DaC - Official Suggestions Thread

DaC - Official Suggestions Thread

I agree with the Harad bodyguard change as well.

-Give all factions the option to build the biggest cities/strongholds, but put a hard cap on certain regions to what they can build to compensate for it
Big NO. Some factions having limitations makes sense lorewise(orcs not building strongholds) and some regions already have limitations in 2.2(Gynd south of Isengard is one such) and it's incredibly annoying, specially when you just want to develop those regions.
Thankfully all of those arbitrary region restrictions are being pulled off in 3.0(with the exception of the Breeland regions) so thank you DaC team :thumbsup2
 
On a similar notice, the restriction to certain factions to build the biggest cities or castles due to lore is somewhat weak too and takes away from the enjoyment of the game, and its one of the only bad features rome total war had as it is similar to their barbarian culture and building limitations. For example on the current version i wont even go for a faction that has "restricted building options" on their description cause diversity and options are more fun to have. I understand for example that Dunledings and Enedwaith or Variags, Vale of Anduin, Orcs, goblins etc have some lore that specifies that they didnt build huge towns or strongholds but thats cause of the certain things that happen on the books or based on their surrounding and environment. Given the opportunity to be big players and not "side-characters" those factions would certainly go for those options. Variags for example a "horde/mongol copy from real history" if conquered lands that had resources and were suitable for farming etc would settle down and eventually build things while keeping their identity.

I like the differences in development. Less civilized factions get a big advantage in that they can get more troops from lower level settlements. For example Dunland can often get a good army from a mere town, unlike elves. If you removed that the factions would be less unique.

Sorry for spamming thread mods can merge my posts if they see fit.
 
On a side note, reading a bit about the factions it seems like that imladris and lindon should be one faction, elves of mirkwood should be one faction with lothlorien, and dol amroth one with gondor.

That is done on purpose. DAC's aim is to add as many factions and subfactions as possible. I don't think it's going to be changed (or that there is a need for that).

Northern dunedain starting as a horde in the same general area with more generals and armies but scattered around bree-land but owning many forts of which you should implement more in the surrounding area and make the faction play like a script where you cant conquer settlements until a certain points and recruitment only happens in the form of mercenaries but lowering their cost and upkeep and granting ND bonus income for winning battles (currently its 300gold i think make it like 450 or so) to emphasize their guerilla tactics until they decide to become more of a nation.

That's a really interesting proposal. I personally like scripted campaigns and this certainly would fit the style of ND. However, it seems to be a bit contradictious to your proposal of removing restriction so everybody can play as he or she likes:hmm:
A heavy scripted campaign certainly limits your playstyle.

Also should Harad have mounted bodyguards? Dol Amroth, Rohan and Khand are all cavalry nations so they definitely should but I don't know if Harad is particularly known for its cavalry. I wonder if an elite infantry with swords shields and javelins would be better. Not committed to the idea, just throwing it out there and wondering what people think.

This totally makes sense. Still disagree, though. Without the cavalry bodyguard, Harad will have a REALLY hard time against the rebels surrounding it. On the other hand, with the bodyguards it's kind of a cakewalk... So if they would be replaced, the bodyguard has to be good enough to still be able to conquer that castle full of hasharii with the help of Harads early trash:tongue:
 
I would like to suggest to add more portraits, especially for Rhun, Ardunaim and Northmen culture. Thaks for all the work on v3, looking good.
 
That is incorrect. They do use axes. Their picture has not been changed but thier weapon has.
Yes, that's correct. I guess I never zoomed in those few fights that I had against them. Still, their picture should be changed. Even Dunland BG could be changed. Remove current BG (and gain unit spot) and replace them with berserkers. Of course, berserkers stats should be buffeed to be slightly weaker to Vale of Anduin BG.
 
Edit: Also should Harad have mounted bodyguards? Dol Amroth, Rohan and Khand are all cavalry nations so they definitely should but I don't know if Harad is particularly known for its cavalry. I wonder if an elite infantry with swords shields and javelins would be better. Not committed to the idea, just throwing it out there and wondering what people think.

I think it's because of the battle for the Pellenor fields, where Theoden slay a (the ?) king of the Haradrim. This king and his bodyguards are all mounted.
 
What about the introduction of the fortress of Nordinbad. This dwarf fortress is hidden deep in the Gray Mountains. It serves as a refuge for the dwarves of the Durin people. Dwarves live around an underground lake known as Azan-Zaram. Gorin from Dolgoborodov is the ruler of this secretive tribe. You can make Nordinbad a separate faction or a rebel settlement!
 
