Greetings to you and to my first humble modification !
First, some general informations about the mod :
- As a passionated LOTR fan, I discovered DAC in December and in my usual modding madness, I told myself that I wanted something different to what TATW have used us to. I tried to achieve a mix between the Medieval 2 vanilla game and the LOTR modification.
- This subsubmod is not meant to be fully balanced, as you will understand through the reading. Nothing is definitive however.
- The lore is dead, long live the lore. Deal with it.
REQUIREMENTS : Don't forget to backup all concerned files. I am not responsible of what could happen if you do not follow this simple rule.
- DAC 1.2 ( surprise )
- VARG modification from The Black GoldFish :
for unit ( http://www.twcenter.net/forums/showt...C-1-2-(PREVIEW) )
and banners ( http://www.twcenter.net/forums/showt...-January-2017) )
The reason why they're necessary is because I tweaked the unit stat based on the equipment they're wearing, their culture, and their race. Same for the banners submod, since I built my descr_sm_faction with a mix of the DAC developpers total war submod and the banner mod.
Features :
A total war like diplomacy. There are some preset relation, to initiate some conflict early on. One exception, if you take the Ring, the ring script will go as planned, factions are going to dislike you. The Isengard ring script (fixed version from cant find the thread, I will try to find the rightful author ) works normally aswell.
- Unit's stats : In short, unit are more specialized, fights are less forgiving, bad tactics can have terrible outcomes.
All unit are now composed of ( almost ) the same amount of soldiers :
The standard infantry number is 70 (EDU value = Small unit size), some (weaker) factions have +10 men ( so even more on normal, large, and huge unit size ).
They are now based on their visuals, their culture, and their race. ( The equipment gives a standard value that I have establish, the culture ( Rohan mail armor =/= Gondor mail armor ) tweaks it a bit, the race greatly tweaks it ).
Units moral have been greatly increased and each unit inspire the other. Many unit are now given the armor piercing attributes if they possess some specific weapon ( axes, hammer, mace, two-handed swords ). If a unit possess different types of weapon like swords, maces, axes, the AP attributes is applied ( 1/3 of swords < 2/3 of AP weapons )
Unit have different attack delay in millisecond based on their race :
Dwarves : 40 ms ;
Humans from wealthy faction, Uruk-Haï : 30 ms ;
Humans from wilder nations and Orcs : 20 ms ;
Noldor and Lindon, and all non-elven pikemen and halberd unit : 15 ms ;
Teleri unit : 10 ms ;
Elven pikemen and halberd, woodelf and goblins : 0ms
Exemple of one of the specific rules, that might have isolated exception :
- two handed Axes unit are stronger on the charge than in melee and their defence skill depends on the lenght of their axes
- two handed swords unit are stronger in melee but less effective in charge but have better defence skill,
- Zweihander unit are beast at charge, decent in melee, but struggle to defend themselves
- The exception there are the Isengard Nazg-haï, that shows elven like skill in both attack and defence )
- Unit recruitment : Faster, because your units are going to be killed a lot.
Every unit is now built in one turn
They are now free of territorial restrictions with only few exception.
Replenishment rate is now based on the race of the unit, Elves : 0.3/turn ; Dwarves 0.5/turn ; Human and Uruks 0.7/turn ; Orcs and Goblin 0.9/turn.
- 11 New simple barrack events :
Created to spice up the game a bit, to nerf ou buff certains factions at some point in the game. At a fixed date they will have a random chance to happen every turn, and a limit at which they must trigger in case they never did before.
Thoses events open up the recruitment of new units for factions. Some happens before the barrack event, other happens after or around it.
You can play and discover, or read the spoiler below, but I suggest not to :
Spoiler Alert, click show to read:
- Ai and Human :
The Ai and player are on an equal position from the diplomatic, the financial, and the territorial expansion point of view meaning there are no ai income boost, no ai expansion script ( Umbar invasion are an exception ).
I'm experimenting a new way to help the AI financially with as less script as possible. Buildings who gives free upkeep gives more than before, in order to not penalize the ai for having garrison. Human player also benefit this mechanics ( for now )
Furthermore, this submod contains the Azumi's simple, efficient debt script ( http://www.twcenter.net/forums/showt...=#post15509151 ).
