Units?

Love

Deity
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Questions and answer tread about units...

First question, ships... Numenor and Faras... Ships? what ships? Heroes??? got some questions...
 
I haven't gotten around to adding ships yet, though i've downloaded quite a few ships.

Heroes- well, they're coming later
 
We'll have ships to all factions, but naval warfare is not a big deal in middle-earth (we plan to have war ships only in the Second Age, by the time of Númenor). Probably just Work Boats, transports, and 3 levels of war ships.
About heroes, well, we need a programmer, and first we need to have regular units. But we plan to have a bunch of heroes, later (yet to decide how many). The list of units, so far, is:
Spoiler :
For the units, I've thought of having a basic set of units for the humans (Edain and Middle Men), and each group of civs (the Sindar, the Noldor, the Dwarves, the Easterlings, the Haradrim, the Silvan elves, the Shadow) would have their own change of those units. For example, there would be a Swordsman, a Noldo Swordsman, a Dwarf Swordsman, an Orc Swordsman, etc. Also, Each civ should have some unique units that makes it different from the others of the same group: for example, the Rohirrim should have more cavalry units ("éoreds", for example), the Easterlings should have some chariots, the Haradrim should have Oliphants, the Shadow should have Balrogs, Dragons, werewolves, vampires, flames, etc.
Here are my ideas for the standart units (--> means upgrades to):

Swords:
Warrior: Strength 5, movement 1, hammer cost 30, requires Bronze Working tech and a metal resource (bronze, iron)
--> Swordsman: Strength 7, movement 1, hammer cost 40, requires Iron Working tech and a metal resource (iron only)
--> Long Swordsman: Strength 10, movement 1, hammer cost 55, requires Long Swords tech and a iron resource
--> Swordsmaster: Strength 15, movement 1, hammer cost 80, requires Swordsmanship tech and a iron resource
--> Infantry: Strength 18, movement 1, hammer cost 95, requires Total War tech and a iron resource
--> Heavy Infantry: Strength 21, movement, hammer cost 110, requires Plate Armor tech and a iron resource

Poles:
Spearman: Strength 4, movement 1, hammer cost 25, requires Hunting tech and a metal resource (iron or copper), +50% vs Cavalry units
--> Phalanx: Strength 6, movement 1, hammer cost 40, requires Infantry Tactics tech and a metal resource (iron or copper), +50% vs Cavalry units and +10% when defending hills, plains or grasslands
--> Lanceman: Strength 8, movement 1, hammer cost 55, requires Pole Weapons tech and a iron resource, + 50% vs Cavalry units and +10% when defending hills, plains or grasslands
--> Halberdier: Strength 8, movement 1, hammer cost 55, requires Pole Weapons tech and a iron resource, + 25% vs Cavalry units, +25% vs Melee units and +10% when defending hills, plains or grasslands
--> Pikeman: Strength 12, movement 1, hammer cost 90, requires Superior Pole Weapons tech and a iron resource, + 75% vs Cavalry units and +10% when defending hills, plains or grasslands
--> Partisan: Strength 12, movement 1, hammer cost 90, requires Superior Pole Weapons tech and a iron resource, + 50% vs Cavalry units, +25% vs Melee units and +10% when defending hills, plains or grasslands
Javelin Thrower

Axes:
Axeman: Strength 5, movement 1, hammer cost 35, requires Weaponry tech and a metal resource (iron or copper), +50% vs Melee units
--> Great-Axeman: Strength 7, movement 1, hammer cost 50, requires Battle Axes tech and a iron resource, +50% vs Melee units
Axethrower: Strength 5, movement 1, hammer cost 40, requires Weaponry tech and a metal resource (iron or copper), +40% vs Melee units, 1 1st stryke
Clubs:
Maceman: Strength 10, movement 1, hammer cost 75, requires Improved Smithing tech and a iron resource, +50% vs Melee units
--> Hammerer: Strength 12, movement 1, hammer cost 95, requires War Hammer tech and a iron resource, +50% vs Melee units
--> Mauler: Strength 15, movement 1, hammer cost 125, requires Total War tech, a iron resource, +50% vs Melee units