What about the introduction of the fortress of Nordinbad. This dwarf fortress is hidden deep in the Gray Mountains. It serves as a refuge for the dwarves of the Durin people. Dwarves live around an underground lake known as Azan-Zaram. Gorin from Dolgoborodov is the ruler of this secretive tribe. You can make Nordinbad a separate faction or a rebel settlement!

One day I would like to create that battlemap/settlement as I've always liked it but I can't make any guarantees and even if it was made, it won't be for a very looong time.

@Rix: Any sources for this fortress or pure fanfiction?

The source is the War in the North game.
 
What about the introduction of the fortress of Nordinbad. This dwarf fortress is hidden deep in the Gray Mountains. It serves as a refuge for the dwarves of the Durin people. Dwarves live around an underground lake known as Azan-Zaram. Gorin from Dolgoborodov is the ruler of this secretive tribe. You can make Nordinbad a separate faction or a rebel settlement!

I love the idea.

Btw, I have 2 simple suggestions:

Make one script to not receive quests about blocking ports, specially when you're playing with factions that doesn't have any battle ship, like dwarves, imladris, lorien, etc, cuz the AI gave me this quest & sometimes gave me the same quest after expired the last or make some battle ship for each faction, to avoid this happening you, one at least.

Other thing that i'm asking me if it could be possible to create one script for the AI gives you quests, whose objective is always about an opposite faction as main/default preference & not between good factions, when you're playing with other good or between evil factions, when you're playing with the evil ones too, at least while still remains some opposite faction.
 
I think it's because of the battle for the Pellenor fields, where Theoden slay a (the ?) king of the Haradrim. This king and his bodyguards are all mounted.
I think that could be solved by just making the Haradrim king have cavalry bodyguard. I'm currently playing a Dol Amroth campaign and i'm completely baffled that a common Harad general have bonus against cavalry and can go toe-to-toe with my Amrothian cavalry generals.

I also have a Harad campaign from some weeks ago and they completely obliterate anything non-heavy armored.

I think that the Harad cavalry bodyguards should at least lose their bonus against cavalry as they are already too good even without it.
 
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Since others are suggesting factions, I thought I might chuck some in. Not saying the game needs them, just having a bit of fun.

The Gwathlo Men, a faction stretching from Lond Daer to Royal Tharbad along the western bank of the Gwathlo river in southern Eriador. They could be remnants of both great-but-ruined Numenorian cities, mixed with travelers, wild men and Cardolani who fled to this area for safe haven. Like the original Umbar faction DAC had, they could be a mix of pirates, bandits, farmers and fishermen, mercenaries and merchants, and other odd folk simply trying to get be, like a rougher version of Bree.
They'd be a little less wild than their neighbours, but a little more martial than Bree. They might spice up the Enedwaith-Dunland gameplay, which for a human player always starts with swallowing the other, by necessity. It would create a danger factor for Bree and the Dunedain, presenting a higher chance of having to fight on two fronts. They might help keep Lindon off of Enedwaith, which has always seemed just cruel and illogical to me - Elven genocide of forest people simply because they're bored.
Like Enedwaith, the men of the Gwathlo would have no allegiance, meaning every game would be different.

The hard part would be making the soldiers unique while still incorporating elements of the composite cultures.


Another faction might be Goblin Town. As seen in books and films, these guys have their own king and culture, separate from Moria, and hold an incredibly strategic point (the High Pass). You would have a faction capable of striking the good factions east and west, which is something Moria struggles with, especially since they have Dwarves bordering their capital. You could make them a mostly jav-bow ranged and stealth faction, and essentially unarmoured/naked, with monsters like trolls and wargs as elites, and maybe some unique monsters - there are all sorts lurking in the mountain's deeps. You could also have more powerful orcs come in from abroad, essentially being strong-armed by other factions - like Moria is in the books. So a Goblin army might have 1-2 rare Isengard, Mordor or Gundabad swordsmen, a higher number of monsters (like wargs and trolls) than other orc armies, and then the majority hit and run cowardly goblins. Since they are wilder, you could also have them unallied, or loosely allied, meaning they could end up fighting the other orcs of the mountains.
They'd be different from Moria in that Moria has a completely different aesthetic, more dependable (but still unreliable) soldiers in their iconic Balrog armour, and a more savage and militaristic feel to them (Moria has got to be decent to fight Dwarves toe-to-toe).

I'd also suggest pushing the Dunland province of Byrig up against the mountains (they are the ​hill​ people of Dunland), and maybe making more goblin settlements in the mountains which aren't passes, so it is easier to walk between and defend the mountain pass provinces, and it feels larger and more rugged, with more mountain battles. My guess would be that it might make path-finding for the AI easier. You could also make the Gladden Pass have no settlement, which lore-wise is correct (it's on Caradhras, a huge mountain peak), and would make it easier for cross-mountain travel, and more fun to defend, since it isn't just another siege.

