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lone wolf bfme battle for middle-earth general discussion radspakr

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#1 Radspakr Wolfbane

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Posted 14 January 2007 - 10:54 AM

I have made a new thread this one will be the official Discussion thread for Lone Wolf.
This thread is open to all with suggestions,opinons and questions.
I'll start it off with.
I thought i'd ask some questions to make Lone Wolf a better mod and to help figure out the blanks in the mod.
at the moment Rhun only have Fire Arrows and Banner upgrades I've been undecided as to whether I should give Heavy Armour and forged blades to them.
I don't think Heavy armour would suit Harad I won't include Forged blades to Harad because they have no "swordsmen".
I'm also unsure about giving the Forged blades and heavy armour to the shire faction but they'll need some kind of upgrade.
I've also considered a second woodmen unit for Wilderland basic peasent style units I'm unsure if I should.
I have made a Rohan Catapult to replace the Ents though I don't know about including it so what do you think?
So if anyone has any ideas please post.
Tell your friends about this mod.

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#2 zimoo

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Posted 14 January 2007 - 11:19 AM

If you're going by the books, give Harad an armour upgrade. If you're not, then don't :grin:.

In the books the Haradrim used "corslets of overlapping brazen plates", which would be good for an armour upgrade.

I'd say give Easterlings heavy armour. They were masters of war, and they lived (relatively) close to the dwarves.

To the Shire, I'd say heavy armour would work but not forged blades. Their armour though should be a LOT weaker than others, as it'd probably be just padded leather or something.

A Rohan catapult is fine. It was a pretty standard tool-of-war, so I see no problem with Rohan having a few locked up just in case :)

Keep up the great work :sleep:
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#3 Radspakr Wolfbane

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Posted 15 January 2007 - 01:39 PM

thanks for that Zimoo I took your advise and today reskinned the Easterling units with a normal skin and the new heavy armour skin.
I also reskinned the Hobbit units and have added on leather vests just have to code in the upgrades.
The site has just been updated with the reskins.
I'm going to be spending the next week or so getting the Shire faction up to 80% completion so there will be some new renders and screenies coming in the next update.

Also i've added a new spell for Rhun which upgrades Khamul (wraith)
giving a new armour and abilities as well as a significant stat boost.
This spell will be the "big" spell for Rhun called simply Khamul the Black.
it will cost 10 power points and will be a permenant upgrade.

I've finally finished the coding for Galadriel's Ring Lust spell (the one where she changes forms)playing with her I think she may be overpowered so I thought i'd ask if her form should be permenent or with a timer.
When she changes forms she gains a massive attack upgrade basically the same power as Sauron's mellee attack complete with the AOE.
She'll also scare off enemies.

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#4 zimoo

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Posted 15 January 2007 - 02:53 PM

Galadriel was second mightiest of all elves. Aslong as you keep her buildcost high and armour relatively weak she should be balanced.
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#5 Radspakr Wolfbane

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Posted 16 January 2007 - 04:27 PM

a bit of a sucky day for the Lone Wolf mod.my Textures file got corrupted I had to redo the file from scratch.but all sorted now I took the chance to convert the files to DDS.
In other news I have been coding Rhun.
Rhun's units will be comparable to the Dwarves in strength though with exception of their cavalry they'll move slower then other infantry.men of Rhun will have pretty good armour but move a bit slower then other factions around 5-10%.
Unlike the Dwarves they have Cavalry to make up for slow infantry and the Khand units will be as fast as the Elves and Urukhai but have poor armour.
The Rhun Riders will be classed as Heavy Cavalry and the 2 Khand Cavalry units will be light cavalry weaker armour but better speed.
At the moment I don't think i'll add the Heavy armour to the Khand units.
A spell list is being worked out at the moment for Rhun so far it'll include
-Warchant
-Heal (heals 50%)
-summon Haradrim (3 hordes of Haradrim Archers)
-Pillage
-"industry"
-Spawn Nazgul (2 nazgul)
-Darkness
-Khamul the Black (powers up Khamul the wraith)
Rhun will be able to play offensive or defensively with ease because of their powerful Infantry and fearsome Cavalry.Rhun will be best sutied to open combat making full use of their Wains and Cavalry.
Rhun also has only a couple Heroes 4 I think.

