Units?

Just think about the units for other races... The elves should have units with +1 Strength, but more expensive than the humans: in the Age of the Stars, same price; 1st Age, +10 hammers; 2nd Age, +25 hammers; 3rd Age, +70 hammers. This would make them stronger early in the game, but reduce their power in later ages.
 
Reskin it black and call it Shadow Siege Ship or something.
 
Oh, good point, we have to think about the ships... There will be no combat ships until the second age. Many of the naval units would be UUs, like the Swan Ships (a weaker transport ship, but cheaper and available earlier) for the Teleri, the Corsairs for the Haradrim, and several boats for Númenor. A sketch, without any values (but they should be expensive, in ME we didn't have many ships):
Work Boat: normal, available to all
Swan Ship: only ship available in the Age of Stars, only to the Teleri (transport ship)
Ship: first transport, no attack, available to all
Transport: better transport, not completely defenseless, available to all
Warship: first military naval unit, available to all
Siege Ship: can bombard cities, good against transports, slow, weak against warships, available to all
Scout ship: weak, but fast, good to exploration, available to all
High Ship: best naval unit, hybrid between Warship and Transport, only to Númenor (maybe Gondor/Arnor)
Fast Ship: best explorer ship, only to Númenor
Great ship: late game siege ship, available to all
Quick ship: late game warship, available to all
Corsair: ???, only to Harad
 
Corsair should be an improved Warship, maybe available later as an upgrade for Haradrim Warships?
 
"Corsairs" were the pirates who manned the Haradrim ships; the vessels themselves were called dromunds.

And I don't think the Telerin swanships should be weaker than standard midgame transports. They should be a unique unit with a definite advantage - perhaps free navigation and sentry promotions, for extra speed and visibility range.
 
rememeber, though, that this mod is designed to be played on radnom maps... that means archipalegos and the such... people need the possibility to build ships strong enough for actaul naval warfare, and farily early, too.

also, i was wondering. is it possible to make ships capture and hold a city? i think that would be a nice feature for the Dromunds of harad )that's corsairs of umbar to those of you who didn't read the posts above :p
 
I doubt it. Physically, if all you have is a ship in the harbour, how can the crew take control of the populace? With bare hands? Ships can sit there and throw cannon balls, but you need soldiers on board to go ashore and occupy the town.
 
Well, we can have Corsairs as an "amphibious" unit, and the Dromunds as ships. But about the telerin ships, they wouldn't be weaker; they would be "regular" transports, but earlier and cheaper. Let's supose the first transport costs 50 hammers and carries 2 units, it would cost 25 hammers and carry 1 unit, and they would start their naval expansion very earlier.
I thought about the random map thing, and it's the only reason The Shadow can build ships, and also we have ships in the first age - only the Teleri, the Falathrim and the Gondolindrin (maybe the Sindar of Doriath, after they joined these peoples) built any ships in that age, and there were not any military sea units (maybe because there were no enemies to fight). But I just realized we should have at least one small ship capable of attacking, otherwise a player could simply put ships all round one city and it wouldn't be able to do anything.
Now, opinions: should we have any "sea monsters" for the Shadow? Watcher in the Water?
 
I don't think Tolkien described aquatic dragons, but mythological dragons were often associated with water. And even today, people still report sighting sea serpents occasionally...

Maybe barbarian sea animals as well. Like the giant turtle Fastitocalon mentioned in The Adventures of Tom Bombadil.
 
Yes, this is a great one... For those who don't know, it's a monster like a huge turtle, that lures sailman to disembark in it's back (that resembles an island) and then turns around to kill them. But we may change it a bit...
 
Perhaps it could actually look like a 1-tile island - then move and attack whenever anybody lands on it.

fastitocalon_s.jpg
 
Difficult to do... Maybe give it the look of a small island, and make it have a very limited move rate, but it would be very, very hard to make it attack units that landed on it: we would have to make a sea unit that could fight land units only, and make it do not move into land or against enemy ships...
 
I need a list of the standard units: those that every civ will have. i can associate them with tech myself, but i need to know what we'll have, and thier progression.

eg
Warrior->swordsman->axeman->etc...

thanks
 
First page, third post, in the spoiler. I posted everything there, including tech, all statistics, etc. But they aren't exactly "standart", as there should be one version of them for each race - one for Elves, one for Dwarves, one for the Shadow and one for Men.
 
It would be easier if they were all standard (at least for the basic units, like warrior and swordsman... then all we'de need was one reference per unit, with just different art.)
 
I didn't even know it was possible to change the art for some civs without changing the units. But it would be nice to have them all this way, though this ruins the idea of elves stronger in the start and weaker later. But I'll try to make their racial civic give some bonuses early game, so we just may give a stronger civic to Men in late game.
 
it a BTS thing. for example: <UnitArtStyleType>UNIT_ARTSTYLE_DUNLAND</UnitArtStyleType>

it just makes things a lot easier. maybe we could give them different promotions...
 
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