​Completely
​ unrelated, could Harad have some AOR/merc access to corsairs? Harad straddles the river Harnen and border Umbar, it would be cool to have some access to different looking but lore-friendly units.
 
Since others are suggesting factions, I thought I might chuck some in. Not saying the game needs them, just having a bit of fun.

The Gwathlo Men, a faction stretching from Lond Daer to Royal Tharbad along the western bank of the Gwathlo river in southern Eriador. They could be remnants of both great-but-ruined Numenorian cities, mixed with travelers, wild men and Cardolani who fled to this area for safe haven. Like the original Umbar faction DAC had, they could be a mix of pirates, bandits, farmers and fishermen, mercenaries and merchants, and other odd folk simply trying to get be, like a rougher version of Bree.
They'd be a little less wild than their neighbours, but a little more martial than Bree. They might spice up the Enedwaith-Dunland gameplay, which for a human player always starts with swallowing the other, by necessity. It would create a danger factor for Bree and the Dunedain, presenting a higher chance of having to fight on two fronts. They might help keep Lindon off of Enedwaith, which has always seemed just cruel and illogical to me - Elven genocide of forest people simply because they're bored.
Like Enedwaith, the men of the Gwathlo would have no allegiance, meaning every game would be different.

The hard part would be making the soldiers unique while still incorporating elements of the composite cultures.


That's a good idea!!!
 
One more thing about adding Nordimbad: in 1648 mod, they have numerous pernament forts, which all have their historical location names. If DaC team could implement this, they could add much more locations to the game, and free up some settlement slots (e.g.: Cirith Ungol could be a pernament fort, and Nordimbad a new region).

+ if you need some unit slots, why don't you delete the Guards of the Glittering Caves? They are really don't fit with the Rohirrims imo, +players barely use them, and they could be easily replaced with the basic Dwaven Travellers unit.
Moving further on this idea, I think all 'good' nations should be able to recruit Dwarven Travellers when conquering key dwarven settlements. This would represent the dwarven "pilgrims" visiting their sacred places.
 
One more thing about adding Nordimbad: in 1648 mod, they have numerous pernament forts, which all have their historical location names. If DaC team could implement this, they could add much more locations to the game, and free up some settlement slots (e.g.: Cirith Ungol could be a pernament fort, and Nordimbad a new region).

+ if you need some unit slots, why don't you delete the Guards of the Glittering Caves? They are really don't fit with the Rohirrims imo, +players barely use them, and they could be easily replaced with the basic Dwaven Travellers unit.
Moving further on this idea, I think all 'good' nations should be able to recruit Dwarven Travellers when conquering key dwarven settlements. This would represent the dwarven "pilgrims" visiting their sacred places.

It wouldn't make sense to remove Cirith Ungol to add another settlement in the Misty Mountains. Mordor already lost a citadel with Durthrang, stripping them of another big settlement could nerve them too much. As fun as adding Nordimbad is to me it seems redundant, the Misty Mountains already have 5 settlements in them which seems like a nice balance. I would suggest just replacing Zagh Khala with Nordimbad. Also the Guards of the Glittering Caves is one of those units that give Rohan actually semi-decent infantry. replacing them with a mediocre missile unit doesn't make sense. The idea of allowing drwaven units to be trained in conquered key dwarven settlements I very much like, though I would rather be able to recruit 2nd tier infantry than the terrible dwarven missile units. I do not know if the farmhand pike men are still in the game but those would be better to delete from the game.
 
I'm curious, is there any lore behind Zagh Khala at all?
 
I think not. When I googled the name all I could find were links to the DaC submod threads. I believe it's called mountain fort and entirely non-canon
 
I tried finding anything on the lore too but to no avail either so i agree they should probably remove Zagh Khala for Nordimbad.
 
Then how about adding Nordinbad as a named pernament fort? Even Durthang could be placed on the map again as well.
 
Where did this idea come from that Durthang has been cut?

V3 Mordor
022EA5A08B2C5A459BDDD635F409229D8278786F

Isenmouth was cut, not Durthang.
 
Where did this idea come from that Durthang has been cut?

V3 Mordor
022EA5A08B2C5A459BDDD635F409229D8278786F

Isenmouth was cut, not Durthang.

Ah my bad, I heard Arachir talk about a settlement of Mordor being cut and as a result two scripted armies were added. I could have sworn it was Durthang but it seems i'm mistaken.
 
Ah my bad, I heard Arachir talk about a settlement of Mordor being cut and as a result two scripted armies were added. I could have sworn it was Durthang but it seems i'm mistaken.

Arachir mentioned Durthang in the last Development Diary indeed, but that must have been a mistake on his part, I am sure that he meant Isenmouthe.
 