The Shire is also being worked on.
And i've finally found what I want to do with the Shire.
The shire will be fast,lightly armoured and stealthy faction even better stealth then the Elves.
The Shire will have more stealth units then any other faction their Archers and Infantry (except the Sheriffs) will all have stealth then there's the Dunedain units who will also have Stealth so the Shire will be great for sneaking up on an enemy.

Edited by Radspakr, 17 January 2007 - 02:07 PM.

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#6 zimoo

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Posted 16 January 2007 - 04:53 PM

Sounds good, although I think Rhun could do with a power called "Joining of the Tribes", which gives their units a passive/temporary build time reduction. As the Easterlings were a loose group of tribes, they would only be able to get large amounts of soldiers quickly if they united, hence my reasoning behind this power.
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#7 Radspakr Wolfbane

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Posted 17 January 2007 - 01:34 PM

It sounds very much like my Muster the Rohirrim spell for Rohan.
well my spell book is almost ready I'll look into making it a building ability maybe the Haven.

There will be a few changes to the unit and building lists they are -
one of the Morgul Havens will be removed the Angmar Ruins will Stay.
Khand Hall will be removed from Rhun (i'm just removing it from the command set)
Morgul Knights will be moved

I'm adding another Expansion Plot to the game called the Market this is something i've been toying with for awhile.
The Market is built like the Havens or Watchtowers from a Plot it provides resources,resource upgrades like Grand Harvest and others like it every faction will have a Market building though for some factions it will be a little different.
As well as producing resources and upgrades the MArkets also build special units/hordes often these units are from other factions for instance the Wilderland Market will build Erebor Axe Warriors and the Dwarf Market will build Dale Archers.
Some Factions will build special exclusive units only available to that building such as Dol Guldor's Market (it won't be called a Market)
will build a new horde called "Darkmen of Rhun" .
There will be a few new units added into the mod they are

Darkmen of Rhun - these units are basically an elite infantry unit that act as Khamul's Guards.(buldable from the Dol Guldor Market)

Albino Wargs - buildable from the Goblin Market just an albino version of the Warg hunting pack.(put solely in there because I like the idea of albino Wargs ;))

Warg Scout - a new unit for Isengard a scout wargrider used for recon built from the Warg Pit

March Warden - the Green Elves scout unit built from the Haven (can attack)

Half men/uruks - Isengard horde built from the Market a basic infantry unit can use fire pretty strong (theses are like the "squinty eyed southerner" in the Prancing pony in fotr and the guys from scouring of the shire)

Wicked Men - built from the Morgul Market, evil men in service of Sauron.(infantry)

Scout Rider - scout unit for High Elves built from Stables.

Dwarven Ballista - A Ballista designed to throw rocks built from the siege workshop.

Faction Market units

DWARVES - Dale Archers
GREEN ELVES - Hawk (like the one Brand can summon),Rivendell Warriors
HIGH ELVES - Dunedain Rangers
WILDERLAND - Erebor Axe Warriors,Dwarven Ballista
SHIRE - Bree Militia,Bree Town Guard
GONDOR - Dunedain Scout,Rohirrim Archer
ROHAN - Gondor Rangers
MORDOR - Haradrim Archers,lvl2- Soldiers of Rhun,lvl3- Olag Hai
MORGUL - Wicked Men,Morgul Knights (moved to Market)
DOL GULDOR - Darkmen of Rhun,Goblin Archers,Goblin Fighters
HARAD - Wain Riders,Assassin (the Harad Market will also provide an upgrade allowing the choose to build Haradrim War Chariots)
RHUN - Khand Axemen (the Khand Hall has been removed from Rhun and the Axemen moved to here)
ISENGARD - Half Uruks/Men
GOBLINS - Albino Warg Pack

Edited by Radspakr, 17 January 2007 - 02:38 PM.

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#8 Radspakr Wolfbane

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Posted 18 January 2007 - 04:45 PM

I just thought i'd post some more brand new news I almost have new news daily now :lol:
anyway on to the news I've added in a new building to the High Elves called Library of the Noldor (working title) this building provides upgrades most of them for the Lightbearer.they are-
Knowledge of the Noldor - units are given experience
Book of Light - Gives the Lightbearer the Searing Light ability
Elven Medicine - Gives the Lightbearer the Athelas ability
Farseeing Eyes - Archers and Scouts gain a Range/Vision boost
Light of the Learned - Lightbearer gains a health boost a magic and experience boost

The ELven Watchstation (Green Elves) will also get the Elven Medicine upgrade to allow the Galadriel Maidens to use Athelas.

