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SEE Unit Roster


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#1 Nazgûl

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Posted 27 September 2007 - 02:33 AM

EDIT: Moved here from Staff on the 1st of Dec 2007.
EDIT: Updated and revised in Nov 2009.
EDIT: Updated and revised in Nov 2010.

EDIT: Updating in progress, Jan 2016...
 

  • SEE Beta 4.5 is the current release since 2007. (This mod is now obsolete and no longer supported in any way).
     
  • SEE Beta 4.7 will feature the 7th faction of "EvilMen" (WiP name), named simply from the two factions combined: RHÛN/HARAD. *cancelled*
     
  • SEE Beta 4.8 will hopefully feature a split between GONDOR and ROHAN. We might also split RHÛN from HARAD, for the same reasons*cancelled*
  • SEE-dc ("Directors Cut") is a total rewamp of this mod, rolled back to scratch and starting over with RotWK (Rise of the Witch King) expansion as base for the mod this time, instead of BFME2 alone. This restart is due to the fact that Head Coder (Sûlherokkh) suddenly left the team a few years back and went AWOL and at that stage the mod had become too complex and had too many bugs to handle without him. So a total rewamp was the only possible way for SEE to go on. Now we slowly and meticulously adapt the codes to Beta 4.7 standard and beyond by doing one step at a time with a lot of testing before, during and after each step instead of doing several things at once, jumping back and forth. We are also adding new "HD" versions of many models and adapting the mod to include The Hobbit movies as well...

     

Good factions
- GONDOR
- ROHAN
- LOTHLÓRIEN (Might be split into Rivendell & Mirkwood instead)
- EREBOR

Evil factions
- MORDOR
- ISENGARD
- MORIA
- RHÛN
- HARAD

Rules/guidelines for adding units in SEE:
#1: They have to appear in the movies. If not, see rule #2.
#2: They have to have a prominent role in the lore.
#3: If unit does not appear in the movies or is thoroughly described in the books, we shall design the model/s based om Games Workshop's concepts!

 

 

 

¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
SEE dc Unit Roster for Beta #1: Erebor & Misty Mountains
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Updated: 2016-01-18

 

CP = Control Points

BC = Banner Carrier

HA = Heavy Armor

FB = Forged Blades

PB = Poisonous Blades

ELITE (2 CP, 120 sec): Very strong "Anti Hero" late game and limited units! Long recruit time and in need of prerequisites such as Armory and all upgrades (BC, HA, FB, etc).
REGULAR (1 CP, 60 sec): Normal faction specific units, with normal recruit time.
BASIC (1 CP, 30 sec): Early game, light armoured units, sligthly faster to recruit. Useful for scouting and quick raids.
DEFENCE (1 CP, 15 sec): Weak, but very fast to recruit. Useful for base defence as "structure slaves".
SUPPORT (1 CP, 60 sec): Not a part of the ordinary faction specific units. These units acts as backup and might also represent a foreign "mini faction" within the faction. They can be of Elite standard.



EREBOR
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Elite:

- Erebor Spearmen

- Erebor Grim Hammers

Regular:

- Iron Hills Crossbowmen

- Iron HIlls Swordsmen
- Iron Hills Phalanx

Basic:
- Iron Hills Scouts

Defence:
- Erebor Miners

Cavalry:

- Iron Hills Goat Riders

- Iron Hills Battle Wagons (With Axe Throwers)

Support:
- Dale Archers (Elite)

 

Siege:
- Iron Hills Catapults
- Iron Hills Demolishers

Summons:
- Giant Eagles
- Hobbits



MISTY MOUNTAINS
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Elite:
- Goblin Guard of Gundabad (Hobgoblins)

Regular:
- Gundabad Orc Swordsmen
- Gundabad Orc Pikemen

Basic:
- Moria Goblin Swordsmen

- Moria Goblin Spearmen

- Moria Goblin Archers

Defence:
- Goblin Town Goblins

Cavalry:
- Gundabad Warg Riders
- Goblin Town Wolf Riders
- Wild Wolf Horde

Support:
- Moria Goblin Drummers

 

Siege:

- Ogres (Half Trolls)

- Ogre Catapults

- Cave Trolls

 

Summons:

- Balrog (Fortress Monument Creature)

- Stone Giants of Misty Mountains
- Watcher in the Water

 

 

Other factions will be listed with their respective future releases...