Arachir mentioned Durthang in the last Development Diary indeed, but that must have been a mistake on his part, I am sure that he meant Isenmouthe.

Clearly not just me who noticed that and was a bit taken aback. Durthang of course is seen as an iconic part of Mordor (although the texts of LOTR pay little attention to it, it's suggested as having some history).
 
I'm curious, is there any lore behind Zagh Khala at all?

Nope, Zagh Khala it's 0% cannonical as Nordinbad & could be replaced one by other, bc the second has at least a bit of lore &, then, they would need to increase the troops in Moria, like the books, to balance the factions in the area, after removing Zagh Khala, although it looks that there aren't plans or intentions for that.

In Misty Mountains only are recognized this settlements: Moria or Khazad-dûm, Goblin-town, Gundabad and Nordinbad (after the War of the North) owned by Goblins; Carn Dum for Angmar & some other places more there, where the great eagles live.

I have to say that if you play with Misty Mountains you have double chances to conquer Rivendell, with one city would be a challenge, with two cities really close is a piece of cake in time. Also, if devs change the scripts for the goblins increasing their spawn in the next patch, they could siege with more frequency any settlement around their area, so, in early period could be a freaking nightmare & perhaps a bit unbalanced, specially, for the elves.
 
The lands of South Rhovanion are now abandoned and destroyed from the Easterlings invasions, its a area of less interest for the player. So i suggeste that The Kingdom of Rhovanion should rise once more to batle the Evil from the East.
The Kingdom of Rhovanion rule Dor Rhúnen, the South area of Rhovanion including Dor Naurhach, Dôrthalu, Dant`alad, Ost-In-Ery, Othlebed, Villtur, Lôgarth, Varfést and Bûrn Ermanarikis.
https://www.google.pt/search?q=dor+...UIDigB&biw=1920&bih=937#imgrc=4UIAcSKm2oQYEM:

Kingdom of Rhovanion culture would be Northmen but their population was a mix of Northmen, Easterlings and Gondor. That can make then diferent from Dale and Rohan. A strong Cavalary, Heavy Infantry , a agressive Faction with Heavy Strike Infantry and maybe with a Script of Gondor Allience that would bring Gondor Smith and Constrution. And maybe have acess to some gondor mercenaries like Ithilien Ranger in the Ithilien area.
https://merp.fandom.com/wiki/Ebnathiuda

Kingdom of Rhovanion was also known for trading, farming ( Grain ), horses and Cattle.
https://merp.fandom.com/wiki/Dor_Rhúnen

They should star with a small territory, restrited recrutment of some units to Dor Rhúnen, weak bow unit (use crossbow), small population and divided clans ( horseman/aivathiuda and plainsmen/southgramas )
https://merp.fandom.com/wiki/Gramas
https://merp.fandom.com/wiki/Aivathiuda

The settlements of Dor Rhúnen could have some changes like, Ost-In-Ery become the Capital Tirith Toron or Thorondir, Othlebed could become the dwarf fortress of Nurunkizdin in the Mountain close to the sea of Rhun, Villtur became the new Othlebed, Dor Naurrhach become Rhûnost a town with some elven presence and Dant´alad to a Gondor castle Tir Nindor. And the Gondorian Stone Tower Barad Ithil to watch the East.Dôrthalu could change to a town and have another changes in the Rhovanion settlements to reflect their past.

For Unit space i suggest using the 2 Rhovanion mercenaries.

some visual Ideas:
https://www.google.pt/search?q=rise...KHcmIC44Q9QEwAXoECAUQBg#imgrc=hR4TRcubDQdRxM:
https://www.google.pt/search?rlz=1C..........0i19.N3_k08-91Tw#imgrc=jIfBBMe1dWf-UM:
https://www.google.pt/search?rlz=1C..........0i19.N3_k08-91Tw#imgrc=6wQXFGlLAH2UJM:

I know the game limits but its just an idea, please give some feedback. Love the submod and sorry for bad english.
 
Nope, Zagh Khala it's 0% cannonical as Nordinbad & could be replaced one by other, bc the second has at least a bit of lore &, then, they would need to increase the troops in Moria, like the books, to balance the factions in the area, after removing Zagh Khala, although it looks that there aren't plans or intentions for that.

Correct. Zagh Kala is not going to be removed in v3; there is a precisely 0% chance of that happening no matter how many post on the subject. To remove a location from the Misty Mountains and add one to, what would be, the Gundabad region when it is very much intentional that Moria has a strong presence west of the mountains would be, to phrase it diplomatically, 'counter-productive'.
 
Could one of the regions of Rhovanion be changed into a city ruin that was once the capital of the Kingdom of Rhovanion? It would be cool conquering an old heritage of northmen.
 

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