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#9 Radspakr Wolfbane

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Posted 21 January 2007 - 02:19 PM

The site has just been updated with 5 new renders.
Khamul (Human) has been renamed Bor.
The Easterling slasher and Morgul Knight have been updated.
The Dark men of Rhun have been made and I have put up a render of the new Noldor Library and Scholar.
The Scholar is a townsperson unit.

The Darkmen of Rhun are strong Shieldbearer horde.

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#10 zimoo

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Posted 21 January 2007 - 02:34 PM

Bor? Ulfang would be more suited IMO, Bor was the one who stayed loyal to the Sons of Feanor, while Ulfang served Morgoth.

The Noldor Library and scholar look good, although I'm not too keen on the multi-coloured roof.

Morgul Knight...it's hard to tell because of the black background, looks decent though.

Dark men of Rhun model/skin looks good.

Keep up the good work :p
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#11 Radspakr Wolfbane

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Posted 21 January 2007 - 03:19 PM

Ulfang that's the name I was trying to remember I used Bor because I couldn't remember the other name.
The roof of the Library is actually from a Rivendell building I figured their should be a building that looks like it comes from rivendell.
I'll have to get some screenshots up next update for the Morgul knights.
I'll probably update the spell list next update too.
I really liked the Darkmen of Rhun skins I spent 3 hours today working out the concept.

Edited by Radspakr, 21 January 2007 - 03:22 PM.

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#12 Gherrick

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Posted 22 January 2007 - 11:30 PM

Looking suh-weet especially Dark Morgul Knights and Darkmen of Rhun :)
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#13 Radspakr Wolfbane

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Posted 08 February 2007 - 01:51 AM

I haven't been online for a few weeks due to real life things.
I'm not entirely sure (possibly in the next 2 weeks) when the next update will be but there a few things I have done.
I'm still getting the mod ready for a beta in the coming months.

I'm planning to make the Wraiths a bit stronger kind of like the opposite of the lightbearers with upgrades that can be purchased from the Morgul Hall building more news in the next update.
Oh and the Campaign problem has been fixed (not sure how though).
So the i've been working a bit on the campaign mode adding in new armies to play with as well as adding in the new heroes and units into the campaigns.

I knocked up a couple more skins as well a reskin of Faramir and the Rhun elite unit Serpent Warrior.Both looking cool.

Edited by Radspakr, 12 February 2007 - 03:49 PM.

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#14 Radspakr Wolfbane

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Posted 26 February 2007 - 04:02 AM

hello there it's been a while since i've posted I haven't been able to upload the new renders or screens to the site yet I have no internet at home atm.
but i'll try to update as soon as possible.

But i'll give some news in the meantime first up-
The is a new hero for the goblin faction called the Great Goblin.
This is not the great goblin from the Hobbit but his succesor he is a very large fat Goblin who is carried around by his personal guard and summons units to fight for him.The Goblin Ravager Hero can now not be built but summoned by the Great Goblin.He can also summon a new unit the Goblin Drummer who is a support unit.
More news later.

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#15 Radspakr Wolfbane

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Posted 01 March 2007 - 03:58 PM

The site has finally been updated.So much for weekly updates.
But I hope you all find the wait was worth it with lots of news added,new screenshots,renders and some tweaking to the site.
I'm also working on reworking the faction pages more news on that later.

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#16 zimoo

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Posted 01 March 2007 - 04:38 PM

The Spell Book for Skirmish has been increased to 12 (i'm still making the new spells)


Does that mean there's only 8 in the campaign now?
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#17 Radspakr Wolfbane

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Posted 01 March 2007 - 05:06 PM

no the campaign will have the same number but I might change the spell book.

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#18 Guest_Guest_*

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Posted 05 March 2007 - 11:33 PM

Mod looks great just wish it would come out sooner

#19 Radspakr Wolfbane

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Posted 06 March 2007 - 11:10 PM

well there's no rushing a project of this size.
The mod is still awhile off being released because there's still a fair bit of content to be added.For instance half of the shire units and buildings have benn completed.

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#20 Guest_brad_*

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Posted 19 March 2007 - 09:34 PM

could you post how complete each faction is





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