Bows:
Bowman: Strength 3, movement 1, hammer cost 20, requires Archery tech, +50% when defending cities and +10% when defending hills, 1 1st strike
--> Archer: Strength 6, movement 1, hammer cost 40, requires Sharpshooting tech, +50% when defending cities and +25% when defending hills, 1 1st strike
--> Longbowman: Strength 9, movement 1, hammer cost 60, requires Longbows tech, +50% when defending cities and +25% when defending hills, 2 1st strikes
--> Advanced Archer: Strength 12, movement 1, hammer cost 90, requires Total War tech, +50% when defending cities and +25% when defending hills, 3 1st strikes
--> Crossbowman: Strength 15, movement 1, hammer cost 100, requires Crossbows tech, +20% vs Melee units, 2 1st strikes

Mounted, Swords:
Knight: Strength 7, movement 2, hammer cost 50, requires Cavalry Tactics tech, a Horses resource and a metal resource (iron or copper), it does not receive defense bonuses
--> Paladin: Strength 10, movement 2, hammer cost 70, requires Chivalry tech, a Horses resource and a Iron resource, it does not receive defense bonuses
--> Heavy Cavalry: Strength 20, movement 2, hammer cost 140, requires Total War tech, a Horses resource and a Iron resource, it does not receive defense bonuses

Mounted, Spears:
Horseman: Strength 6, movement 2, hammer cost 45, requires Mounted Combat tech, a Horses resource and a metal resource (iron or copper), it does not receive defense bonuses and has +20% vs Cavalry units
--> Rider: Strength 8, movement 2, hammer cost 60, requires Combined Armies tech, a Horses resource and a iron resource, it does not receive defense bonuses and has +30% vs Cavalry units
--> Light Cavalry: Strength 13, movement 3, hammer cost 100, requires Horsemanship tech, a Horses resource and a iron resource, it does not receive defense bonuses and has +30% vs Cavalry units

Mounted, Bows:
Mouted Bowman: Strength 4, movement 2, hammer cost 30, requires Horseback Riding and Archery techs, and a Horses resource, it does not receive defense bonuses, has 1 1st strike
--> Mounted Archer: Strength 8, movement 2, hammer cost 50, requires Strategy and Sharpshooting techs and a Horses resource, it does not receive defense bonuses, has 1 1st strike
--> Horse Archer: Strength 12, movement 3, hammer cost 90, requires Military Training and Sharpshooting techs and a Horses resource, it does not receive defense bonuses, has 1 1st strike

Siege:
Ram: Strength 0, movement 1, hammer cost 40, requires Siege Warfare tech, can bombard city defenses (-15%)
--> Stone Thrower: Strength 4, movement 1, hammer cost 60, requires Improved Siege Warfare tech, can bombard city defenses (-20%), causes collateral damage
--> Catapult: Strength 8, movement 1, hammer cost 110, requires Ballistics tech, can bombard city defenses (-35%), causes collateral damage
--> Trebuchet: Strength 10, movement 1, hammer cost 200, requires Trebuchets tech, can bombard city defenses (-50%), causes collateral damage
--> Siege Tower: Strength 6, movement 1, hammer cost 80, requires Advanced Siege Warfare tech, can bombard city defenses (-25%)

Great People:
Great Loremaster (Scientist)
Great Craftsman (Engineer)
Great Bard (Artist)
Great Leader (Genneral)

Civilian:
Settler
Worker
 
I have downloaded the mod so far and going to check it :) What about spells... The only wizards is Istari and Sauron what i have understanded...
 
Well, one thing really disturbing in the movie, i know this will be in the OOC tread by myself, the eä... But when on the topic...

Glamdring doesen't shine when orches are close :mad:
 
Rivendell allows rangers?
Shouldn't like Lorien or Thranduil's Halls allow that?
 
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