6 Nazgul. 3 are in Dol Guldur.

  18. #138

    Default Re: DaC - Official Suggestions Thread

    Quote Originally Posted by Lord_Imrahil View Post
    I follow with the same opinion as the previous commenters.
    5) attrition works well in the newer total war, as they have self replenishment. But first of all it would impact performace a lot if it is even possible.
    The preferences in terrain for factions in already represented by recruitment time (noticeable for Dwarfs and Orcs) some AOR restrictions and the bonuses for fighting in snow, desert and woodland.
    6) Dol Amroth was a vassal in earlier versions, but it made them really weak as they have to give most of there funds to Gondor and that would take the resources they need to fight. For a player that is not that much of a problem as he can break the vasselage and redo an alliance, but the AI would suffer and Dol Amroth and the Evil men would become a joke to fight against. It would represent the lore better, but would be detrimental to the gameplay.
    5) I guess if you make attrition take effect only after you end the turn (just like plague and being besieged) then performance wouldn't be affected.
    6) That can probably be fixed if they mod and set the tribute low or very low (I am thinking about 100/200/300 gold per turn or maybe). It would also help Mordor and Gondor.

  19. #139

    Default Re: DaC - Official Suggestions Thread

    Quote Originally Posted by nichita1998 View Post
    Hi, I have posted these sugestions on one of Arachir's youtube video as well but I thought that wouldn't be any harm if I also post them here.
    1) Could you reunite all the Nazguls (expect for Dol Guldur's faction leader) into a 10 men bodyguard unit for the Witch King and also put them mounted on Wyverns just like in the movie? If you can do this then I guess you should take out the Black Numenorians Cavalry Bodyguard from the game. Call of Warhammer Begging of the End Times already has flying units (dragons, eagles, griffons, manticores) implemented so you can just adopt the technology from that mod and make your own units.
    2) You can also add the Great Eagles as a unit (they are also in Begging of the End Times) to the Vale of Anduin and Khazad-Dum as well.
    3)Another one is to give Sauron, the Witch King, Nazguls, Saruman, Gandalf, Aragorn, Elrond, Glorfindel, Legolas, Gimli, Boromir, Faramir, Théoden, Eomer, possibly King Dain, etc unique campaign and battle map voices. The voices that they already have are really not fitting for the custom special characters that they are. I guess you can take these voices fromBattle of Middle Earth 1, 2 and Rise of the Witch King and the movies.
    4)Another one is to add supplies to armies in the game. I believe that Stainless Steel and Rise of The Three Kingdoms already have this. It would be cool if the supplies will depleat faster into desert, snow, mountain and Mordor area.
    5)Also I guess that armies should have less movement points and/or also have attrition casualties in: desert area (except for Harad and Umbar), during winter (with the exception of Dwarves, Angmar and Elves who I think should be punished less or not at all), Mordor (with the exeption of Mordor ofcourse), mountain areas (again with the exeption of Dwarves but also Misty mountains, Elves and possibly Angmar), heavely forested ares (I am thinking here about Mirkwood, Enedwaith, Eryn Vorn, Ithilien forest, Fangorn, Lothlorien) and/or swamp areas (with the exeption of all Elven factions, Clans of Enedwaith, Dunland, Vale of Anduin, Dol Guldur, Northern Dunedain, all ranger/elven/hunter/woodsmen/bandit/outlaw/forest related unit in the game who should be punished a lot less or not at all, depends on the faction/unit).
    6)Another minor request that I have is to make Harad, Rhun and Khand vassals of Mordor instead of allies which I guess it's more lore accurate. You should do the same thing with Dol Amroth and Gondor to reflect that the Princes of Dol Amroth are tributary to the Kings/Stewards of Gondor.The last one is to give Mordor and Dol Guldur Shelob as a Giant Spider unit (also in BoTET) as well as a unit of very fast smaller spiders (I am sure that MOS already has that unit for Mordor).
    1) A interesting idea but this is one of those suggestions that only a small number of people would actually want.
    2) We won't add flying units or spiders: I never liked the flying units from either PCP or BotET to coin another users phrase "they look derpy". Spiders were cut precisely because they were buggy as hell and most people have crashes with them.
    3) Not possible - I CBA to explain in full but rest assured that with only 4 units slots left, this is not possible in DaC.
    4) Nope - Too script heavy
    5) Not really worth the effort IMHO
    6) Harad, Rhun and Khand weren't vassals of Sauron they were allies. Vassals implies that he has either gifted them the land and has their allegiance because of it or he has conquered them but allowed them to live on as clients. He has done neither of those things: He convinced them to send troops to him and nothing more.

    Apologies for basically shutting down your entire post, we do appreciate the enthusiasm!

  20. #140

    Default Re: DaC - Official Suggestions Thread

    About the vassal thing. I was thinking that this could be represented by a special script only if Dol Amroth is the player. More specifically every 10 turns or so you must give a sum of money to Gondor (2000/3000 gold).

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