Edited by Nazgûl, 19 January 2016 - 02:52 AM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
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SEE-Team_Leader.jpg
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#2 Sûlherokhh

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Posted 27 September 2007 - 02:44 AM

Looking good. I'm waiting on your SpamIdea. :)

Anyway, i would really like to loose the Isenfells and the Eagle-heroes from all factions. Only Elves should have the FortressEagle, Mordor has the WK.
There'll be enough air battles when the EagleSummon is used. My 2cents. ;)

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#3 Nazgûl

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Posted 27 September 2007 - 02:50 AM

I'll think about it :)

Wow, I really never do use spells... I can't recall what summons we have for the different factions... =p

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#4 Nazgûl

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Posted 27 September 2007 - 02:39 PM

Anyway... here's my "great idea" (I hope I didn't hype this too much now, lol) about Defence Units:

1) Is it possible to have certain units spawn when enemy is close, and only then? (For the AI)
2) Is is possible to tell the AI not to leave the base with these units? (Unless "needed" or for some good reason... like joined with other stronger units.)

If so: we could have all Spam/Defence units function like this:

- When enemy enters base, these units spawn very fast (like 10-20 secs... 30 maximum, depending on skills/strenght) and act like "last line of defence" attacking Siege units and whatnot that theatens the base. Not really to wipe them out but to distract and "buy time" to muster a better defensive attack, by collecting heroes and other strong units.

- To avoid swarming the enemy with these cheap units, we limit them all (like the Elites are limited) to 2-4 or maybe 5 hordes. This would help to avoid that Elven faction becomes a Hobbit faction with 500-1000 hobbits at once, and same regarding Peasants and whatnot that function the same way for other factions...


I think having a really cheap and fast, but weak unit for each faction, this way, would not only highten overall "completion" of the mod, but it could also be very fun for all those stressed out players that simply can't stand the build times of SEE. That would give them something to play with in very early game :)

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----------------------------------------------------------------------------------------------------


#5 Nazgûl

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Posted 08 October 2007 - 02:03 AM

*moved from Production Staff to open Staff Forums*
I guess this could be useful for the whole staff to know/see :)

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#6 The Best Guest

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Posted 08 October 2007 - 10:02 PM

Very nice idea
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#7 zachdaddy_3000

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Posted 08 October 2007 - 11:14 PM

Are you talking about like the Moria fortress expansion with spiders that come out of it when enemies get close enough? If the coding for that exists why not have it for other factions (like peasants with farms, miners with mines, etc.)? I'm just saying that that seems like it would be easier to do then try to convince AI to only build DEFENCE units instead of just spamming ones.
Do not come between a Zach and his........Zach?

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#8 Lord of Mordor

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Posted 09 October 2007 - 02:55 PM

Very good idea, Nazûl... very fitting for Spam Units in my opinion.

Build me an army worthy of Mordor!
 

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#9 Nazgûl

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Posted 10 October 2007 - 08:58 AM

Thanks =)

@Zach: Well not really... Cause that would make them mindless robots. I still want them to be recruitable and controllabe for the player to do other things too if needed, like tagging along for a raid =)

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#10 clonecommand

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Posted 10 October 2007 - 07:46 PM

My problem with peasants being "spam" units is that you have to pay 7500+ just to get them. That's an armory, the purchase from the armory, the Golden hall, and the farms all need to built to enjoy these more or less worthless units. If they're gonna be spam, they have to be easily accssed. By the time peasants become avaible, the player will prob have tower guards and ample other units.

Oh, and btw, nice spam idea, Chris :p

Edited by clonecommand, 10 October 2007 - 07:46 PM.


#11 zachdaddy_3000

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Posted 10 October 2007 - 09:47 PM

You probably could get rid of the golden hall requirement. Actually, you probably could just get rid of the Golden Hall itself. I mean other then being required for 3 heroes, it really serves no other purpose, other than drafting. What about adding the draft button to the Armory? Just make it so you can click it twice. But if you do want to keep the Golden hall, atleast make it so that the Rohan heroes can spawn from it, like they would in the movies!
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#12 Nazgûl

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Posted 12 October 2007 - 01:33 PM

Nah, I like the Golden Hall and we put a lot of work into it ;p

Golden Hall will in the end give access to:
- Rohan heroes (That might contain Hama too)
- Rohan Royal Guard
- Rohan Peasants
- Draft

And I disagree with the cost. By this time you will have enough cash that the cost is not even bothered with. And I find it very useful to defend farms this way. When units get close to my farms, I "spam" peasants to distract them until my stronger units get there.