To summarize, once an AI controlled faction goes bankrupt, at turn start this faction money will be fixed at 50 ( not enought to build unit ) and building construction cost reduced to one ( so that they invest in new economical building ) as long as they do not have a positive income balance. If they managed to reach a stable economical situation, everything goes back to normal.
-King_purse are now much higher, but this is not definitive.
- Ai use a tweaked Skynet Ai from z3n
(http://www.twcenter.net/forums/showt...5596-Skynet-AI)
- Fixe :
The spear_bonus bug of DAC 1.2 ( fixed in 2.0 ) is also fixed here.
- Factions specificity :
- Elves : Strong unit, low recruitment rate, insane elite. There is no elven alliance script anymore.
Lindon and Imladris :
Posses the best elven armor. Their Noldor warriors are balanced for attack and defence. Their archery skill however is weaker than their Silvan Elves counterparts.
Both can now recruit Mithlond nobles and Eregion smith anywhere.
Lothlorien :
- Best defence skill ingame ( The lothlorien bodyguard are the best in Middle Earth), best overall archery damage compared to other elven unit.
Woodland Realm :
- Their archery skill is between the Noldor and Lothlorien skill. Best agressive (melee/charge) elven unit.
- Human :
- Gondor : Good infantry, Elite defensive unit ( pikemen, halberd, spearmen ). Medium cavalry. Polyvalent Archers
Gondor territory has been cut in half ( but it's still the largest ). Rebel occupies the western part of Gondor.
Gondor and Dol Amroth roster have been separated, to give more challenge. The original roster will only be accessible in the late game.
- Dol Amroth : Well, no real changes, the separated roster does enough IMO. Gobel Tolfalas now belong to Dol Amroth. The original roster will only be accessible in the late game.
- Anduin, Dunland, Enedwaith : More men per unit ( around 15% ), probably the hardest campaign.
- Rohan and Khand : Their soldiers are numerous, and so does their cavalry.
Khand archers are now deadlier. Khand roster enlarge mid-game.
Rohan soldier, surrounded by heavily armored foes, are great AP warriors as such.
- Harad : Low armor, but their melee infantry is focused on armor piercing.
- Umbar : No real change, except Gobel Tolfalas now belong to Dol Amroth.
- Rhûn : Great overall faction, friends of the Khandish and Variags people.
- Bree : Not much changes. Dunedain unlocked mid-game.
- Northern Dunedain : Posses exclusively the Tharbad pikemen that they can recruit anywhere ( Gondor et Dol Amroth can still recruit them in Tharbad, if the bridge is rebuilt. ).
- Dale : Like the englishmen, very good AP archers from the beginning. Decent infantry.
- Dorwinion : Polyvalent, good crossbows, Avari unlocked mid-game. The Dorwinion script is gone and has been replaced by a random event.
Dwarve : Strong unit. Armor rate is huge, armor piercing weapons everywhere.
Ered Luin and Erebor aren't really changed.
Khazad-dûm :
THERE IS NO MORE KHAZAD SCRIPT, you start in Khazad-Dûm East at the start. No fight against the balrog, no Gandalf.
Balin bodyguard are now the standard bodyguard. Zenith Guard ( the old standard bodyguard ) are elite units for the late game ( since they look a lot like the First Legion, I felt that those two would look fantastic and the battlefield )
"Evil" factions :
Isengard : Very powerful Uruk unit, from militia to Elite. Easy campaign. Nazgh_Haï are recruitable without the ring, but needs another special event to be recruited.
Mordor : Powerful all around, lack versatility. Trolls are stronger, and will be your best buddy for the late game along with the black numenorreans
Angmar : Powerful, with an easier campaign until you reach the elves.
Ootm : Harder campaign, most of their neighbours have been buffed, and they do suffer from the standarization of the unit size to 70. Good luck.
Dol Guldur : Strong bow unit, good charge stat.
INSTALLATION : ( Back up your files, you fool ! )
Link : https://mega.nz/#!8YwHGLyC!dbzdwme8pyvoIK1-Qcep6nUsUMqrxsM96p6Efd6BlyA
- The classic copy/paste the data folder in your DAC folder
- Once installed, delete the map.rwm in data\world\maps\base.
- Launch !
Credit goes to :
- The DAC team for making their excellent mod !
- z3n for the Skynet AI !
- The Black Goldfish for his work on thoses sexy units !
- and to Azumi for the debt script !
Feedback is greatly appreciated !
Update : Campaign script properly working now