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#13 zachdaddy_3000

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Posted 12 October 2007 - 05:18 PM

So that means that we're going to spawn the rohan heroes and royal gaurd from the Golden Hall itself, right? IT JUST MAKES SENSE!
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#14 Nazgûl

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Posted 12 October 2007 - 07:38 PM

No... it means that Golden Hall "gives access" to them. They used to be in Golden Hall, but everybody, and I mean EVERYBODY screamed for the Peasants to be moved from Golden Hall to farms, so we NOT gonna change that back again :p

Rohan Heroes is going to be moved to Golden Hall if we can solve it coding wise (for Beta V) but the Royal Guard is going to reside there no matter what =)

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#15 Nazgûl

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Posted 28 October 2007 - 02:33 AM

Ok Sûl... you asked about the Barrack Levels...
I updated the 1st post with this list :p :


¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
Main Barracks level setup of Special Extended Edition
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Yellow = ToDo!
Everything NOT listed should stay as default EA settings - like now... :good:


MotW
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Barracks:
* Lvl 1 - Gondor Soldiers
* Lvl 2 - Gondor Spearmen (Move here from 1)
* Lvl 3 - Gondor Fountain Guards


Elves
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Barracks:
* Lvl 1 - Lórien Swordsmen
* Lvl 1 - Lórien Archers
* Lvl 2 - Mithlond Sentries
* Lvl 2 - Mirkwood Archers
* Lvl 3 - Galadhrim Warriors (yes, rename to this, if you like) :lol:
* Lvl 3 - Noldor Warriors


Dwarves
----
Barracks:
* Lvl 1 - Axe Throwers
* Lvl 1 - Phalanxes
* Lvl 2 - Warriors (+ Banners)
* Lvl 2 - Veterans (Move here from 3, and rename to this. "Bersekers" should be exclusive for Isengard)
* Lvl 3 - Khazad Guard


Mordor
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Orc Pit:
* Lvl 1 - Gorgoroth Orcs
* Lvl 1 - Gorgoroth Orc Archers
* Lvl 2 - Gorgoroth Orc Pikemen
* Lvl 3 - (only Speed bonus)

Elite Orc Pit: (Maybe this should have a pre-req (for Beta V) though)
* Lvl 1 - Morgul Orcs
* Lvl 2 - Morannon Orcs
* Lvl 2 - Morannon Orc Archers
* Lvl 3 - Black Uruks

Troll Cage:
* Lvl 1 - Mountain Troll
* Lvl 2 - Drummer Troll
* Lvl 3 - Attack Troll (+ Siege Mace)


Isengard
----
Uruk Pit:
* Lvl 1 - Scout Raiders
* Lvl 2 - Crossbows
* Lvl 2 - Pikemen
* Lvl 2 - Swordsmen
* Lvl 3 - Berserkers
* Lvl 3 - Uruks of Orthanc


Moria
----
Barracks:
* Lvl 1 - Warriors
* Lvl 1 - Archers
* Lvl 2 - Pikemen
* Lvl 2 - Drummer (Maybe move here from 3?)
* Lvl 3 - Guard of Moria

Fissure:
* Lvl 1 - Spiderlings (Move here from Warg Lair)
* Lvl 2 - Cave Troll
* Lvl 3 - Mountain Giant



THAT should do it! :crazed:

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#16 Sûlherokhh

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Posted 28 October 2007 - 06:22 AM

Great! Thanks so much! :crazed:

Do you really want the Spiders to go to the Fissure? I think we might just replace them with a pack of wargs and keep them in the Beast Pit (formerly known as SpiderPit/WargPit). :good:

Anyway, now i got something set, hehe. :lol:

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#17 Lord of Mordor

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Posted 28 October 2007 - 10:27 AM

OR you could put spiders into the fissure AND add a pack of wargs to the warg pit :good:

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#18 Nazgûl

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Posted 28 October 2007 - 12:23 PM

I'd suggest that too ^
Removing the Spiderlings completely feels like a waste of a fully functional unit. But a pack of rider less Wargs would indeed be very nice to ADD to the Warg Pit (and thus keep the name Warg Pit or Cave). IN that case they could be lvl 1 and the Wargs with Riders could be lvl 2? :rolleyes:

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#19 Sûlherokhh

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Posted 28 October 2007 - 12:37 PM

I am also thinking about a radical redesign of the pack. Basically you just build one Warg (the Alpha) who, when trained, immediately spawn about 5 additional Wargs that a slaved to him and unselectable. They just follow the alpha whereever you send him and wreak havoc all around him. That should make for some pretty disorderly setup. You just can't have wolves run around in formation, right? :rolleyes:

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#20 Lord of Mordor

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Posted 28 October 2007 - 12:38 PM

Great idea :rolleyes: Some units just sould not have formations, absolutely true :p

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